Changelog
This page lists changes to the manual, newest first: what a reader of these pages would now read differently, and the day it changed. Changes to the game that the manual does not describe are not listed here.
0.1.7@2026-10-26 Searched cells stay inside the fog
- Stash: a cell you searched is marked only where its room shows on the map, never past the fog.
0.1.7@2026-10-26 A dead smith's notes
- Graves, PvP, Crafting: a dead smith's notes stay with them; whoever takes their possessions has the names in them written into their own notes, except a name or signature they already have. Patterns still arrive as pattern books.
0.1.7@2026-10-26 The way ahead, with Animation off
- Controls: with Animation off the way ahead jumps to each tile and turns at once, like the figures on the map.
0.1.7@2026-10-26 Searched cells, shaded
- Stash, Reference: a storage cell you searched is shaded dark on your map, with a small tick in its corner, where it had a blue-grey square; it still fades over a day.
0.1.7@2026-10-26 A settings window
- Controls: with a mouse, Settings is a window with tabs and a drawing of what each setting changes, worked by the arrow keys, Space and 1 to 4; Esc, X or Done closes it, and so does a fight starting. On a phone it is still a sheet.
- Controls: Chat window off in Settings takes the chat window off the screen, and Enter no longer opens it.
- Controls: Animation off keeps every figure standing, facing you, jumping from tile to tile, and opens storage cells without the rummage.
0.1.4@2026-10-26 Pattern books are pages
- Crafting: picking up a pattern book writes its shape into your Smith's Notes and uses the book up; a book for a shape you know stays a spare. Books are named for their shape, "Flask (pattern book)".
- Graves: a dead character leaves a fresh book for every page they knew.
- Stash, Reference: pages in living smiths' notes count toward a book's world limit.
0.1.3@2026-10-26 Cells you searched, on your map
- Stash: cells you searched yourself are marked on your map for a day, fading as it passes, from this browser's own record; hovering one says how long ago. It is not when the cell refills.
- Reference: Map markers: the searched-cell mark.
0.1.1@2026-10-25 A searched room says so
- Stash: opening a storage room says whether it turned something up, came up empty, or was searched by someone recently and has not refilled, never when it will; opens less than a second apart only look in; the game remembers, in your browser, when you last searched each cell.
- Controls: a stash closed to its button still searches the cells you step onto, and the button shows what each search found.
0.1.0@2026-10-25 The Exchange
- Market: the Exchange posts trades of its own, offering a find a sector lacks for goods it holds too many of; the goods are destroyed and a trade has no cut. A price may now name Goods.
- Stash: an Exchange trade counts as one of the sector's room finds. Reference: the Exchange's offer and price; Reference: Costs: what a trade destroys.
0.0.15@2026-10-25 You beside Act, and the turn order
- Combat: the allies window, the allies list and the vitals in the Act panel are gone; you sit beside Act, your figure with small health and mana bars across it, and your damage rises there.
- Combat: pressing yourself shows the coming turn's order if nothing changes, with your side's health, mana and Reflex and foes' health.
0.0.14@2026-10-25 Pages that disagreed, a fourth time
- Smithing: Kinetic strengthens Edge, Bend and Flare, not Tip; Density strengthens Flat only on a blade; a hammer needs a block 10 cells wide, which one Flat makes only on a head socketed at rows 5 to 8; Randomize, the shape tiles and Blank sit inside Customize.
- Crafting, World, Character, Reference, Read me: stage 4 is Fabricate throughout.
- Reference: smithing's numbers, and how often a Stocker turns up; a room find's bad-luck boost stays within the 0 to 1 limit.
- Job board, Controls, Items, Stash, Crafting, World: plainer wording for a grave someone else desecrated, a duel prompt, stack counts, the starter-gear distance and where a Foundry stands.
- Stash: a disbanded faction's contested tiles turn neutral like the rest. PvP: refusing a Request costs you nothing; the opener takes the failed-opening penalty. Job board: Supply is a member's donation to their faction's reserve.
- World: each sector has one base biome, which recon notes and Biome jobs read (Job board).
- Fluids, Reference, Character: the stamina cost is for ice (Caloric −5 or less); cupped hands take the same water a vessel does.
- Reference: a raid attacker stepping onto the contested tile joins its faction's side. Combat, Reference: the party level counts each fighter's level when they joined. Reference: resistance from gear is not softened.
- Character, Reference, Crafting: unslotting rolls Intelligence, Reflex and Fortitude; treaties spend faction stamina.
- Graves: a ghost still standing when you flee or die restores the grave.
- Character: starting HP lives in Reference.
- Binding Salt and pattern-book odds are on Stash and Reference, not Crafting.
0.0.13@2026-10-24 Weapons you shape
- Smithing: a weapon in the Fabrication Bay starts from a random shape; Customize opens an anvil to hammer it, pick a shape tile or start from a blank bar, and shows what each blow would do before you strike. Free, looks only, and never named in the game.
- Crafting: the bay's button reads Fabricate, and you cannot fabricate while resting.
0.0.11@2026-10-24 Plainer pages
- Cut or reworded phrases that said nothing or only made sense from the code: Techniques says what cohesion does; Items drops the socket table of one-word properties and says plainly what a market ticket is; Combat, World, Crafting, Stash, Graves, Factions, PvP, Job board, Controls and Reference lose fragments such as "the pool is unchanged", "the room hums", "answers nobody" and "no timing".
0.0.11@2026-10-24 The Stocker
- World: a Stocker, a delivery drone of every biome, is about 1 encounter in 500; it never attacks and only tries to escape.
- Stash: killing one hands the killer its sector's next room find and skips the next room to roll there.
0.0.9@2026-10-24 Rooms that refill
- Stash: an unclaimed storage room rolls again once its cooldown has passed and its last find is gone; you must stand in it; finds are likelier where little lies in place and rarer where rooms have paid out a lot; empty rooms raise your odds until one pays; faction-held rooms never roll.
- Graves: an escaped ghost's possessions go to its sector's storage rooms; bound items are destroyed.
- Crafting, Reference: book and Binding Salt odds, and the room-loot formula.
- Stash: an account that rolled more than 194 rooms in a day waits four times as long everywhere; a find stops turning up anywhere once the world already holds enough of it.
0.0.8@2026-10-23 Vials nearer home
- Items: each vial drops from 30% of kills in the origin sector and 12% beyond it.
0.0.7@2026-10-23 Shorter pages
- Fluids opens by saying what water is for and what makes it unsafe, instead of describing its four numbers.
- Items drops the capability and operation tables, which named internals rather than anything on screen.
- Read me links to Character for what each stat governs instead of repeating the table.
- Combat, Controls, Crafting, Factions, Market, PvP, Reference, Techniques and World: sentences that repeated a table or another page, or explained intent rather than behaviour, are gone.
0.0.7@2026-10-23 Pages that disagreed, a third time
- Character: the sheet is a header and three panels, Condition, Defence and Technique loadout; levelling is the +N beside your level; the example spreads are not presets; resting stops once you are full.
- Techniques: a technique cannot be renamed; burden's reflex penalty also counts in turn order and escape.
- Factions: only a PvP death on a contested tile moves tiles; joining a raid fight any way but stepping onto the tile makes a third side; released tiles respect the taker's capacity; any ground but a contested tile needs an Ambush or a Request; only the signatories see a treaty; a withdrawal holds until midnight.
- Graves: fleeing or dying to a ghost pays no experience; the name is in the panel, not on the map.
- Parlour: a player pulled into a fight interrupts the game, with no winner.
- Job board: Slay and Protect need you to have dealt damage and stayed; a death voids the Protect and Escort jobs that character posted.
- Market: the buy preview counts shards and stacks; only the buyer sees the cut.
- PvP, Controls, Combat, Reference, Stash, Crafting, Read me: the Challenge button, the version line, which log entries have a why?, monster resistance, the ledger after a member leaves, an unsuited material's rounding, and the reconnect toast.
0.0.5@2026-10-23 Reload, treaties and decay order
- Read me: after 20 failed attempts to reach the server, the screen stops trying and offers Reload.
- Controls: Treaties is for officers and leaders only.
- Factions, Reference: decay releases contested tiles last; a defender's death releases the contested tiles nearest it first, then the outer edge.
0.0.4@2026-10-23 Pages that disagreed, again
- Character: the Minor Mana Vial restores mana.
- Combat: a monster that can hold none of its techniques uses the primals; monster health and mana link to Reference.
- Reference: crafting a strike or spell removes the primal techniques; a passive does not.
- Controls: fights open in their own window; faction banners sit under your vitals; Enter is also idle on tabs, sliders and in windows.
- Factions: the 48 h treaty cooldown binds only the same pair; other factions' ground shows within 16 tiles.
- Techniques: diffuse density pays reflex debt down; passives reserve mana on their total weight.
- PvP: an ambush's ±1 reflex counts only for the first turn's order and escape.
- Fluids: vessel warmth follows the vessel's material Density; footing must beat the difficulty.
- Stash, Crafting, Items, World, Graves: relinking, material fusion Density, the economy capability, crossing time and recovery corrected.
- Second pass: who can join a fight; effective reflex and what kinetic and density do to hit chance; desperation's stamina limit; Strained scaling debt both ways; the technique cap reads bare stats; faction roles for withdrawing, revoking and promotion notices; the HQ can be contested; which shards fit which slot; heat shards spent on the melt, not the block; wells, Find-a-room notes, market payment, and stamina costs for wading, cold water and reheating.
0.0.4@2026-10-23 Shards from a stack
- Crafting: fusing and the Foundry spend one shard from each stack, not the whole stack. A substance shard carrying caloric is refused, and nothing is spent.
- Reference: every cold shard in a stack counts toward a room's temperature, not only the first.
0.0.4@2026-10-23 Treaty costs and making water
- Factions: proposing again to a former partner counts toward the day's proposals, and a revocation counts the day it is invoked.
- Items: making water spends one shard from each stack, not the whole stack.
0.0.3@2026-10-23 No ceiling on levelled stats
- Character: points earned by levelling go on any stat with no ceiling; the 0 to 8 bound holds only for the eight points at creation.
0.0.2@2026-10-23 A shorter manual
- Every page is cut to tables, values and short descriptions; formulas live in Reference, which each page links to.
- Reference gains what the pages alone held: exact physical and magic damage, monster resistances, reflex debt, the experience lists, faction claim refusal and decay, cold storage, carry limit, wading footing, and job distances.
0.0.2@2026-10-23 Pages that disagreed with the game
- Reference and Character: starting HP counts Reflex and Intelligence: Heavy 125, Quick 85, Clever 80, Even 100. The front page's stat table now matches Reference's.
- Combat: damage numbers show
CRIT!andGLANCED!beneath; blows scale by Reflex too, and a crit multiplies before Fortitude is taken off. Techniques drops the 8% cap on the stat term. - Fluids: hot water can be drunk up to +8 and scalds by its heat, a quarter of a health point per unit for each point above +2; only steam is refused. The brine example becomes Density +4, the most a vessel takes.
- Crafting: fusing materials rolls nothing; a melt short of heat spends its heat shards and keeps the rest; rooms are one cell, entered past the doorway.
- Job Board: the Waymark is explained; a recon note also keeps up to 6 rooms and graves within 12 tiles; supply jobs pay DENSITY chits.
- Controls and Reference: your faction-mates stand on a ring too. Market is no longer the only way goods change hands.
0.0.1@2026-10-23 Versions on screen
- Controls: the game menu and the title screen show the client and server versions; a red line means the server moved a major version on, and the page needs a reload. This changelog heads each entry with the server version it shipped in.
@2026-10-23 Formulas in tables read whole
- Reference, Combat, World and
Job Board: formulas with absolute values, which a table cut
off at the first bar, are written with
abs(). The arms reflex rate readsfloor(0.25 * abs(density)).
@2026-10-23 Reflex dodges and glances
- Reference and Combat: hit chance moves 4% per point of reflex difference, every blow rolls, and the lowest chance to hit is 10% instead of a sure miss below 30%. A quicker defender can glance a blow off, a chance of 5% per point of reflex lead up to 60%, taking 30 to 70% off it.
- Character and Reference: reflex gives 5 HP a point.
- Combat: a hit that crits or glances says so beneath its number, CRIT! or GLANCED!.
@2026-10-23 Chat and two keys
- Controls: H shows folded vitals and Enter opens the chat to type. A new Chat section covers the window: moving and sizing it, the header and its […], times in UTC, who is here, invites, and bubbles over Global lines. The HUD table and Settings list the chat.
@2026-10-23 The reference catches up
- Reference: stat lines on worn gear feed every derived value, and HP, mana and stamina lines raise their maximum. Maximum stamina rises only with those lines.
- Reference: the mana an active passive holds back,
ceil(weight * 1.5). - Reference: monsters keep Caloric off physical blows, pay the burden's mana cost on casts, and fall back to the primal techniques when nothing else fits.
- Reference: one player takes at most 8 different drops, and 16 units in all, out of one fight.
- Reference: a forged item's second stat line takes half the points, and each line rolls on its own against a shape weight of 4. A Satchel holds 2,000 g plus 1,500 g a point.
- Reference: off-role sockets resist at 0.015 a point, and the bounds on resistance are stated for both kinds of number.
- Reference: the two vials, the 6% encounter chance per step, the rolls that open a duel, and a table for the waymark, recon books and the job board.
- This changelog lists only changes to the manual, one dated entry each.
@2026-10-23 Reflex on spells
- Character and Reference: reflex multiplies
magic damage by
1 + reflex * 0.04, half its rate on physical blows.
@2026-10-23 Intelligence and reflex pay their way
- Character and Reference: intelligence adds
5 HP a point, so
HP = strength * 10 + fortitude * 20 + intelligence * 5 + 20. The starting spreads show the new values: Quick 65, Clever 70, Even 90. - Character and Reference: reflex multiplies physical damage by
1 + reflex * 0.08. - Reference: monsters fight by the player's rules, holding only the techniques their stats and neural capacity could hold, and crit on physical blows.
@2026-10-22 The manual matches the code
- The front page, Controls, Character, Combat, Graves, Items, World, Techniques, Factions, Parlour and Reference corrected wherever they described something the game no longer does.
@2026-10-20 Vessels
- Items: the canteen is retired. Flasks, canisters and jugs are forged at a Fabrication Bay from pattern books found in storage rooms: flasks near the origin, canisters further out, jugs furthest.
- Fluids: water in a vessel drifts toward Caloric 0, more slowly in a denser material. A vessel takes water up to +8, but nothing above +2 is drunk.
- Crafting: each Foundry keeps one lava block, shared by all who craft there, that cools while nobody tends it. Heat shards top it up, and Reheat first restores it for stamina and thirst.
- Crafting: a quench pours water from a vessel you carry. Cold shards no longer quench. Each Foundry's lava differs, and a melt short of heat still spends its shards.
- Stash: only a storage room's inside counts, about four caches and one pattern book a sector.
@2026-10-18 The Foundry
- Crafting: materials are crafted and fused only in a Foundry, a room built over lava. The starting sector has none. Fusing shards still works anywhere.
- Controls: the Craft entry and the K key are gone; a Foundry opens its own window when you step inside.
- Items: recipes are listed in your pack.
@2026-10-17 Fluids
- Fluids, a new page: water's four numbers and the names they give it, rivers and lakes across sectors, lava underground that warms the water above, wells built only over water, what each water does when drunk, wading costs, and the current's d12 + reflex roll.
@2026-10-17 Keyboard
- Controls: C, I, E, F, K, J, G and X open the character sheet, the pack, equipment, fusing, crafting, jobs, your faction and settings. One window is open at a time; Esc closes it, and Settings switches the keys off.
@2026-10-16 Cooking and ghosts
- Items: cooking gives back 10 freshness, never past fresh. Cooked food spoils eight times slower than raw; freezing gives none.
- Graves: a ghost leans no way; every pole lands on it alike.
- Crafting: a forged satchel holds the capacity it rolled.
@2026-10-16 An audit against the game
- Formulas written down that the manual had left out: monster scaling and the two distances, biome layout, damage mitigation, cold storage, spoilage, water from shards, the party loot share, and claim and treaty costs.
- Corrections across every page where the manual contradicted the game.
@2026-10-15 Passive techniques
- Techniques: a passive is never swung. While on, it holds back 1.5 mana a point of its weight, rounded up, and adds resistance on its affinities the way a socketed shard does. Only passives turn on and off.
- Combat and Controls: a fight is announced for half a second before it opens.
- Character: the sheet shows your portrait, your vitals as numbers, what each passive does to damage taken, and your resistance to each pole.
@2026-10-11 Stay alive
- The front page leads with the one rule: stay alive. Every character has one life.
- Controls: a new character's intro plays on the map for five seconds, and a tap or any key ends it.
- Items: a canteen offers Drink anywhere and Fill at a well.
@2026-10-10 Damage numbers
- Combat: each combatant struck in a round shows one number, counting up to everything it took, in the colour of each technique. Crits grow and gain a "!"; misses and heals show too.
@2026-10-10 Sound
- Controls: music, a theme for every room and three for fights, jingles and sound effects, each switched on or off with its own volume in Settings.
@2026-10-10 Settings and the game menu
- Controls: the logo is the game menu, opening Inventory, Fuse, Craft, Jobs and the character sheet. Settings shows or hides the way ahead and switches tile sprites off.
@2026-10-10 The way ahead
- World: while you walk, a view of the way ahead shows the corridor in front of you, rooms the map reveals, and players and graves within 12 tiles. Tap it to stop.
@2026-10-10 Phones and tablets
- Controls: the game plays in a mobile browser. Pinch to zoom the map, tap a room for its name, and tap for the details a mouse gets on hover.
@2026-10-09 Fog of sight
- World: everything within 12 tiles is drawn; out to 92 tiles, corridors and rock under a fog; past that, nothing. The camera follows you and can no longer be dragged.
- World: the map is drawn as places, with rock biomes, buildings in city and alley ground, and fountains, benches and stands.
@2026-10-08 The job board
- Job board, a new page: players post work and other players do it, the reward held by the board against a ticket. Deliveries, commissions, recon, bounties, escorts, hunts, graves and supplying a faction's reserve.
- Job board: recon books and notes, bought at a board.
@2026-10-02 The Maintenance Bay has a job
- Crafting: the Maintenance Bay prises shards out of sockets instead of storing things, and is found in every biome.
- Character: the sheet lists what is in each socket and says where to go to remove it.
- Crafting: which part of a forge's grade still governs.
@2026-09-29 Sockets are earned by what a material is made of
- Crafting: a forged piece carries a socket for each substance axis its material holds, and one more for a quench that held. A cracked material forges none.
- Items: every socket takes every affinity. An affinity a slot does not read for its role adds resistance instead, at three quarters of the armour rate. Heat and cold cancel wherever they are.
- Items: a diffuse shard in your arms buys reflex, never less damage.
- Crafting: a forge rolls against the shape, not the material, and grade buys up to five points a line. An unsuited material halves the slot's own stat.
- Items: resistance stops at ninety percent, on both kinds of number, and monster resistances harden with distance against the same bound.
- Crafting: taking a shard out is a Maintenance Bay job that can fail, grinding the shard down or breaking it. A filled socket refuses a second shard.
@2026-09-26 Parlour games, and drops as chances
- Parlour, a new page: two players on one tile sit down to tic-tac-toe or rock, paper, scissors. Nothing is staked; others nearby can watch and talk.
- PvP: the arena clause corrected.
- Combat: each drop-table entry rolls on its own, so a kill can pay nothing or several items, and every survivor rolls for themselves. Monsters spread their attention toward the wounded.
- Character: an appearance and tint are chosen at creation, and levelling up spends points the way creation does.
@2026-09-18 A front door
- The front page is a front door for a reader, not a sign-up form.
@2026-09-17 Food and water take time
- Items: food and water, a new section. A swallow is a second, a handful of greens four, a raw cut eight; a step cuts the meal short and you keep what you finished. Cooking, and where water comes from.
- Items: cupped hands are worth 3 thirst.
- Character: eating and drinking take time, and resting tops up hunger and thirst a point every twenty seconds.
- World: running out of stamina can kill you on the road.
@2026-09-16 One manual
- One page per topic, each explaining a system and then its formulas, where there had been two overlapping manuals.
- Reference, a new page, collects every formula, cost and threshold.
- Controls, Character, World, PvP and Graves become pages of their own.
- Corrections: the sector experience multiplier is
max(1, max(|x|, |y|)), so a fight in sector 0:0 pays. Hunger and thirst do not decay on their own; forging spends them. A Quick start carries 35 kg, not 36, and the rulepoints = 8 + (level - 1)replaces two starting spreads that cannot be made.
@2026-09-15 The manual becomes a website
- The manual is published as a website, one page per file.
@2026-09-14 Inventory and world actions
- Combat: a fight is joined from its own tile or one of the eight around it.
- Items: an item dropped on the ground is listed with what is nearby, and a container on the ground opens only where it lies.
- World: rooms show a bar on the edge their door is on, and ground still loading pulses with diagonal hatching.
@2026-09-12 Forfeited shares
- Combat: a share forfeited by running goes to the players who stayed, in proportion to the damage they dealt. Drops go only to players still standing, drawn at random among them.
- Combat: an escape's cost in stamina is shown on each attempt.
- Items: currency names the affinity it spends as.
- Graves: a grave whose ghost escapes is gone for good.
@2026-09-10 The market
- Market, a new page: a three-by-three room where players sell to each other, priced in affinities and intensities. Listing returns a bearer ticket; a tenth of every sale is destroyed, rounded down.
- Character: character names are unique across the game.
- Corrections to three statements the manual had wrong.
@2026-09-09 Crafting
- Crafting, a new page, in four stages: fusing shards, crafting a material, consolidating materials, and forging equipment in a Fabrication Bay.
- Crafting: every roll is intelligence against the weight of the attempt, on one bounded curve. Fusing is the only roll that spends its inputs on failure, and forging spends hunger and thirst.
- Crafting: a material weighs what it is made of, has a signature rather than a fixed recipe, and can be named. Shapes beyond the seven slots need a found pattern book; the first is a satchel.
- Items: some items cannot be dropped, placed in a container, or given to a stash, and every character starts with a book.
- Combat: a monster pays one experience pool, divided by the party's mean level.
@2026-09-08 Corrections and the stamina wall
- Items: socketed resistance described the right way round, and a shard a socket refuses is no longer called "inert".
- World: leaving the origin sector is expected, and monsters come in larger groups further out.
- Combat: two players can fight alongside each other without a faction between them.
- World: below 5 stamina, one step in four costs 8 health.
- Three places where the manual contradicted itself settled.
@2026-09-02 Graves
- Graves, a new page: a character that dies leaves a grave. Pray for 10 health and 10 stamina, once every 30 minutes; desecrate to remove the marker, which can wake a ghost.
- Graves: a ghost still standing when the fight ends returns to its grave, and several graves on one tile are named one by one.
@2026-09-02 Borders, decay and a slower world
- Factions: every faction's territory is drawn, each in its own colour, and a faction with no logins for a week gives its ground back.
- World: about one encounter every fifteen to twenty steps, walking costs about 1 stamina per 10 steps, and a stumble is 1 step in 5,000.
- Items: a shoulder slot.
- The manual separates the player's guide from the builders' notes, and stops cataloguing items.
@2026-09-01 Duels, and the damage arithmetic
- PvP: players can fight each other, by ambush from an adjacent tile or by request on the same tile. Death is permanent for both.
- Combat: the damage formula, because a technique's composition matters more than stats. Reflex defends as well as attacks.
- Combat: a monster that cannot land a hit gives up and leaves, still pays experience for the damage dealt to it, and escapes less reliably when wounded.
- Stash: why cache loot is rare on purpose.
- Items: origin-sector monsters drop starter cloth and a weapon.
@2026-08-30 Loot, sockets and stashes
- Items: arms add density to weapon damage, starter gear exists to hold a shard, and a drop's affinity is rolled from the tile as well as the monster.
- Stash: the faction stash network, and storage rooms seeded with loot.
- Techniques: cohesion described as binding.
- Stale formulas corrected, and the missing player guides added.
@2026-07-11 Factions
- Factions and Stash, new pages: founding, joining and holding ground, raids, treaties, invitations and presence.
@2026-06-29 The intro moves into the game
- The intro's script leaves the manual: it plays in the game instead.
@2026-03-29 The first manual
- The first pages: the world and moving through it, character creation, combat (encounters, actions, the battle log, items and equipment in a fight), techniques, levelling and resting in a Meditation Sanctum.