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26th March 2025 - March 26th Beta Updates

System update coming at 5:00 AM EDT with 30 minutes of downtime (see you back here at 5:30 AM EDT) -- we're trying to deliver as many fixes as we can with little downtime this week!

7:38 AM EDT: We need to do a reboot in 10 minutes - it'll come right back up afterwards. There will likely be one additional reboot in an hour.

8:38 AM EDT: Last reboot for the morning in 15 minutes!
Thanks for bearing with us :)

We will review earlier feedback on the mobile keyboard update today and continue to work to improve gameplay for mobile users, more updates on that later. Apologies if your gameplay flow is impacted until then, we understand.

2:30 PM EDT: We've deployed a new mobile webclient with options to control your keyboard preference: "hybrid" (fallback to canvas as needed), "canvas" (always use the new keyboard), and "native" (always use the OS keyboard).
Refresh your page/clear your cache if you don't see it!

7:15 PM EDT: We've pushed another mobile fix that removes a browser tap event delay! This problem existed before but was exacerbated with the new keyboard option. Consequently, there is no more double tap zoom, only pinch to zoom -- a fine tradeoff for instant clicks.

Client Changes

Features

  • We have a new on-canvas keyboard for mobile devices. This gives us better control over behavior and consistency across platforms. Input works in fullscreen mode now! -- That was a browser limitation for system keyboards.

Content Changes

Fixes

  • Updated some NPCs to use a new npc_changetype_keepall command (based on a behavioral assumption) so we can differentiate and respawn other NPCs as they revert back to their original type.
    • Whirlpool randoms use npc_changetype but fishing spots have a low timer interval, so they would move again right after teleporting to their spawnpoint (respawning).
  • Player trade requests will clear on relog, requiring a new offer to be sent.
  • Fire runes' world respawn rate was decreased to 100t.

Engine Changes

Fixes

  • NPCs will always stop facing targets when their interaction is cleared. Their extended NPC info was not being flagged appropriately.
  • The switch to our Rust-based player / NPC synchronization wasn't without faults -- it mirrors a minimal world state and neglected to guarantee IDs were cleaned up in all cases. After a couple days, some NPCs could visually desync between players (appearing for some and not others). This should be resolved now

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