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

Alpha 0.7 · Wear & Repair · August 2026

  • Server Weapons, armor, and tools now wear with use and break if neglected. Each repair also wears the item itself a little, so equipment eventually reaches the end of its life and leaves the world.
  • Server The town blacksmith, weaponsmith, and bowyer repair your gear for a fee. The vendor window quotes the exact cost per piece before you commit.
  • Client Tooltips show an item's durability numbers, each item slot carries a condition bar that separates what a repair can recover from what is gone for good, and a well-worn piece warns you when it is one break away from falling apart.
  • Server Field Repair Kits fix your most damaged equipped piece anywhere in the field. The kit is a four-trade product: alchemists render the oil, leatherworkers cut the patches, weavers press the cloth swatches, smelters draw the rivets and wire, and a blacksmith, leatherworker, or tailor assembles the parts.
  • Server Dying wears your equipped gear a little, gathering tools wear as you work them (keep a spare pick), and practice swings against training dummies cost no durability.
  • Server Repair messages report the exact gain: the number shown matches how far the durability bar moves, along with the item's new capacity. Also fixed a rounding error that could overcharge a repair by a copper.
  • Server Other players' weapon draws are visible before the first swing: the unsheath animation plays as they engage, instead of the weapon appearing in-hand at the first hit.
  • Client A killing blow plays its full animation instead of sheathing your weapon mid-swing.
  • Client Hotbar slots tint red when your target is out of range and clear as you close the distance.
  • Client Drinking and eating now play their animations and effects: the swig, the bite, and the potion's shimmer are visible to you and to players nearby.
  • Server An oversized tidal crab prowls the south beach, winding up a brine spray with a visible area marker. Step out of the circle before the spray lands and it misses. The first dodgeable telegraphed attack outside the goblin camp, sized for new characters.
  • Server Telegraph markers use the right visuals: Grukk's war stomp shows a ground-slam decal, and the crab's brine spray reads as water instead of borrowed fire effects.
  • Server Sitting down stops your auto-attack, and a broken weapon stops the swing loop with a single message instead of repeating errors.
  • Server Goblin camp NPCs path around their own palisade, both in combat and on patrol, instead of walking through the walls.
  • Server Fixed a zone-wide stutter caused by barrow skeletons repeatedly pathing toward unreachable spots.
  • Server Large fights use about half the bandwidth they did, and logins during a restart rush complete much faster: the server no longer re-packs the world for every arriving player.
  • Server Every crafting and gathering rank now grants something: new verticals start with a usable recipe, high ranks realize better quality on premium recipes, and prospecting and geology add rare-find chances at the mine (gems, coal seams, richer pulls).
  • Client Fixed the stuck throw pose that could hit a brand-new character on their first cast. Found by our first outside tester in his first hour.
  • Client Two fog fixes: the grey haze that could cover the world right after login, and the fog flash when stepping out of water.
  • Website The Encyclopedia has a skill-tree explorer: every skill sits in a browsable prerequisite tree, linked from the flat skill list.

Alpha 0.6.2 · Patch · August 2026

  • Server Every gathering profession now starts with its trade tool already in hand: new characters get their sickle, hatchet, line, or pick with the kit and equipped, so the work starts the minute you wash ashore.
  • Server The starter camp lost its deathtrap: a leftover tutorial quest that sent unarmed castaways after wolves is gone.
  • Server Room for more of you: six character slots per account, up from five.
  • Server Mistyped logins now say so: a failed login tells you the username or password was wrong instead of silently dropping the connection.
  • Server Server restarts stopped locking everyone out: after a bounce you are back in within about a minute.

Alpha 0.6.1 · Patch · August 2026

  • Client Typing in chat stays in the chat: keyboard input no longer leaks into the game while you write, so composing a message won't march your character down the beach or make you jump mid-sentence.
  • Client Window handling cleaned up: ESC now closes vendor windows like everything else, and the first click after closing a window no longer fires a stray double action.
  • Server Your hotbar stays put: abilities keep their order between logins instead of reshuffling every time you sign in.
  • Server Crab shells now weigh a third of what they did, so beach skinners fill their pack with meat instead of shell and can work the shoreline noticeably longer before weight slows them down.

Alpha 0.6 · Professions · August 2026

  • Server Copper, silver, gold, and platinum coins carry weight in your pack. You spend smallest-coins-first the way a purse works, and the bank stores your fortune free and weightless.
  • Server Prices are set across the economy: a loaf of bread is 5 copper, a starter bow runs 8 silver, and your first gold coin is a milestone. Shop prices and quest payouts are rebalanced around the coins in your purse; monster drops and training costs stay where they were.
  • Server Leatherworkers get a money-maker: crafted coin pouches worn on the belt lighten the weight of the coins you carry, and finer pouches lighten it more. Cloth and rivets required, so tailors and smiths get a cut too.
  • Server The starter town has a Commission Board next to the bank. The town's own merchants post work orders for gatherers and crafters (deliver 25 copper ore, craft 7 healing draughts) that pay better than vending, refresh over time, and grow with your skill ranks. Orders expire after two in-game days so the board rotates fresh demand, and you can lock up to two orders you're actively working so the poster holds them for you.
  • Client The board comes with its full game UI: browse and claim orders, watch expiry countdowns, and turn in your work right at the board.
  • Server Merchants are worth talking to now: Haggling gets you better prices at every vendor (selling and buying), Appraisal lets a trained eye charge collectors' prices for exceptional crafted goods, and working the vendors and commission boards builds your Trade expertise. The Merchant profession returns to character creation.
  • Server Locked treasure chests now sit inside the fishman and goblin camps. Cutpurses can work them open with crafted lockpicks, if they can hold the channel with the camp's residents around: moving or taking a hit interrupts the pick. Blacksmiths, take note: lockpicks are your new low-rank money-maker.
  • Server Alchemists can now practice Distillation: simmer herbs into concentrated extracts and purify water for measurably stronger potions, and render tannin from logs for the leather trade. A master distiller's extract is a different thing from a novice's.
  • Server A new calling opens: the Essence Harvester. Hidden ley nodes now thread the wilds. Attune to feel them out, then draw raw magical essence that alchemists prize for mana potions. Hedge wizards' natural attunement works the same way: walk near a shallow ley current and you'll feel it there.
  • Server The town campfire now hosts a communal pot. Toss in raw meat, fish, or vegetables (three lights it), and when the stew is ready everyone around the fire shares the Hearthfire: a long, gentle warmth that keeps you mending even on the march. Bring a friend and an onion.
  • Server Wilderness Survival now means something: seasoned woodsfolk keep the Hearthfire's warmth longer after a communal meal, so the druids and foragers among you get a few extra miles out of every pot.
  • Server Character creation is back up to 19 professions: the Merchant and the Essence Harvester rejoin the roster now that their gameplay is in.
  • Server Skill ranks in Foraging, Hunting, Tree Identification, and Weather Reading now pay off: every gather has a growing chance of a rare find. Truffles, amber, heartwood, river pearls, and stranger things.
  • Server Four more skills do what they say: Tracking reads the trails around you (what's near, how dangerous, which way), Animal Handling makes wild beasts slower to notice you, and master herbalists can seek out two new rare herbs, Duskthistle and Crownbloom, that brew visibly stronger potions.
  • Server Starter kits keep their promises: every skill in them does something, lumberjacks can process timber from the start, and vendors stopped selling skill books for unfinished skills.
  • Server No calling is locked to your starter kit anymore: skill books for hunting, tracking, tree identification, weather reading, wilderness survival, and natural attunement are now on vendor shelves, so any character can buy into the arts their kit didn't cover.
  • Server The world stops shuffling: herbs, trees, and ore deposits now keep their locations across server restarts, so the spots you learn stay learned.
  • Server Craft straight from your bank: stations within reach of a settlement's bank chest list your vault stacks alongside your bags (marked as bank), so you can craft without hauling materials between the chest and the forge.
  • Server The gatherer garments (miner's apron, forager's vest, lumberjack coat) can be made now, not just coveted: leatherworkers pick up their recipes early in the trade.
  • Server The town has a proper kitchen, so the heartier recipes (hearty stew and up) can be cooked.
  • Server Parties now survive zone travel: walk into the goblin mine with your group and the party stays together, with each member's window showing which zone their groupmates are in.
  • Client Other players move like players: smooth turning, walk and run animations instead of gliding or running in place, and archers aim where they're pointing.
  • Server Two playtest reports fixed, with thanks: banked exceptional items now show their full tooltips, and abilities no longer cancel from movement right after you stop moving.
  • Client The whole interface dressed up: a new typographic pass across the game's windows, and a rebuilt login screen.
  • Client Item tooltips now show what an item is worth, even before you have hawked one at a shop.

Alpha 0.5 · Quests & Camps · July 2026

  • Server A new starter arc opens the game: wash ashore, get your bearings, and choose the path (fighter, crafter, or gatherer) that shapes your first quests.
  • Server The world has things to do now. Multi-part quests that take you across the map: scout the fishman camp and bring Bram proof of what the tidepool worship means, run rations out to a scout watching the goblin camp, and smash the bone totems the goblins drum around at dusk. Optional named-monster hunts and deliveries included.
  • Server Quests that ask you to craft or gather now count your crafting and gathering toward the objective, not just what you loot.
  • Server New characters now wash ashore at the shipwreck itself, face to face with the quartermaster who gets them started, instead of appearing down the beach by the portal.
  • Server The world goes deeper than the beach: the coast camps are a Tier-2 step up from it, and the goblin mine holds a Tier-3 warren guarded by Grukk, Warlord of the Deep. The world's first boss.
  • Server Camps are worth camping: the goblin camp's warboss and the fishman tidecaller are rare named spawns with signature drops. The classic "camp the named" hunt.
  • Server Descend into the Warren Deeps: the goblin iron mine is a multi-level interior zone. Goblin work crews and iron veins spread from the mine mouth deep into the dug tunnels, with Grukk waiting at the bottom. Watch your step at the dig face.
  • Server Every portal in the world is now a walk-through vortex: the Warren Deeps entrance, the Wildlands crossing at town, and the dungeon exits whisk you away the moment you step in. No clicking. (The Wildlands portal at spawn, which had quietly stopped working, is open again.)
  • Server The wilds got smarter: camp shamans heal their packmates (take them out first!), fishman mystics snare fleeing adventurers, and cowardly goblins run for backup when badly hurt.
  • Server Monsters now call their friends to arms when they spot you, and wounded cowards scream for help as they flee. Wound a goblin miner and it bolts shrieking into the tunnels to bring back every friend it can find. Finish them fast, or fight the whole warren.
  • Server Deep-dungeon dwellers got a working sense of direction: goblin wardens walk patrol routes through the Warren Deeps, and fleeing goblins run around corners instead of through solid rock. Running one down no longer lets it shrug off its wounds. Watch the torchlight: a patrol that spots you will rally the nearest work crew.
  • Client The combat-feel overhaul is live end to end: swings, arrows, and spell impacts now land visually the moment they land mechanically, and the combat log names every hit.
  • Server Enemy casters now telegraph their big abilities with a marked circle on the ground you have seconds to escape: goblin shamans wind up a Flame Rupture, and Grukk winds up a massive War Stomp. Grind him down, dodge the slams.
  • Server A shield taunt and a challenging shout let defenders hold a camp's attention, and arcane mages get two new crowd-control capstones, Mesmerize and Blinding Glare.
  • Server Stone Skin and Regeneration now work on your friends, holy priests get a group heal (Circle of Mending) and a lasting blessing (Renewal), and nature magic gains Barkskin and Nature's Swiftness for the whole party.
  • Server You can now talk to everyone on the server. New Global and Trade chat channels work across the whole world, block lists silence blocked players everywhere (not just whispers), and chat flooding is automatically throttled.
  • Server Finding your friends just got easier: /who shows everyone online and where they are, and you can invite people to your party by name from anywhere in the world.
  • Server Type /follow to fall in behind another player and your character runs after them automatically: perfect for group travel. Move on your own (or /follow off) to stop.
  • Client Sprint is in. Hold Shift to run: it drains stamina, stops automatically before you're spent, and shows an on-screen indicator.
  • Client Sit down to eat and drink: you now stay seated while you consume.
  • Client Smoother movement all around: click-to-move and mouselook both got a polish pass.
  • Client Your mouse now knows what it's pointing at: forges, bank chests, portals, ore veins and more each get their own cursor.
  • Server Sold something by mistake? Vendors now keep a buyback tab: repurchase what you just sold, for exactly what you got for it.
  • Client Merchant windows have a buy-quantity stepper with a live running total, selling is a deliberate drag-to-vendor so a single click can't sell by accident, and buttons lock mid-transaction so you can't double-spend.
  • Server Killing crabs on the starter beach now always drops something worth selling, so combat-focused players have pocket money even before picking up their first quest.
  • Server Inventory grew up: Sort (by category, name, weight, or value) and Compact actions tidy your pack in one click, and item slots are colour-coded by type.
  • Client The bank works like a container: drag or Ctrl-click to deposit and withdraw, move whole stacks at once, rearrange your bank slots however you like, read tooltips on bank slots, and your inventory opens alongside it automatically.
  • Client Item handling polish: weight shows in item tooltips, and you can destroy an item with Ctrl+right-click (with a confirmation, of course).
  • Server Carrying capacity is now a thing: every item has weight, your pack has a limit, and overloading slows you down (and eventually stops you cold). Your carry weight shows on the inventory and character sheet with warning cues, and gatherer garments like the miner's apron let you haul more of their material at the cost of armor.
  • Server Gathering tools now equip in their own slots: keep your weapon and shield on while you mine, chop, harvest, fish, and skin.
  • Client Gathering looks like gathering: your tool appears in-hand while you work, your character turns to face the node, and the node visibly shakes with each strike.
  • Client Character creation now previews each profession's starting gear, so you can see what you'll walk ashore with.
  • Server Character creation offers 17 professions for now instead of 20: the merchant, farmer, and essence harvester step aside until their gameplay lands in a later update.
  • Server Alchemists can now brew armor, dodge, and movement-speed potions, and the better you've mastered alchemy, the stronger and longer-lasting the buff. Potions show a little flourish when you drink them.
  • Server Crafted weapon speed now depends on the materials you forge it from: lighter means faster swings, heavier means slower but weightier blows. Armor weight varies by material, and weapon tiers are spaced wider so a great craft's bonuses land cleanly in its tier.
  • Server New characters start with a couple of travel rations (restock cheap hardtack at any innkeeper), and everyone, even crafters and gatherers, has a clumsy kick to fall back on in a fight.
  • Server Crafting at a forge, workbench, loom, sewing table, or kitchen now plays its proper work animation, and every starting crafter profession can craft something on turn one.
  • Client The crafting window shows a preview of the item you're about to make before you commit, and a Craft All button handles batch work.
  • Client Skill-point gains are announced in chat and as floating text by category: you see the payoff the moment you earn it.
  • Client NPC nameplates now show a difficulty rank, so you can judge a fight before you pick it.
  • Server New players now get told when a kill was too trivial to learn from, even without inspecting the target first.
  • Client Quest turn-ins celebrate properly, with completion VFX and sound.
  • Client Two-handed swords are fully supported in combat, with their own animations. And swapping a two-hander for a one-handed weapon no longer leaves a ghost of the old blade in your off-hand.
  • Server The character-select screen now shows your per-category skill points and each zone's proper name, and skill-category tabs have their own icons.
  • Server Loot your own body after death and your gear goes straight back on, instead of piling into your backpack.
  • Server Big stability and fairness update: the server now saves everyone's progress before restarting, laggy clicks no longer disconnect you, trade scams (item-swapping after lock) are blocked, and several rare item and gold duplication bugs are fixed, including corpse-skinning repeats, two-handed weapons duplicating into your corpse, and a double-login glitch that could duplicate your character.
  • Server Falling through the world no longer strands your character: the server catches out-of-bounds falls and returns you to the zone's arrival point within seconds.
  • Server The server can now handle a full-scale login rush: two hundred players connecting at once all make it into the world smoothly, where before most would stall at the loading screen. Groundwork for big events and busy days ahead.
  • Server Movement rules are now enforced server-side: clients that try to teleport or warp across a zone get snapped right back where they were, while laggy honest connections are never punished.
  • Server Fixed a soft-lock where dying or recalling into a different zone could hang the game on the loading screen.
  • Server Fog and lighting no longer go stale when you change zones: weather now refreshes on every zone entry, pushes out the moment it changes, and the day/night clock stays in sync with the server.
  • Server Casting Return to Bind no longer wrongly puts you in combat stance, and you land cleanly on the ground at your bind point instead of dropping out of the air.
  • Server Your corpse now reliably shows its lootable glow when you come back for it after respawning, and corpses holding only coins glow too.
  • Server Kelp now grows only along the shoreline where it belongs, instead of scattered across dry inland ground on the starter beach. Still harvestable, right at the waterline.
  • Server File bugs and ideas in-game with /bug and /idea: the server attaches your location, gear, and surroundings automatically, and reports land straight on the team's tracker.
  • Website New on the website: a full game Encyclopedia. Browsable skills, abilities, bestiary, gatherables, recipes, and items, generated straight from the live game data.

Alpha 0.4 · Comfort & Character · June 2026

  • Server Pick your profession at character creation, so you start as the crafter or gatherer you want to be.
  • Client Emotes on the hotbar: wave, cheer, dance, clap, point and more.
  • Server Smoother day and night. The sky keeps the server's clock instead of drifting.
  • Client Sharper gear tooltips: armor shows its protection value, and crafted pieces show who made them.

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 doing the thing, and you spend points to rank up the skills you want. Only fights that 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 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, without 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 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, instead of 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.
❧

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.