Mid-week update time!

I know how much you guys love it when I just log in and boot everyone off without warning so here we are 🙂

I’m not where you think I am

  • Fix for NPC resists not showing
  • Donate button removed from portrait mode
  • Player details screen tidied up
  • Excess UI borders removed from all over the place
  • EXP bar transparency
  • Player enter / exit transition animations added
  • Abyss greatly expanded

This should hopefully be the start of a new trend of much smaller, granular updates being deployed more frequently. There are some quality of life changes here I have been wanting to do for a long time, the map transitions and sorting the excessive black lines around UI elements has been on my to-do list since day one. Expect more hunting zone expansions in the near future, as well as v1 of the party system coming soon.


Morning everyone,

Small hotfix release:

  • Training weapons can now hit a max of 1% of the target’s health
  • Training weapons now only take into account up to 50 offensive skill, further capping their max damage output
  • Training weapons can no longer CRIT
  • HP does not regenerate when using a training weapon
  • Combat cooldown reduced to 30 seconds
  • Defence stat increased in potency by 100%


Hey everyone,

This release is a big big change to how the game works so it is important you take a moment to read these patch notes carefully! The main major changes centre around the new transparent party system, so experience and loot is now given to the players who are most active in a fight rather than to everyone involved. A full party system will be added on top of these changes in the next major update, consider these changes the start of us steering into that system and putting an end to the 50 player afk death balls that have plagued mirage as of late.

  • Mobs now only reward experience to the blocker and top 5 damaging players
    • The experience calculation is now simply mob exp / number of players (max of 6)
    • All mobs have had their base exp significantly increased to compensate for this
    • High level mobs (such as behemoths and beyond) are now much easier to kill so you can take them as 6
  • Elite mobs have been removed from the game
  • All mobs have had their HP and damage reworked
  • Player damage dealt and taken is now calculated totally differently
    • Your skills are now much more important than your equipment
    • Everyone should now be hitting harder
  • Knight axe AOE removed (you could farm some insane exp on low mobs with it)
  • Various map fixes for all kinds of little map bugs
  • Fix for getting booted when sending short chat commands
  • Fix for weird client scaling errors all over the place (rolled back version of LibGDX)
  • Added new health and mana potions
    • Costs reworked
    • Weight reworked (You might now be over your carrying capacity as a result)
  • Standard combat lock increased to 1 minute
  • Fixes for the skull system going bonkers
  • Health and Mana regen now fixed at a standard rate rather than a percentage of max
  • Health and Mana regen is now always active, unless you are in a safe zone
  • Staffs mana usage tweaked – mages can now run out of mana
  • Currency drop rates increased across the board
  • Hedgehogs

This is by no means the final balance pass on mob exp / hp / damage so please report back anything you think seems a bit out of whack. I am going to work on a fair way of dynamically calculating what the EXP of a given mob should be based on its HP and skills for the next release, ensuring stronger mobs give more exp-per-hit to encourage you guys to always want to fight the hardest stuff you can. The state of play with this patch is manually tweaked based on test server feedback, so I’m sure there’s a few silly mistakes in there somewhere.

See you in-game,



I am extremely excited to announce the long-awaited deployment of the big back-end networking and database layer rewrite has now gone live!

A whole neeeew wooooooooooorld

Amongst other things, the big and obvious change for you guys is the roll-out of a world-revamp. Every zone has been reworked and redrawn, we wanted you guys to see the project is being taken seriously in 2019 and this is just a small taste of what is to come. Patch notes are as follows:

  • World revamp, all new world and graphics
  • Removal of /gender command
  • Donation system completely removed
  • Addition of event scrolls
  • You can no longer log in with account names, you must use your email address
  • The email relay service we use is now DNS authenticated
  • Complete rewrite of the server-side networking and packet handling
  • Complete rewrite of the server-side database layer
  • Migration to MariaDB
  • Friends list limited to 25 friends (your friends list has been wiped as a result)
  • Many bug fixes

The next update will be a fun interim update before I start work on migrating the client to use the new networking architecture the server now leverages, expect some new monsters and zones as well as balance and quality of life changes in the near future.

Please report any and all bugs you find on Discord!


Hey everyone,

Just a small update to say the server is back online. The issue with Paypal cost us a significant amount of capital but we have survived, there will be an update this weekend which will completely remove any and all traces of the donation system from the code base. I will post more information once that is live.

Thanks for your patience,


Hello everyone,

Unfortunately today I have had to take the server offline until further notice due to an issue with the PayPal donation system that is resulting in significant costs being incurred initially to the donation pot I use to fund the server, but also potentially if the costs get high enough to wipe that out to me personally also. I have a mortgage to pay and a family to look after, so as this looks like it could potentially threaten our financial security Mirage will be offline until I can evaluate the extent of the damage.

This is a very targeted and deliberate thing, I believe the intention was simply to get “free events”, however the additional costs incurred that are passed directly on to me are massive and PayPal has absolutely no protection around the sale of online services and though they can see what is happening and how they are doing what they are doing, their policy is to side with the consumer in online service cases and they cannot shield me from the fees so this could potentially really hurt me financially.

Mirage will be back online ASAP with the donation system ripped out, but please appreciate in the interim I have to act in the interest of my families financial security so until I know where we stand and the extent of the cost of this it is much safer for me to keep the server offline. I will manually trigger some donation events when the server comes back online to compensate for this period of downtime.

It goes without saying your characters, items etc are all safe and backed up and aren’t going anywhere.

Sincerest apologies,



As is the norm, Mirage has shut down for 24 hours over Christmas day. This isn’t for server maintenance, upgrades, or anything like that – it’s simply… I have the ability to interrupt the casual mobile gaming habit of 10,000 (average sign-in per day stat) people on a day when they are likely to be in a room with family they otherwise don’t see the rest of the year, so I choose to do so. Not trying to prove anything, just something I decided to do on the first year and it’s become a bit of a tradition 🙂

Thank you so much to everyone who logs in and makes an effort to contribute and build the community in-game. Seriously, I bloody love you guys.

Merry Christmas!

Liam, Mombi, Egon, and the CM team <3

Dear players,

I’d like to take an opportunity to explain the current state of things, and what is happening with regards to continued development of Mirage into 2019. You may have noticed a few community changes in the last weeks, namely:

  • Deletion of the community Facebook
  • Removal of Reddit
  • Wiki link taken down
  • Forums closed

On the surface this might look like the behaviour of a product / service that is shutting down. On the contrary, this is simply me realising that there were far too many community hubs for me to manage. People would constantly try and reach out to me or the moderator team through facebook, reddit or the forums and basically get no response because I just didn’t ever really look at them. The net result of this is a lot of people left feeling like they got really shitty support or deliberately ignored, which is something I don’t want to happen going forwards. The wiki link has been dropped simply as it has outdated information, and is directly tied to a subreddit I no longer support.

A sign of things to come

So aside from the removal of a bunch of community pages, what else is going on? Well, the real aim of all this is to get a handle on everything so myself, the moderation team, and you (the players) are in a more solid position going forwards. With that in mind, a few things are going to happen over the next few weeks:

Improved Support

  • Realm Rules will be moved out of the forums and onto the website
  • Support section of the website with FAQs and a form to contact Char by email with any issues
  • Addition of a Manual to the website, which will explain the mechanics of the game in detail and help answer questions new players might have

Reworked Donations

  • Rework of how players donate to the project:
    • Removal of Paypal as a payment method
    • Removal of the cyclic realm bonus mechanism that is poorly understood
    • Addition of usable scrolls in-game which will grant specific realm-wide bonuses
      • These can be freely traded
      • You can just buy the realm bonus scrolls you want instead of relying on the RNG of the current donation system
      • All buffs affect everyone playing just like now
      • Gender and Name change scrolls will also be available, the latter at a reasonable cost
    • Addition of in-game store, where you can buy these scrolls using google play


The development and management of Mirage as a project over the years has largely been a mess. A poorly supported mess with little direction, at that! The game in it’s current form is effectively a proof of concept, and has a number of engine limitations as a result of how it was built in a reasonably rushed and exploratory way (my first game and all that). That said, it has found a place in the Play Store and many of you continue to enjoy it despite it’s shortcomings – which is awesome. I think it’s time this stuff started getting ran properly.

With that in mind…

I started work some time ago rewriting the whole game from scratch. New client, new server, new technology, new engine. The aim here is to remove the limitations and built some real foundations that are going to make it easy to build and extend the game properly – to make it possible to actually build the game I originally set out to realise. It is still relatively early days with the new engine, though I can say the fundamental client and server architecture is looking great and I am very close to having something we can log into and run around in. One of the largest changes is the world will be one big consistent map rather than lots of small ones – this is something I have always wanted but did not have the patience to engineer the first time round.

How is this relevant to improving the website and ripping out paypal donations? Well, really attacking this game as a serious Indie project is going to take a hell of a lot of blood sweat and tears and I want to make sure the current version of Mirage and it’s players (you guys!) are taken care of while I do it. It’s about making sure the old house doesn’t fall down while you build the new one, and embracing this opportunity to turn over a new leaf – treating the game and it’s community with the respect it deserves, taking the attitude of “no compromises, do it properly” from the new engine and applying it to Mirage on the whole.

When can we see the new stuff?

As soon as I have something cool to show you, I will. In the mean time the donations patch should land mid-december, expect some new content along side it to keep the wheels turning.

Thanks for reading,


I’m still backpacking through Italy at the moment but found myself on a long delayed train to Milan today so got the laptop out and started going through my backlog of stuff to fix.

Greetings from Florence

  • Fixed level-up font scaling
  • Fix critical hit font scaling
  • Ignored players now stay ignored between sessions
  • Fix for crash on looting 0 items
  • Fix for several target details screen bugs
  • Fix for negative stat modifiers showing two – signs in stats screen
  • Fix bodies not inferring scale from sprite scale
  • Monsters can no longer spawn in invalid locations
  • Buffed volley damage
  • Reduced PVP damage by 25%
  • Reduced damage variance
    • Damage bonus wobble reduced to 10% down from 20%
    • Crit damage reduced to 1.5x down from 2x
  • Fire Wyrms no longer bleed water
  • Copper gloves now weigh something
  • Duck smashers are no longer stackable
  • Greatly increased money drops in the abyss
  • Abyss monsters now drop high tier knight gear instead of the behemoth drops
  • Water slimes exp nerfed
  • Orc mage exp buffed

I’m sure I’ve forgotten some stuff but this is the main gist of it.



I had some time on the plane to implement a few quality of life changes to the client, these are now released to the play store and available via the download page.


  • In-game text scale
  • Health bar scale
  • Option to only show monster names and target name
  • Option to only show hp bars of injured creatures

If you don’t like the new default preferences or want to adjust them further, you can change them in the main menu. Also, yesterday the following went life:

  • Patch for walls not blocking correctly in new zone
  • Fix for chat text box not getting focus when full screen
  • Fix for back add-on UI showing colour selector
  • New level 70 area
  • 5 new high level mobs with all new items
  • Bosses revamped