
Where the game stands today, what just shipped, and what comes next. Written plainly: what is built, what is rough, what is not there yet.
Server, accounts, the 10,000-tile world, ten regions, dungeons, lore, quests, Windows and Android apps.
Roll, block, parry, abilities, statuses, talent trees, relics, enemy roles and affixes, boss phases.
Density pass over every region, pets, cosmetics, parties, trading, guilds, leaderboards, supporter ranks.
Crafting tiers tied to depth, gear ladders, the item ecosystem, separate skilling curve above level 50.
Sky cities, goblin cave towns, the art rebuild, timed crafting, level bands, group bosses and the fresh start. Now: playtesting it and fixing what breaks, then the Steam page and trailer.
Tune talents, relics, elites, bosses, drop rates and prices against real play, not first guesses.
Real checkout, receipts, refunds, terms of sale and privacy for purchases. Until then supporter perks are granted by staff.
Load testing, anti-cheat review, backups with a restore drill, faster world builds, a real-device mobile pass, the iOS app.
A first 30 minutes that teaches combat, the map and the story; store pages, trailer, launch event.
The next page: seasons, an events calendar, a PvP arena, housing, mail, achievements, new regions past the Edge of the Paper.