In progress now
- Town defences, town by town. Every settlement on the road is getting bespoke wall art and defensive character. Thirteen of twenty-eight towns are done — from Wanderer's Rest out past Blackroot Haven — with the far-east fifteen still to come.
- Dimensional market buildings. The flat shop, inn and hall sprites are being replaced with proper dimensional building art, one town at a time, starting at Wanderer's Rest.
- Website expansion. This site is growing into a full manual and atlas for the game — guides, region pages and development diaries (you're reading part of that work).
Next
- Blog cadence. Regular patch-note posts and development diaries, now that the blog is live.
- Guide coverage for every system, kept in lockstep with balance changes.
- More bespoke landmark art in the middle stretches of the corridor, continuing July's set-piece work.
Being considered
Ideas that come up often — in chat and in feedback — and are genuinely on the table, with no commitment yet:
- More tool types joining the pickaxe and axe in equipment slots (a fishing rod is the perennial request).
- Deeper house customisation and more construction stages.
- More quest lines beyond the current beginner arc.
- Additional leaderboard categories and seasonal records.
Principles that won't change
- No energy systems, no daily-streak pressure, no pay-to-win — ever.
- Away time stays a first-class way to play.
- Existing progress is never retroactively rewritten by a balance pass.
- The world stays hand-built.
Recently shipped
For what already made it out the door — the smithing rebalance, equippable tools, Zone 3, the castle set and more — see the changelog.
