A running log of development milestones, grouped by week. What you see here is what gets built — no roadmap promises, just commits.
May 2 – May 7, 2026
Guilds, Banks, Knockout & Combat Depth
The biggest social and combat week yet. A full guild system landed with administration features. Players can now be knocked out, call for help, and respawn — complete with a dizzy star shader and a claw animation when no weapon is equipped. A buff/debuff system was implemented, including a stamina-based "tired" debuff and a stealth hide ability with a reveal counter-debuff. The Bank feature shipped with stack splitting. Anticheat coverage expanded for crafting and combat. On the infrastructure side, dedicated server RPC gaps were closed, dungeon loading fixed for dedicated servers, and session variable contamination was resolved. Map improvements included group player position indicators and enhancements across the board. The week closed with a title screen update bearing the Wavertree Mountain mark.
Guilds
Bank
Combat
Knockout
Buffs/Debuffs
Server
Map
Apr 27 – May 1, 2026
Visual Polish, Social Systems & Economy
A big visual week — water and grass shaders landed, player shadows added, and the fishing system got a proper upgrade with a bobber and tackle case. Four new playable character sprites were added (gerbil, lizard, rat, squirrel). On the social side, friend requests and a social menu went in, along with a dedicated group chat channel. The economy layer began taking shape with the Auction Manager and Mail Manager features both shipping.
Shaders
Sprites
Fishing
Social
Economy
Chat
Apr 20 – 26, 2026
Groups, Specializations & Class Systems
The largest single week of systems work so far. Full multiplayer groups went live — XP splitting, loot round-robin, group map markers, and health sync all working. Specialization skill trees were implemented with XP generation per class, and each class got its starting skills and items (Angler, Engineer, Cook). The smithy, metal ores, triage tent, and ranching system were added, plus a reworked tool gameplay loop with HUD updates. Day/night now shows on the HUD.
Groups
Skill Tree
Classes
Combat
Crafting
HUD
Apr 14 – 19, 2026
Dungeons, New NPCs & Map Discovery
The first full dungeon — Mossy Hollow — was implemented across six build phases. New mouse artwork shipped and was integrated into character creation. Three new NPCs were added: Gruff, Marta, and Yanna (who hands out potion missions). A POI database now drives map discovery, and a map icon was added to the game UI. A soft lock bug in the burrow placement mission was also squashed.
Dungeons
Artwork
NPCs
Missions
Map
Apr 1 – 13, 2026
Fishing Missions, Chester NPC & Bug Fixes
Fishing missions were added to the game, alongside a new mission for skill selection and updates to Chester's dialogue to guide players to the mission log. On the MP side, looted corpses now despawn client-side correctly. Burrow exit scene bugs and shop mission setup were also resolved.
Missions
NPCs
Fishing
Multiplayer
Mar 23 – 30, 2026
Fishing System & Burrow Fixes
Core fishing functionality landed — rod, bait, and beetle meat were added as items. Burrow placement was fixed for loaded saves, the stone sword got its animation, and ingot rewards were balanced. A solid stabilization week after the previous large system pushes.
Fishing
Items
Burrow
Mar 15 – 22, 2026
World Staging, Tutorial & Multiplayer Auth
The Forest Start zone got its enemy and terrain placements finalized. Chester NPC and the tutorial mission chain were added, and players can now place their own burrow in the overworld. The multiplayer authentication system, character creation screens, and account/character name display above players all shipped this week. A debug overlay (F12) and map display were added for development tooling.
World
Tutorial
Multiplayer
Burrow
UI
Mar 8 – 14, 2026
Multiplayer Phases 1–5 & Enemy AI Fixes
Five phases of multiplayer work completed in one week. Switched to a dedicated headless server model. Enemy AI bugs were resolved across the board — lizard dashing, scorpion ranged attacks, spider patrol radius — and loot drops were fixed for single player, host, and dedicated server. Mission objective completion bugs and multiplayer client progression prevention were addressed, with fog of war split into its own save file.
Multiplayer
Enemies
Server
Save/Load
Mar 1 – 7, 2026
Wasteland Biome, Burrow Gameplay & Save System
The wasteland biome was added with spawn and resource fixes. The NPC class and system were built from the ground up. Burrow dig gameplay went in — players can now actually dig out rooms. The crafting, storage, and mission systems got a wave of bug fixes and QoL updates, along with a world seed implementation for procedural resource clustering. The server/client save system was scaffolded this week.
World
Burrow
Save/Load
NPCs
Crafting
Feb 20 – 28, 2026
Tutorial, Story Sequence & Tool System
The tutorial area and mission chain were built, connecting progression through to burrow placement. The new game story sequence and title screen placeholder assets were created. Tool tiers and tool slots were implemented with a proper selection system. Autosaves were added, along with inventory and UI bug fixes.
Tutorial
Story
Tools
Save/Load
Feb 8 – 19, 2026
Foundation — Combat, Burrow, Crafting & World
The foundational systems week. Melee and ranged combat were implemented alongside enemy AI. The burrow system launched — digging, wall placement, furniture, and stations. Building placement and persistence went in. The crafting system with recipes, the inventory system, skill tree initial work, and a sound manager were all built. Weather, day/night cycles, background music, and the first biome expansion were added. This week laid the core of everything that followed.
Combat
Burrow
Crafting
Building
World
Core