Changelog & Roadmap
The complete release history — every bullet, every version. For the short version, the in-game Changelog tab summarizes each release.
In The Lab
What we're building next.
- Town quest board — regenerating mixed jobs across every discipline, posted in the squareP12-44
- The bank starts selling permanence — put your coins toward claiming and inscribing your gear, so mortal money buys something that outlives you (P6-43 follow-up)
- Home furniture & interior crafting — beds that heal, tables that buff, decor with AuraP12-45
- Ocean fishing — harder strike windows, rarer fish, weather risk beyond the pondP12-46
- Cooking & alchemy kitchen — food and potions as a profession, separate from the workbenchP12-50
- Space that looks like space — dedicated vacuum debris fields, crystal asteroids, glowing nebulae, and icy comets get their own tilesets and propsPW-22
- Cluster dungeons & traps — each region of the galaxy gets dungeon flavors and hazards of its own (PW-25 follow-up, P11-08)
- Origins polish at character selection — deeper lore cards while you pick a skin (P9-15 follow-up)
- Personalized spacewear — suit visuals that carry your own gear look into the void (PW-23 follow-up, P9-10)
- Fishing leaderboard — bragging rights for the biggest hauls now that the rods are in the water (P8-08 follow-up)
- Fishing ambience — a calm little soundtrack for the waterside scene (P8-08 follow-up)
- Galaxy discovery bonuses & wilder worlds — first-landing rewards and per-world content as the 69,420 charted worlds fill in (PW follow-ups)
- Personal rockets — your own ship, granted with planet ownershipPW-15
- Reputation starts to matter — gear and spell gates, town attitudes, and cursed drains are on the drawing board (P14-23B–D)
- Playtester fat homes, then launch micro-huts — temporary oversized digs before the Aug cutoverP12-35, P12-36
- Whale planets for diamond hands — exclusive worlds for the biggest holdersPW-15
- Marketplace economy next — fees, sinks, and planet sales designW3-24
- More spellcraft in the oven — teleport, fear, counters, and bigger buffs are catalogued as coming soonP14-21
- Scroll Cases & wizard tomes — containers of scrolls and a one-hand Spellbook that grants a whole kit while heldP14-22
- More status effects that stick — poison and root are live; the sticky catalog keeps growingP14-19
- Skin QC for production — staff can mark playable looks Approved for Production and ship those decisions across environmentsP9-14
- Experia TCG balance passes — the first test sessions will reshape cards and curves; expect rebalances early and oftenTCG-03
- Card art program — painted art for all ~390 Torn Asunder cards, plus print-and-play sheets to prove the paper versionTCG-10
- Your character, deeper — Skills, Catchphrases, Backstory & Socials keep filling out; more species emotes beyond Wave / Bird / PurrP7-23, P7-24, P7-03
- More for your action loadout — weirder skills, more live spells, and gear-granted moves that fight differently (P14-10 follow-ups)
- Weirder gear powers — more sets, more curses (and ways to cleanse them), and gear that touches unexpected parts of the game (P14-10 follow-ups)
- More dungeons — the Temple of Raj opened the door; every biome gets a dungeon style all its ownP11-05
- More shared events — the Zombie Invasion plumbing powers hunting seasons, village-defense raids, and other town-scale showdownsP12-01
- Gear you can see, everywhere — equipped-gear visuals expanding beyond the farmer test rigP9-12, P9-10
- Guilds — community orgs with ranks, shared chat, and endgame identityP11-16
- A living world, continued — mob respawns are in; respawning farms and the Hunting Grounds are nextP12-01
- Casino floor polish — Holier rollers, smoother seating, special event nights (CAS follow-ups)
- Raid leaderboards — bragging rights for the deepest Temple runsP11-31
- Chat keeps getting sharper — deeper focus and conversation polishP1-109
- Deep economy — item upgrades, coin-market hubs & the Commercial DistrictP6-16, P5-05, PW-11
- Build your homestead — decorate and store loot on your 8×8 plotP6-13
- Seasons, hunger & safety — maintenance loops, live events, and moderation so the open world scalesP12-06, P12-13, P12-20
- Fair play, continued — support playbooks and deeper live-ops tooling (P4 tier)
- Built to scale — graceful server restarts and scale-out plumbingP4-06
- A world worth exploring — biome curation so every ring looks and feels distinctPW-14
- Even faster loading on older phones — packing character artP1-30
- Whale Club — exclusive maps, cosmetics & events for diamond-hand holdersW3-10
- Ultra-rare world secrets — more one-of discoveries beyond the Daily Double tile
- More maps for your MAPS panel — dungeon maps, treasure maps, and other collectible charts (P1-86 follow-ups)
Future Development
On the horizon — not scheduled yet.
- Experia TCG: Co-op Gauntlet, replays & ranked — party up against Illuminaughty boss decks, rewatch any match, and climb a 1v1 ladderTCG-11
- Experia TCG: boosters & scarcity — a real acquisition economy once the closed-loop beta proves the game (TCG-09 phase B)
- Raids — big 8-to-40-player boss fights, the step up from a dungeon runP12-23
- Raid leaderboards — timed clears and party bragging rights for the Temple and beyondP11-31
- Mutual Friend sparring — practice swings with frens who marked you back, outside the Rival path (P12-34 follow-up)
- Transmog — keep your stats, wear the look you wantP12-24
- Mounts & companions — rides and pets to collect and show offP12-25
- Crafting professions — gatherers and crafters who depend on each otherP12-26
- LFG — queue up solo and get matched into a full groupP12-27
- Battlegrounds & ranked arenas — fair, matched PvP beyond the sparring ringP12-28
- World bosses — rare giant spawns the whole map drops what they're doing forP12-29
- Territory control — fight over the map, not just each otherP12-30
- A real main story — one big quest line to follow, not just countersP12-31
- Account-wide unlocks — collections and titles that follow you across buildsP12-32
- NPC quest givers & branching storylines — beyond milestone countersP11-07
- Custom & celebrity nameplates — special styling for the core team and famous frensP7-18, P3-11
- Ultra-rare functional items — earned drops that show off what's possibleP6-23
- Crow emote + the strange wooden visitor — the last character-animation follow-ups after the full-roster passP9-05
- Weather & seasons — rain, snow, and seasonal shifts across the Wild ExpanseP8-02, P8-03, P8-04
- More maps & intentional world travel — new destinations and deliberate ways to reach themP12-12, P5-02
- Z-axis — true up/over/under after the 2.5D space pass (P12-11, sequenced after PW-22)
- Player-chosen spawn points — wake up at your property or Whale tier instead of the crossroadsP3-07
- More XP redemption utility — beyond leveling: rewards and perks paid from your reserve (P6-17 follow-ups)
- Move your home — burn $XAnimals to uproot your house and re-place it anywhere open that fitsP1-96
- Cinema on the beat — cutscenes timed to the music so kicks and cuts land with the instrumentalP3-13
- v1.7.52026-07-20
- Wallet ownership proof (W3-27) — linking a Solana wallet to your profile now asks for a quick signature to prove the wallet is really yours. It's a free, off-chain message signature — NOT a transaction, so it costs nothing and moves no tokens — and it happens on both desktop and mobile now (before, only the mobile flow proved ownership). This keeps someone from linking a wallet they don't control, so your linked wallet and the claimed gear tied to it stay yours alone. Same-account safety checks were tightened across linking and unlinking, and claiming an item now always burns for your full stack (no more paying for one and locking the whole pile). (This supersedes older notes that said linking was signature-free — How To Play and the Knowledge Base now match.)
- Death drops (P6-36 / P12-38) — when you get knocked out, every unclaimed item (hotbar, packs, and equipped gear) is bundled into ONE loot sack on the ground where you fell — no more littering a dozen tiles with your stuff. You can't pocket the sack itself; you search it in place, and only one person can rummage at a time (whoever opens it first gets first pick, then it's the next player's turn). Empty it and it vanishes; leave it and it clears after a day. Web3-claimed stacks never drop — those are permanent.
- Wake in your home (P1-162) — tapping Wake after a KO lands you inside your permanent Experia starter home, not at the area spawn. Your house is home base.
- Hard permadeath (P12-37, P12-38) — a KO ends that character. Your claimed $XAnimals gear is deposited safely into your permanent house for the next you; EVERYTHING else — level, traits, coins, spells, builds, unclaimed gear, even the Traveler's Kit — is gone. You wake in that same house as a brand-new, NAKED traveler. Claim what you can't bear to lose. Settings → Start fresh lets you reroll anytime without waiting for a KO. Skin swapping stays open in Beta so you can still try looks.
- Home storage chest (P6-11) — a chest now stands in every home. Open it (Engage beside it, or shift-click / long-press → Open chest) to stow and pull out gear like a personal stash. It grows with you: 10 general slots plus one guaranteed slot for every $XAnimals item you've claimed — so when a KO rerolls your character, your claimed gear is always deposited here, safe and waiting. (Unclaimed odds and ends left in it share your character's fate on a reroll — claim what matters.)
- KO pose fix (P6-36) — a mid-swing knockdown no longer pops you back onto your feet; you stay in the knockout frame until you wake.
- Town & map polish (P12-38) — Pixel now sits at Lazarus Schlong's side instead of directly behind him (their nameplates no longer overlap), the wishing well anchors the exact town center, and the Galaxy Map's Travel button no longer sits on top of a world's name.
- Your rocket, right where you land (PW-26) — travel to another world and your ship is parked on the landing pad at your feet. Stand on it and press Action, or shift-click / long-press it for a Board menu, to reopen the Galaxy Map and fly on — to any charted world, or home to Experia (you land just outside the spaceport). Wander off and lose track of it, though, and you're on your own out there.
- New liftoff sequence (PW-19) — the travel cutscene now flies for real: the rocket lifts off dead vertical, climbs while the starfield streaks past, then pitches over to 45° and blasts off the corner of the screen. No more stationary ship parked at an angle.
- Aura works the register now (P6-41) — your Aura no longer just sweetens what vendors PAY you; it also discounts what they CHARGE you. Crank Aura up and buy prices drop (up to 25% off at very high Aura) while sell offers climb (up to 40% of value). The two never cross — buying from a vendor and selling it right back always loses coins, so there's no free-money loop. The real payoff is selling the loot you've earned for a lot more. (Lost & Found stays fixed-price — no Aura discount there.)
- Ponds are safe now (P6-40) — you can't cut or till grass at the water's edge anymore, so nobody can carve a lake back into a dirt patch.
- Always a way home (P12-38) — if you ever have no home at all when you wake, you no longer come to stranded in a dungeon or on some far-off world — you always land safe in the Wild Expanse town center.
- Fireball's on the house (P12-38) — the Scroll of Fireball no longer rides your starter hotbar. Instead, one rests on the floor of every home during Beta: pick it up, Use it, learn Fireball. It comes back, too — so a freshly rerolled, naked character can always walk in and re-learn it.
- Space starts to feel like space (PW-21) — a galaxy region now shapes its worlds. Land in an asteroid belt and you get rocky islands in a dark sea; a void rift is bare platforms over the deep; a comet swarm is ice to the horizon; a nebula is soft and gentle. No more identical meadow-and-forest planet everywhere you fly.
- Space biomes are real now (PW-22) — those space regions no longer borrow Earth's grass and trees. Asteroid fields are cold metallic rock studded with pitted ore boulders and strange dark crystals; void rifts are walkable rubble platforms adrift in star-black vacuum; comet swarms bristle with ancient ice crystals; nebulae glow with soft pastel blooms; and drifting hull debris litters the dead zones. (First 2.5D pass — hand-painted space tilesets and jetpack EVA are still coming; this is the look landing today.)
- Materials worth the trip (PW-24) — different regions of the galaxy now hide different treasures. Mine in an asteroid belt for asteroid ore and strange crystals, a void rift for void crystal, a comet swarm for cometary ice, a nebula for nebula gas — each concentrated in its home region (though a little can trickle in elsewhere). And singularite? That only turns up at a black hole. Some recipes are going to send you on a real expedition.
- Write your own origin (P9-15) — open your Character Sheet → Backstory. Every traveler starts as an amnesiac (bespoke skins get their own canned lore), but you can rewrite it into whatever you like — swearing's fine, slurs and hate aren't, and there's a length cap. Shift-click or long-press another player → View Origin Story 📖 to read theirs, with a Report button if someone's being gross. Your story resets when your character does.
- Lost & Found, now a market (P6-37) — when a death loot-sack times out, or an emptied dungeon is torn down, the gear inside no longer just vanishes — it turns up at Lazarus' marketplace under a new Lost & Found tab. Browse it, search it, and buy anything back for coins at the going rate (no haggling, first come first served). The old $XAnimals market is right beside it under Web3 Market. Both tabs also live in the sidebar Marketplace panel, so the market's always reachable even if Lazarus is down.
- Crossroads swap meet — the town center now has a rustic stone wishing well, and the crossroads apothecary has become a little flea market of two vendor carts flanking the plaza. Bramble stays the potions-and-elixirs crafter; the new Pemberton's General Goods cart sells everyday restart basics — storage packs (pouch, sack, backpack, traveler's pack, crate, toolbox), a fishing rod, crowbar, lantern, pickaxe, shovel, and axe — all cheap, so a freshly-rerolled naked traveler can rebuild a kit. (The starter fishing rod moved from Bramble to Pemberton.)
- The intro plays for real (P3-12) — every brand-new character now opens on the Experia story: the 2030 escape, the Illuminaughty, the black hole, the scattering. It plays on your very first entry AND every time you reroll — Skip (or Esc) any time — and when it ends the screen fades to black and comes up on character creation with your home behind it.
- Intro polish (P3-12) — operator script pass: tighter narration and banter, fight scenes that lead with a real front kick (boot out), cast planted on the ground, and Next/Back that advances the choreography with the lines — not just the text. Legacy alternate cut retired; the official eleven-beat cinema is the one cut.
- Character Creation stepper (P3-14) — brand-new lives (and every reroll) no longer dump you on a blank Character Sheet. A guided wizard walks you through skin → three named Classes into your Loadout slots → optional tweaks → background → starting kit → a blunt permadeath oath → review. Your three Classes are hot-swappable later (🧬 / W); the full Character Sheet stays the veteran edit surface.
- Starter kit picker (P6-42) — Traveler, Scrapper, Artisan, or Angler. First life only; death still wakes you naked (claimed gear waits in your home).
- First-hour tutorial quests (P12-39) — after the welcome packet, wave-issued jobs teach redeeming XP for a level, buying and selling at vendors, taking things apart, crafting, fishing, visiting the Holy Roller, and walking up to the Goodfolk Spaceport — with modest coin + XP rewards so you climb a few levels before the wild gets mean.
- New Player Welcome (KB) — /kb/welcome documents the full onboarding sequence for sharing: stepper steps, all twelve Classes, recommended triples, backgrounds, starter kits, the permadeath oath, intro quests, and tutorial waves (sourced from the live catalogs).
- HUD coachmarks (P3-15) — after the creation stepper, offer a skippable device-specific controls tour (desktop vs compact). No XP. Cleared on reroll so each new life is offered again. Copy stresses: not dying is the game; claim with $XAnimals to keep gear.
- Permanent death count (P12-40) — PlayerAccount.characterDeathCount increments on every permadeath/voluntary reroll, survives Beta resets, shown on the Character Sheet when > 0.
- Steps milestones (P7-07) — Walking Is Good For You ladder is now 1k / 10k / 100k / 1M / 10M / 100M (coins/XP ladders unchanged).
- Tombstone art (P12-41 pending) — five wilderness grave markers generated for a future L10+ death memorial feature (not wired yet).
- Onboarding hardening (P3-14 / P12-39) — town-full Welcome Note no longer blocks the starter kit; creation submit can't double-fire; tutorial waves 2–4 retry-safe; "Redeem Your First Level" auto-completes if you already hit level 1 before the quest appeared.
- One welcome only (P12-43) — your Traveler kit and signup coins are a first-time gift. Die and you wake naked… except whatever you stowed in your home (chest + floor) or claimed with $XAnimals. Starter junk won't sell to vendors. Follower-delta minting retired; welcome packet not re-issued on NG+.
- XP Path Balance (/kb/xp-balance) — full level table (delta + cumulative), risk/reward path chart, and exclusive-path hours-to-milestone estimates sourced from the live ladder + design targets. We retune in the open when live play diverges.
- Reroll actually reels you in now (P12-38 fix) — waking after a permadeath used to leave the OLD character haunting your Character Sheet until a hard refresh (and you'd wander home as a default horse with no prompt). Now the moment you wake, the game treats you as brand new: your sheet, traits, quests, and achievements all reset on the spot, the intro rolls, and you're walked straight into filling out the new character before play resumes.
- Space bites back (PW-25) — the galaxy's planets are no longer scenic strolls. Every region fields its own crews: asteroid-belt pirates, star-cluster patrols, frozen skeleton husks riding the comets, lightless stalkers on the rogue planets, and event-horizon horrors around the black holes (nebulae stay peaceful — they're nurseries). Your landing pad is always a safe zone, but the further you wander from the rocket, the bigger and meaner the packs get. They chase, they hit hard, and they pay the same open-world bounties as Experia's hostiles when you put them down.
- Suit up for the void (PW-23) — some worlds are airless: asteroid fields, void rifts. Land there without an EVA Space Suit and you're confined to your rocket — you can see the void and whatever's roaming it from the pad, but stepping off gets you a firm no. Buy the suit at Pemberton's General Goods cart (it rides your hotbar or gear like the fishing rod), and the moment you land somewhere airless you're automatically wearing it — your character swaps into a sealed spacesuit matched to their body shape (walkers, four-legs, birds, and blobs each get their own) and moves by JETPACK out there: drift over rubble, cross the gaps between platforms, float the debris fields. Leave the world and the suit stows itself — you're you again. Solid-ground moons and rocky worlds stay walk-in, suit or no suit.
- Four new faces (P9-15) — the playable roster grows: a unicorn in a purple hoodie 🦄, a VR-goggled minifig 🥽, a skeleton 💀, and a space pirate 🏴☠️ — each with full walks, strikes, spellcasting, and their own origin lore. The skeleton and the pirate aren't just costumes, either: they crew the comet swarms, rogue planets, belts, and black holes, so the thing that jumps you out there is a look you can wear home.
- A proper launch complex (P6-39) — the Goodfolk Spaceport got rebuilt: a white heavy-lift rocket on the pad, service gantry alongside, and a low control bunker — planted straight on the grass like everything else in town (the old floating concrete slab is gone).
- Pemberton stocks the full restart (P6-38) — the General Goods cart now carries the complete Traveler's Kit (dagger, short bow, tunic, trousers, sandals) alongside the packs and tools, all at rock-bottom prices — a freshly-rerolled naked traveler can re-dress head to toe at one cart. And now the EVA Space Suit too, for the space-bound.
- Every biome finally looks like itself (PW-14 fix) — the per-biome curation was real, but a renderer bug made every region scatter the same forest firs and boulders over its (correctly themed) ground. Prop scatter now follows the actual biome tile by tile: Experia's outer deserts, savannas, and tundras grow their own trees and rocks, asteroid fields get pitted ore boulders and dark crystals, voids get drifting rubble. The galaxy you were promised is the one you'll see.
- You are here (PW-16 polish) — the Galaxy Map now pins a pulsing YOU ARE HERE on the cluster you're actually standing in, wherever you've flown (Experia included), and the sidebar's mini-map calls out your world when you're off-world. Cluster sizes got their true DGEN tuning too: the vast majority now hold exactly 69 worlds, a handful run heavier — and one cluster near Experia, The Shimmering Halo, packs 420.
- The astro crew (P9-15) — four more playable skins: an astronaut, an astro hound, an astro bird, and an astro blob — full anonymous spacefarer suits with their visors up… wait, no, those are just their faces. Each has full walks, strikes, and origin lore.
- Anonymous in the void (PW-23 polish) — the automatic EVA suits now have fully opaque mirrored-gold visors: out in the vacuum, nobody knows what's in the suit. (The see-through prototypes became the astro crew above.)
- Vendors show the goods (fix) — Bramble's and Pemberton's carts (and the traveling vendor) now display real item art instead of emoji placeholders, and the Scroll of Fireball has proper scroll art with a fiery inner roll instead of a 📦.
- Safe Sparring Arena (P12-42) — the Wild Edge grove ring is now the one place to learn combat without dying. Step onto the ring tiles and a banner confirms it: anyone can swing at anyone, but a KO there only winds you — no loot sack, no permadeath, no death-count bump. You stand back up in a couple of seconds at full HP, and walking out of the ring gets you patched to full by the ring wardens. Want a target that hits back fair? Tap 'Spar a practice bot' and a mirror of you squares up — beat it for XP. Ring XP diminishes over the hour (full, then half, then 'you've drilled enough') so the safe ring can never out-earn taking real risks — that math is published at /kb/xp-balance. A new tutorial quest, Win a Sparring Bout, joins the first-hour arc.
- Death coins ride the sack (P6-43) — carried coins used to just vanish when you died. Now they drop into your loot sack as a single coin stack alongside your gear: whoever loots it pockets the coins, and if nobody does, the bank quietly recovers them when the sack times out. Every coin you die holding is a coin someone else can pick up — carrying a fat purse into a dungeon is now a real gamble.
- Junk is junk until you work it (P6-44) — vendors have stopped politely buying your garbage. Soggy boots, rusty cans and raw crude-grade materials get turned down flat: "Get the fuck out of here, kid. Take it to the forge and come back when it's worth something." So take it to the forge. The smithy's forge now smelts — three crude units become one Standard-grade material, and fishing trash melts down into the crude stuff first, so a boot is two trips from being worth a single coin. Refined goods sell just fine. Found money was never money; it was a to-do list. (Lazarus' Lost & Found still buys anything, because Lazarus has no standards.) 🔥
- The bank opens its books (P6-43) — the First Intergalactic has staff now. Teller Vosk and Manager Crible work the counter, and if you walk up to Vosk she'll tell you exactly how many coins are out in the world and how many are still in the vault — live numbers, straight off the world reserve. A closed economy is only worth trusting if you can check it, so now you can. She will not show you the vault. 🏦
- Vendor purses (P6-43) — vendors are mini-banks with honest, finite floats: the Traveling Vendor carries 2,000 coins per stock day, town shops 750 per 4-hour window. Selling drains the purse; buying refills it; a dry purse refuses politely until the next stock window. The remaining purse shows right in the trade window, so you always know how much a vendor can still pay.
- Scarcer items (P6-43) — every item class now lives under a 1,000-unit world supply cap, down from 100,000. Scarcity is the point of a closed loop: if a thing is common, it should be common because people keep making it, not because the world shipped with a hundred thousand of them. Beta worlds re-cap on reset, so the old reserves are gone.
- Crafting XP (P6-45) — every successful craft now pays XP scaled by the result's rarity (a common trinket pays a little, an exotic a lot). A rolling-hour budget caps the rate at the published ~4,500 XP/h crafting target — full pay, then half, then the well runs dry till next hour — so craft-and-scrap loops can't print XP.
- Salvage loss (P6-45) — disassembly no longer hands back everything you put in. Each part rolls to survive, scaling with your Mind (a sharp artisan recovers far more), but nobody ever recovers all of it. Taking a thing apart is now a real decision instead of a free undo, and staying at the workbench means going out and getting materials — which is the whole point.
- Casino coin XP (P6-46) — betting real coins now earns XP at every table: roughly 15% of your wager on a win, 3% on a loss. Two limits keep the tables honest. XP stops growing past a modest wager, so shoving your whole purse earns no more XP than a sensible bet — coins cannot be converted into levels. And there's a rolling-hour ceiling: play a normal session and you'll never touch it; grind the tables all day and the XP dries up long before the fun does. XP-stake tables are unchanged — staking unredeemed XP remains the pure high-variance rocket (or wipe) it always was, with no activity XP on top.
- Web3 safe havens (P6-47) — claiming an item, listing or buying on the marketplace, and inscribing now require standing somewhere safe: the starter town, any of its buildings, or your home grove. Nothing hostile spawns on that ground, so your wallet can take as long as it likes — hop to another app, come back in a whole different tab, it just works. Out in the wild it's the opposite: loot stays unclaimed until you carry it home. Die on the way back with a dungeon's haul and it drops like anything else. Getting out alive is now part of the run.
- Rare actually means rare now (P6-48) — the world has a finite number of every item, and until now that number was the same for all of them: a thousand each, whether it was a plain shirt or a mythic blade. Two things changed. The counts are now scaled to rarity, so the entire world holds around six hundred mythic items and a couple hundred exotics, versus a thousand of any given common. And the limit is now actually enforced — the reserve used to let a spawn through even when it was empty. If the world's supply of something is gone, it will not drop for you; someone out there is holding them all, and you'll have to trade, buy, or wait for one to come back. Common gear is deliberately exempt from the hard stop so a new player's starter kit can never fail to arrive. One-of-a-kind finds like the Pup Boy 69420 now sit at a supply of exactly one, which is what 'one of a kind' was always supposed to mean. 💎
- First-hour hardening (P6-49) — a full audit of the new-player path before this release, and it turned up things that would have quietly ruined individual accounts. The worst: the one-time "you've been given your starter kit" flag could stamp itself even when the kit grant silently failed, leaving that player with no kit, no Homestead Deed, and no way to ever get them — the flag never reopens. It now only stamps when the grant actually happened. Related: your tutorial quests are handed out when you first join the world, and finishing character creation used to close that window forever, so creating a character while the game server was briefly unreachable meant never getting a tutorial at all. There's now a safety net at creation. Also fixed: world chests destroyed their treasure if your pack was full (it drops at your feet now), a fish caught but undecided could vanish when you walked away, opening the game in two tabs could throw a scary error on an account that was actually fine, and you can now claim items inside your own home — you spawn there holding your deed, so being told it wasn't a safe place to claim was silly. 🧰
- Economy hardening (P12-43 / P12-39 fixes) — a batch of coin leaks and double-pays closed before they could distort the closed loop. Starter-kit items were priced at 0 to stop players selling them to vendors for coins — but that same 0 was ALSO the buy price, so Pemberton's Traveler's Kit and anything matching it in Lost & Found could be taken for free. Buying now costs real coins (vendors still refuse to BUY starter junk, as intended). An empty hotbar on login could also re-grant a whole second Traveler's Kit — including a free Homestead Deed — over and over; your kit is now strictly the one-per-account welcome gift. Two rare races are gone too: concurrent first character saves can no longer double-mint signup follower coins, and simultaneous quest completions can no longer double-pay quest rewards.
- v1.7.42026-07-15
- Seamless reconnects (P1-163) — the every-minute "flash offline, then teleport back to where you were a few seconds ago" flap is gone. When the connection hiccups (it's the network path, not you), the game now reconnects in a blink and tells the server the exact tile you're standing on, so you keep walking like nothing happened — no rewind. Guests keep their spot too instead of bouncing back to the crossroads. A silent dead connection is now sniffed out in about half the time, and quick blips no longer spam the "exploring solo" line or flip the location chip — you only hear about an outage if it actually lasts.
- Fishing, relaxed (P8-09) — the waterside scene finally feels like fishing: a real first-person rod, an animated line, and a proper bobber on the water (no more emoji). Tap a water tile for **Fish in Peace** (calm lakeside backdrop) or **Cast Here** (fish right on the map with the rod sticking out of your character). The strike window is wide and forgiving, a shrinking ring shows when to tap, and early taps just wait — no scolding. About half the time you reel in nothing, and that's fine: the cast is the point. When you do land something — fish, junk, treasure — you can **Keep it** or **Release** it back into the water. XP still flows either way. Pull up a chair and vibe.
- Mobile control polish (P1-161) — the touch action buttons are now a tidy 2×2 grid (Emote to the left of Ranged, with Activity + Melee below) instead of a three-tall stack, so the Emote button no longer tucks behind the floating hotbar in portrait. And the top-right ☰ menu button is now the same size and right edge as the Zoom and Cam buttons, so they read as one uniform vertical column instead of a squished chip sitting out of line.
- No more silent disconnects (P1-160) — walking fast or a brief network blip used to knock you offline until you refreshed the whole page. The game now re-checks its login pass on every reconnect (the old one quietly expired after a couple minutes, which is what stranded you), waits a bit longer before giving up on a momentarily-laggy phone, keeps a backup connection route for fussy networks, and shows a short "reconnecting…" note on the location chip while it heals — then puts you right back where you were.
- Mobile HUD polish (P1-159) — a pile of touch fixes: the Melee/Ranged/Emote menus now open on top of the hotbar instead of hiding behind it; the item belt scrolls left/right so you can reach every slot; nothing is auto-selected when you spawn and tapping your selected item again puts it away (no more hunting for an empty slot to deselect); the Items and Menu buttons wear the same backpack + Pup-Boy art as desktop; and the map/biome label now stays centered up top instead of getting shoved down by the Beta badge.
- The open galaxy (PW-16…PW-20) — 69,420 charted worlds across 999 star clusters, every one open for landing from day one. The Goodfolk Spaceport stands just north of the GG Brothel: step aboard, browse the Galaxy Map (drill into a cluster or search a world by name), hit Travel, and ride the rocket cutscene to a whole new landscape. Your position survives refresh out there, and you can fly home — or on to the next world — from anywhere on the surface.
- Gone fishin' (P8-08) — carry a fishing rod, tap a water tile, and Go Fishing: a calm full-screen waterside scene where you cast, watch the bobber, and strike when it dips. 23 fish across every rarity (they're food, too), plus junk, treasure, and one pull the pond will talk about. XP flows whether you land it or it gets away — fishing levels you like a hunting session — and better rods widen the strike window and tempt rarer fish. Bramble at the crossroads now stocks a starter rod.
- Fishing, unstuck (P8-08) — Go Fishing now appears on ANY water tile in ANY biome, whether your rod is equipped or just riding in your hotbar. Long-press or Shift-click water you're not next to and you'll stroll to the bank and cast on arrival — no more hunting for the one magic tile. And there's a brand-new fishing pond right in the starter town, a short walk from the crossroads buildings, so you can wet a line without leaving home or wandering into danger.
- The welcome party (P11-35) — Lazarus Schlong and Pixel the Cat now hold the crossroads plaza. Wander close and Lazarus greets you by name (the lines rotate; some are load-bearing lore), while Pixel offers commentary in cat. They're both juggernauts — pet nicely.
- Sheet save = live loadout (P1-149) — saving traits/builds pushes your Action Loadout immediately so Muscle unlocks Kick/Power Attack without leaving the world.
- Builds that behave (P1-158) — the Character Sheet and the 🧬 hotbar picker finally agree in real time: swap builds and the green dot hops instantly, edit Build 1/2/3 in any order and one Save Changes stores each build to its own slot (fully allocated or not), and background updates (XP ticks, swaps) no longer eat your unsaved edits.
- Water legs & wings (P1-150) — aquatic species swim open water on the overworld; flyers already clear ponds from the air.
- KO composure (P1-151) — when you go down, nearby mobs stop chasing and keep existing; you hold the KO pose until Respawn.
- Honest hover tips (P1-152) — peek a nameplate for `Lv N · hp/maxHp` (level sticks across zone changes).
- Portrait menu breathing room (P1-153) — Game Menu tiles get a little more padding and safer touch targets on phones.
- Wallet wipe cleanup (P1-154) — wiping linked wallets also clears the sticky browser wallet pick and drops a ghost in-page connection so Connect doesn't pretend you're still linked.
- Juggernaut town (P1-155, P1-157) — Traveling Vendors and starter-town NPCs (Betty, shopkeepers, casino staff, grove fauna NPCs) share a level-69 bruiser profile: %max-HP hits, melee + ranged anti-kite, once-a-day respawn that survives server restarts. Offline citizens stay peaceful stand-ins.
- Food that heals + rare scavenges (P1-156) — every edible restores a snack/light/hearty bite; uncommon food or potion drops from open-world, dungeon, and invasion mob KOs, biased by creature type.
- Reputation ± (P14-23A) — your score can go negative and has no ceiling. Hostile KOs (wilds, dungeons, invasions) +1; default fauna −1; town NPC/vendor KOs −5. Aura only boosts gains (`+floor(Aura/10)`), never losses.
- Emotes (P7-25) — Wave shows a Hi! bubble (and anim when the skin has frames). Flip the Bird is universal. Calico gets Purr (soft synth + bubble). Emote picker on the desktop Action bar and the mobile Emote button; bubbles don't stomp your zoning line.
- Spellbook + scrolls (P14-18, P7-22) — no free Fireball. New travelers get a Scroll of Fireball on the hotbar: Use it to burn the scroll and learn Fireball forever. Character Sheet → Spells shows your book; tap a spell (or the ✋/⚔️/🏹 pickers) to assign it. Magic below 10 cannot cast — chat tells you why. Duplicate scrolls refuse without burning. More spells are in the catalog; some still say coming soon.
- Spell feel (P14-17, P14-19) — ranged shots tint as arrows vs spell-orbs; Rootgrip can pin movement; Venom Fan applies poison.
- Knowledge Base catch-up — new Magic & Spells, Holy Roller Casino, and Experia TCG guides; Combat/World/Social/Traits/Inventory refreshed for Hunt, parties, Temple of Raj, Redeem XP, Builds, and cutscene teasers.
- Overnight playable menagerie (P9-05) — twenty-two new playable animals with full walk, strike, cast, hurt, and KO sets (dinosaurs, farm beasts, wildlife, and flyers/swimmers where it fits). One more skin is still blocked on art generation.
- Browse All Skins search (P1-148) — type a name in the roster modal to jump straight to the look you want.
- Skin QC production approval (P9-14) — staff can mark skins Approved for Production, hide approved ones while reviewing the rest, and export those decisions so they ship across environments.
- Lazarus Schlong's bomber jacket no longer sprouts backpack-shaped blobs or loses its X mid-walk; the south walk stays front-facing, diagonal faces stay stable, northwest has a real arm swing, and every heavy-strike direction is now a roundhouse kick (P9-13).
- Fireball, spell bolts, and thrown items keep their projectile launch — impact damage no longer triggers a melee lunge, and fireballs ignore already-down bodies (P1-97 polish).
- Three businessman skins (Agency-ready suits) are playable with full walk/strike/KO sets for the Experia intro rehearsal room (P3-12).
- v1.7.32026-07-10
- Full-roster animation pass (P9-05) — all 77 character skins now have complete 8-direction walk, strike, strike-hard, cast, hurt, and knocked-out sets. Ducks and crows fly; squid-blobbies, dolphins, and sharks swim. The remaining P9-05 follow-ups stay in development.
- Full roster unlocked for Character Sheet picks (P9-05) — every generated skin is selectable for play-testing except intentional NPC shopkeeper/casino staff skins. Guest random rolls stay on the friendly baseline roster.
- Party enters the Temple together (P11-24) — only the party leader pulls the whole online roster into the instance; solo still walks in alone. Non-leaders get a clear mud line instead of a silent fail.
- Refresh restores your delve (P11-25) — leave and come back (or F5) while your party is still inside and you rejoin the live dungeon at your last spot.
- Fog that respects doorways (P11-26) — rooms near you unfog as you approach; no more guessing which black void is a hallway.
- Raj fights like a boss (P11-27) — ranged pressure at mid range, melee when you're close, plus charge and speed-burst beats so the vault never feels like a punching bag.
- Traps hurt more + mid-room treasure (P11-28) — spike damage cranked; about half the mid rooms hide a personal coin chest that scales with depth.
- Twenty-three fog rooms (P11-29) — the Temple is a longer serpentine delve: 22 mid chambers plus the boss vault on an expanded grid.
- Boss loot panel + Exit Dungeon (P11-30) — claim your personal haul from a proper panel, then one-click out to the Brothel exterior when the party's ready.
- CRAPS is LIVE (CAS-06) — Pass/Don't, Come, Field, Place 6/8, and 2× odds on the Holy Roller craps table. Point/seven-out cycle, shared betting windows, shooter rotation fiction. Stake Coins or your unredeemed XP reserve like every other table.
- Casino floor UX + bouncer (CAS-11) — bigger table click targets, a greeter at the east door who seats you, and a cleaner path from the world into any live game.
- UNO is LIVE (CAS-12) — simplified 2–6 player Uno at the Holy Roller (bouncer-seated, win-takes-all ante pot). Same Coins / unredeemed-XP rails as the rest of the floor.
- They chase you for real (P11-32) — aggro'd packs can leave their home section and keep hunting until you outpace the chase leash or drop them.
- Outer rings run hotter (P11-33) — deep-ring packs get a Speed bump on spawn so Mythic-edge war-bands close the gap faster.
- Hidden HP until they move (P11-34) — lurking name-hidden mobs show no HP bar until they stir or strike — surprise still works both ways.
- World treasure chests (P6-33) — the Wild Expanse hides chests behind props and dense clusters; open them beside the tile for personal loot (once per chest per server life).
- Vendors buy your junk (P6-34) — sell hotbar items back to traveling vendors and shops at Aura-scaled (still brutal) rates.
- Honest vendor prices (P6-35) — traveling vendor buys use the same rarity price table as Rumblegear shops; no more flat 1,000-Coin mystery tax.
- Mutual Rival (P12-34) — open-world PvP only when BOTH of you marked each other Rival. Outgoing Rival marks tint their nametag red so you know who you've challenged. Mutual Friend sparring stays a future path.
- XP ladder, steeper (P14-13) — leveling curve retuned (~3× the old climb): early levels still friendly, the road to Mythic asks for real redeemed XP.
- Trait builds (P14-14) — three hot-swappable ability snapshots on the Character Sheet (Build 1/2/3). Instant free respec between saved spreads — swap for delve, hunt, or town without rewriting every slider.
- Chop tree feedback (P1-101) — if a chop can't start (path cancelled, wrong tool, blocked tile), you get an honest reason instead of a silent shrug.
- Galaxy Map taps (P1-102) — the Galaxy Map responds cleanly to touch and click so spinning deep space doesn't eat your taps.
- MAPS accordion polish (P1-103) — Teleport / Galaxy / Other Maps expand and collapse more reliably on both layouts.
- Character Sheet redeem stay-open (P1-104) — redeeming XP no longer auto-closes the sheet; only first-time completion still dismisses onboarding.
- ⋯ More opens the sidebar (P1-105) — on compact, More routes into the Pup-Boy sidebar flow instead of fighting the floating pads.
- Long-press select (P1-106) — long-press selection for characters and tiles is steadier on phones (less accidental walk-aways).
- Tap to interact (P1-107) — tap/click rules for interact vs walk-over stay consistent with body-only menus.
- Fewer hard disconnects (P1-108) — mid-teardown / resize camera glitches no longer kick you into a hard disconnect.
- Celebration toasts that clear (P1-110) — achievement and quest celebrations auto-dismiss so the screen doesn't stay blocked.
- Red Rival nametags (P1-111) — frens you've marked Rival show a red nameplate tint; combat still requires mutual Rival on the server.
- Cooldown rings on the pad (P1-112) — Act / Melee / Ranged show client cooldown overlays so you can see when the next swing is legal.
- Biome chip (P1-113) — the area chip names the biome under your feet (water-aware) instead of a generic wilds label.
- XP totals stay live (P1-114) — Character Sheet reserve and redeemed XP refresh when you wake the tab or earn/redeem mid-session.
- Save stays on top (P1-115) — Character Sheet Save stays reachable while you scroll long sections.
- World click deselects the sheet (P1-116) — tapping the map clears Character Sheet overlay / sidebar focus so you're back in the world.
- HP that remembers you (P1-117) — combat HP persists across reconnect; Traveler's Kit packs healing potions; bed rest heals you to full when you're alive.
- HP display (P1-118) — hover the HP bar for cur/max; presence carries combat HP so frens see the fight you're in.
- Level-up asterisk (P1-119) — your nameplate shows `*` when you have enough unredeemed XP to redeem the next level right now.
- Death goes prone (P1-120) — KO'd characters drop into a proper prone/KO pose instead of freezing mid-stride.
- Rogue fog fix (P1-121) — traveling no longer paints a full-height black fog bar across the playfield from a bad camera frame.
- Vendor's cache (P1-122) — a slain traveling vendor now drops a single treasure chest holding their whole unsold inventory instead of scattering it across the road. Grab the chest, open it like any pack.
- Loot at the right size (P1-122) — items dropped on the ground always render at pickup size; no more milkshakes taller than your character.
- Dungeon death behaves (P1-123) — trap KOs now show the full knocked-out screen (no more wandering at 0 HP with dead fireballs), the server snaps a desynced downed walker back in place, and refreshing mid-delve rebuilds the dungeon map correctly instead of showing a phantom forest. Dying in a dungeon sends you home to the overworld spawn — no free mid-run revives.
- Death timelines we can read (P1-124) — every player KO, respawn, and dungeon enter is now written to the audit trail (who died, what killed them — mob, player, or trap — where, and how much damage), so weird death/refresh bugs are reconstructable instead of invisible.
- Chop Tree works again (P1-125) — chopping was broken across the whole Wild Expanse (the game was checking the wrong tile on the big streamed world). Face a tree, chop, get logs. Cut Grass no longer misses right after you stop walking, and guests can cut grass without the world hiccuping.
- Honest harvest feedback (P1-125) — when a chop or cut can't start, you get a clear reason in the feed and your character resets cleanly instead of silently doing nothing. Harvest failures are logged server-side so we can catch regressions fast.
- Landscape or nothing (P1-126) — phones and tablets now play in landscape: the game asks your browser to lock landscape when you start playing, and if your device won't lock, a friendly full-screen prompt asks you to rotate instead of squishing the world into portrait.
- Home sweet pixel home (P1-127) — the bed and toilet (and welcome note) in your starter home are real pixel art now, not emojis.
- 🧬 Build picker + W hotkey (P1-128) — the build button on the action bar now opens a proper picker (like Act/Melee/Ranged) listing your three builds; tap one to swap instantly. New default hotkey: W (remappable in Keybindings; if you'd already bound W to something else, your binding wins).
- Name your builds on the sheet (P1-129) — the Character Sheet's Traits section has Build 1/2/3 tabs: give each a custom name and tweak its traits. Everything stages with the rest of the sheet (see One Save button below). Build 1 stays the default; the other two never nag.
- Red means run (P1-130) — a mob's nametag now turns red the INSTANT it spots you and starts the chase, not just after the first hit lands. Works everywhere: open-world packs, dungeon mobs, zombie waves, provoked critters, and angry merchants. When it calms down, the red clears.
- The merchant fights back (P1-131) — Traveling Vendors are level-46 juggernauts with the toughest non-boss body in the game. Attack one and the cart slams shut (no more shopping for anyone), the nametag goes red, and they chase you down swinging until one of you drops. Win, and their treasure-chest cache still falls — with a bounty that finally matches the threat.
- One Save button to rule the sheet (P1-132) — every Character Sheet edit (trait steppers, any Build 1/2/3 tab, build names) now stages locally and commits with the single Save Changes button; the separate per-build save is gone. The only exception is Redeem XP, which applies immediately — it saves your staged edits first, then redeems. Untouched builds still never nag.
- Build swaps hit INSTANTLY (P1-133) — swapping builds (🧬 or W) now applies on the spot, mid-fight included: your wounds carry over as damage taken (not a percentage), your speed changes on the very next step even while you're holding the movement key, and your strikes hit with the new build's power. Fair warning: swap to a frail build while badly wounded and you'll collapse right there. No swapping while you're already down.
- Say Devnet, not Testnet (P1-134) — Solana's beta network is Devnet, so every gate, hint, and guide now names it precisely. The top-bar button stays network-neutral because its panel supports both Mainnet and Devnet; inside, each slot is labeled clearly. Nothing about your wallets changed — just honest names.
- How to switch your wallet to Devnet (P1-134) — the Wallets, Claiming & Marketplace page in the Knowledge Base now has real step-by-step instructions: in Phantom, turn Testnet Mode on and then choose Solana Devnet — NOT Solana Testnet (they are different networks, and the game will not work on Testnet); in Solflare choose Network → Devnet. It also covers MetaMask's limited Devnet support, free Devnet SOL for gas, and the in-game test-$XANIMALS faucet. Test tokens only, no real value.
- Reconnect after a reset (P1-136 note) — when the beta world resets, linked wallets now reset with it. Hit Connect Wallet in the top bar, then choose the Devnet slot; the faucet will have you exploring again in seconds.
- Your phone screen belongs to the world now (P1-135) — landscape play was a letterboxed slit between a chunky header and a stack of bars. Rebuilt: the top bar is one thin strip (your handle, wallet, Help & Sign out live behind the ≡ menu), and the bottom is a single tiny line showing the latest chat & pickups. Tap it and the full console slides up — hotbar, gear, zoom, camera, menu, your stats, coords, weight & coins — then start walking (or tap anywhere) and it tucks itself away.
- Thumb-corner controls (P1-135) — the movement joystick now hugs the bottom-left corner and the INTERACT/MELEE/RANGED cluster hugs the bottom-right, right where your thumbs rest, clear of the iPhone home bar. And the game screen never squishes or warps when the console opens — it floats over the world instead of shoving it around.
- A real phone-and-tablet HUD (P1-137) — compact landscape play now has a separate presentation instead of desktop controls squeezed small. The world fills everything below the tiny header; a translucent center quickbelt keeps all ten slots one swipe away (tap once to select, tap the selected item to use), with Items, Menu, Zoom, Camera, and latest Chat always within one thumb.
- Overlays that know their place (P1-137) — inventory/loadout/tools open in a bounded glass panel, chat opens as a compact history/composer, and Pup-Boy pages use the grouped drawer. Only one primary overlay opens at a time, every one has a clear close/back path, and none of them resize the game world. Landscape tablets through 1024px get the compact HUD; wide desktop stays exactly where it was.
- A real compact Chat Mode (P1-138) — tapping Chat clears the gameplay controls and opens a full-height translucent left workspace with only the message feed scrolling and a 44px composer pinned above the phone keyboard. Close drops you straight back into play; multiplayer keeps moving underneath.
- Classic compact Game Menu (P1-138) — the squeezed shared drawer is gone. Character, Gear, Map, Quests, Party/Social, Marketplace, Activity, Help, Changelog, and Settings now live in a full compact command-rail menu with a roomy context pane. Back returns to the menu index, Close returns to the world, and wide desktop is unchanged.
- More world beside compact Chat (P1-139) — the mobile workspace is now consistently just under half the screen, with lighter glass and balanced blur so your centered character and the moving world remain visible without sacrificing readable messages. Zoom and Camera stack vertically, and the compact ADMIN chip now sits beside the area/biome label instead of over your character.
- Items & Tools, rebuilt (P1-139) — the old mobile bar-and-stats pile is gone. Inventory, Gear, Stats, and Utilities now have clear sections with their own scrolling space: select/use/drop/equip/claim/sell/inscribe/take apart items, craft, open and pack bags, quick-equip gear, read traits/weight/coords/coins/timers, toggle grid/camera/touch controls, and jump to Character, Marketplace, Maps, Settings, or the full Game Menu. Close or Escape returns to the live world; wide desktop stays unchanged.
- Connect Wallet, un-broken (W3-20) — if your browser remembered a wallet you'd picked before, tapping Connect (top bar, Claim, the marketplace, Inscribe…) could silently do nothing. Now a remembered wallet pops your extension immediately, and the picker always works no matter what it remembers. Clearer messages when a wallet is locked, missing, or you cancel.
- Mainnet OR Devnet — your choice (W3-20) — the Wallet panel now has two buttons: Connect Devnet wallet (the beta gameplay wallet — claims, marketplace, faucet, test tokens only) and Connect Mainnet wallet (read-only; we just read your real $XAnimals balance). Holding 1+ $XAnimals in EITHER slot opens the world beyond the 128×128 starter town. Each linked wallet also gets its own little ✕ so you can remove one slot without nuking the other.
- You're not on Devnet yet (W3-20) — try to claim, trade, or inscribe with the wrong network and the game now tells you exactly what to do: in Phantom, Testnet Mode is only the menu — choose Solana Devnet inside it, NOT Solana Testnet; in Solflare choose Devnet. This beta play test runs on Solana Devnet — not Testnet, not mainnet, no real money. Connecting a mainnet wallet is still totally fine for holder access; it just can't sign beta transactions.
- Portrait-safe mobile wallet handoff (W3-21) — Phantom and Solflare can open as separate phone apps and force portrait while you connect or approve a Devnet action. Wallet work now temporarily suspends the landscape blocker and game controls, keeps the handoff readable and tappable in portrait, then restores the game when you return.
- Mobile connections survive the app switch (W3-21) — supported Android browsers use their native mobile-wallet path; iPhone and embedded-browser players get a secure Phantom/Solflare return flow for connecting, claiming, inscribing, and marketplace actions. Each return is tied to your signed-in session, expires automatically, and resumes without asking you to risk the same burn twice.
- Portrait play (P1-140) — the landscape-only wall is gone. Hold your phone or tablet either way: in portrait the quickbelt spans the full width just above the thumb pads, the message pill and chat use the whole screen edge, the Game Menu rail becomes a swipeable strip, and rotating mid-hold safely releases movement so your animal never runs off on its own.
- The test-token fountain works again (W3-22) — use it once every 30 minutes per player and wallet. If nothing was sent, you can retry. If the result is still uncertain, the game waits before allowing another top-up so it can never send twice.
- Return to your original game tab (W3-23) — after approving in Phantom or Solflare, switch back to the tab where you started. It checks the exact request automatically, refreshes your wallet and marketplace, and closes only the matching prompt. If that tab was closed, keep playing in the return tab.
- Edge-to-edge world (P1-141) — on phones and tablets the world now fills the whole screen: the solid black top bar and the side frames around the map are gone. The xanimals.io brand and the ☰ menu float transparently over the world (with a subtle glass chip so the menu always stands out), and taps pass straight through the empty parts of the strip to the game.
- Thumb pads keep their lane (P1-141) — on notched phones in landscape the move pad and INTERACT/MELEE/RANGED buttons could slide under the quickbelt; the belt now leaves proper room for both corners on every screen shape.
- Portrait Game Menu, done right (P1-141) — the menu index is a clean two-column grid of big tap targets with your status card right below. Opening a command hands the whole screen to that panel, with the command's name in the header and ← Back to return. Landscape keeps the classic side rail.
- Attacks that LAND (P14-15) — melee now reaches two tiles, and every fighter (you, frens, mobs) dives at its target Final-Fantasy style and springs back, connecting halfway through the swing. The spark, the damage number, the flinch, and a little knockback shove all hit on that same beat, so combat finally feels chunky instead of polite.
- Hunt mode, the real deal (P14-16) — pick Hunt (or just press Tab) and your character locks on: fires your active ranged action from a smart stand-off while the gap is wide, switches to melee when it closes, and times every attack to its cooldown so nothing is wasted. Steer freely while locked — kiting works like you'd hope. Tab hops to the next biggest threat; when a target drops, the choice of the next one is yours. A soft red ring marks your mark.
- Your items, everywhere (P1-142…P1-146) — tap a hotbar item on your phone and the action words are back right above the belt (Use · Equip · Open · Stow · Take Apart · Claim…). Containers just say Open. Long-press anything — belt or gear — for its full stat card. The Game Menu grew an Items / Backpack tile, gear slots are bigger with a tiny corner ×, the map name sits top-center (tap it for the full name), ADMIN moved under Zoom/Cam for staff, and the ☰ menu squeezed to one tidy row.
- Ranks is back on phones and tablets (P1-147) — open the Game Menu and tap Ranks for the full leaderboard. Shared panel links now open the right compact panel too.
- v1.7.22026-07-05
- Earth in the window (P12-15 polish) — starfield building interiors (Welcome Center, jumprooms, town halls) now show a pixel-art Earth disk pinned to the top-left of your screen. It stays put while you walk and holds its size when you zoom the camera in or out. Step back outside through any town door and the arch reads Wild Expanse — one consistent label everywhere. 🌍
- The world, reorganized (PW-13) — Wild Expanse grew from a 2,048-tile world to a **4,096-tile** one, and it's now laid out with PURPOSE. Your frontier town sits at the dead-safe **heart** of the map, and danger scales **strictly outward**: six concentric rings, one per level band, from the gentle grass just outside town all the way to the **Mythic** edge. Biomes are placed to make sense — polar cold to the **north**, beaches hugging the **water**, deserts and rainforests and mountains in between, each bleeding softly into its neighbor instead of snapping at a hard line. And the whole thing is ringed by open ocean at the rim — the deep, dangerous edge nobody's crossed. Roads still radiate from the crossroads out toward the horizon. Your town — every home, building, and street — is **exactly** where you left it. 🌍
- Streaming worlds are LIVE (PW-05, PW-13) — the map now loads in around you on demand instead of building all at once, which is what lets the world be this big without bogging down your phone. You won't notice it working; that's the point. 🌊
- Wander at your peril (PW-13, P11-18) — the farther you roam from town, the deadlier the packs you'll meet. There are no walls stopping you from marching straight for the rim underleveled… but the rim doesn't care about your feelings. 🗡️
- The Rumble Room grew up (TCG-08) — the Experia TCG portal used to be a lonely stone arch; it's now a proper great **hall**, moved to sit in the grass just **east of The Hangry Degen**. Step up to it from any direction (like any building) to drop into the card tables. 🏛️
- Enter the TEMPLE OF RAJ (P11-19) — the dungeon behind the GG Brothel's green portal has been reborn as a sunken sandstone temple, and its guardian is no pushover anymore: **Raj the Undying** hits harder and soaks far more punishment than the old Gravekeeper. Bring frens. The reward's still there for everyone who's standing when he falls — coins, XP, and a high-tier item for **each** party member. 🏺
- The Temple of Raj, REBUILT (P11-21) — the temple's halls are now a proper delve: a clean serpentine path of chambers winding deeper toward the boss vault, solid stone walls you can actually READ (the confusing boulder piles are gone — walls are walls, floor is floor), each chamber blacked out until someone steps inside, and no more weird mist patches. The whole place also now **scales to your party**: mobs, traps and Raj himself get tougher the bigger and more leveled the group that walks in — a solo run at level 2 is a real (but fair) fight, and a full squad still has to earn it. 🗿
- Your attacks land now (P1-98) — a client-side bug was silently blocking melee strikes (and the Hunt option) against dungeon mobs and invasion zombies even though the server was ready to count them. Fixed — swing away. Downed mobs also poof properly instead of freezing mid-KO. ⚔️
- Level up, walk in (P1-99) — the Temple's level-2 doorman now checks your REAL level: if you redeemed XP and leveled up mid-session, the portal recognizes it immediately instead of making you refresh the page. 🚪
- The wilds bite back (P11-22) — 'passive' wildlife is only passive until you make it personal. Strike a rhino, lion, gorilla — or a chicken — and it turns on YOU and keeps coming until it's dead or you are (escape its turf and it'll eventually lose interest). It never picks on bystanders; the grudge is strictly with whoever drew blood. Rhinos hit like a truck. You were warned. 🦏
- The world got DANGEROUS (P11-23) — the wilds were running half-empty and half-asleep; not anymore. Far more of the map is claimed territory now, packs grow bigger and nastier ring by ring — small prowls near town, full WAR-BANDS out at the rim — and everything hits harder, soaks more punishment, and notices you from twice as far away. Deep territory doesn't scale down for tourists either: walk in underleveled and you'll meet the whole host, not a polite sample. Travel with frens, or travel fast. ⚔️
- Leveling is EARNED now (P11-23) — the days of one gorilla vaulting you up three levels are done. Kills near town pay pocket XP (that's practice, not glory); the real bounties belong to the dangerous mobs deep in the rings, and distance itself pays — the same kill is worth up to 4× more at the world's rim than by the town gates. Big risk, big XP — pick your hunting grounds like you mean it. 💚
- Meet the adventurer trio (P9-12) — three new playable character archetypes join the roster as opt-in picks: **Knight** (blue gambeson squire), **Ranger** (forest-green scout), and **Mage** (violet-robed caster). Each ships a full animation set — walk, melee strike, ranged cast pose, hurt, knock-out, and wave emote — in all eight directions. They were generated **empty-handed on purpose**: the art is designed so swords, bows, staves, and armor can composite on top in motion without fighting baked-in weapons. Pick one from the character carousel and take them for a spin — gear-layer trials on these rigs land next (P9-10). ⚔️
- The Holy Roller Casino opens its doors (CAS-02, CAS-03, CAS-04) — the casino at the crossroads is a real casino now: four mahogany-and-felt tables, singing slot machines, velvet ropes, and a staff of four who've seen everything. Roulette is LIVE — American double-zero wheel, inside and outside bets, a shared betting window when friends pile on. Tap the roulette table to play. Blackjack, craps and hold 'em tables are dressed and waiting for their dealers to get licensed. 🎰
- Stake Coins… or your nerve (CAS-09) — every table takes in-game Coins or your UNREDEEMED XP reserve. XP losses burn only the reserve — your levels never drop — and XP wins land back in the reserve: level up, or let it ride. Every hand, spin and payout is written to an auditable ledger. 💚
- Bring the party (CAS-08) — party leaders can open a table for the whole crew: everyone gets a confirm prompt and picks a seat, and citizen bots fill the empties (they wager house money, so the economy never notices them). 🪑
- Blackjack is LIVE (CAS-05) — tap the blackjack table at the Holy Roller for a real six-deck shoe against the house dealer. Hit, stand, double on any two, split a pair once (split aces take one card each — house rules). Blackjack pays 3:2, the dealer hits soft 17, and the shoe reshuffles deep. Solo tables deal on your say-so; shared tables run an ante clock and a 25-second turn timer. The citizen bots at your table play textbook basic strategy — watch and learn, or don't. 🃏
- Texas Hold 'Em is LIVE (CAS-07) — the poker table at the Holy Roller deals real no-limit hold 'em, up to six seats, PLAYER VS PLAYER. Buy in for 50 big blinds (escrowed at the door), post your blinds, and play real streets: check, call, raise to whatever you're holding, all-in when you mean it. Side pots split correctly, ties chop the pot, and every hand is logged for fairness. The citizen bots play a tight-but-honest game with house money — beat THEM and you're beating the table, not the economy. Leave whenever you like: your remaining stack cashes straight back to your balance. A 25-second turn clock keeps the table moving, and if you wander off, the table politely stops dealing instead of bleeding your blinds. ♠️
- Sweat your frens from the rail (CAS-10) — party members who skip the seat now WATCH the table live instead of getting shown the door: every card your frens can show, none they can't (poker hole cards stay hidden, obviously — we run a clean room). The casino also got a live-ops hardening pass — server restarts now cash every table out properly before the lights blink, so your buy-in is safe even mid-deploy — and there are new achievements waiting at the tables for frens who play (and win) their first hands. 👀
- The help desk is staffed (P4-05) — game staff now have real tools to fix stuck accounts: restore lost items, correct coin or XP mishaps, and un-wedge a character without asking you to start over. Every staff action requires a written reason, lands in the permanent audit trail, and shows up in YOUR 'Recent account activity' panel — no silent edits, ever. There's also a proper staff role ladder now (moderator → admin → superadmin), so the person helping you only has the powers they need. 🛟
- Locked containers are here (P6-31) — Lockboxes, Small Safes and Locked Chests carry more than an open sack, but they want their KEY. Find the matching key (each lock has one) — or get your paws on the fabled Skeleton Key, which opens more than it should. Contents still ride with the container through drops and trades; the lock just decides who gets it open. 🔐
- Your fren, on your cards (TCG-08) — the Experia TCG bridge is complete: your self-Fren card now wears your ACTUAL character skin and home, you can fire your MMORPG emotes at the table, and party leaders opening a pod now send a proper confirm prompt instead of dragging the whole crew in. 🃏
- Welcome home, new fren (P12-19) — new players now wake up INSIDE their assigned starter home: a bed, a toilet (essentials!), a welcome note that explains the basics, and a stack of starting quests. Everything you OWN arrives on your character — your storybook ensemble (dagger, bow, clothes, a lucky trinket) plus your hotbar kit — instead of a big pile dumped on the floor. Mind your carry weight out in the world, though: you still can't haul everything at once. 🏡
- Your account, on the record (P4-03, P4-04) — a new 'Recent account activity' panel shows you your own coin, trade and XP history in plain language, and behind the scenes every state change now leaves an audit trail while crashes report themselves — so bugs get fixed faster and any dispute can be traced. Nothing you type in chat is ever logged. 📜
- Every item has its own pixel art (P6-25) — the mega catalog's icon program is COMPLETE: all 421 item archetypes (2,131 items across every tier and grade) now render real pixel-art icons in your hotbar, packs, vendor windows and the marketplace. The emoji stand-ins retire to fallback duty. 🎨
- The Traveler's Kit (P6-30) — new frens no longer wake up with just a stick. You now spawn PRE-EQUIPPED: a dagger in your right hand, a short bow in your left, a crude tunic, trousers & traveler's sandals on your body, and ONE random lucky trinket around your neck (or on a finger) — six possible trinkets, each with its own trait bonus, and yours is yours. Your hotbar starts with the trusty Sharp Stick, your Homestead Deed, and a Backpack with two Bottled Waters already stowed inside — your first 'Open your backpack' moment. 🎒
- Carried containers are real (P6-31) — Burlap Sacks, Backpacks, Toolboxes, Traveler's Packs, Storage Crates and Treasure Chests now OPEN while you carry them: select one on your hotbar and tap Open for a pack tray with its own slots (a Backpack adds six!). Stow hotbar items in, take them back out, and the contents travel WITH the container — drop it, throw it, or trade it away and whatever's inside rides along. No packs inside packs (nice try), and a container has to be empty before it can be claimed on-chain or taken apart. 📦
- Muscle carries more, not just harder (P6-31) — your hotbar is now ALWAYS all ten slots, no matter your build. Muscle instead governs total carry WEIGHT: past your capacity you slow to half speed (as before), and past 150% the world honestly refuses more — pickups, crafts, vendor buys and trade hauls all politely bounce with 'Too heavy — drop something first.' Pack contents weigh their normal weight, so a crate full of ore is still a crate full of ore. 💪
- Your home is a vault (P6-32) — anything dropped inside your own home (starter home or placed property) now NEVER disappears: the Lost & Found leaves it alone and nothing in there ever spoils — your pantry keeps things fresh. Every tile is a free storage slot. Decorate accordingly. 🏠
- The Two-Deck Console (P1-84) — the bottom play bar got reimagined. The ten hotbar slots now live on their own centered row that resizes fluidly (the desktop squish when the sidebar was open is GONE), above a tidy control row: your ✋⚔️🏹 action pickers, then 🎒 zoom & camera, then a new ⋯ More tray (Keybindings, Character Sheet & Marketplace live there now) and the ⌚ menu. On phones the row is just five squares — 🎒 🔍 🕹️ ⋯ ⌚ — and the clock & leader info keep their spot in the bottom bar. 🎛️
- Strike pad, consolidated (P1-84) — the floating Melee and Ranged buttons on phones now do both jobs: TAP to fire your active action, HOLD to open that channel's picker and swap it on the spot. The Act button keeps its press-and-hold to mine and chop (that hold IS its action) — its picker, plus Marketplace, Character Sheet and the pad toggle, all live in the new ⋯ More tray. 🕹️
- Mobile controls, untangled (P1-40, P1-41, P1-84, P1-87) — the floating d-pad and strike pad now step aside whenever something else needs their corner of the screen: opening the ⋯ More tray or the quick-equip gear pop-over tucks the pads away until you're done (the 🎒 tray already did this), the frontier notice now floats ABOVE the pads instead of on top of them, and party & TCG invites drop in from the top of the screen on phones — nothing stacks on your thumbs anymore. 📱
- XP redemption is live (P6-17) — your XP now splits into a spendable RESERVE and permanently REDEEMED points. Earned XP lands in the reserve; redeeming it (new Experience section on the Character Sheet) is the one-way move that levels you up. Levels and redeemed XP never go down — but each XP point can only ever be redeemed once. Level now, or keep it liquid: your call, every time.
- Leveling v2 (P14-12) — the old endless curve is out. Level cap is 69, each level costs a bit more redeemed XP than the last, and you still bank +1 trait point per level. Six named bands mark the climb: 1–10 Scrapper · 11–20 Hustler · 21–30 Baller · 31–40 Highroller · 41–55 Legend · 56–69 Mythic — with a shout-out when you band up. Past the cap, redemptions earn Renown prestige ranks (bragging rights only, no power).
- Threat Ratings (P11-18) — every hostile mob now carries a real six-trait stat block and a Threat Rating derived from it. KO bounties follow the TR ladder (a feral fox pays 25 XP; a sasquatch pays serious money), replacing the old flat 100 XP per KO. TR also keys coin drops on every kill and personal gear drops from elites and bosses.
- Party bounty splits (P11-18) — party members near the kill share the bounty evenly with a +10% bonus per extra member. Personal-loot rules: everyone rolls their own coins and drops, no fighting over scraps.
- Anti-farm softening (P11-18) — grinding the same mob archetype past a point inside an hour pays 50%, then 25%. Elites and bosses are exempt — hunt the big game.
- Encounter sizing (P11-18) — hostile packs now size themselves to who woke them: solo low-level wanderers meet smaller packs, leveled parties get the full squad.
- The world renews itself (P11-17) — slain mobs are no longer gone for good: trash respawns in 5–15 minutes, elites in 1–2 hours, rares daily. Dungeons keep their per-run resets.
- Bounty payouts, tuned honest (P11-18 hardening) — a same-day audit pass tightened the new bounty rails: dungeon bosses no longer pay twice (their personal loot chest IS the reward), coin drops come only from real wild hostiles (and soften with the same anti-farm curve as XP), gear drops come only from wild elites & bosses — and only the fren who lands the KO burns their anti-farm budget, so riding along in a party never dulls YOUR bounties.
- Big game, properly big (P11-18 hardening) — the lone fat ninjas, lions, gorillas and rhinos now count as ELITES alongside the sasquatch: exempt from anti-farm softening and on the slow 1–2 hour respawn. Common squads stay common.
- Ranged justice for Freddy (P11-17 hardening) — knocking out a town critter with a bow or spell now lets it shake it off and reform at its spawn, exactly like a melee KO. No more permanent fox corpses.
- Level up, live (P6-17 hardening) — redeeming XP into a level now updates your nameplate and trait-point cap in the live world on the spot, no reconnect needed.
- The release vehicle for the pre-test audit fix program (P1-76…P1-83) — every fix in the 1.7.1 notes below (economy integrity, session correctness, marketplace truth, TCG rules pass, mobile & guest polish, security hardening, perf) rolls out in this build. 🔧
- FIREBALL FOR EVERYONE (P1-97) — while the Beta lasts, every character knows ol blobby's signature spell, free from your very first step. Find it in your 🏹 ranged picker: it flies down your facing, detonates on the first thing it hits (or the first wall), and splashes a 3×3 blast — with a flame trail, a screen-shaking boom, floating damage numbers, and a proper crunchy sizzle. It hits WAY above your weight at low levels (dungeon trash should be scared of YOU for once). It'll get tuned down when the Beta ends — enjoy it loudly. 🔥
- Go Home, two ways (P1-85) — the old Go Home could freeze the game on long walks (our pathfinder was doing far too much homework — fixed, ~100× faster). It's now two options on your self menu: Go Home (Walk) 🚶 when you're within 128 tiles, and Go Home (Teleport) ✨ anywhere on your home planet.
- MAPS, plural (P1-86) — the sidebar Map tab is now MAPS, with accordions like the Character Sheet: your Teleport Map, a Galaxy Map, and an Other Maps shelf for the dungeon & treasure maps you'll collect someday. 🗺️
- The Galaxy Map (P1-86) — tap the little galaxy in your MAPS panel and the spacescape Experia floats in opens FULL SCREEN: a wireframe cube of deep space you can spin in any direction and zoom from a squint to a stare. Stars and planets unexplored, all around us — solar systems, nebulae, black holes, anomalies — and as you lean in, their names resolve out of the dark. Experia sits near the heart of it with a pulsing YOU ARE HERE. You can look, but you can't go… nobody on Experia has built a rocket ship. Yet. 🌌🚀
- The Teleport Map (P1-86) — tap the minimap and the WHOLE WORLD opens full-screen: pan in every direction, zoom from squint to street-level, read the biome key, and hover any 64×64 section for its details. Tap a section for its card — biome, coords (all ??? if fog still covers it) — then Teleport There (a random open tile in that section, server-verified to the exact coordinates) or Copy Coordinates. Anyone can teleport. Feel how big it is. ✨
- Your body, your menu (P1-88) — a character's interaction menu now opens ONLY by shift-clicking (or long-pressing) their actual body. Nametags are just labels — your mouse ignores them completely.
- Menus stay put (P1-89) — interaction menus now always anchor beside the character (clamped on-screen), never teleporting to the top of the page on small windows.
- Level up! from the menu (P1-93) — when your XP reserve covers your next level, your self menu grows a golden 'Level up! ⭐' entry that jumps straight to the Character Sheet's Experience section.
- Redeem with style (P1-94) — the XP redemption confirm is now a proper in-game modal showing your projected level, band, and reserve-after — no more browser popup.
- Gear slots, readable (P1-95) — equipped item art now FILLS the slot square, and tapping a worn item opens its full item card.
- The gear paper-doll (P1-87) — on desktop, the Character Sheet's gear section now lays your 28 slots out around your actual character: implants crown the head, rings row up by each hand, mount & familiar at your side. And a long-press (or right-click) on the 🎒 opens a mini paper-doll right over the world — grab a new item, tap Equip, and the slots it fits PULSE GOLD. Swap gear without breaking stride. 🧍
- Leaderboard, complete (P1-90) — EVERY registered fren now appears in the all-time ranks (even at 0 XP — ties break newest-first), the top-card sections always show a full collectible card (no pfp? your character sprite stars on your card instead), and the explainer line is gone. And for the record: XP won at the casino tables counts exactly like XP earned in the field — poker is just another way to grind. 🏆
- Pre-registered frens are real citizens (P1-91) — celebrity pre-registrations now get their home reserved on day zero and their character roams the starting town while they're away. When they finally log in, they get the exact same fresh-fren welcome — packet, kit, quests — as everyone else. The only difference: the house was already theirs.
- Room for everyone (P1-92) — if every starter home is taken, new frens simply arrive on an open patch of the starting zone instead of erroring out. The welcome packet adapts; the town keeps growing.
- v1.7.12026-07-05
- The pre-test audit — and the fix-everything patch (P1-76…P1-83) — before opening the doors wide for the big test sessions, we ran a full audit of the entire game (server, client, marketplace, card game, database — all of it, ~70 findings) and then fixed every single one. Most of it is invisible plumbing you'll feel as "things just work now": no duplicate rewards, no lost items, no ghost sessions. The highlights below. 🔧
- Your stuff is safe (P1-76) — every coin spend, XP grant, trade, craft, equip, and pickup now happens as one all-or-nothing operation on the server. Double-clicking, laggy connections, or two windows racing each other can no longer duplicate items, double-pay XP, or eat your coins. Daily login XP and one-time rewards are now impossible to double-collect — the database itself refuses. 🏦
- Sessions untangled (P1-77) — playing with two tabs open no longer risks the closing tab dragging your live one out of the world; a second window has to fully take over before it can touch anything; and if the server slows a move down, your character now snaps back honestly instead of drifting out of sync. 🔗
- The marketplace tells the truth (P1-78) — when a claimed item sells on the $XANIMALS marketplace, the item now moves between in-game inventories in the same breath as the sale: the buyer receives it, the seller loses it, and the ⛓️ claimed badge follows the new owner. Stale listings clean themselves up, and sold-out stacks can be listed again by their new owner without a hitch. (Still devnet test tokens — no real value during Beta.) 🛒
- Experia TCG — rules lawyer pass (P1-80) — Body Slam (and friends) now damage Homes like the card says; you get exactly one response per response window (no more accidental double-plays or stalled tables); the hand cap is enforced mid-turn; Scrappy the bot pays out correctly when it loses; and turn clocks now come straight from the server so everyone sees the same countdown. ⚖️
- TCG discard piles, done right (P1-80) — rival discard piles are now FACE-DOWN: you see how many cards they've binned, not what. Your own discard pile stays fully searchable — flip through it any time. 🂠
- Dungeon traps got personalities (P1-80) — traps now support two behaviors, per trap: spring-loaded ones (think swinging spike log) fire ONCE per delve and are spent; environmental ones (think wall flame-jets) fire EVERY time you step there. Learn which is which the fun way. 🪤
- Guests, welcome properly (P1-81) — visitors trying the game on a phone now get the FULL touch control strip (d-pad, engage, melee — everything a signed-in fren gets), so the tryout actually feels like the game. 🕹️
- Vendor carts are real windows now (P1-81) — opening a Traveling Vendor or shop cart now dims and locks the world behind it: no more accidentally wandering off mid-purchase because a stray tap hit the map. Close the cart, get your world back. 🛒
- The game survives your phone (P1-81) — coming back from a sleeping tab now resyncs the world and wakes the audio; if the graphics context is lost the game recovers it; and if something truly breaks, you get a friendly reload screen instead of a frozen black void. Idle timers also stop counting while your tab is hidden. 📱
- Locks on the doors (P1-82) — a quiet but thorough security pass: stricter checks on every request the game accepts, rate limits on everything that mutates, burn transactions bound to the exact item they're for, marketplace prices validated end-to-end, and all web3 writes hard-locked to devnet for the entire Beta. You shouldn't notice a thing — that's the point. 🔒
- Leaner and faster (P1-83) — finished dungeon runs now fully release their memory, the all-time leaderboard query is capped instead of unbounded, and the server broadcasts a lot less chatter when nothing visible changed. Snappier for everyone, especially at busy hours. ⚡
- The Temple of Raj — the first real dungeon (P11-08, P11-09, P11-10, P11-19) — step through the **green portal inside the GG Brothel** (every member level **2+**, party of **1–6** — yes, brave solo runs count) and your party gets its **own private copy** of the temple: nobody else can walk in, and **no late joiners** — the crew that enters is the crew that finishes. Every delve is **freshly generated**: rooms start **pitch black** until someone steps inside, the floors hide **subtly-marked traps** that bite hard, and mobs you put down **stay down** for the whole run. At the bottom waits **Raj the Undying** — a towering, hard-hitting end boss with the red 💀 nameplate — a real fight solo, faster with frens. Disconnected mid-delve? Walk back through the portal while at least one party member is still inside and you'll **rejoin your run**. When the last player leaves, the instance dissolves — re-enter any time for a brand-new layout. Unlimited re-runs. 🕳️
- Boss loot is PERSONAL (P11-15, P11-10) — when the boss falls, **every party member present gets their own roll**: a pile of coins, a chunk of XP, and a random **high-tier item** straight to your pack (pack full? it drops at your feet — grab it before you leave!). No need/greed, no loot drama, no one walks out empty-pawed. 🏆
- Zombie Invasion — the first shared town event (P11-20) — get a party of **2 or more** together in the starter town and type **“Zombies!”** into chat. Waves of the dead shamble in from all sides — each wave **bigger, tougher, and harder-hitting** than the last — and they hunt **your party only** (everyone else in town gets front-row seats). Clear a wave and every defender still standing banks **bonus XP** that grows with the wave number. The leader can **add or drop members mid-fight** and the horde adjusts its grudge list live. The event ends when the last defender falls or leaves town — how many waves can your crew hold? One invasion at a time; the town has to rebuild between shows. 🧟
- Follow your party (P11-15) — the Party tab roster now has a **Follow** button on every online member: tap it and your character **automatically walks in their footsteps** while you chat, plan, or snack. Any manual move (or leaving the party) breaks off the follow — you're always one keypress from taking the wheel back. 🚶
- EXPERIA TCG (TCG-02…09) — the trading card game inside the game is LIVE. South of town in the Wild Expanse stands **The Rumble Room**, a grand dark arch; step through (or visit **/play/tcg** directly) and you're at the card table. It's a completely different way to play — same character, same XP, same coins — set in the Experia story: after the crash, survivors started scrapping wreckage into a game. **How it plays:** every card can be played face-down as **Scrap** (your resource — no dead hands, ever), your **Fren** leads the deck like a commander, and you win by knocking out rival **Homes** while racking up **Bounties** for extra draws and Fren level-ups. Six **Traits** — Muscle, Speed, Magic, Aura, Vitality & Mind, the same six that drive your character — define what your deck can do. 🃏
- Torn Asunder, the first set (TCG-03) — ~390 cards at launch: **every one of the 187 directory species** is an Animal card (its class, lifestyle & diet shape its keywords and triggers), all 19 live biomes are Biome cards, plus Actions, Reactions, Gear, Boons, Citizens, and a cast of **Fren commanders** from the Experia story — including a card for **your own character**. Card art uses each critter's world sprite for now; a full art program is on the roadmap (TCG-10). Expect balance passes as we all learn the meta — early decks are for rumbling, not museum shelves. 🐾
- Pods of 2–6 (TCG-04, TCG-07) — the flagship format seats **two to six frens** at one table, commander-style: open a pod from the lobby or bring your **party** straight in, last Home standing wins. Turn clocks keep the table moving (and quietly finish the turn for anyone who wanders off). Prefer to practice? Battle **Scrappy the bot** solo any time. 🤖
- Your collection & deck builder (TCG-06) — browse everything you own with type/trait/search filters, inspect any card full-size, and build decks around any Fren — the builder shows you live what's legal and dims cards outside your Fren's trait identity. 🛠️
- The Founder's Crate (TCG-09) — beta economy is a closed loop: your **first visit grants the complete Torn Asunder set ×1 plus six prebuilt starter decks**, one for each trait-pair archetype. Play, build, rumble — no purchases, nothing to buy. 🎁
- Your action loadout (P14-10) — Light and Heavy strikes are retired. You now carry **three active actions** — ✋ **Activity**, ⚔️ **Melee Attack**, 🏹 **Ranged Attack** — picked from everything you know and everything your gear grants, and you can **swap them free, instantly, even mid-fight** on the new bottom-bar buttons (desktop and mobile) or from your Character Sheet. Punch, Kick and Throw are the starters; skills and **spells** (a crackling Arcane Spark, a healing Lay On Hands…) join the pool through gear. Locked options are listed with the honest reason (e.g. “Needs Magic 15+”). Your picks are saved to your account. ⚔️
- A 28-slot body (P14-10) — the six old gear slots grew into **28**: head, three neck slots, torso, both hands, both arms, legs, footwear, **ten fingers**, **five implants**, a mount, and a familiar. Weapons want a hand and rings want a finger — but clothing and oddities can go almost anywhere. Yes, you can wear a taco on your head. The Equip menu only offers slots the item actually fits. 💍
- Gear powers (P14-10) — gear finally **does things**. Wielded weapons add to your hits, armor blunts incoming damage, magic items boost your spells, tools speed your gathering — and beyond combat, gear can tweak your luck, your vendor prices, your chat, and stranger things still. **It's all 100% honest:** long-press (or shift+click) any item to see every power it carries, and the Character Sheet's new **Powers** section totals up everything you're wearing. Nothing you equip is hidden from you. ✨
- Set bonuses & cursed gear (P14-10) — wear matching pieces and **set bonuses** kick in (your sheet shows progress toward the next tier). And some items are **cursed**: the label warns you honestly, but once equipped they won't let go — no cleanse is known… yet. Equip weird stuff at your own delightful risk. 🪙
- Ranged combat (P14-10) — the Ranged channel fires the way you face: throw your selected hotbar item, loose a shot from a wielded projectile weapon, or channel a spell through the right focus. Bolts fly, connect, and can knock rivals out at range — with XP awarded just like melee. 🏹
- Character Sheet, rebuilt (P14-10) — the sheet now shows your **gear grouped by body location** (with worn counts), the honest **Powers** summary, and an **Actions** section where you can hot-swap your loadout. From the sidebar, tap the new **⤢ pop-out** to open the full-screen sheet — and every placeholder section (Spells, Skills, Emotes, Catchphrases, Backstory, Socials) is still there, filling out over time. 📋
- Hunting is natural now (P1-73) — pick **Hunt** on a creature or rival and your character **follows on its feet** (proper walk animation), pathing **around obstacles** to close within a single tile. It **strikes the instant it's in range**, then **holds and waits** for its swing to recover before hitting again — no more flailing in place, drifting away from the target, or combat animations firing in odd spots. When the target moves, you give chase; when it's down, the hunt ends. ⚔️
- KO reward placeholder (P1-70) — knocking out **any NPC** now grants a flat **100 XP**. This is a simple testing placeholder while we design proper reward **tiers and scaling** — expect these numbers to change. ✨
- Enter your home from any side (P1-71) — you no longer have to find the front doorstep. Stand **within one tile of any side** of your house and the enter action works. 🏠
- “Go Home” takes the short way (P1-72) — choosing **Go Home** (or travelling to a building) now walks you to the side **closest to where you're standing**, instead of always routing to a fixed door. 🚶
- Mobile Sign out fixed (P1-74) — on phones, tapping **Sign out** inside the menu used to close the menu without signing you out. It now signs you out properly. 📱
- Docked chat on phones (P7-20) — the always-visible chat dock now behaves on **narrow phones** the same way it does on desktop: tap **Chat** in the Pup-Boy menu (or **Expand ▴** on the dock) for full-height chat; browse Character Sheet, Quests, Party, Marketplace, etc. with chat **still pinned beneath** the panel; **Minimize ▾** drops it back down. Touch targets meet the 44px bar, the input uses a 16px font so iOS doesn't zoom on focus, and focusing the input scrolls it above the software keyboard. 💬
- The game now catches its own bugs (P4-03) — server errors are recorded automatically on our side (deduplicated, with context), so problems get found and fixed **without ever asking you to dig through a browser console**. First slice of a bigger fairness push: full error capture, an account activity trail you'll be able to see, and better support tooling are in the lab. 🐛
- v1.7.02026-07-02
- See what you wear (P9-08) — the equipped-gear visual system is live in its first form: equip the **Iron Long Sword** and/or the **Leather Vest** while playing the farmer and your character actually **wears them in the world** — walking all 8 directions, sword swinging in hand with your stride, held ahead of you when you walk away from the camera. This first slice is deliberately small (farmer + those two items) while we tune the system; more gear, more animations, and more characters are on the roadmap. ⚔️🦺
- Traveling Vendors are on the move (P1-68) — the merchants who set up along the Wild Expanse roads used to stand stock-still at their carts. Now they **pace back and forth along the road** where they spawned, following the lane's twists and turning back at the ends of their stretch. They'll politely **stop and wait** the moment you open their cart, so they never wander out of reach mid-deal, and they never stray off their road or out of their patch. 🛒
- Trade is always in the menu now (P1-63) — tap a Traveling Vendor (or a Rumblegear's Workshop shopkeeper) and you'll **always** see the **Trade** option. If you're too far away to deal, it's shown **greyed-out with “(get closer)”** so you know exactly what to do — step up and it lights right up. 🤝
- Meet the Sharp Stick (P1-59) — the humble starter “A Stick” now goes by a much better name: **Sharp Stick**, everywhere it turns up (hotbar, inspect, marketplace). 🪵
- A bigger sidebar (P1-64) — every panel (Chat, Character Sheet, Quests, Party, Minimap, Marketplace…) is now **as wide as the Marketplace used to be**, so nothing feels cramped anymore. The game view stays crisp the whole time — no stretching or squishing when you switch panels.
- More chat, always on screen (P1-65) — the docked chat is now about **twice as tall** (roughly a third of your screen), so you can keep up with the room without expanding it. 💬
- A clearer bottom bar (P1-60, P1-61) — every non-inventory button now wears a small **yellow label** (zoom, camera, items, keys, menu, market, char, pad…) tucked in the corner where stack counts sit, so it's obvious what each one does — inventory slots keep their quantity numbers. The **desktop sidebar icons are now twice as big** and carry the same little yellow labels (map, char, quests, ranks, market, help, news, config…). And **holding Enter to mine no longer machine-guns** whichever button was last tapped: those controls now respond only to clicks and their letter hotkeys. ⛏️
- Mobile controls, tuned (P1-62) — the 🎮 controller toggle moved over next to your on-screen **joystick**, and a new **Marketplace** button (the same coin icon as the sidebar) now sits just left of the Character Sheet button. 📱
- Character Sheet, foldable (P1-66, P1-67) — **Traits**, **Gear**, and six brand-new sections — **Spells, Skills, Emotes, Catchphrases, Backstory, Socials** — now each fold open and closed. Traits opens by default; the rest start tucked away (reopen the sheet and it resets to that). The new sections are placeholders for features on the way. Your **gear slots are much bigger** now too, matching the chunky trait buttons. 📋
- Whale Club portals fixed (P1-55) — the three green swirls near the Wild Expanse crossroads correctly tell you when your wallet tier isn't high enough, and they **no longer** play the beam-out effect or make you disappear when you're denied. Step on a swirl without Orca / Humpback / Blue Whale access and you'll stay visible with Betty's deny line — no reload needed. When you **do** qualify, the swirl still sends you to the matching exclusive jumproom (Orca Lounge, Humpback Hall, or Blue Whale Sanctum). 🐋
- Fauna mobs unfreeze (P1-56) — a bug was leaving the rest of a flock stuck in place after you knocked out one chicken (or any non-hostile fauna mob). Fixed — the survivors keep wandering while you loot the feathers. 🐔
- Item emoji fallback (P1-57) — picking up or equipping an item that doesn't have PixelLab art yet now always shows its catalog emoji, and if that ever fails you get a 📦 package icon instead of ugly slug text like "iron-ore". Broken PNG paths fall back the same way. 📦
- Interaction menus fit your screen (P1-58) — tapping a player (or your own character) on a phone no longer launches a menu taller than the viewport. The profile card and action list stay pinned on-screen with a scrollable body when needed — same pattern for other anchored interaction menus. 📱
- The world stays up when you win (P1-69) — defeating a creature could crash the whole realtime server: you'd suddenly see "exploring solo" and every NPC around you would freeze mid-step. That's fixed — the server now safely skips the bookkeeping that was blowing up on creature knockouts, and it's been hardened so a hiccup like that can never take everyone offline again. Swing away. 🛡️
- v1.6.92026-07-02
- Traits finally matter (P14) — your six abilities drive real outcomes: **Muscle** hits harder and gathers faster, **Speed** moves and strikes sooner, **Vitality** sets your max HP, **Magic** boosts loot & healing, **Mind** reveals crafting hints, and **Aura** grows Reputation faster (earned in play only, never edited on the sheet). Leveling is infinite (P14-00) — every level costs more XP than the last and grants +1 trait point, shown right on your nameplate. Combat gained real tempo (P14-02): Actions and Reactions govern how often you can strike and how well you can block. Friends can now spar each other outside the ring (P14-07), and you can throw items from your hotbar for ranged hits (P14-06).
- A whole new planet: Wild Expanse (PW-09) — the game moved onto a 2048×2048 procedurally-grown world. Eight winding roads radiate from the spawn crossroads out to every coast and corner, weaving through fir forests, rock ridgelines, lakes, sandy coasts, a frozen north and desert patches that blend naturally into one another. The four outposts — Brothel, Casino, Bank & Tavern — sit right at the crossroads with their doors open to step inside. The world stays hidden under fog until you explore it and streams in around you so even a planet this big loads fast and runs smooth on phones (PW-05, PW-12), quietly healing abandoned wilderness edits over time (PW-10). Every road now has real character (PW-11): WEST and SOUTH are safe passage, the EAST road cuts through a real jungle roamed by non-hostile lions, rhinos, gorillas & chickens, and every other direction is proper wilderness where monster packs roam.
- A real starter town, and a home of your own — the crossroads neighborhood has grown into **108** homestead houses lining winding streets (P6-20), and every fren who joins now gets one deeded to them automatically, free and exclusive to them and whoever they've marked Friend (P6-21). Each home has its own private interior with its own chat (P6-22), new frens spawn right inside their assigned home (P3-10), and a self-menu on your own character offers a one-tap **Go Home** from anywhere (P7-17). Every home now wears a nametag on the map — **Home of @fren** or **Empty Home** — so you can read the whole neighborhood at a glance, and tapping any home still shows whether it's empty, yours, or a fren's before you knock (P6-24, P1-47). Want to build your own place out in the wild instead? Every player starts with a Homestead Deed — claim it and stake your own 8×8 plot on the frontier (P6-13).
- Crafting, harvesting & a total loot overhaul — items now carry a Bill of Materials: **Take Apart** breaks things down into parts and **Craft** builds them back up, both from your hotbar and out in the world, like a leftover tree stump (P6-05). Food and drinks finally do something — eat or drink to heal, and anything left on the ground eventually spoils or waits to be found (P6-06); thrown potions and vials shatter on impact while sturdier items sail through the air and land where they fall (P6-08, P6-10). And the big one — harvesting overhaul (P6-28): cutting grass, chopping trees, and mining can now turn up **any** of the 2,000+ items in the full catalog, rarity-weighted so commons are frequent and exotics genuinely rare; **Inspect** now names exactly what's sitting on a tile instead of just describing the ground. The same catalog stocks Traveling Vendors and mining scavenges (P11-11, P6-26). Anything you drop out in the wilds resurfaces back at spawn after a few hours via Lost & Found, so nothing's lost for good and the map stays tidy (P6-01).
- The wilds have teeth — territorial packs of ninjas, agents, zombies, aliens, sasquatches and more now roam the Wild Expanse and hunt on sight, each bound to its own turf; every one of them is also a playable skin (P11-03, P11-13). Wildlife on the safe roads shows its real species on the nameplate instead of a generic "Mob" (P11-14). Traveling Vendors ply the roads selling gear for Coins — and while they're not invincible, taking one down scatters their unsold stock for the taking (P11-11). The crossroads feels alive even when it's quiet: every fren who isn't currently online wanders the plaza as a gray-named citizen (P11-12).
- Wallets, the marketplace & xanimals.io — the game moved to its new home at **xanimals.io** (P1-26). Your account now keeps two wallet slots, mainnet and Devnet, saved to your profile and remembered across sessions with balances that refresh automatically (W3-17); wallet actions show a clear loading state while they get ready (W3-18). Either wallet unlocks the wider world — 1 $XANIMALS in mainnet or 1 test $XANIMALS in Devnet, you only need one (W3-19) — and while web3 features are in Devnet beta, a faucet in your Wallet panel hands out free test tokens to try claiming & trading (W3-16). The marketplace listing cards got a full visual redesign (W3-15).
- Polish across the board — Game Loading is dramatically faster and more reliable on every device (P1-29); mobile zoom now has three real, readable levels (P1-28); town buildings open their menu with a single tap instead of walking you over (P1-31, P1-32); a quick "Calculating path…" note shows while the minimap works out a long walk (P1-34); a character with an unspent level-up shows a small marker on their nameplate (P1-35); the character selector now leads with playable skins, with the Female Farmer newly playable (P1-36); and six new Knowledge Base guides now cover Traits, the World, Combat, Inventory & Crafting, Social play, and Web3. There's also a new **Item & Component Catalog** in the Knowledge Base (P7-19) — a full, searchable, paginated reference of every pickup-able item and component, with its stats and description.
- Rumblegear's Workshop — weapons & armor shop (P12-33) — a fifth building now stands in the Wild Expanse town: a steampunk-tinged smithy with a forge, weapon racks, armor stands and shield walls. Step inside to find **Rumblegear the Blacksmith** on the west side (weapons) and **Cogsworth the Armorer** on the east (armor). Each keeps a rotating stall of **10 items** for sale in Coins, priced by rarity — from a couple hundred Coins for a common piece up to a small fortune for something exotic. It's one open room, one of each item, first-come-first-served: the whole world shares the same stock, and it **reshuffles into a fresh 10 every 4 hours** with a live countdown right in the shop window, so it's worth checking back. Tap a shopkeeper to browse, tap the wares you want, and buy.
- Mobile controls, reworked — a floating **d-pad** now sits over the lower-left of the screen: keep your thumb on it and steer in any of eight directions, no more tap-tap-tapping to cross the map (tap-to-move still works whenever you want it). Dedicated **Light** and **Heavy** strike buttons sit over the lower-right so you can fight without a keyboard, plus a new ⛏️ **Action** button beside Light — press and hold it to mine the ground beneath you or chop the tree you're facing (P1-40, P1-41, P1-50). A 🎮 **controller button** on the bottom bar shows or hides those on-screen controls whenever you like (P1-49). On phones and tablets the game now runs fully touch-first — every keyboard shortcut is off (and springs back to life the moment you're on a real keyboard, P1-50). Any move you make now instantly cancels an in-progress minimap auto-walk, so you're never stuck watching your character stroll off (P1-42). The mobile header is tidier — your handle, Help, Sign out and Connect Wallet now tuck into a menu behind the hamburger, and opening it no longer warps the game (P1-38). A new **Character Sheet** button joins the bottom bar next to the Pup-Boy (P1-39), and achievement & quest pop-ups now tidy themselves away after 30 seconds (P1-37). The Female Farmer got a full 8-direction walk redraw so she strides the right way no matter which way she's headed (P1-43). The Character Sheet itself got a big-thumbs makeover too — spend trait points with chunky **+ / −** buttons (no more fiddly typing), Gear now tucks into a tidy drawer you tap open when you want it (P1-44), and first-timers see a gently pulsing character silhouette nudging them to pick a skin (P1-48). In your inventory, tapping an item now shows its **name** above the action buttons, and **press-and-hold** any item to pop open its full stat sheet — rarity, tier, bonuses, weight and more — then tap to close (P1-45). We also squashed a nasty one where a monster attacking you from unexplored fog could be **invisible** — your attackers always show now (P1-46).
- Fight back! (P1-51) — a bug was quietly eating your hits against the monsters and wildlife roaming the Wild Expanse, so the world could hunt you but you couldn't hunt it back. Fixed — strike or Hunt any hostile pack or critter that comes at you and you'll land real damage now. ⚔️
- Inventory item info on desktop (P1-52) — clicking an item in your hotbar now shows its **name and a short description** right above the slots (two tidy lines — name on top, details below), and **Shift+click** any item pops open its full stat sheet with rarity, tier, bonuses and weight. It's the desktop match for the tap-and-hold you already had on mobile — which now shows that same two-line info too. 🎒
- Tidied the crossroads (P1-53) — a sharp stick, a pine cone and an acorn had gotten stuck at the spawn hub where nobody could pick them up and they never cleared. Removed the stragglers so the plaza's clean again. 🧹
- Your soundtrack (P1-54) — open the Pup-Boy **Settings** tab and pick **No Music** or one of **three looping instrumentals** by **Anno Domini Beats**. Hover a track to see the artist; full credits at **/kb/music**. Sound effects, ambient wind, and a master volume slider sit right there too — and audio now properly unlocks on your first click or keypress in the world (SFX were dormant before). 🎵
- Party up (P11-15) — the first piece of grouped play is live. A new **Party** tab in the sidebar lets you invite a fren by **@handle**, or click any player in the world and pick **Invite to Party 🤝**; they get an Accept/Decline prompt. Once you're grouped you share a **private party chat channel** and a **roster** showing every member — leader crown, who's online, and their health. The leader can remove members or disband; anyone can leave, and leadership passes on automatically if the leader heads out. Parties stick with you across reconnects (up to 6 frens). This is the foundation for **instanced dungeons and group boss fights** — follow/assist and shared loot rules are coming next. The party roster is **live**, too: every member's **health bar** updates in real time as they explore and fight, so you can see at a glance who needs a hand. 🤝
- Chat that's always there (P7-20) — the sidebar got a rethink so **chat never disappears**. It now lives in its own dock pinned to the bottom of the sidebar: open the minimap, your character sheet, quests, the marketplace — whatever — and chat stays right there beneath it. Tap the 💬 tab or the dock's **Expand ▴** button and chat grows up to fill the whole sidebar (tucking the panel away), then **Minimize ▾** drops it back down — the same Expand/Minimize you already know from the leaderboard, just from the bottom up. The only way to hide chat now is to fully minimize the sidebar (handy for a clean screenshot). 💬
- Famous frens (P3-11) — some public figures may already be **wandering Wild Expanse as offline citizens** (gray nameplate) before their first visit. When they sign in with **X** for the first time, they inherit the character waiting for them — skin, traits, starter gear, and home included. Special celebrity nameplate styling is coming later (P7-18).
- v1.6.82026-06-24
- Welcome Center & Tier Jumprooms (P12-15) — all players now start in a 23×23 octagonal inn floating in a starfield, with Betty Farmer at the desk (she greets you by name). Eight wooden archways lead to holder-tier-gated Tier Jumprooms; locked doors get Betty's deny line. Jumproom notice boards are clearer and walkable underneath like the Wild Edge billboard. Swirl portals back to Wild Edge play a pixelated "beam out" on your character first.
- Knowledge Base (P12-17) — How To Play, Keybindings, Leaderboard, Holder Perks, and the full Changelog & Roadmap now live in a searchable KB at animaltwt.gg/kb (Help button in the top bar). In-game changelog shows short highlights linking here; /holders redirects to /kb/holders. Wallet menu links straight to the perk table. Readability pass: visible list bullets, dark-on-amber CTAs. Copy distinguishes **The World** (the game) from **Wild Edge** (the starter map).
- Leaderboard windows (P7-01) — live 1st/2nd slots and every rolling window (1H, 4H, 8H, …) rank only XP earned inside that interval, so a fresh grinder can top the board while it's quiet. All Time still crowns the biggest earner ever.
- Asset identity (P6-02) — every item class and every dropped/carried stack has a stable unique ID in the database (server foundation for properties, finite supply, and per-instance behavior). Inspect any tile or asset to see its UID and copy it in one tap; the inspect panel drops the redundant raw-tile "Blocked" line.
- Mobile-first design law (P2-03) — every new feature must ship phone- and tablet-usable by default; patterns codified in project law and docs.
- Polish — treasure chests auto-close ~2s after opening so the lid and "Open chest" menu never desync.
- v1.6.72026-06-23
- Museum of Ass. — a square gray-steel gallery at /play/museum-of-ass displaying every adventure asset (each character frame, object, tile, item & effect) at native size, grouped logically with a single-tile walkable path around every one — designer asset review (P6-19).
- Teleport Drone — a little flying robot tags along in the Museum; tap it for a searchable list of every asset and it warps you right beside the one you pick (P6-19).
- Museum review tools — shift+click any exhibit for the real asset type (not "Rock"), inspect details, travel to its stand, and Copy Filepath to share with Cursor (P6-19).
- Horse walk polish — fixed gray leg artifacts on southwest walk frames and a stray green eye on northeast (P2-05).
- Maps disconnected — edge portals no longer carry you between biomes until intentional world travel ships; each map is its own island for now (P5-01).
- Copy to share on X — every quest and achievement in the sidebar has a button that copies brag-ready text plus a link back to the game (P7-12).
- Time-limited boons — adventure XP can stack temporary boosts (persisted server-side, survive reconnects). First use: a hidden lucky tile on Wild Edge (P8-06, P7-11).
- More ways to find secrets — besides chat strings, some rewards trigger when you interact with the world the right way. No spoilers — go explore (P7-11).
- Combat body reactions — sparring as a horse or farmer plays a hurt flinch on hit and leaves you knocked out on the ground until you tap Respawn (P9-01, P9-02, P2-07).
- Connect A Wallet — signed-in players can link Phantom or Solflare from the top bar (read-only: we only read your public address and $XANIMALS balance for Ocean tiers — no signatures, no payouts). The wallet panel now also has a Disconnect Wallet button that removes it from your profile whenever you want, and each wallet links to a single account (P12-02).
- Holder Perks are live — every Ocean tier now gives a bigger XP boost (1.1× up to 4×) plus a daily in-game coin stipend (5 up to 350 coins/day). See the full proposed perk table — who gets what, cosmetics, map access, voting and more — at animaltwt.gg/holders; DM @blobfishcrisis or @TheGoodFarmer_ on X with feedback (P12-17).
- The Board — a full-page XP leaderboard at animaltwt.gg/leaderboard: window champions, an all-time podium, and every ranked player's profile card on full display. Climb it for the flex (P7-01).
- Sparring ring on Wild Edge — a simple grass clearing south of the road where anyone standing on the path can spar freely; step off and melee only works on rivals again (P12-08).
- Wave & bird emotes — Numpad + waves, Numpad − flips the bird (soft); both show up in the room feed (K lists the keys).
- KO polish — knocked-out players hold one still pose, HP bar drains empty, and stay down until they choose Respawn; idlers read "I'm dead af…"
- Wild Edge share links — deep links now use /play/wild-edge/… (the old wilds-edge alias still works). Standalone /play/rules, /play/chat, /play/replays, and /play/changelog redirect into the in-game panels (P12-14).
- Ultra-rare loot — astronomically rare treasures can surface while you work the land. No hints — keep cutting grass (P7-11).
- v1.6.62026-06-18
- Shiny new buttons — the camera-pan and zoom controls on the bottom bar now wear proper pixel-art icons (a retro arcade joystick 🕹️ and a magnifying glass 🔍) instead of plain emoji (P2-10).
- See your latest update on phones — the black bar now has a new top row that keeps up with your most recent personal message (XP gained, a pine cone picked up, "something solid blocks your way"…), one at a time, in small two-line text. Tap it to jump straight into Chat for the full story (P1-24).
- Never miss a message — a red "new messages" badge now counts unread chat. On phones it sits on that new message row; on desktop it rides the top-right of the Pup-Boy button while your sidebar's tucked away. Open Chat (or land on it when you enter the world) and it clears (P1-25).
- Tap to travel, long-press for options — on phones, a quick tap on any tile now just walks you there. Want the tile's menu (travel, cut grass, chop tree, inspect)? Press and hold and it pops up right under your finger. No more menu every time you take a step (P6-18).
- No more accidental text-grabs — long-pressing on phones won't select the $XANIMALS wordmark or other on-screen text anymore. Only the sidebar panels stay selectable, so you can still copy chat and feedback (P2-03).
- Tidier welcome-back — the "Welcome back" card now sits centered on your screen with a cleaner two-line greeting (P3-01).
- Right-sized critters — switching your character on the sheet no longer leaves you tiny (or giant) when you hop back to the world zoomed out. Your animal now always matches the scale of everything around it (P1-21).
- Everyone's X info comes along for the ride — we now refresh the profile pic, handle, and latest post for every #animaltwt fren in our database, not just the ones listed on the animaltwt.com directory. The directory still only features approved animals, but this lets Leaderboards (and more to come) show your avatar and name wherever you turn up.
- One window at a time — your account can only be live in a single tab, browser, or device. Open the game somewhere new and we warn you first; choose "Play here instead" and the new window takes over right where you left off (same map tile, not the spawn point) while the old one is signed out. Close the new tab instead and nothing changes — so you stay in one window without ever losing your place (P3-08).
- Pick up where you left off — when you sign back in, you return to the same map tile you were standing on instead of the spawn point (P3-06).
- Your coordinates always show in the bottom bar — live x, y to the left of your carry weight on desktop and phone (P1-22).
- Change your skin anytime — tap your character portrait on the sheet to open the character carousel. Swipe, use the arrows, or tap a side character to bring it front and center; the big highlighted one in the middle is your pick (P1-21).
- Whale tiers in How To Play — the sidebar explains Ocean tiers from Plankton to Blue Whale and what Whale Club unlocks (read-only holder perks, no payouts) (P1-20).
- Click in to play — guests and signed-in frens alike now step into the world on purpose: pass the human check (guests) and tap "Enter World" / "Keep Exploring" to join. No more surprise spawns when a tab reloads (P3-01).
- Wild Edge isn't empty anymore — say howdy to Betty Farmer, a friendly farmer near the middle of the map. Wander within a few tiles and she greets you with a wave and a hello (once a day per fren) (P11-06).
- Five foxes now prowl Wild Edge — Chicken Eater, Naughty Fox, Farmer's Bane, Foxy Bitch, and Sneaky S.O.B. — gliding smoothly along long, lazy lines like they know exactly where they're headed. Everyone on the map sees them move in real time; they chill out when the map empties and get going again when someone shows up (P11-06).
- Travel to & Follow — click any fren or critter to walk straight to where they're standing, or pick Follow to trail them around the map (you'll ease up once you're a couple of tiles behind). Follow gently lets go if you go idle, so it's no shortcut around the AFK timer (P11-06).
- Milestone quests + achievements — three lifetime tracks (Steps, Coins, XP) each with six tiers from 10 all the way to 1,000,000. Clear a tier to bag its achievement and unlock the next one automatically: "Get Your Daily Steps In", "TANSTAAFL", and "Knowledge Is Power" (P7-07).
- Hidden secrets are live — there are 69 to find on Wild Edge, and they're server-side only (you can't peek at the code to cheat). You'll have to stumble onto them the old-fashioned way — good luck, detective (P7-09).
- Achievement celebrations — earn one and the whole map sees a splashy card pop with what you pulled off, plus a matching line in chat. Take a bow, you earned it (P7-10).
- Health at a glance — every animal now wears a little HP bar above their head: green when they're healthy, yellow when they're hurting, and red when things are dire (P1-09).
- New Minimap tab — a pocket map of Wild Edge with fog of war. Dark patches are places you haven't been; walk around to fill them in, and click any spot you've discovered to stroll right over (P7-06).
- Wild Edge billboard — a big board near the middle of the map shows a featured post from X, right there in the world (P7-15).
- Billboard glow-up — sharper profile pic, right-sized name and handle, bigger and smoother-scrolling post text that now clips cleanly inside the board, and a tidy "Tap to view on X" link (P7-15).
- Cleared the clearing — trees and rocks behind the Wild Edge billboard are gone, so there's open ground around the board and nothing invisible to bump into (P7-15).
- Rock-solid grass — the camera now zooms in whole steps, so the open ground stays crisp instead of shimmering as you walk around. (The "Far" zoom is a touch closer in now; sharp tiles win.) (P7-15).
- Straight into the world — signing back in no longer pops your Character Sheet in your face. You land on the Chat panel, ready to say hi. Your sheet's still one tap away whenever you want it (P3-09).
- v1.6.52026-06-17
- Guests are Ghosts — after the visitor check, logged-out explorers show up in the shared world for everyone: semi-transparent, the same species on every screen, and a unique session name like Ghost fox #ABCD instead of a generic stranger (P3-02, P2-09).
- Operators: Global settings now has a Default visitor character dropdown — Random (unique animal per ghost session) or lock every logged-out explorer to one species (P3-03).
- Custom keybinds — open the keybindings cheat sheet (K), tap Change on any action, press a new key; saved to your account when signed in, or on this device when you're ghosting (P7-08).
- Speech bubbles — chat lines pop up above your head in a rounded bubble with a little tail, gliding smoothly as you walk; first 23 characters shown. Tap the bubble to jump to that message in chat; it fades 3 seconds after you move (P7-04).
- Quote-reply in chat — tap Quote on any message to reply; the quoted excerpt shows tiny, gray, and italic above your reply, in both the chat feed and the speech bubble (P7-05).
- Smarter tapping & clicking — on phones, tap any tile for its menu (travel, cut grass, chop tree, inspect) and press-drag-release to walk there; on desktop, left-click walks to a tile and Shift+click opens the menu. Plain clicks never auto-mine (P6-18).
- Cut grass & chop trees from the menu — pick Cut grass or Chop tree, your character walks over, and the progress bar runs on its own (no holding Engage). Each successful cut or chop earns 10 XP; moving cancels the job (P6-14).
- Fixed players missing each other in the shared world — including the first player already standing around not seeing new frens wander in until a hard refresh. The server now re-syncs the full roster to everyone on a map whenever anyone joins or leaves, so you all see each other the moment the "wanders in" message hits chat (P3-02).
- Idle ghosts get the boot too — logged-out explorers follow the same idle rules as signed-in frens: the zoning fade after a while, the on-screen countdown, and a hard kick to the door if you go fully AFK (P3-04, P3-05).
- Everyone can see you zone out — the "I'm zoning out…" bubble now floats above an idling player's head for all nearby frens, not just on their own screen (P3-05).
- Fixed chat eating your movement keys — click anywhere outside the chat box to deselect it so arrow keys walk again instead of typing into an invisible field (P1-23).
- Press / to chat — opens the chat sidebar (if it was closed) and drops your cursor in the message box; remappable in keybindings like the other shortcuts (P7-16).
- v1.6.42026-06-17
- Keybindings cheat sheet — tap the scroll icon left of Pup-Boy for a quick list of move, engage, hotbar, and camera keys without opening the sidebar (P1-05).
- Visitor welcome — playing logged out? A friendly modal explains you're a ghost for now and nudges Sign in with X to save your character; tap Keep exploring to dismiss for this visit (P1-11).
- Character sheet edits are free — tweak traits and skin anytime from the sidebar or login overlay with no respec penalty; level-up still grants a bonus trait point (P1-14).
- The map is now Wild Edge — same world, cleaner name (no apostrophe).
- Bottom-bar shortcuts — Z zoom, C move camera, I backpack (phone), K keybindings cheat sheet, M sidebar; letter hints on nav buttons for keyboard players (hidden on touch phones/tablets) (P1-06).
- Leaderboard — the always-on sidebar widget shows nine quick cells (top earner per XP window + live #1/#2); hover anywhere on a cell to peek that player's Profile Card. Tap Expand to open the full panel — nine collectible Profile Cards (TCG-style) in a 3×3 grid plus the full all-time ranked list, filling the sidebar; the widget collapses to a Minimize toggle while open. Bottom row (1H · 1st · 2nd) is color-coordinated (P7-01).
- Site SEO — previews now say $XAnimals RPG with an accurate RPG description (not Animal Fight Night). Operators can edit the site title, meta description, and keywords in Global settings (P4-01).
- Fixed a phone bug where refreshing while logged out stretched the game world tall until you killed the tab — the world now resizes correctly on mobile for visitors (P1-19).
- Visitors now do a quick "are you human?" check (Cloudflare Turnstile) before entering Wild Edge — keeps bots from flooding the world with new tabs. One tap to Enter World; signed-in players skip it (P3-01).
- v1.6.32026-06-17
- Unified bottom bar — three inventory-slot-styled squares span the game screen on phone and desktop: Zoom (far left) · Inventory (center) · Pup-Boy (far right). Same look, just icons, no labels (P1-03, P1-12).
- Camera zoom — pick Near, Mid, or Far in Settings, or tap the 🔍 button far-left to cycle. Mid matches the classic view; Near pulls you closer; Far shows more of the map. Saved on this device (P1-12).
- Pup-Boy button shows the sidebar — desktop toggles the panel strip (Show/Close Sidebar); phone pops the menu hub. Always available, far right (P1-03).
- Sidebar tabs are now uniform pixel item icon squares — headset, scroll, bullseye, and the rest (P2-08).
- Phone: tap Inventory (center) to pop your hotbar up over the world; tap a slot for Use/Drop/Equip (P1-03).
- Smoother world: the camera now snaps to whole pixels as you walk, so the grass stops flickering/shimmering (P1-15).
- Move camera button (🕹️) sits right of Zoom — tap it to pan the map with the d-pad/arrows; on desktop it's an alternative to holding Shift. Tap it off to snap back to your character (P1-16).
- While move-camera is on you keep full control: click anywhere to walk there and the camera stays put instead of chasing you (P1-16).
- The center wordmark is now $XANIMALS — tap it for quick links to xanimals.io, animaltwt.com, and the #animaltwt feed on X (each opens in a new tab), plus Copy CA to grab the $XANIMALS contract address (P1-17).
- How To Play is easier to scan — Controls, Basics, and Words now lead with a bold label (Move, Engage, Inspect a tile…) so you can find the key you need at a glance (P1-18).
- Trait pool can't be overspent — a trait stops climbing once your available points hit 0, so you can never assign more than your max (P1-13).
- v1.6.22026-06-17
- Sidebar panels sit above the tab bar and use the full height under the leaderboard — scroll when content is tall (P1-07).
- Quests & Achievements: your 2 most recent quests + 2 achievements up front, search on Submit, expand to see the rest (P1-08).
- Share a sidebar link: `/play/wild-edge/changelog` (and other panels) opens that tab; on `/play` tab switches stay as `?panel=` (P1-10).
- Operators: Global settings at `/play/admin/settings` — idle timeouts, visitor species, economy + achievement defaults (P4-01, P4-02).
- Zoning out: after 5 minutes idle the world blurs, sidebar dims, and your character says *I'm zoning out…* — tap or type to wake (P3-05).
- Idle too long? We sign you out and send you to a theater-style *kicked your ass out* screen — no more 3-minute warning dialog (P3-04).
- Fixed Global Settings save for hard idle timeout and default coin world supply — large numbers use plain-text fields with clear validation (P4-01).
- Idle countdown in the game bar: Idle in until zoning out, then Kick in until sign-out — uses your realm's soft/hard timeouts (P3-04, P3-05).
- Game world shows a Game Loading… overlay right away while the map and your character boot up.
- v1.6.12026-06-17
- Toggling the Grid overlay no longer freezes your keyboard — move, fight, and engage right away (P1-01).
- Changelog panel now shows In The Lab and Future Development — peek what's cooking next (P1-02).
- v1.6.02026-06-15
- 1.6.0 — Relaunch: player changelog starts here; pre-1.6.0 Fight Night history is archived (P1-02).