Changelog
Patch notes and release highlights, newest first.
v0.1.7
v0.1.7
- Added skill-level equip requirements across the full profession tool ladder so bought or crafted late-game tools no longer skip progression.
- Mining, Woodcutting, Carpentry, Farming, Fishing, and Tinkering tools now follow the same 10-level tier bands as the rest of progression.
- Hammers now require both Smelting and Smithing at the matching tier before they can be equipped.
- Removed dynamic ring and necklace rolls and replaced them with deterministic combat jewellery that resolves directly from static game data.
- Added new static rings and necklaces with fixed Attack Power, Health, and Protection bonuses plus Defense level requirements by tier.
v0.1.6
v0.1.6
- Raised key sell values so rarer combat key drops feel more rewarding.
- Added Fishing with equipable rods, required bait, fish catches, and bonus drops like seaweed and wooden chests.
- Added the Willow Fishing Rod as the starter rod recipe in Tinkering, and made fishing require an equipped Fishing Rod before it can start.
- Fishing previews now use bait wording and expected catch totals so failed casts no longer look like guaranteed fish.
v0.1.5
v0.1.5
- Cleaned up the Equipment modifiers panel so combat stats and skill modifiers are easier to read.
- Skill modifier rows now show clearer speed totals and softer source breakdowns.
- Added hatchets as dedicated carpentry tools, with their own slot, tool tiers, and crafting recipes.
- More gameplay interactions now play the pop sound for better feedback.
- Changing to a different skill action now resets the batch count back to 1.
- The sidebar now shows a Profile entry with your total level, plus clearer external link indicators.
v0.1.4
v0.1.4
- Fixed a food resale exploit in the merchant loop.
- Local browser saves now use a fresh storage key to keep older broken data out of the new balance pass.
v0.1.3
v0.1.3
- Crafting and homestead station batches now respect your idle cap instead of running forever.
- Rebalanced tool and accessory speed bonuses so late-game gathering stays under control.
- Most deterministic rings, necklaces, and tools now stack again when unequipped.
- Adjusted early map progression, including Brackenford and starter coal access.
- Save loading is stricter so balance changes are less likely to break existing profiles.
v0.1.2
v0.1.2
- Added the first Combat release with enemies, drops, food use, and combat XP.
- Added one-handed, two-handed, ranged, and defence combat progression with gear requirements.
- Added a Progress page with a clearer account overview and image export.
- Rebalanced farming, mining, and woodcutting XP to smooth early progression.
- Improved save handling so future balance changes are safer for existing profiles.
- Merchant upgrades now update inventory capacity, offline cap, and XP bonuses more reliably.
- Recent battle now shows the trained combat skill icon for XP gains.
- Removed the visible Settings debug tab while keeping the main settings and save controls.
v0.1.1
v0.1.1
- Added Scholar's Chalice and Hearthkeeper's Grail for permanent non-combat XP bonuses.
- Active bonuses and skill previews now show those XP boosts properly.
- Removed the old Settings debug tab and its debug shortcuts.
- Save import, export, reset, and the main preferences still live under Settings.
v0.1.0
v0.1.0
- Added Items and Materials tabs in Inventory, with better desktop tab balance and faster search clearing.
- Raised accessory sell values and doubled Smithing and Tinkering recipe XP.
- Improved item quality styling so better gear is easier to spot.
- Added a merchant upgrade that increases daily quest turn-ins.
- Refined equipment and inventory visuals so gear and quality read more clearly.
- Added item quality themes and save export/import codes in Settings.
- Added a compact mobile activity footer so your current activity stays easy to reopen.
- Improved homestead booster selection and added safer destroy prompts.
- Increased the default inventory capacity from 20 to 30 slots.