Notes from active development. What's new in the game, what we're learning from playtests, what's landing next.
Every match now has a live damage-per-second readout in the corner, fed straight from the authoritative damage events. Useful for spotting when a build is pulling its weight versus when it just feels like it is.
Read the postPainterly floors, baked geometry, custom stairs and a central fountain, crumbling walls. The original arena finally looks like the place we always wanted it to be.
Read the postSixteen abilities convert to skillshots, the mastery UI gets an interconnected node web, and brush stealth lands in Ruins of Valgor.
Read the postLogin screen, account auth, character creator with a live 3D preview, and characters that persist across machines.
Read the postA stylized water shader with proper shoreline foam, volumetric clouds drifting overhead, and grass and trees that move with the wind. The world feels alive now.
Read the postVeinwood, the second arena, opens alongside solo, duo, and trio ranked queues running on competitive matchmaking.
Read the postThree hundred plus mastery nodes across four classes. Every node a side-grade with a real cost. Respec is free and instant.
Read the postPer-ability animations, independent upper and lower body blending, and remote players that no longer T-pose through their abilities.
Read the postModular character system, per-class armor, valor currency, and a 3D gear preview that rotates when you hover.
Read the postA real lobby island with NPC matchmaking, training dummies, and a jumping puzzle for the speedrunners.
Read the postThe placeholder voxel art served its purpose. Custom models, real audio, and a UI style pass replace it.
Read the postTwo new places to hang out: a Discord for live chat and playtest invites, and a subreddit for builds, screenshots, and patch reactions.
Read the postCross-platform launcher with auto-updates on Windows, macOS, and Linux. Download once and it stays current on its own.
Read the postA real cast bar, real interrupts, and two classes that play completely differently. The combat loop has teeth now.
Read the postThird-person movement, the first arena, an early Swashbuckler class, and netcode tuned so the client is the source of truth. The bones are in.
Read the postMore entries land here as work ships. For what's coming next, see the roadmap.