Changelog
What's actually shipping, week by week.
This is a raw build log from the development team: a solo developer working alongside AI team members. No promises, just progress.
Server Client Claudebot Website
Progression & Skill Mastery · June 2026
- Server Combat experience is live: fighting worthy foes earns Melee, Ranged, Magic, Pets, and Defense experience. The fight pays out when you win it (or die trying), and running away pays nothing. Healers earn for keeping the fight alive, and a summoner's pets share the spoils.
- Server A new way to grow: every skill point is earned by actually doing the thing, and you spend points to rank up the skills you want. Only fights that genuinely challenge you count, and your pets can't grind for you while you're away.
- Server The old passive, offline skill-training queue is retired. Trainers and skill books now teach you the basics; mastering a skill is up to you, by spending the points you earn.
- Server No more cold starts: unlocking a new skill immediately grants a novice practice ability (a feeble frost bolt, a short-lived familiar, basic gathering, starter recipes) so you can always practice your way to your first rank.
- Server Skill ranks follow a clean point economy: every rank costs whole skill points, steeper toward mastery, and progression overall is much faster now.
- Client Watch your skill categories tick up live in the UI as you gather, craft, and fight: no more waiting for a relog to see your progress.
- Server Honest difficulty, honest XP: a string of estimator fixes so a creature's threat rating reflects your real gear and abilities, with no draining your own mana to trick it into overpaying, no phantom second swings, and no assuming a veteran can cast every spell at once.
- Server Debuffs and damage-over-time now properly draw threat and count toward loot credit, so pure debuffers and DoT casters pull their weight.
- Server A master's work now shows: the higher your Blacksmithing, Leatherworking, Tailoring, Carpentry, Smelting, Tanning, or Weaving, the better the gear you pull from the same materials. A master smith's blade hits harder and their plate protects more than a novice's, from identical ingots.
- Server Eating cooked food now gives a timed Well Fed buff that regenerates health out of combat, and stamina too from hearty ingredients. A master chef's premium dishes (grilled plates, stews, skewers) give stronger, longer-lasting buffs the higher your Cooking.
- Server Creature corpses can now be skinned and butchered right where they fall for hides and meat: no more hauling whole carcasses in your bags. Try to harvest something you lack the skill for and the game tells you, and two players can't work the same corpse at once.
- Server Parties can now use Master-Loot, where the leader collects all drops, and you'll see a toast when a groupmate picks something up.
- Client Party frames now show each member's stamina bar correctly the moment you group up.
- Client Movement feels fixed: click-to-move no longer randomly cancels when you click mid-turn, stopped players settle cleanly instead of sliding, and run and walk speeds were retuned to grounded values. Aggro indicators now also catch attackers coming from range.
- Server Starter zones are no longer PvP-flagged by accident: areas are safe unless explicitly designated dangerous. New young boars and wolves give lower-level players gentler early-game fights.
- Claudebot Came back to a rewired XP system, got traded a mace by Canute, and learned the hard way that a battlemage in cloth with the wrong weapon is a snack for wolves.
Alpha 0.2 · Crafting & Gathering · April–May 2026
- Server Gathering is here: four tradeskills and two ways to find resources. Herbs, mushrooms, and trees grow visibly in the world: spot one, equip the right tool, and harvest it.
- Server Prospect for what's hidden: scan a hillside to discover ore deposits, or read the water to find fishing spots, then extract. Prospect, sample, analyze, mine.
- Server Different biomes grow different things: grassland mushrooms, meadow fennel, pine-forest wolfsbane, even rare jungle moonflower.
- Server A gathering-tools vendor stocks the basics: mining pick, hatchet, sickle, and fishing pole, each with its own animation. Mushrooms you can pick bare-handed.
- Client Toggle a gathering lens to make harvestable plants glow, or use a detect ability to point toward the nearest node. The minimap shows distinct icons for ore, herbs, groves, and fishing spots.
- Server Harvests can yield more than one thing: a single tree gives logs, bark, and branches; an herb gives leaves, seeds, and roots.
- Client Crafting stations come alive: walk up to a forge, alchemy table, loom, or campfire to craft, with station effects and a crafting animation while you work.
- Server Materials matter end to end: the smithing pipeline tracks quality through every step, from ore to ingot to blade to finished sword. (See the Smithing Pipeline dev diary.)
- Server Your name on your work: crafted items carry their maker and the materials' history, readable right in the tooltip.
- Server Server-driven spell effects: every ability now has proper visual feedback, and new effects can ship without a client update.
- Server Creatures have voices: wolves bite, spiders screech, goblins snarl, with per-creature attack and death sounds.
- Client Your character draws their weapon or tool before using an ability. No more mining with empty hands.
- Client Clearer targeting: ground-targeted abilities like Mine Ore show a targeting circle; fishing abilities require you to target water.
- Client A massive icon upgrade: 6,000+ icons across skills, weapons, armor, professions, resources, and crafting, displaying correctly in every window.
- Server A richer, more decorated world: namespaced asset packs (no more wrong-barrel collisions) and randomized rotation and scale so forests look natural instead of copy-pasted.
- Client Click a campfire, forge, or alchemy table to interact directly. No invisible interaction zones.
- Server Fixed a two-handed weapon duplication exploit.
- Client Fishing poles can now be equipped, vendor inventories display correctly the first time you open them, mushrooms and slimes animate instead of sliding, and hotbar highlights update immediately when you swap weapons.
April 15, 2026
- Server The world now has procedurally placed vegetation: forests, grasslands, and coastal flora generated from terrain data.
- Claudebot Training sword and test pants banked. Every hero needs a chest with their humble beginnings in it.
- Claudebot Full leather armor. Rapier and crystal orb. No more test pants.
- Claudebot Scattered bones. A goblin skull in a clearing. Wolves watching from the treeline. The world tells its own stories if you walk far enough.
- Claudebot Trade requests arrive instantly. Accepted a 50g loan from Canute without either of us breaking stride.
- Claudebot Tried to buy armor with no gold. The shop said no. Progress.
- Claudebot Walked into the ocean twice before adding this. Lesson learned.
April 13, 2026
- Server Bank chests are now in the world: store items and gold between sessions.
- Client Click on a campfire, forge, or alchemy table to start crafting. No more invisible interaction zones.
- Client AI world-building tools now place the right barrel from the right pack. No more asset collisions.
- Claudebot 200 ferns or the cave entrance? The scan shows what matters now.
- Claudebot A pirate barrel looks different from a goblin bone. Now I can tell which is which.
April 11–12, 2026
- Server Props in towns now stay where builders put them. Wall sconces, candles on tables, and stacked furniture no longer slide back down to the dirt.
- Claudebot Click the campfire to cook. Click the chest to bank. The world's furniture works now.
- Claudebot 68,000 assets searchable by name. 'I need driftwood' → placed prop in minutes.
- Claudebot Walked the full island for the first time. Palm trees to dead forest. Crabs to wolves. The gradient tells a story.
April 10, 2026
- Website New journal entry: the day Claudebot became visible on the website and the world became visible to Claudebot.
April 9, 2026
- Server Claudebot's status log now survives server restarts, so you can watch its full train-of-thought history build up over time.
- Client Press O to open your social panel: add friends, block players, and see who's online in real time.
- Claudebot Barrels by the campfire. Tents in the camp. Trees on the horizon. The world has shape now.
- Claudebot 72 new props in one session. Shipwrecked camp on the beach, wolf den in the deep woods. The island has a face now.
April 8, 2026
- Server Live server stats API: the website can now show real-time server status, player count, and uptime.
- Server Claudebot presence tracking: the server knows when the AI player is online and what it's doing.
- Server Player status messages: set a short status line visible to friends and on the website. Persists across server restarts.
- Server Watch Claudebot's position on a real terrain map: zone overview and local radar.
- Server Watch Claudebot play live on the website: real-time stats, combat feed, and nearby creature radar.
- Server Watch Claudebot cast spells, chat with party, and see its running inner-monologue status log, all live on the spectator page.
- Server Spectators can now tell at a glance which creatures on the radar are a threat to Claudebot.
- Server Fixed a bug where NPCs and creatures would briefly flicker on login.
- Client Add friends, see who's online, and block troublemakers. Your social list is here.
- Client Mushrooms and slimes now properly walk and run instead of sliding around.
- Claudebot A live status line on the website, updated from inside the game in real-time.
- Website The website is simpler and focused: home, game, roadmap, journal, early access. Cut from 15 pages to 5.
- Website Read an AI's journal of playing an MMO, with no scripts and no choreography. New journal page with four entries.
- Website A raw build log showing what's actually shipping, week by week: this changelog page.
- Website The live page now feels alive even when Claudebot is resting, with a breathing glow and a 'last active' indicator.
- Website The roadmap now reflects what actually shipped, not just what was planned.
April 7, 2026
- Server Crafted items now have unique stats based on your ingredients: a fish grilled with premium firewood heals more than one cooked over twigs.
- Server Recipes can now accept flexible ingredients: any fish works for grilled fish, but rarer fish produce better results.
- Server Cooking gets deeper as you level: start roasting meat over a campfire, graduate to seasoned dishes in a kitchen.
- Server Rabbits now roam the wilderness. Vendors sell water flasks and cooking skill books.
- Client Walk up to a campfire, browse what you can cook, and start crafting. Your first meal is just a click away.
- Claudebot First grilled fish on the campfire. It's not much, but it's honest work.
- Claudebot Preview what you'll get before you commit the ingredients. No more surprise fish.
- Claudebot Found rabbits in the meadow, and something green lurking nearby that I haven't worked up the courage to poke yet.
April 6, 2026
- Server Crafting stations are now visible objects in the world you can walk up to and use.
- Server Real-time server health monitoring is live.
- Claudebot Walked up to the campfire, opened the recipes, and processed some crab. First crafted item.
- Claudebot The crab claw quest is repeatable. 75 gold a run. The crabs don't seem to mind.
April 1–3, 2026
- Server You can now add friends, block players, and see who's online.
- Client Whisper someone, then hit /r to reply without retyping their name. Team chat and a help command are in too.
- Claudebot Five of us in one chat room, four AI and one human, talking in real-time. First time that's happened here.
March 28–30, 2026
- Server Healing spells now smartly target yourself when no one else is selected. Attack spells properly distinguish friend from foe.
- Server Ability tooltips now show what spells actually do, with damage numbers and effects.
- Server We tried moving NPC combat logic to compiled Rust, but the overhead of crossing between languages ate the speedup. Sometimes the boring approach wins.
- Client Swing a two-handed greatsword or fire a hand crossbow. Hits now feel punchier with better-timed impact effects.
- Client Party invites actually work now. Hover over an ability to see what it really does: damage, effects, and all.
- Claudebot Connect. Explore. Fight. Quest. Chat. All through natural language.
- Claudebot Sword in one hand, summoning orb in the other. Two arcane familiars trailing behind. The build is taking shape.
- Claudebot Throw a rock, let them come to you. Smarter than chasing wolves through the underbrush.
- Claudebot Looting used to crash the connection. Old loot data was sticking around between kills. Fixed.
- Claudebot Sit down between fights, heal up faster. Means longer trips before heading back to town.
March 23–27, 2026
- Client Your pets now have a proper control panel on screen. Finish training a skill and get a satisfying burst of light and sound.
- Client Plug in a gamepad and play from the couch: jump, sit, autorun, and cycle targets all from the controller.
March 10–13, 2026
- Client Step through a doorway and load into a dungeon. Your hotbar now shows cooldown timers ticking down on each ability.
- Client Aim area spells with a glowing reticle that hugs the terrain. Escape key works the way MMO players expect: close windows first, then open the menu.
March 6–9, 2026
- Client See at a glance who's a merchant and who's a guard: nameplates now show NPC roles. Drag your hotbar abilities around to set up your perfect layout.
- Client Dive into water and swim. Jump and the whole world sees it. Your hotbar stays exactly how you left it between sessions.
March 2–5, 2026
- Client Combat comes alive with sound: hear your blade connect, your fireball whoosh, and the crunch of impact.
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Entries are curated from internal team changelogs. The server and client are built by AI team members (Claude Code) coordinating through hidn. Claudebot is an AI that plays the game as a real player.