Release notes

Eldermere Changelog

What's changed in the world, from new adventures to the little fixes that matter.

Recorded release history starts with v24. Newest updates appear first.

v58

Required client updates and tray hosting

Desktop updates

  • Desktop startup now checks the signed release before loading the login screen. New releases download automatically with an in-window progress bar, byte counts, verification and automatic installer launch. Failed checks offer Retry or offline-only play; online requests remain blocked until a check succeeds.
  • Website and PC-host APIs reject older desktop clients with an update-required response. Browser and mobile play remain available. Existing sessions may still submit their final save and leave. Login screens show the client version in the bottom-right corner.
  • Clients with the v57 installer can download this update in-app; the earlier v56 portable client still requires a one-time installer upgrade because its local executable has no installer-based patcher. Windows code signing is not yet configured.

PC hosting

  • Added a hidden Windows system-tray host with Start, Stop, Restart, player count, cloud-checkpoint status, private dashboard and bounded redacted logs. Stop drains pending requests, attempts cloud sync and creates a local backup.
  • Added eldermere.cc as an additional trusted website origin while retaining the original address. Sessions stay bound to the website origin that opened them, with the same character records and shared world.
v57

Windows installer and verified automatic updates

Desktop updates

  • The Windows download is now a per-user installer with Eldermere desktop and Start menu shortcuts. Existing v56 portable users must install this release once to receive the patcher; use the new shortcut afterward. Online accounts and the Windows-profile offline saves remain unchanged.
  • The installed client checks on startup and downloads newer releases in the background. Downloads verify a pinned Ed25519 release signature plus per-part and complete-file SHA-256 hashes. Completed downloads are cached; interrupted or invalid downloads never replace the running client.
  • Choose Save and restart when an update is ready, or keep playing and install later. Progress must save and the online session must be released before installation. Active trades and duels postpone the update. The standard NSIS installer handles application replacement without deleting user data.
  • A complete site build now packages the matching Windows installer automatically, using the latest changelog release number. Browser play, the download page and the desktop update manifest are published together.

Publisher

  • Windows app details and installer publisher metadata now identify Eldermere. This is not a Windows-verified publisher: a trusted Authenticode certificate or signing service still needs owner identity verification and setup. No certificate, domain or service was purchased; Windows security protections are not disabled.
v56

Harvests, a home for the realm and a Windows client

Farming

  • Potatoes, cabbages, onions and tomatoes are now nonstackable food, healing 2, 3, 2 and 3 HP respectively. Each has its own inventory icon. Seeds remain stackable; herbs retain their existing behaviour. Bank certificates cannot be eaten.
  • Town farms now group their six beds more closely, with rectangular allotments and stone edging. Existing patch identities, planted crops, growth timers, sheep pens and farm services remain.
  • Older vegetable stacks that no longer fit are moved safely into the bank when loaded or imported. Existing certificates provide a fallback for a full quantity limit; quantities are never discarded.

Website

  • Added an Eldermere homepage with world artwork, actual gameplay images and links to Play, Wiki, Highscores, Download and Changelog.
  • Public highscores rank saved online characters by total level and XP, or by individual skill. Search and pagination expose only character names, ranks, levels and XP, never emails or full saves. Offline device saves are not ranked; client-driven simulation is not an anti-cheat guarantee.

Windows client

  • Added a portable 64-bit Windows download with bundled game assets and the Electron runtime. Extract the complete ZIP and open Eldermere.exe; no Node.js installation or administrator setup is required. Downloads verify SHA-256 for each part and the complete archive.
  • Online play uses the existing Eldermere accounts, cloud characters and shared PC world. Browser and mobile play remain available. Offline characters stay separate on each device.
  • Hardware desktop clients default to Detailed graphics with higher-resolution shadows and a subtle highlight glow. Quality remains selectable, with a software-renderer fallback. This uses the same Three.js/Chromium engine, not Unreal Engine, and does not guarantee higher FPS.
  • This community Windows build is unsigned. Keep system protections enabled. Update checks link to the download page rather than installing or executing updates automatically.
v55

Hidden-roof wall flicker and roof restoration

Buildings

  • Fixed coplanar timber and masonry wall tops exposed by Hide all roofs. Masonry and corner posts now stop underneath the timber caps, and cap corners meet without overlapping. Occupied interiors have separate timber caps that remain correctly separated when walls are lowered for the camera.
  • Restored the complete authored roof geometry removed in v54, correcting wood protruding through the simplified roofs. The previous roof-top changes did not address the reported hidden-roof wall flicker.
  • Added a GPU regression reproducing wood/stone colour switches during camera movement: the old coplanar surfaces produced 385 switches at desktop size and 525 at phone size; the separated caps produced zero in the same test. Added geometry checks across all four house templates and nine biome styles, plus roof-toggle and upstairs/downstairs checks. Viewport tests are not a claim of testing a physical phone. No account or character-save changes.
v54

Continuous roof panels

Roof geometry

  • Removed detached four- and eight-triangle 3D shingles layered over the village roofs. Continuous structural roof panels, dormers, timber frames and regional colours remain; the shared mipmapped tile texture supplies the surface detail instead of hundreds of small overlapping surfaces.
  • Reduced the roof-surface triangle counts from 2,514 to 144 for inns, 860 to 188 for shops, 1,216 to 356 for lodges and 976 to 40 for forges. Source-asset preprocessing is cached instead of repeated for every house.
  • Added real-GPU moving-camera comparisons for all four pitched-roof templates in both styles at desktop and mobile viewport sizes, plus panel, doorway and upper-floor regression checks. Tested colour variation is lower; physical-phone confirmation of the reported flicker is still outstanding. No saves or account data were changed.
v53

Roof surface and camera shimmer repair

Roof rendering

  • Replaced the dense photographic roof texture and normal detail with a shared, mipmapped painted-tile surface. Roof UVs now use one continuous projection across tile faces instead of changing axes between facets. Building geometry and regional roof colours remain.
  • Enabled anti-aliasing on the actual Storybook off-screen render target: up to four samples on desktop and two on mobile, capped by GPU support for that target format. Performance mode retains its lower GPU cost. Canvas anti-aliasing alone did not cover this pass. Render targets are reused between frames.
  • Added moving-camera before/after image comparisons at desktop and mobile sizes, plus checks for every pitched house template in Original and Storybook styles, including roof visibility toggles. Measured shimmer is reduced in the tested views; these tests do not guarantee identical behaviour on every physical device.
v52

A more medieval soundtrack

Music

  • Regional day/night songbooks now use credited acoustic medieval and fantasy recordings instead of relying on the simple synthesized arrangements during normal playback. Existing medieval recordings remain in the library.
  • Added Mystical Piano by Indieteur, JRPG Piano by Joth and GrassLands Theme by DST, all CC0. Quieter night playlists include piano; daytime choices retain the folk, woodland and travelling character of the existing music.
  • Each of the three songbook choices starts with a different recording from its regional pool. The jukebox continues displaying the actual recording title and credit; these are shared curated playlists, not 132 newly recorded compositions.
  • Lowered fallback score tempos, replaced bright horn/reed/bell leads with flute, lute, harp and gentle piano timbres, and retained local playback, volume controls, crossfades and bounded decoding. The complete recording library is 27.18 MB and loads on demand.
v51

Regional homes, working jukebox and gathering supplies

Buildings and atmosphere

  • Reduced roof normal-map glare and self-shadow banding, smoothed Storybook lighting transitions and darkened distance haze. Occupied roofs still hide independently of the global roof setting.
  • Moved interior shelves, wall hangings and furniture inside the physical walls. Added licensed Kenney wooden and stone stair models with handrails, retaining existing stair destinations and navigation.
  • Regional houses now use woodland lodges, snowy chalets, coastal porches and flat-roof adobe or stone silhouettes for desert, volcanic, quarry and ruined settlements. Door clearances and building footprints are checked against the actual geometry.

Music and combat audio

  • Fixed the recorded-music scheduler retaining the old recording when a selected jukebox or regional song uses the synthesized score. New selections now release old voices and in-flight decodes, allowing the selected song to play.
  • Added Revamped combat sounds with layered weapon swishes, short impacts, inharmonic metal resonances and elemental magic textures. Revamped is the default; Original remains selectable in Settings. Independent volume controls and mute still apply.

Health feedback

  • Recent damage or healing keeps your overhead health bar visible for eight seconds, including failed pickpockets.
  • Eating displays a purple healing hitsplat for the actual HP restored. Healers now also see the recipient's relayed healing splat without duplicating the recipient's own result.

Potions and fishing

  • Added Attack, Defence, Ranged and Magic draughts alongside an updated Strength recipe. All five use a vial of water, a herb and a secondary from the apothecary or farming. Water vials and eye of newt are sold by apothecaries; combat boosts last ninety seconds.
  • Added reed perch, shore crab, bluefin tuna and glacier char with Fishing/Cooking requirements and increasing healing. Fishermen sell small nets, fishing cages and harpoons. Existing lobster spots now require cages; swordfish and leviathan rays require harpoons.

Quarries

  • Relocated all five gem rocks onto their final quarry gravel after world expansion and settlement placement. Preserved rock identities, mining requirements and quarry records, with clear walking approaches and protected roads.
v50

Seeds, farm hands and country shrines

Farm Thieving

  • Added a green-canopied seed stall at each of the twelve farms. Requires level 5 Thieving and yields allotment seeds only, never herb seeds.
  • Added two passive roaming farm hands per farm. Pickpocket them at level 15 Thieving for allotment or herb seeds; a failed attempt deals exactly 2 damage. Ordinary civilian pickpocket damage remains 1. Seed rewards and XP respect inventory capacity and skill requirements.

Crop timers

  • Planted patches use the same floating countdown and progress bar as exhausted resources. Fixed timer projection ignoring terrain elevation, keeping growth timers above their own plots on raised ground. Remaining growth time survives saves and reconnects.

Farming quests

  • Added twelve staged farming quests with twelve distinct NPC givers across twelve towns, with Farming requirements from level 1 to 85. Grow fresh harvests and deliver the requested produce for seeds, coins and Farming XP.
  • Higher-tier quests include prerequisite chains. Existing available/locked quest views, tracking, save progress and one-time rewards remain in use. Wiki guides and seed acquisition sources reflect the new content.

Elemental altars

  • Moved all 23 elemental altars to reachable countryside clearings outside settlement bounds, farms and building clusters. Existing altar models, identities, biome attunements and recipe restrictions remain.
  • Checked shrine approaches against actual world navigation and adjusted wilderness fitting around the new farm inhabitants. Bestiary heatmaps continue using final spawn positions.
v49

Map icon visibility repair

World map

  • Fixed the sharp map canvas covering service icons and region labels. Icons now remain above the terrain at every zoom, with the compass and zoom controls above the icon layer.
  • Added desktop/mobile browser checks at overview, intermediate and maximum zoom that verify icon visibility, constant size and pointer targeting. Sharp terrain rendering is retained.
v48

Homeward paths and a livelier realm

Home teleport

  • Home teleport now appears first at level 0 in the All and Travel spellbook views, with a centered house icon and a destination tooltip. New characters default to Hearthwick; existing inn bindings remain. Travel is still free of runes and keeps its fifteen-minute cooldown.

World map

  • Zooming redraws the visible map at device resolution instead of stretching a low-resolution canvas. Building plans remain sharp, terrain uses crisp tile sampling, and markers and creature dots retain readable screen sizes.

Offline imports

  • The character screen now offers a dropdown of eligible local saves and backups. The game currently has one offline character slot; importing maps it to online Slot 1 without renaming, merging or overwriting an occupied slot.
  • Cloud-backed saves and names already online are excluded. Server validation and the permanent per-account import record prevent repeat imports even after the imported character is deleted.

Combat feedback

  • Classic and illustrated hitsplats are smaller, with restrained fantasy-shaped rims and less glow. Melee uses dark red; magic, ranged attacks and healing retain blue, green and purple. Damage values and combat timing are unchanged.

Monster habitats

  • Audited every one of the 22 regions and islands. Increased overworld wilderness monsters from 254 to 560, combining small packs and dispersed wanderers with biome-appropriate existing species and levels.
  • Protected roads, buildings, farms, docks, services and starter fishing approaches. Passive starter creatures stay passive and Slayer-only creatures remain in their dungeons. Existing monster IDs and progression are retained.
  • Bestiary locations and heatmaps derive from the final fitted spawns. Added neighborhood budgets limit local crowding; startup and idle-AI measurements are diagnostic, not a guarantee of physical-device frame rates.
v47

Clear approaches and crop milestones

Housing access

  • Adjusted the enlarged Artisan Hall footprint to keep Hearthwick's existing waystone clear. All resources and services are checked against building walls and their navigable approaches.

Farming

  • Farming milestones now list the actual crop unlocks and harvest XP independently of generic plot names. Herb tiers still retain their level requirements and processing recipes.

Validation

  • The broad v46 regression run exposed this access conflict and missing Farming milestones. Corrected both and reran the affected progression, services, farming and building-restoration checks. Updated legacy contract assertions to recognize the intentionally generic patch names.
v46

A sound house and a guide to the realm

Housing repairs

  • Fixed character restoration copying building-service handlers bound to a temporary Game object. Online character loading, repeat character switches, stairs, seating and home services now use the active character.
  • Rebound cached building references when reusing the overworld after character loading. Upper floors retain their visible surroundings and downstairs returns do not become gathering actions or require inventory space.
  • Occupied roofs hide independently of the global roof preference, including the doorway transition. Roof visibility changes invalidate cached shadows immediately.
  • Replaced overlapping tiled interior walls with continuous cutaway walls. Hidden exterior torch fixtures no longer illuminate rooms; lighting stays steady while visible flames animate.

Homes and workshops

  • Enlarged the Copper Kettle and Artisan Hall while preserving their entrances and connecting roads. Reorganized artisan specialists around their facilities and moved the innkeeper into the common room.
  • Added framed wall panels, fabric hangings and purpose-specific shelves and supplies. Inn upper floors have dressed beds with route-checked furniture footprints, keeping stairs accessible. Existing exterior models remain in use.

Farming

  • Public plots are now named Allotment patch or Herb patch. Choose any compatible seed you own and have the Farming level to plant; plots no longer restrict you to their old crop.
  • Previously planted crops, per-character growing state and daily delivery requirements are retained.

Wiki

  • Added a public searchable Eldermere Wiki with item descriptions, equipment bonuses, crafting ingredients and sources, monster statistics, drops and locations, and linked quest requirements, walkthroughs and rewards.
  • Wiki entries have shareable URLs and mobile layouts. The content catalog is regenerated from current game definitions during builds. A Wiki link is available in game settings.
v45

Faces of the realm and rooms above the rooftops

Bestiary

  • Added a dedicated sidebar Bestiary tab, with front-facing portraits rendered from all 45 current creatures instead of unrelated menu symbols. Existing discovery, numbered entries, kill milestones and spawn heatmaps are retained.

Buildings

  • Upper floors now occupy their buildings' real world positions and heights. Stairs retain the loaded overworld, renderer and map terrain instead of replacing the scene or showing a loading screen on each climb.
  • Upper floors and access models are prepared during initial world creation. Camera height follows the selected floor; the surrounding terrain and buildings remain visible, with camera-side cutaways and no floating-room backdrop.
  • Preserved existing exterior models. Reorganized Artisan Hall into clear work zones, assigned specialists to nearby facilities, and added a usable barber chair. Building signs now distinguish archery, workshops, farms, churches and the mage tower.

Runecraft

  • Added 23 biome-attuned altars covering every mainland region and island and all 17 craftable rune types. Each altar shows its own rune sigil, colour and stonework.
  • Altar recipe lists show only the matching rune. Crafting checks the attunement and distance both when starting and when finishing, so another altar cannot be substituted partway through.

Music

  • Added 132 original instrumental pieces: three daytime and three nighttime songs for each of 22 regions and islands, including Northwatch Fells, Silvermere Uplands and Verdant Delta.
  • New 32-bar songbooks rotate automatically within their area and time of day. Existing journal tracks, recordings, manual selection, mute settings and skill jingles remain available.

Saves

  • Character identities, quests, equipment, planted crops and gravestones are retained. Leaving the game upstairs resumes safely at the ground-floor approach. Email delivery remains deferred pending the owner's sender configuration.
v44

An open realm, working farms and realm chat

World Rebuild

  • The overworld grows from 384 by 384 to 768 by 768 tiles: twice the width and height, with redistributed countries, irregular coastlines, offshore islands and more than twice the previous mainland-scale playable ground.
  • Added Northwatch Fells, Silvermere Uplands and Verdant Delta, with biome-matched wildlife, gathering, lakes, rivers, waystones and travel spells.
  • Rebuilt crossings from real road routes and dry banks. River and ravine bridges follow the travel direction and avoid buildings. The mainland has one connected paved network, and each of the nine islands has its own.
  • Docks, shore fishing and sea salvage follow the new coastlines. Existing character, grave, loot and editor coordinates migrate once; inventory, equipment, quest identities and planted crops are retained.

Farms and Buildings

  • Replaced scattered town plots with twelve fenced 30-by-28-tile holdings: four allotments, two herb patches, farmhouse, barn, sheep pen, farmer and deposit box, with connected gates and paths.
  • Spinning wheels now sit inside reachable artisan houses. Farmhouses, barns and cottages use different facade templates and roof treatments.
  • Public multi-story buildings now have usable stairs or ladders and accessible upper floors. Their physical treads are drawn into the minimap and world-map building plans, not shown as floating icons.

Maps and Interface

  • Restored small NPC and monster dots, including living monsters at their current positions. Large monster icons remain removed, and the two dot categories can be toggled independently.
  • Tracked-quest scrolling now uses a thin scrollbar matching the game interface.
  • Added Normal proximity chat, global World chat and Private whispers with selectable tabs. Use /w Eren message or quote a multi-word name. Whisper recipients are filtered server-side before presence responses are assembled.
  • Chat inputs opt out of browser autofill, correction and password-manager suggestions. Existing private admin commands remain private.

Reliability

  • World navigation keeps PathFinding.js search rules while sharing compact terrain and allocating search nodes only when visited, avoiding full-world node clones on every movement click.
  • NPC/monster placement is checked against water, roads, cliffs, town buildings and services. Map migrations and database changes preserve existing accounts and progress.
  • Email sender setup remains separate and is not represented as active delivery. Physical-phone frame rates and Internet latency remain dependent on the client and connection.
v43

Inns, private vigils and the living highlands

Travel and Terrain

  • Added continuous raised terrain, quarry depressions and ravine crossings with guarded approaches. Ground picking, resources, foliage, loot, other players and camera height use the same elevation field. Existing character and gravestone coordinates are retained.
  • Twelve settlements now have inn services, home binding and accessible guest rooms. Homeward Journey appears in Utility and uses a saved fifteen-minute wall-clock cooldown. The old recall timer can no longer bypass it.
  • Inn chairs are interactive, with seated character poses; guest rooms have furniture and camera-side wall cutaways. Occupied exterior roofs continue hiding independently of the global roof option.

Crafting and Equipment

  • Added passive sheep pens, shears, regrowing fleece, spinning wool into yarn, thread and bowstrings, and wool-cloth crafting.
  • Added five dedicated gem-rock tiers, uncut gems, chisel cutting, jewellery moulds, silver/gold casting and wool-stringing recipes.
  • Added an independent ring slot and four Utility enchantments with an item picker, elemental jewellery bonuses and gem-specific level requirements. Equipment, cloud saves and gravestone recovery retain rings.
  • Added twelve warrior, arcanist and ranger capes across four tiers, with different silhouettes, growing trim detail and style emblems. Mastery capes retain their top-tier role.

Quests

  • Added settlement welcome quests and three staged private vigils with owner-only summoned bosses and protected quest seals. Bosses cannot enter ordinary Slayer tasks or shared loot.
  • Unattended private encounters close after one minute. Earned seals are recorded once and can be collected later if storage is full; reconnecting cannot award another seal.

Admin and Audio

  • Replaced the item-grant dropdown with private /give Player "Item name" amount commands, quoted multi-word names, in-game suggestions and server permission checks. Grants are idempotent, overflow to the bank and notify their recipient.
  • Added /grave and an owner-only gravestone teleport button.
  • Added regional night and island score arrangements, contextual recorded playlists and RandomMind's CC0 Minstrel Dance. Existing volume, unlock and manual-playback preferences remain respected.

Release Notes

  • Email sender setup remains deferred at the owner's request. No domain or subscription was purchased.
  • This release does not guarantee a particular Internet ping or physical-phone frame rate. Shared combat presentation remains distinct from a fully server-authoritative NPC simulation.
v42

Online login recovery and a new welcome screen

Login

  • Fixed a production cold-start failure that prevented online character lists from opening, including after playing offline. PC-world account and world-map requests no longer import the full game-world generator before handling the request.
  • Unexpected server responses now explain that the online service could not respond and that characters are preserved, instead of calling the live game a preview. No accounts, characters or progress were reset.

Welcome Screen

  • Added the owner-provided Eldermere village artwork as the full-screen login background, retaining the existing Offline/Online account controls.

Email

  • Verification/reset delivery still requires a sender service/account controlled by the owner. The Resend integration remains prepared but inactive; this release does not claim live email delivery.
v41

Readable maps, island settlements and the bestiary

Maps

  • Added drag/pinch/wheel zoom, locate/reset controls and clickable region/island destinations on the world map.
  • Removed monster dots and icons. Service markers retain their real coordinates; overlapping lower-priority symbols are suppressed instead of displaced. Gathering locations appear at closer zoom levels.
  • Cached the world-map terrain layer instead of repainting every terrain tile on each movement update. Party members have named dots on both maps.

Exploration

  • Expanded Dawnfield and added Amberfall Reach, Moonfen Cay, Coralstrand Atoll and Cinderwake Isle inside the surrounding ocean, including two island villages.
  • Added eight biome-matched overworld monster variants and four dungeon-only Slayer variants. Reinforced Slayer gateways are visually different from temporary caves.
  • Pine and oak gathering trees have different silhouettes. Ground foliage uses varied, scattered patches instead of repeated rows. Existing world coordinates, characters and graves are retained.

Bestiary

  • Added a numbered, searchable creature book, first-kill discoveries and spawn heatmaps, including undiscovered entries and separate dungeon maps.
  • Milestones at 5, 10, 30, 50, 100, 250, 500 and 1000 kills provide increasing bonuses capped at 8% XP and 10% expected drop quantity. Civilians and training dummies grant no bestiary bonuses.

Farming and Interface

  • Organized farms near twelve settlements with four allotments, two herb patches, deposit boxes, stewards and farming daily deliveries. Crop growth is private character-save state; old planted herb-patch IDs are retained.
  • Party and tracked-quest panels can be moved and resized. Selected healing spells can target a party member by clicking their name.
  • Added Untrack, clickable prerequisite quests and red/yellow/green quest status indicators.

Multiplayer

  • Late ordinary movement packets no longer reset the interpolation buffer; bounded visual catch-up smooths corrections while true long-distance teleports still snap.
  • Ongoing combat pose metadata lets newly arriving viewers see an existing fight without replaying damage or XP. Nearby combat presentation handles device clock differences.

Continuing Work

  • This is the first expansion batch, not completion of the full request. Home teleport/inn binding, admin chat commands, quest bosses, multi-story interiors, sheep/gems, enchanting/rings, additional music and cape upgrades remain on the work list.
  • Desktop/mobile-size browser checks are not physical-phone performance or real-world latency guarantees. Monster combat is not yet a fully authoritative shared server simulation.
v40

Eldermere login and account recovery

Accounts

  • Removed player-facing ChatGPT login links from character selection, online-world controls and account navigation. Players use their own Eldermere email/password account.
  • Added in-game Forgot Password, new-password and email-verification screens. Recovery links are single-use, expire automatically and are removed from the visible URL after opening.
  • Password resets revoke cloud sessions and increment an account security version. Connected PC hosts check versions on the signed checkpoint channel every 15 seconds and revoke older world sessions; a cloud outage can delay that revocation.
  • Existing characters and saves are retained. Verification is not required to play while email delivery is being configured.

Email Setup

  • Welcome/verification and password-reset delivery are implemented for a verified Resend sender, but real sending is not enabled yet: the owner must connect a sender domain and private API key.
  • Unconfigured email is reported honestly. Unknown reset addresses receive the same response as known addresses once delivery is configured; requests are rate-limited.
  • Recovery was tested in Chrome against the local cloud Worker/D1 database. Provider acceptance/failure was tested with a mock; no real inbox delivery is claimed.
v39

Wilderness monster aggression

Monsters

  • Wild monsters now initiate combat within a five-tile aggro range, increasing to six tiles for level 20+ and seven for level 50+ creatures. Men, women, starter giant rodents, mosslings and training dummies remain non-aggressive, but still retaliate when attacked.
  • Standard aggression stops when your combat level exceeds twice the monster level. Ten minutes in the same local tolerance area stops new attacks until you leave its overlapping regions or enter another instance.
  • The nearest eligible monster initiates one engagement at a time. Sight blockers, sailing, duels, depleted monsters and returning monsters prevent new aggression. Existing chase, walking speed, safespot and return-home rules remain.
  • Initial aggressive encounters use the existing bounded multiplayer presence payload; monsters already reported fighting another player are excluded from new aggro selection.
v38

Lighter cloud account startup

Login

  • Account login and checkpoint endpoints no longer import the full game simulation. This addresses a production cold-start CPU failure found during the v37 rollout.
  • The production PC host acknowledged its initial cloud checkpoint before cloud registration was enabled. Existing character records were backed up before cutover.
v37

Inventory trading and unified cloud login

Trading

  • Trade slots now show actual item icons. Click inventory items to offer them and offered items to remove them; right-click or long-press for 1, 5, 10, X or All.
  • Offer changes appear immediately and are coalesced into serialized updates. Two-stage review and confirmation remain, with acceptance reset when offers change.
  • Trade completion updates inventory in place. Identical published map updates no longer rebuild the game scene.

Login

  • Added an Eldermere start screen with Offline and Online choices and in-screen email/password login and registration.
  • Removed the main-menu renaming control; adventurer names are chosen during creation.
  • Existing PC email credentials are retained. Legacy website players can link their existing website identity when setting up email/password access.

Storage

  • Accounts and durable character records now use the hosted database. Your PC still runs multiplayer and keeps a working cache for low-latency gameplay.
  • Character-changing requests wait for signed cloud checkpoint acknowledgement before reporting a successful save. Pending PC/device copies are retained if cloud storage is unavailable.
  • Offline adventures remain separate. One explicit import into an empty online slot is allowed per account; its cloud-backed import record remains even if that character is deleted.

Verification

  • Two players registered and logged in through the cloud-worker preview, traded exact quantities, and logged out/back in with the correct balance. The scene, renderer and browser document remained unchanged during trade completion.
  • Desktop and mobile-size trade interfaces were checked. Physical-phone and sustained 30-player cloud throughput remain unverified.
v36

Anchored name badges and quicker progress saving

Overheads

  • Remote player badges and names are measured and centered together, with a consistent gap even for short names. Renaming refreshes the complete label.
  • Your own combat name stays aligned above your character instead of moving far sideways to avoid a HUD panel. It hides if no clear anchored position is available.

Progress

  • XP, inventory, quest and movement changes queue a batched save after approximately one second. Saves never overlap within the queue and defer during trades, character creation, loading and reconnects.
  • Failed saves retry with backoff. Device backups and existing revision-conflict protection remain in place; this is near-real-time saving, not a guarantee against loss during a sudden outage.

Defaults

  • Verified that fresh players use Storybook graphics and illustrated hitsplats. Previously selected presentation preferences remain respected.
v35

Separate ground-loot timers

Loot

  • Manually dropped items remain private to their owner for 30 seconds. Monster loot remains private to the killer for 60 seconds.
  • Both types disappear 10 minutes after creation, not 10 minutes after becoming public. Partial collection does not restart either timer.
  • Overworld monster drops now enter the shared-loot system, so nearby players can collect them after the private period. Loot inside private instances stays private.
v34

Smoother frame updates and account controls

Performance

  • Static scenery no longer receives unnecessary scene-wide transform updates every frame.
  • Combat poses and apron fitting update the required skeleton transforms without repeatedly traversing hidden clothing meshes.
  • Inactive camera keys skip modal DOM scans, and overhead projections reuse one viewport measurement per frame.
  • The loading screen now warms nearby scenery through the actual Storybook render target, reducing first-camera-turn shader hitches.

Accounts

  • Added Sign in and Sign out to the main menu. Signing out saves progress and leaves the world before ending the account session.
  • A failed save or active trade prevents sign-out, keeping the character available to retry safely.

Verification

  • In a short sequential desktop Chrome comparison, camera frames above 50 ms dropped from 10 to 1, with the worst camera frame reduced from 147 to 67 ms. One combat frame still exceeded 50 ms; this is not a guarantee of stutter-free play on every device.
v33

Direct browser sign-in to the PC world

Shared World

  • The original website now supports a signed browser-to-PC character transfer without depending on the website server reaching a home network.
  • Existing website players keep ChatGPT sign-in and their character IDs, save revisions and progress. PC email accounts remain separate and share the same online world.
  • The owner account can connect to the local PC address when router NAT loopback is unavailable; the browser may ask for local-network permission.
  • Online character changes save to the PC only. Original cloud rows remain preserved, and repeated sign-ins do not overwrite newer PC progress.

Verification

  • Signed HTTPS character recovery passed in desktop and mobile-size browser checks. This does not guarantee a particular ping or replace physical-phone testing.
v32

Shared-world connection fix

Hosting

  • Versions 30-31 added connection diagnostics while the shared-world cutover remained disabled.
  • Fixed the edge runtime rejecting an unsupported redirect mode. Unexpected redirects remain blocked using manual handling.
  • The PC gateway supports standard HTTPS alongside the existing public :8443 game address.
v29

Website connection compatibility

Hosting

  • Added a certificate-secured DNS gateway for the original hosting platform, which cannot call IP addresses directly.
  • Added a same-world relay fallback for browsers blocked by router NAT loopback or direct cross-origin connectivity. It still uses the PC database, never the old cloud saves.
v28

One PC-hosted world, both web addresses

Hosting

  • Added the portable PC dedicated host, public email/password accounts and trusted HTTPS on the forwarded port.
  • The original website can use the same PC world. Live gameplay connects directly to the PC rather than relaying every update through the original cloud host.

Characters

  • Website players retain their ChatGPT sign-in. Their existing cloud characters transfer automatically on first sign-in, preserving character IDs, save data and revisions.
  • Existing PC accounts are retained separately. Accounts are never merged just because they share an email address.
  • The original cloud records remain as a migration backup; after cutover, new online progress saves only on the PC. The host PC must remain online.
v27

Storybook silhouettes and new melee weapons

Presentation

  • Storybook now adds thin dark outlines around world geometry and deeper green meadow detail. Original remains available in Presentation settings.
  • Classic and illustrated hitsplats now have distinct melee, magic, ranged and healing shapes, with red, blue, green and purple colors respectively.
  • Added a persistent setting to show or hide your own name overhead.

Weapons and sound

  • Added maces, two-handed swords, daggers and halberds across all seven metal tiers, with forge recipes and shop stock.
  • Each family has its own geometry, combat pose and synthesized swing/impact sound profile. Halberds reach two tiles in PvE and duels; two-handed weapons cannot share a shield.
  • Fixed fresh combat sounds being lost when the attack click races browser audio unlock. Existing melee timing remains four ticks.

Still unresolved

  • The server has not been relocated and sub-100 ms multiplayer is not achieved or guaranteed. A European real-time backend is awaiting hosting approval.
  • Full clothing/animation visual review, physical-phone performance and authoritative shared-monster combat remain unfinished.
v26

Shareable release notes

Interface

  • Added this public changelog, individual release links and a Changelog link in the game menu.
v25

Multiplayer animation fixes

Fixed

  • Healing projectiles now travel between the correct caster and recipient when viewed by other players.
  • Armed duel attacks use the equipped weapon pose instead of incorrectly playing an unarmed animation.

Verified

  • Existing invitations cannot admit a sixth player to a full five-person party.
  • 43 focused checks and the production build passed.
v24

A more connected world

Multiplayer

  • Nearby players can see shared combat and skilling activity, including duel and healing effects.
  • Campfires are shared, duplicate fires on the same tile are prevented, and fires reappear correctly after scene changes.
  • Dropped items remain private for 30 seconds, then become available to others. Floor loot expires after 10 minutes.
  • Parties support up to five adventurers, with invitations and a party display.
  • Player menus include Trade, Follow, Invite and Examine equipment. Trade offers appear side by side.
  • Selectable combat-level badges appear beside player names.

Combat

  • Duels check distance and obstacles, preventing melee attacks from landing at a distance. Health is shown overhead.
  • Magic XP is combined into one Magic XP drop per cast. Hitpoints XP remains separate.
  • Updated melee, bow and staff poses, fishing animations and combat sounds.
  • Hitsplats distinguish melee in red, ranged in green, magic in blue and healing in purple.
  • Improved monster pursuit, returning home and obstacle-based safe spotting.

World and progression

  • Rebalanced 208 monsters across 15 regions, with a mixture of groups and individual monsters.
  • Added regional scenery, terrain cover and fishing merchants.
  • Regional Slayer masters require appropriate Combat and Slayer levels.
  • Fixed regional monsters starting with incorrect health.
  • Starting supplies include 100 air/wind runes and 100 mind runes.

Interface

  • Spell filters independently show spells matching your level and available runes.
  • Added prayer display and filter options, plus overhead prayer indicators.
  • Fixed quest tracking. Added resizable chat, Enter-to-chat controls and improved in-game right-click handling.
  • Added compact spell cooldown indicators and selected-spell targeting text.
  • Improved monster minimap dots and blinking gravestone markers. Gravestones do not expire.
  • Loot and fishing spots can be selected across their entire tile.
  • Updated fishing rod, tinderbox and rune icons.

Performance and stability

  • Existing interface icons are no longer recreated on every health or XP update.
  • Reduced distant building animation work. Teleports snap the camera and clear old projectiles.
  • Reduced normal multiplayer polling database round trips and fixed a world-rendering startup error.

Verified

  • 639 tests passed, with 2 skipped. Production build and desktop/mobile-layout checks passed.

Still in progress

Broader equipment and animation reviews, real-phone performance and live multiplayer latency checks remain unfinished. An 80 ms connection is not guaranteed.

Monster simulation is still client-driven with shared encounter presentation, not fully server-controlled combat. These notes describe shipped changes, not a promise that every issue is resolved.