On critical failures, the portals opened by Channelers can turn red and a high level planar enemy will take control of the portal, travel through, and attack those nearby.
Terrain chunks now use an advanced texture caching system that reduces load times and helps make loading new chunks less impactful to rendering performance.
Terrain rendering performance has been improved for the high quality portion of terrain chunks.
Movement height position is equivalent to terrain chunk heights.
Build #7 - Aug 30, 2026
The Channeler class can now open portals to other zones.
Build #6 - Aug 23, 2026
Added high quality terrain that supports multiple layers of tinted normal map texturing.
Added some basic LOD on high quality terrain.
Implemented initial networking in the client.
Added shadowing to text.
Build #5 - Aug 16, 2026
Implemented multithreaded chunk loading to improve terrain rendering performance.
Added dynamic terrain lighting.
Added second unique terrain type.
Build #4 - Aug 2, 2026
Added ambient audio based on areas, as well as support for 3D audio.
Completed initial character class design: Assassin, Battle Mage, Channeler, Cleric, Commoner, Enchanter, Monk, Primalist, Rogue, Summoner, and Warrior.
Build #3 - Jul 26, 2026
Added terrain map data loading and rendering for terrain nodes.
Added culling to improve terrain rendering performance.
Build #2 - Jul 19, 2026
Added company splash screen to Windows and Linux clients.
Initial character class design started.
Build #1 - Jul 12, 2026
Wrote the initial Windows client rendering software.
Wrote the initial Linux client rendering software.
Wrote initial basic terrain and sky rendering.
Currently allows basic movement on a 16km x 16km flat terrain grid composed of lines.