Dev Blog 22 - One Year of Testing!

Dev Blog 22 - One Year of Testing!

It’s been a while since the last update. I kept pushing things off because, honestly, life has been exhausting lately. But since we just hit our one-year testing milestone, I wanted to push out a solid update and give everyone a full breakdown of what I’ve been working on.


Exploration

Explorations were the answer to the previously mind-numbing experience that passed as “combat.” I wanted a system that felt meaningful, expandable, and future-proof - something I could build on for years.

Exploration now runs in two modes:

  • Active Mode - +20% drop rate bonus, but requires player input for every decision.
  • AFK Mode - Set a timer and let the run play out until it expires or you die.

During a run you’ll encounter monster groups, shrines, chests, and traps. This structure opens the door for future additions like travelers, quest objectives, rare encounters, pets, mounts, and other unique finds. It’s already giving me a ton of ideas for long-term progression and collectible hunting.


Dungeon Equipment System

The new Ossein sets are tied to the first dungeon: Deep Sewer Conduit. Here’s how the system works:

You’ll farm the dungeon for the Base Set pieces. Then you’ll upgrade those pieces using items found in the matching tier’s explorations. For example:

  • Ossein Base Set → drops in Deep Sewer Conduit
  • T1 Runes, Sludge Cores, Rat Bones → drop in level 1–10 explorations

The rune you choose determines the final variant: STR, INT, or DEX.

Note: Dungeon gear and Sludge Cores are not tradable.


Update Notes

Exploration

  • “Monsters” renamed to “Explore” in navigation (old links redirect)
  • Exploration History page added - review monsters, XP, gold, drops, and full event timeline
  • Only one activity at a time - no gathering/crafting while exploring

Items & Equipment

(Items marked with ** have no value or use yet - will be updated once rates are balanced.)

  • Item level requirements now enforced
  • Equip buttons grey out and show required level when under-level
  • Wear requirements aligned to crafting level
  • Added Ossein Plate / Regalia / Reaver / Base Sets
  • Added Ossein Cloak
  • Added T1 DEX / STR / INT Runes **
  • Added Sludge Core, Sewer Acid, Roach Carcass, Rat Bones **

Profiles

  • Redesigned user profiles
  • New Showcase - feature your best items/pets/mounts in 4 slots
  • Read-only item popups on profiles
  • “View All” now jumps to that player’s leaderboard lookup

Settings

  • New Settings page - Profile + Account settings

Leaderboards

  • “Total XP” replaced with Total Skill Level
  • Highest level swapped for total level
  • Personal hiscores added - untrained skills marked Unranked

Daily Rewards

  • Redesigned Daily Rewards page
  • Corrected Day 4 reward

Bug Fixes & Stability

  • Fixed server crash caused by missing account_links column
  • Auction House: cancelling a listing now returns your items

Fresh Start

  • Character levels and combat stats reset; all spent points returned
  • Equipped gear returned to inventory and now respects new level requirements

Updates Pushed Off

Some things needed more time and will roll out throughout the week. Achievements still need style adjustments, notifications, and reward cleanup. Pets need UI tweaks, header alignment, and the All Pets tab finished. Dungeons were held off until I can get a better sample size for progression speed - I doubt anyone was hitting dungeons on day one unless a bug slipped through, so I wasn’t too worried about delaying the unlock.

Pushed Off Note List

Achievements

  • New Events & Milestones category - includes a Welcome milestone unlocking a Guinea Pig companion
  • Rewards now claimable (gold, tokens, pets, mounts)
  • Legacy title rewards converted to tokens
  • Fixed dungeon, monster-slaying, and world-boss tracking
  • Added real World Bosses category
  • Removed duplicate combat achievements
  • New rewards added to most achievements
  • Reworked overview styles
  • Added to notifications

Leaderboards

  • Exploration and dungeon stats

Dungeons

  • Dungeon History
  • Save recent dungeons
  • Display saved dungeons on profiles
  • 4 new dungeon sets added (already in-game; wiki has them)

Quests

  • Quest requirements now use skill level instead of player level

QoL

  • Item tier indicators on item icons or corners

Pets - Major Overhaul (Phase 1)

  • Pets now level up and earn stat points (STR / DEX / INT / DEF / CON / LUK)
  • Every pet hatches with unique rolled base stats and a quality grade (S–D)
  • Zone Exploration - send pets to level-gated zones for loot, gold, and pet XP
  • Equipped pets grant utility perks based on type, rarity, and level
  • Pet & mount unlock items added (eggs / whistles)
  • Redesigned pet page with Info / Stats / History tabs
  • Per-pet exploration history
  • Starter loot tables added for all pet zones
  • Scavenging retired in favor of Zone Exploration

Closing Thoughts

If you’ve made it this far - thank you. Seriously. Your support means everything. I’m trying to get into a better groove with work and life, even though I don’t have nearly the free time I used to.

I’m planning an article soon about how my workflow has changed over the past year. I think it might help some of you with your own projects, and it also gives me a chance to get feedback from all of you.

It’s wild to think I’ve been working on this project for over a year now. Feels like last week I was messing around in Unity on a space idle game… and now here we are. Thank you to everyone who’s been along for the ride - and here’s to many more winding roads ahead.

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