The Broodmother keeps a lair, and the legendaries got their faces back
Every legendary in the game is drawn properly now, all fifty-four of them, in the same pixel style as your hero. Fifteen of them had no picture at all before and were showing you a generic orange shape, which is why they all looked alike. A weapon now looks like the weapon its name says it is. The gates you walk through were redone too, and the four boss gates are no longer the same arch in four colours.
Kill the Broodmother and she opens her lair. Three floors of cave pockets crawling with spiders, egg sacs that hatch when you touch them and set off the ones nearby, and The Thousand-Eyed waiting at the bottom. The spiders are weak on their own. That is not the problem. She drops a shield made from the face of the thing you killed.
Boss health has moved. The big named bosses have half again as much, and the boss on each floor of an ordinary dungeon or a rift has twice as much. Ordinary enemies are untouched. Being caught in webbing now slows your swing as well as your step, and the more of it lands on you the slower you get, though it still wears off in three seconds.
Smaller things: poison finally works on Legion warlords, who the game has been telling you were weak to it while quietly ignoring that. Companions you station at an outpost now actually stay there instead of trailing after you. There is a new setting to switch off rain and snow if your device struggles, and auto-combat will drink a potion when you drop below half health.
v3.37.0
Kill the boss, take the way out
A dungeon boss now opens a way back to the surface where it falls. This was worse than it looked: most floors had no exit at all, so clearing one left you with nothing to do but go deeper. The Sunken Citadel was the bad one. You killed the Archivist and there was no stair and no door, so the only way out was to die. Rifts often had no exit either.
You still cannot leave a floor whose boss is still standing, and the old doors are exactly where they were. The change only rewards the kill.
The Field Guide reads like a wiki now, not an essay. A third less prose, and more actual numbers: every creature shows its experience and gold, every boss shows what it opens and which abilities it uses, and every trial shows what guards it. All of that was in the game already and never shown to you.
Two things the Guide was getting wrong. It said collecting a set of matching gear was building toward something, and it is not, there is no set bonus. And the legendary drop ceiling was typed in by hand in one place instead of read from the table, so it could have drifted away from the truth without anyone noticing.
v3.36.1
Every gate has its picture now
The Dungeons and Lairs page shows the art for every way down. You get the gate itself, the arch you actually walk through and would recognise on the map, next to the thing waiting at the bottom of it. The two used to be one unlabelled picture, and it was the wrong one: what sat beside each dungeon name was the boss at the end, not the door.
Rifts are the one entry with no picture, and that is on purpose. A rift is not a door anywhere, it opens on its own inside a room, so there is nothing to show you. We would rather leave a blank than draw you something that is not there.
Also, the version number in the corner of your screen was one release behind. It said v3.35.0 while you were playing v3.36.0. Nothing in the game was wrong, just the label, and there is now a test that stops it happening again.
v3.36.0
Keys, shields, and weapons that stop rusting for nothing
Dungeon keys were close to unfindable and it was our fault twice over. A pass that lowered drop rates swept the key up with the gear, and it got worse for groups, because one key now had to be split where each of you used to roll separately. On top of that the bosses at the very end of the game had stopped dropping them at all. Keys now arrive at the same rate the realm places vault doors, so if you find a locked door you have a fair shot at the key for it.
Oddments, the carried slot where shields live, had almost no source before level 25. We measured it: you were finding about one every twenty levels, and one for your own class almost never. Elites drop them now, up to Uncommon, and bosses drop them far more often. The rare ones are still rare.
Your weapon no longer wears out from swinging at nothing, or from being hit. It takes damage when you hit an enemy, and that is all. Armour still wears when something lands a blow on you, which is its job. Bows and staves gain the most here, since they were paying full price for every arrow that missed.
Your warband is revived and healed whenever you walk into a town, free, at every town, no resting needed. It will wait if the town is under siege. The overworld also stopped sending your game a ring of far-off enemies nobody could see, which should feel smoother on a phone or a slow connection.
v3.35.0
Move with your right thumb
A new setting on phones and tablets puts the movement stick on the right and the attack, dodge, interact and menu buttons on the left. Everything works exactly the same, just the other way round. You will find it in Settings, and it only appears on a touch screen.
Your hero no longer pops a green +1 at you every second. The automatic mending added last release is quiet now. Potions and the healing skill still show their numbers, because those are things you chose to do.
v3.34.0
A realm with foes in it, and rings to find
The overworld has enemies in it again. The game was looking much further out than it could ever place anything, so the foes you had already walked past kept the count satisfied while the ground ahead of you refilled with nothing. There are roughly three times as many on screen now, and fewer sitting far away where they did nobody any good. They also drift about while they wait instead of standing perfectly still, and a drifting one will not walk into you.
Two new stats, Vitality and Wisdom. Your health and mana now come back on their own, all the time, with no potion and no rest. Each class recovers at its own pace: a Knight mends fastest, a Priest refills mana fastest, and a Mage carries the deeper pool rather than the quicker one. It is deliberately gentle, so in a real boss fight it offsets only a couple of percent of what is coming at you and your potions matter exactly as much as they did.
Rings, in a slot of their own. Eight kinds to find: Might, Warding, Vigor, Wellspring, Keenness, Shadows, Renewal and Insight. A common one is small and honest. A legendary is worth twelve of it and asks a level before you can wear it, and most bosses cannot pay one however long you farm them, so the best of them stay worth hunting.
Poison never worked on half the realm. Skeletons and bone archers shrugged it off entirely with nothing on screen to say why, and so did every Legion warlord and the Dread Overlord, including the ones the game itself told you were weak to poison. Nothing is immune now, the undead simply take half, and a fresh dose bites sooner so it lands on things that die quickly. Smaller things too: you can no longer drown while sitting in a boat, you can click a friend on the realm map and cross to their side once every 75 seconds even when they are down, the class picker uses the whole width of a laptop instead of a phone-shaped strip, and a new Field Guide page covers every dungeon and lair with who opens each one and how often.
v3.33.0
New heroes
All seven classes are drawn as pixel art now. A Knight in a visored helm with a shield, an Assassin hooded in black, an Archer with arrows over the shoulder, a Mage with an orb at his side, a Necromancer that is two green eyes in a dark cowl, a Priest with a halo and a staff, and a Freeblade with a knife on the hip. They are the same seven heroes with the same moves, wearing better clothes.
They keep a crisp outline at every zoom, which is the part that took the longest to get right. Your armour still shows through on the Knight, Assassin, Archer and Freeblade. It does not on the three casters, because their robes are their own colour and washing plate grey over them would take that away.
One thing is genuinely gone: capes no longer trail and flap as you run. That movement came from the old painted art and does not survive the change. The robed classes keep a hem that swings with your step.
v3.32.0
Every dungeon is your own
Dungeons dropped by bosses are separate rooms now. Kill the same boss twice and you get two of them, so one group can be deep in the first while another starts the second, and neither will ever run into the other. There was only ever one dungeon in the whole game before this, shared by everybody. A friend can still follow you into yours. Gates seal when someone takes them and open again ten minutes later, except the Trench, which stays the Kraken's.
You climb out of a dungeon into the main town. It used to put you back at the door you came in through, which was about a quarter of the map from home, and after anyone ran a boss trial it started putting people at the trial gate instead, sometimes in a much more dangerous place than they set out from.
Your class picks your first weapon. A Priest used to start holding a sword. If yours did, it is corrected the next time you log in, and your durability comes with it, since that was our mistake and not your wear. Archers open with a shortbow, casters with a wand.
Small things that add up: item pictures in your bag are five times bigger and the compare arrow moved to the right, the Archer's quiver no longer sits across his face when he walks left, a marked quarry is finally visible (that mark has never once been drawn), and being downed no longer covers your own inventory while you wait. There is also a new Field Guide page covering all seven classes and how fast each one grows.
v3.31.1
See who you are picking
The class selection screen shows the actual hero now, not a symbol. All seven stand in the list so you can compare them at a glance, and the one you are reading about is drawn large beside its description. It is the same figure you will walk around as, because it is drawn by the same code that draws you in the world.
Also fixed a small one that was sitting on that screen the whole time: it used to offer to let you begin as "a Archer".
v3.31.0
The dead answer underground
Necromancers can raise the dead in dungeons. They never could, and the game told you so with a refusal that looked like a broken key. The class built around fighting alongside an army was switched off in every dungeon, every trial and the Citadel, which is most of the endgame. Summoning and dominating were quietly broken down there too. All three work now, and your risen belong to you rather than to whoever happens to be standing nearest.
Nothing is guaranteed any more. Killing the Mountain Kraken still always opens the Sunless Trench, because a dungeon is not gear, but no item anywhere is a certainty. No single legendary drops more often than 1 in 25, no epic more often than 1 in 10, and the table now reads in order: rare, then epic, then legendary, each about half as likely as the one before.
Dungeon bosses got a lot harder and pay a lot better. The boss on a floor is now levelled as though it were twice as deep, and it gives well over double the experience. The ordinary enemies on that floor are exactly as they were, so the floor is the same walk and the boss is the fight.
Your hero looks like their class now, and there are seven of them. The picker is gone. Ninety four more items got their own art, including everything that drops off a kill, so your pack is pictures rather than a wall of the same icon. The World tab stopped explaining the realm to you and now shows what you have actually found and felled.
v3.30.0
Look up any drop
The Field Guide now lists every droppable thing in the realm, all 164 of them, with who drops it and how often. Each source gets one plain figure, so you can read a row and know your odds without doing any maths. It is grouped the way the game is, from the Vale down to the Abyss, and you can search and filter it.
Eighty-six more items got their own art. The last release drew the weapons and armour you buy and the ones bosses carry, but missed the hand-made items that actually drop off kills, which are the ones you see most. Those are drawn now, and they are drawn as a progression, so your gear visibly grows up as you go: patched cloth, then studded leather, then mail, then plate.
Every chance on the new table is read straight from the tables the game rolls against, and a test now checks them by simulating a hundred thousand kills. If a drop rate ever changes, the page changes with it.
v3.29.0
Every item has its own art
Fixed: getting stuck in dungeons. While you were underground the server was checking your position against the overworld map instead of the floor you were standing on, so it accepted moves into walls. You would end up inside one, unable to move in any direction, and only a page reload got you out. That is fixed, along with a second bug that could leave your screen showing a dungeon floor whose walls were in the wrong places.
Every weapon, every piece of armour and every carried item is drawn now, 193 of them. They used to share seven icons between them, so a Cracked Shield and an Aegis of the Unbroken were the same picture. Weapons of a kind still look like each other, and the same item always looks the same, but a Mythic Greatsword no longer looks like a Worn Dagger.
Fast travel is a Waystone you walk up to, standing in every town and at every outpost you have rebuilt. It is right where you arrive and right where you start, so it is hard to miss. It is out of the menu entirely.
The main display lost the weapon line and the day, time and season. A siege warning still shows, and a broken weapon still says so next to your attack. On phones, the shop and a few other panels had their headings cut off above the top of the screen. Fixed.
v3.28.0
Every boss looks like itself
Bosses used to share one body in different colours, so a Frost Titan and a Drowned King were the same creature painted twice. All sixteen have been redrawn from scratch. The Emberhorn is a basalt bull that cracks open as it loses health, the Tide-Sired is a blind thing curled under its own lure, and none of them will be mistaken for each other again.
Their attack warnings were redrawn to match. When a boss winds up, the shape on the ground is painted in that boss's own style, so you can often tell what is coming before it lands.
Energy is called Mana now, and it is blue.
Fixed: auto attack was not firing your class move. It was still looking for the old ultimate that classes replaced, so it only ever worked for Freeblades. It now fires whatever your hero's Z actually is.
v3.27.0
Choose who you are
Heroes have classes now. Knight, Assassin, Archer, Mage, Necromancer and Priest, plus the Freeblade for anyone who would rather learn everything and master nothing. You pick when you make a hero and it is permanent, so pick well. Every hero you already have gets one choice the next time you log in: take a real class, or stay a Freeblade.
Each class has a move only it can do, on Z. The Knight drags enemies off your friends and eats the hits. The Assassin vanishes and comes back with one enormous strike. The Priest can finally heal other people, which nothing in this game could do before. Your move gets stronger from a thing you carry, a shield or a quiver or a tome, so it grows by finding gear rather than by spending points.
Nine new skills, and your skill screen only shows what you can actually take. Mages and Necromancers and Priests had almost nothing to spend on, because the old skill list was written for people with swords. That is fixed, and the tree is nearly twice the size.
The trophy wall finally means something. It used to say a boss was slain if anyone in the realm had ever killed it. Now a trophy belongs to whoever did the most damage, one hero per kill, and solo always counts. Boss kills can also drop the tool your class carries, so there is a ladder to climb.
v3.26.0
Every item is real now, and the realm keeps exactly one promise
The loot system is rebuilt from the ground up. Every item in the realm is now a real, named piece of gear with its own fixed stats, and every enemy carries its own drop list where each entry rolls on its own. Every drop you see was earned, and every boss is worth knowing. One promise stands above all the chances: clear the Sunless Trench and its reward is certain.
Legendaries arrive with a surprise. A legendary drop rolls a named bonus on the spot, fire, frost, lifesteal and rarer things still, so two of the same blade are never quite the same. Signature items from the great bosses now come in named sets worth collecting.
The Field Guide grew into a full wiki. Bosses, enemies, trials, items and the whole loot system, each with real in-game art and the true odds, drawn straight from the game itself. Find it linked on the front page.
Phones keep getting better. The quest arrow now points where it should, the game fills the screen edge to edge, your gold shows beside your name, the menus line up cleanly, and the front page displays properly on iPhone.
v3.25.0
The phone plays a little of itself, and a drop guide that cannot lie
There is a live drop guide on the site now, linked from the front page as Field Guide. It shows exactly who drops what and the real chance per kill, and it is generated straight from the game, so it can never say one thing while the game does another. It even caught two stale notes in our own code on the way in.
Auto-combat on mobile does more than swing. With it on, your hero also heals when low and fires its ultimate when ready, as long as a real enemy is close. It used to swing at anything within fifteen tiles, so it looked like it was going off for no reason while you walked; it now only kicks in when something is actually on you.
Auto-combat no longer keeps you awake. If you switch it on and put the phone down, you still go idle after a few minutes, the same as always. This closes a quiet hole where the auto-swing could have kept a hero active forever.
The mobile menu bar fills the width up to the close button with no gap, both are bigger and lined up, and the little ability chips are hidden on phones. We also took another, harder swing at stopping the browser from going back a page when you drag to move. If it still happens, adding the game to your home screen removes the browser gesture entirely.
v3.24.0
What drops now depends on what you killed
Loot quality follows the kill. Ordinary foes drop common gear only. Elites can hand you something uncommon, and a rare piece about one time in twenty. The good stuff, epic and legendary, now comes only from bosses. And a boss will never insult you with a common drop again, which it genuinely used to do more than half the time.
Gold splits by damage too, the same way item chances do. Do most of the work in a fight and most of the purse is yours. A bug is also fixed where a weapon ignored its own level requirement, so you could equip things you were too low to use. Anything you already had equipped stays equipped.
Mobile got a real cleanup. The menu bar is tidier and lines up with the close button, the labels are readable, every menu opens in the same spot, and the log sits at the top. Auto attack is now an on-screen button instead of buried in settings, and the how-to-play card finally shows touch controls instead of keyboard keys.
Two mobile annoyances got the proper fix: tapping attack should no longer zoom the page, and dragging to move should no longer swipe the browser back a page. These are stubborn iOS behaviours, so if either still slips through on your phone, tell us.
v3.23.0
Loot is now your share of the fight
Your chance at a drop is your share of the damage. Kill something alone and your chance is exactly what it always was. Fight it with nine other people and each of you rolls for your own share, so the group as a whole still gets about one. You can both get lucky on the same kill, and standing back and watching gets you nothing.
This closes a hole in the new dungeons. They used to hand the boss item and the permanent stat Elixir to everyone standing there, so nine people could watch one person do all the work and all walk away with a stat. Do the work, get the reward. A solo runner still gets both, every time.
Rare things are rarer. Drop chances came down across the board, roughly by half or more, including the two best Frostbrand grades. It was too easy to see the good stuff.
The Legion, Hunts and Trophy pages are now one World page, which also means the menu bar finally fits on a phone without sliding. Dungeon floor effects like SWARMING and CURSED now show up on phones, where they had been invisible. And there are no more emoji anywhere in the game.
v3.22.0
Beat the deepest dungeon and the world starts over
Clear the Sunless Trench and the realm regenerates. New land, new towns, new dungeons, new gates to find. Your hero keeps absolutely everything: level, gear, gold, elixirs, skills and quests. Only the land changes. If you are underground when it happens you keep your floor and your loot, and climb out into a world you have never seen.
Razed villages are back out on the frontier. They had art drawn for them and rewards hooked up, but the world quietly stopped placing them five releases ago, so nobody has actually found one in a long time. Three now sit between the Marches and the deep frontier.
The Frostbrand is worth the walk now. It hits far harder than it did, and it rolls a grade when you claim it, so one might be a plain good sword and the next might be something with a name on it. There are five, and the game tells you which one you pulled.
The map is quieter and phones actually work. The map now shows towns, outposts you have built, the dungeon, you and your friends, and nothing else. On a phone the menu bar was sitting underneath the browser bar where you could not tap it, double tapping zoomed the page, and the enlarged map was tiny. All fixed, and the event feed now sits at the top with the newest line first.
v3.21.0
Four new dungeons, and settings you can actually change
Four new dungeons, one behind each of the great bosses. Beat the Colossus, the Tide Leviathan, the Pale Shepherd or the Mountain Kraken and it leaves a gate behind when it falls. Each one is built around the boss that dropped it, and the deeper it goes the better it pays. The Kraken's is the deepest thing in the game, and the only place that hands out Elixirs, which raise one of your stats permanently.
There is a settings menu now, on [P]. The first option in it is a health ring around your own hero. It is off by default, and when you switch it on it only appears while you are hurt. The health number that came with the ring last update is gone for good.
Phones got a proper pass. The menu bar sits at the bottom where your thumbs are, the button icons are centred, double tapping no longer zooms the page, and there is a lot less crowding the screen. Settings also carries an autofire option on phones, which swings at anything that comes close.
Quests have their own page in the menu. On a phone that replaces the box in the corner, which was eating a screen that does not have much to spare. The map also stopped ringing besieged towns in red, so it is easier to read at a glance.
v3.20.0
You can see your own health now, and the game works on a phone
Your health is finally where you are looking. A ring sits around your hero with the number under it, and the edges of the screen glow red and pulse faster as you get low, so you can feel trouble coming without looking away from the fight. The corner bar is still there if you want the precise read.
You can no longer see other players' health. You will not know how close the person fighting beside you is to going down, which is the point. You can still see when someone is downed and needs picking up.
The game is playable on a phone. There is a thumbstick and buttons for attack, dodge, interact and the menu. It is not the main way to play, but it works, and it did not work at all before.
The map is much quieter: smaller towns, no more shrine and hunt markers, and you are a white dot with other players in green. Loot is easier to pick up and no longer labels itself. Every named boss has twice the health, so the big fights last longer without hitting harder. The great beasts also stay in their own region now, so the one you are hunting is actually where the map says it is.
v3.19.0
A real sea in the southwest, a finale you have to earn, and the movement bug fixed at the root
The heroes running off on their own, or freezing in place until you reloaded, is fixed for real this time. The cause was a dropped connection your game never noticed: it would keep playing as if nothing was wrong for up to 30 seconds, then reconnect and drop you back at the starting town. Now the game spots a lost connection within a couple of seconds, tells you, and reconnects on its own, and when it does you carry on from where you were standing instead of being sent home.
The whole lower-left of the map is now open sea with a natural coastline, and the two sea bosses live out in it a real voyage apart. The Shipwright sits on a cape over his own harbour.
The Mountain Kraken finally lives in the mountains, not a bare ring in a field. A winding pass climbs to it on foot, with a signpost at the bottom that warns you off if you are under level 25. You can still fly straight there once you have the steed.
The Kraken no longer just sits there from the start. It appears once you have read all nine Realm-stones and brought down every great beast and boss in the realm, tracked on a new board at the top of the Trophy Wall. Reading the stones used to do nothing at all.
v3.18.2
A menu could be left covering the screen while you walked around behind it
Opening a menu while another was already open left the first one on screen. Closing out put you back in the world with a menu still covering it, and your movement keys still worked behind it. Going back to the world now closes everything.
The bigger movement problem, where a hero runs off on its own or will not move until you reload, is still open. This was not its cause. Added tooling to track it down.
v3.18.1
Heroes could run off on their own because the server never stopped listening to old input
The server moved your hero using the last input it heard from you, and nothing ever expired it. If your connection went half dead, which a wifi handover does routinely while your browser still thinks it is connected, your game kept saying "not pressing anything" and the server never got the message. Reloading only helped because it starts a new connection.
Movement now needs a live connection. If yours stops, your hero stops.
Two other ways to get stuck are gone. Certain key combinations could jam a direction on, because the game tracked the letter a key produced rather than the key itself. And clicking away from the chat box instead of pressing Escape left you unable to move at all.
v3.18.0
A long pass over old bugs: 41 fixes, most of them things that never worked
Mountain ranges are broad country now instead of thin lines drawn across the map, with foothills that fade into the plains. The northern and south-eastern ranges also wear their own climate, snow in the north and scorched rock in the Emberwaste, where both used to render as plain grey.
Several things that were hurting you invisibly now appear: burning ground, chain lightning, rain and snow, town sieges, and allies dying. You can also see other players fight, who used to render unarmed and motionless. Added party frames, a boss health bar, and an arrow pointing at whatever hit you from off screen.
Things that were built but unreachable are open. The [Tab] menu did nothing, which also made Standing and the Dread Legion impossible to open. Fast travel had no way in at all. Promote, Guard and Raid only ran in your browser, so a thrall sent on a raid never came back. The sealed vault door was not solid, so the key was pointless. Raids now cost gold and loyalty and can go wrong.
Gear you could never obtain is obtainable. Sixteen named shop items had no way to be stocked, including every poison and shock weapon. No town qualified for the top shop tier, so the best gear never generated. Frontier treasure was rolled for a level 1 hero, so a distant chest held worse gear than the local shop.
Multiplayer no longer favours whoever joined first. Dread raids, Vigil patrols and the Legion questline all keyed off one player, so a low level hero in that slot switched them off for everyone. Camping healed everyone. Raid loot paid the wrong player.
Every cooldown and timer displayed about a third longer than it really was. Killing the Mountain Kraken now has a proper ending, the world bosses are listed on the Trophy Wall, and the guide arrow no longer goes blank or points new players at somewhere lethal.
v3.17.0
The mountain redraw is reverted
Every mountain tile had just been redrawn with connected ridgelines, snowcaps and lava veins. It was a fine answer to a question nobody asked. The complaint was about where mountains sit on the map, not how the rock is shaded, so the redraw is undone in full.
The real fix came next, and it is a change to the land rather than the paint. Ranges were being laid down as thin lines when they should have the breadth of real mountain country.
v3.12–v3.16
Boss lairs you can read, and allies who can bleed
Every boss melee attack winds up before it lands. A boss used to simply take health off you on the beat, with no swing to see and nothing to react to. Now it plants itself and flares a red ring first, and the blow only lands if you are still standing there when it falls.
The drowning ring at the Drowned King, the Pale Shepherd and the Drowned Archivist is drawn on the ground at last, so you can see what is killing you. The water is real ground you can wade back out of, with a band of shallows that slows you first as a warning, and your travel arrow points at dry land while the water has you. Walk far enough away and the fight resets cleanly instead of reaching across the map.
Your summons, your thralls, dominated elites and Vigil guards can be hurt and killed. Nothing could touch them before, so they stood there invincible until their time ran out. Now they bleed for you, they can body-block a shot meant for you, and Vigil guards grow in strength with you instead of being stuck at a beginner value.
Arrows and spells fly over deep water, for you and for your enemies, so a lake is cover for nobody. A tamed dragon carries you above a flooded arena, and its bite is a flat bonus now rather than a percentage, so the mount is no longer the biggest weapon you own.
v3.8–v3.11
Three heroes to an account, rivers you can ford, and loot that is yours
Your account holds up to three heroes. Log in and pick one, switch from the hero panel whenever you like, and retire one when you are done with it. Each hero has their own name, gear, coin, questline and warband, and nothing carries across.
Rivers are no longer walls. They run wider, you wade across at about two thirds speed, and in winter they freeze so you cross at full pace. Enemies and companions wade too, so a ford is a chokepoint worth fighting over. Rivers show on both maps in pale blue.
The big ground slam is a wave you can read. It used to be a huge circle that hurt you for standing in it. Now it throws out two rings of heavy bolts a beat apart, aimed at the gaps the first one left, so you can thread it or roll through it, and it breaks on walls and pillars.
Gear drops land in a container coloured by rarity, from a plain grey pouch up to a gilded strongbox, and anything better than common is yours alone for two minutes before it opens to everyone. The tangle of mountain lines across the middle of the realm is also gone, leaving open plains and a few ranges that mean something.
v3.5–v3.7
A real login, real geography, and the townsfolk redrawn
Your hero has a proper login. Create it with a name and a password and play it from any device or browser, instead of being tied to the one you started in. Recovery codes are retired, so there is nothing to write down and lose.
The land reads like somewhere a mapmaker could name. Mountains rise in ranges you can follow, the woods are forests with dense hearts and ragged edges, water pools into lakes and winds down as rivers, and the Sundered Sea has a coastline of coves and headlands instead of a rectangle. Every town, lair and landmark stayed where it was.
The townsfolk, the Vigil, your warband and the houses got the same art pass the monsters had. Every villager reads as their trade, your three companions are three distinct heroes, and houses have shaded roofs, timbered walls and windows that glow at night.
Enemy arrows and bolts hit your warband instead of passing straight through them, which means a companion can take a shot meant for you. The bar that fills while you recover on your own actually fills now, rather than sitting full and then standing you up with no warning.
v3.4.0–v3.4.7
Movement that stops when you do, and a gentler first dungeon
The first dungeon floor is a beginner floor. A floor now sets the level of everything on it, so floor 1 is all level 1 and floor 2 is level 2, and the way down is a steady climb instead of a level 5 wall on the very first step.
Your hero stops where you let go. It used to slide a little past the release point, stutter when you held two opposite directions, and sometimes keep walking on its own after you tabbed away or clicked into the chat box. All of that is fixed, and the screen no longer hitches when you change direction or dodge.
You can spend skill points anywhere now, including deep in a dungeon, so there is no climbing back to town just to level up. Brand new heroes also get a short controls card the first time they play.
Most melee-only enemies lob a short-range bolt as they close, so knocking one back no longer leaves it harmless. Knockback is a touch softer, your warband’s swing is finally visible, and your party shows on the full map as well as the corner one.
v3.2–v3.3
Five mini-bosses take up lairs, and kills look like kills
Five named mini-bosses hold fixed lairs across the realm, roughly level 25 to 60: the Hierophant, the Broodmother, the Emberkeg, the Hexbinder and the Colossus. Each is a real duel with a tell and an answer rather than a stat check, each guards its own named legendary, and each stirs again a couple of days after it falls.
Enemies burst apart when they die, in their own colour, and how they go matches how they died. Burning foes scatter into embers over a scorch, frozen ones shatter into icy shards, and bosses go out with a flash and a heavy shake. Levelling up spins green light around you where your whole party can see it.
Enemies out on the frontier and deep underground grow about twice as fast in power as they used to. The home valley is as gentle as ever, so distance and depth are what carry the danger now.
Your warband fights with its own arms. Your lifesteal used to heal you off a companion’s arrows, so your hero mended without lifting a finger. Now your bonuses are yours and their weapons are theirs, and a companion holding a lifesteal weapon heals itself.
v3.0–v3.1
The realm rebuilt for co-op, with a new finale and a new dungeon
Nine things that quietly broke when you played with friends now work. Your boat, your questline, your faction standing, the towns you have found and the lore you have read belong to your hero rather than to one shared pool, and they survive the realm sleeping and waking. Resting in a town truly rests you, two heroes can trade at one merchant, and each hero earns the finale for themselves.
A new ending and a new dungeon. The Mountain Kraken wakes beyond the western peaks, and days after you break it, it rises again stronger and richer. The Sunken Citadel opens behind a black glass gate once a pinnacle boss falls: three drowned tiers, the Drowned Archivist at level 200, and five relics for the deepest delvers.
Every foe shows its level, and its strength is set by where it stands rather than by your level, so home stays safe forever and the frontier stays frightening. Defence matters now, fighting far from home finally pays proper experience and gold, and companions come in three tiers on a daily wage.
Your own actions are drawn the instant you take them. Dodges, shots and swings used to arrive a beat late and lurch the camera. Everything else in the world glides between server updates instead of stepping.
v2.57–v2.59
Every creature redrawn, and your story became your own
All eleven creatures were redrawn with outlines, real shading and some weight to them, and their colours are honest now (a Legion warlord has red bones, the Pale Shepherd is actually pale). The game got faster at the same time, because it stopped drawing the creatures nobody can see, and any beast with a head faces the way it is going.
Your quests, your deepest depth, your bounties and the milestones behind the guide arrow are yours per hero instead of shared with the realm, and they survive a reload or a reconnect. A seasoned delver no longer wakes up being told to go and speak to the Elder. Kills credit the hero who actually landed them.
The Drowned King, the Pale Shepherd and the Emberwyrm stopped shrinking to match whoever walked in. They stand at a fixed and terrible strength now, and the King carries about three and a half times the health he used to. The Emberwyrm was a pushover, and is a real fight.
v2.53–v2.56
Pinnacle bosses, chase relics, and a style of your own
Two apex fights you go looking for: the Drowned King on a shipwreck isle, and the Pale Shepherd in the Frozen Wastes, at night only. Both have telegraphed attacks, shrinking safe ground, and adds that rise again if you kill them out of order. Each guards two build-defining relics, and a Trophy Wall at the Hunt Master tracks what you have felled.
The overworld grew by about half again on each side, and the difficulty finally has a shape: a gentle ride out of the starter vale into a genuinely brutal frontier, instead of a sudden wall.
Every combat style carries its own resource. Melee builds Momentum, ranged stacks Marks, and magic runs Heat as a passive elemental aura that strikes nearby foes. Elite enemies can roll dangerous new affixes: Shielded, Vampiric, Splitting and Warded.
You can make camp in dungeons and rifts to heal and rouse fallen companions. Seeker Bolt stopped snapping onto foes through solid walls, ricochet stopped flying across the room at things you never aimed at, the Dread Legion roster is the realm’s real one so wounding a warlord teaches you its strength, and the Ultimate looks like an actual explosion.
v2.44–v2.52
Rifts, Temper, and a warband worth commanding
Rifts tear open out in the wild for thirty seconds. Breach one with a key for a deep dungeon run: a purple rift is a solo plunge, a blue one pulls the whole party in. Your warband can follow you down into ordinary dungeons too.
Weapon upgrading became Temper at the blacksmith, with a cap set by the weapon’s rarity so every temper is a decision. Dominate became a late-game magic art that binds elite foes and turns them to your side.
Fishing is a real cast, wait and bite, and you can reel up gear and gold as well as fish. Inventory items show icons, status effects have tooltips, and there is an avatar picker that previews your actual hero.
The Legion and the Great Hunts scale with your party and with how far you have pushed from home, and the frontier has more variety in it, including archers and healers. Around thirty other bugs went in one pass, among them a questline softlock and a reload-farm exploit.
v2.37–v2.43
Heroes with identity, camps, and co-op that holds together
Five hero archetypes to be: Knight, Ranger, Mage, Barbarian and Rogue. Each has a living cape that trails and billows as you run, and your skin stays visible under plate armour.
Make camp with [C] to heal, at the price of exhaustion that halves your speed if you overdo it. Quests, fishing and shared dungeons all work in co-op now, and rare one-use shrines appear out in the world.
Weapon proficiency runs deeper, with attack speed and mastery milestones that reach further, and abilities gain ranks that hit harder for every point you put in. Lifesteal grows with your skill level, and dying without a revive costs half your gold.
Baseline enemies hit harder and weapons matter a little less, so your tactics count for more. Warbands hold a formation instead of piling up on each other, and hordes scatter rather than clumping.
Multiplayer
Co-op arrives
Realms of Eldermyr goes co-op, with the whole world run on the server so nobody can drift out of step.
Friends join the same living realm from a single link.
The game itself is loaded on the server and shared between every player, so co-op plays exactly like the game you already knew.
v2.30–v2.36
Mastery, the Forge, and towns worth the name
Combat style mastery perks unlock at proficiency 8, 16 and 22: cleave, ricochet, twin-bolt and more.
Dungeon key vaults to crack open, plus Reforge and Fuse at the blacksmith.
Music and ambience that shift with the region you are in, and a full terrain and character art revamp with hero walk cycles, boss auras and brick dungeon walls.
Towns feel fuller and more alive, the Overlord answers at his seat, and the wyrm stays home instead of wandering off. A batch of early fixes came with it: conversations that end, companions that are not stranded, and fairer quest targets.
v2.26–v2.29
The Great Widening
The world map doubled in size, with intentional forests and real isles to explore.
Region banners and an eased, per-region mood tint.
Nine Realm-stones to discover, each carrying a piece of lore.
Dungeon floors gain modifiers: gilded, swarming, cursed, or a vault. A wayfinding arrow always points at your current objective.
v2.22–v2.25
Territory and companions
Liberate, rebuild and own three frontier outposts, with fast-travel, vendors and daily tribute.
Recruit a three-strong warband (knight, ranger, mage) that levels with you and can be revived when downed.
Garrison a companion to repel sieges, and arm your warband with spare gear.
v2.17–v2.21
World rings and the frontier war
The world became concentric rings, from a safe Vale at the heart out to a deadly Frontier. Warlords are confined to the frontier, and enemies leash to their own ground.
Frontier points of interest: war-camps, ruined keeps and razed villages.
The Legion War main questline, from the Elder’s call to the Overlord finale.
HUD and inventory polish, with sorting and a "sell all junk" button.
v2.13–v2.16
The UI overhaul
A compact, readable HUD and a gently faded event log.
A corner minimap plus a full-screen world map.
A [Tab] menu hub that ties the whole interface together.
v2.11–v2.12
Seasons and a living economy
Seasons arrive. Deep winter can freeze the sea solid enough to walk across.
The quiet life: forage, fish and cook for food buffs, warming up at town Hearths.
A dynamic trade economy with regional and seasonal prices, so you can buy low and sell high.
v2.9–v2.10
Set sail, and the Great Hunts
Take to the water and sail the Sundered Sea, with islands, sea serpents and shipwreck loot.
The Great Hunts: four legendary world-beasts, a Hunt Master to answer to, and unique trophies.
v2.4–v2.8
Factions and the Dread Legion
Factions and reputation you can earn or lose.
The Dread Legion, a nemesis hierarchy that grows stronger every time it beats you.
Dominate defeated foes into loyal thralls.
Faction war with town sieges, patrols and stampedes.
Command your own warband: promote, bodyguard and raid, and weather the occasional betrayal.
v2.1–v2.3
The great expansion
An adaptive Ultimate and a dash-strike, capped off with capstone talents.
Dungeon 2.0 with themed floors.
Shrines, bounties and hidden caches scattered across the world.
A broad pass of combat balancing.
v2.0
Combat 2.0
A depth overhaul built on dodge-rolling and stamina.
Build paths for crit, lifesteal, berserk and evasion, supported by gear affixes.
Elemental bullets, enemy telegraphs, roaming monster packs, and fast-travel.
v1.0
Realms of Eldermyr
The adventure begins: an open fantasy world to wander.