Releases: dryram3n/awayward-releases
Releases · dryram3n/awayward-releases
Release list
AwayWard v0.12.1b
Changed
- Nemesis: A nemesis now remembers the hardest zone it defeated you in and always duels, and pays its bounty, at that level or higher, matching the Discord version. Nemeses from older saves keep the old behaviour until they next defeat you.
Fixed
- Menus: Screens no longer replay their entrance animation every time they refresh. Live updates (gold, XP, materials, timers) still land every couple of seconds, but the sections now stay put instead of fading and popping back in over what you were reading.
- Party: The Private/Public switch in the Party window now answers the tap immediately, both on the create form and on your own party, and a visibility change paints straight from the server reply instead of flashing a reconnect message first.
- Menus: The goal chip in the top bar, the Rest button and the sidebar claim dots now breathe once while something is waiting for you and settle when it is not, instead of starting a fresh pulse on top of the last one several times a second.
- Online: Player names saved to the online services now drop invisible, zero-width and text-direction characters and fold stray line breaks into spaces, so names on leaderboards, raids, the market and invites can no longer look blank or display reversed.
- Social: Another player's name that contains square brackets now shows exactly as typed in notifications, Coliseum results, sponsor messages and World Raid shade lines, instead of restyling the message.
- Combat: Equipping an item with an execute, barrier or similar effect no longer lowers damage for heroes whose skill tree already grants a bigger version of that effect; the larger value now always applies.
- Interface: Large numbers now roll over to the next unit correctly, so 999,999 shows as 1M instead of 1000K.
- Pets: Pets that advertise a Defense bonus (Thorn Toad, Ironjaw Boar, Stormcap Mushkin, Magma Tortoise) now actually add that Defense to your hero while active.
- Inventory: A full gear bag no longer auto-sells tempered, socketed, transmogged, locked or set pieces when new gear arrives.
- Chests: Opening chests with a nearly full bag no longer sells gear you already owned. Surplus pieces the chest rolled are sold instead, and the result tells you how many and for how much gold.
- Undercroft: Deep Vault runs no longer count rooms and renown twice after the guardian: later surfaces and collapses count only the new rooms below it.
- Undercroft: Surfacing from the Undercroft and claiming a Hunt Mark now refuse with a clear message when your gear bag has no room, keeping the satchel or mark so you can make space and try again, instead of selling gear you owned.
- Clan Siege: Claiming your share of a felled siege now pays the gems your contribution step earned; before, the claim marked you paid and gave nothing. The chest count on the spoils table is held back until its chest is decided.
- Cloud save: If your last session closed before its progress reached the cloud, the next launch now asks which save to keep instead of quietly replacing this device's progress with the cloud copy.
- Lantern League: Take your standing now pays last season's League placement (stardust, plus the Lantern-Bearer title for the top three), and the panel shows what it pays before you claim.
- Market: Market buys, listings, cancels and collected sales now save straight away, so a crash right after a trade can no longer lose the gold or duplicate the item.
- Online claims: World raid, clan boss, Conquest, siege and League spoils are now paid even if you leave the screen before the server answers, and the game saves the moment they land.
- Clan Siege: The siege share preview now matches the payout when you tie another member on damage: tied players share the better rank.
AwayWard v0.12b
The world
- The map is twenty times bigger. Every region is real country now: 217 named wild places to walk to, from old groves and burn scars to frozen tarns and dead yards, with the road and the camps sitting inside them.
- It lives around you. Twice as many travellers and animals, out in the country instead of on the camp doorstep. The map lights with the hour, from dusk through a cold blue night to dawn, and your hero carries a gold pin so you can always find yourself.
- Zoom from your hero's feet to the whole circuit in a handful of clicks. Travelling walks the camera along the road to where you are going.
Skill trees
- Every class tree is now 420 nodes across 21 named districts. Doctrines lock each other out and crossings link one branch to the next, so a build is a route you choose rather than a list you finish.
- 24 new combat mechanics: bleeds, burns, true strikes, cleave, multistrike, kill and crit momentum, riposte, thorns, a second wind, a refusal of one killing blow, and more. Every node says plainly what it does.
- Skills that did nothing now do something. Several resource, threshold and healing skills paid nothing while you were away. They pay now.
Faster
- The game starts sooner, the world map opens in a fraction of the time, screens open without a hitch, autosave no longer stutters, and the download is 19 MB smaller.
Every screen
- The Hunt has a real arena with sky, weather and shadows, and kills land with weight. Boss duels show you exactly when a dodge counts.
- Rebirth has a ceremony, the Summoning Circle has art on every banner, and the Bestiary, Chronicle, Codex, Tavern, House, main menu and hero creation were all redrawn.
- Phones: nothing runs off the edge any more, on any screen.
Art
- The last AI-made and photographic pictures are gone, replaced with pixel art in the game's own style. The whole Garden was redrawn by hand.
Fixed
- Ninety fixes, among them: region tiers on the world map, the boss intro printing its own formatting, the forge progress bar, the market fee line, gear sale values, the bottom strip staying blank after loading, and equipping gear playing its effect again.
- The full list of every change in this release is in docs/archive/v0.12b-full-notes.md.
AwayWard v0.11b: Atlas
Added
- A season's work, played from both sides of the game at once. Every season the whole realm pushes on one shared goal, and it is genuinely shared: what you put in from here and what someone puts in from the Discord bot land on the same bar. The World Raid screen shows the total, the split between the two halves, and who is pushing hardest.
- The Lantern League. A seasonal ladder for whoever gets furthest out along the roads. It pays in standing and something to wear and nothing else, it settles once when the season turns, and your deepest run only ever counts upward: a shallow trip afterwards cannot cost you the depth you actually reached.
- Four new Chronicle chapters, one for each season. The Road Softens, Standing in the Light, Turned With the Year and The Lamps Do the Work. Each opens once you have put down enough of that season's own kind, so finishing the ring means having actually been out in all four rather than grinding one of them. The last of them carries a title: the Yearwarden.
- Clan sieges. The two tier 5 world bosses were never going to fall to one realm's turnout inside a four hour window, and they did not. An officer can now open a siege on any tier 4 or tier 5 world boss: everyone in the clan gets a handful of strikes a day, the boss keeps whatever HP you left it on, and you come back tomorrow. Felling one hangs a trophy on the hall wall, and where you stood on the contribution ladder decides your share.
- The year turns. The world now wears one of four seasons, on the same quarterly clock your Chapter already runs on: the Greening, the High Sun, the Turning and the Long Dark. Each one repaints the circuit in its own light, and each one puts something in the field that is only out while that season lasts. A Greenclad, a Sunstruck, a Rustfall or a Rimebound is an elite that the season got to first, and when the season ends it stops appearing.
- You can keep them now. Put down an elite or rarer foe and it may decide to come home with you instead of just dropping loot. The rarer the thing that fell, the likelier it is, and an ULTRA or a PRIMAL walking back with you is an event. Failing costs nothing: the kill already paid.
- The Menagerie, a new wing of your House. Eight habitats, each themed to the families that live in it, from the Wildwood Run out to a sealed and warded Void Oubliette. A beast you house settles in, builds a bond the longer it lives there, and pays you a small standing bonus for keeping it well. A beast you have not housed pays nothing, so the wing is somewhere to actually put them.
- Beast treats, grown in the Garden. Eight new recipes, one per habitat. Light one before you hunt and the families it lures are friendlier for a while. They are ordinary items: they stack in your bag, overflow onto your Pantry shelves, and spend from either.
- Patrols. Send a companion and one of your housed beasts into any zone you have opened and they come back with materials. What they bring scales with how deep the zone is and how well bonded the beast is.
- The Bestiary shows the living, not just the dead. A befriended species now says so on its card, with the variant that came home and the bond it has built.
- A beast broker at the Tavern. Rotating daily stock: treats, habitat fittings, and once in a while a contract for a common species you have not managed to befriend yourself.
- PRIMAL monsters. Above the Ancients there is now something older still. A PRIMAL foe pays six times an ordinary kill, drops from a deeper table than its parent, and is counted on its own in your log, your bounties and your charter. Like the ULTRA it is a promotion rather than a spawn, so the only way to meet one is to meet an Ancient first and have it turn out to be something else.
- The road runs all the way to two hundred and fifty now. The Bleached Expanse at 190, Stormcrown Peaks at 205, The Umbra Gate at 220, Fields of First Light at 235 and, at the end of everything, The Worldheart at 250. That is the last of the map: thirty one regions on one continent, the lit road reaching every one of them, and no stretch of the climb left without somewhere new to stand.
- Fifty five more creatures, and the five hardest ordinary bosses in the game. Salt scoured sentries and stopped machines out on the flats where a circuit ran dry, wyrmlings and packlead wyrms hunting the mana off the peaks, pilgrims who walked into an arch that was never lit, herds grazing in a light that has been standing since the first morning, and down in the last gallery a drake, an automaton, a starborn and an imp that all followed something down there and never came back up. The Bleached King, The Stormcrown Wyrm, The Unlit Gate, The First Dawn and The Deep Assembly are waiting at the ends.
- Five more boss gear sets, four pieces each with their own art: the Bleached Saltplate, Riven Peak Scale, Umbra Gate Shroud, Firstlight Vestment and Deep Assembly Plate.
- Two world bosses at a scale no realm has put down alone. The Mirror Sovereign stands up out of the glass and leaves its reflection a moment behind it, and the Worldheart Avatar comes up the gallery with the whole deep arriving behind it. They are tier 5, they do not fall to a hero and they do not fall to a young realm; it takes a realm that has been going long enough to bring a real turnout. Each carries a four piece set of its own: the Sovereign's Reflection and the Worldheart Vestments.
- Five regions past the old level 120 wall, and the ladder keeps going. Dawnshard Steppe at 130, Mirrorglass Flats at 140, Verdigris Titanwood at 150, The Sunken Choir at 160 and Cindermaw Depths at 175. Until now the world simply stopped at the Lantern Roads; there is now another 55 levels of real ground past it, each region with its own vista, weather, music, particles and place on the lit road.
- Fifty five more creatures, and a boss standing at the end of every new region. Light that grazes and light that stands up out of the ground on the steppe, mirror twins and pilgrims walking upside down under the flats, verdigris apes and rootway wardens in the wood grown over a fallen titan, a drowned choir that is still singing, and imps, smiths and slagheart brutes down the furnace root. The Dawnshard Warden, The Other Sky, the Verdigris Titan, the Abyssal Choirmaster and the Cindermaw Heart are waiting at the ends.
- Two world bosses at a scale the realm has not seen before. The Titanwood Regent walks out of the wood at realm scale and holds ground until it is put down, and the Stormcrown Tempest is a storm that stopped behaving like weather. Both are tier 4, both take a turnout rather than a hero, and both carry a four piece set of their own: the Titanwood Bulwark and the Stormcrown Regalia.
- Five more boss gear sets, four pieces each with their own art: the Dawnshard Aegis, Mirrorglass Weave, Titanwood Verdigris, Choirmaster's Vestment and Cindermaw Plate.
- Six more regions, and the climb to 120 no longer has a dead stretch in it. Howling Tundra at 45, Wyrmspine Foothills at 58, Umbral Fen at 64, Starfall Crater at 77, Aurelian Bastion at 92 and Rustwater Undercity at 108. With the four added earlier there are now twenty regions between level 1 and 120 instead of ten, and the longest wait between one region and the next has gone from twenty levels to twelve. Every one has its own vista, weather, music and place on the lit road.
- Sixty six more creatures, and a boss at the end of each new region. Rimewolves and cairn bears on the tundra, scale pickers and marrow crawlers in the dragon graveyard, drowned lanterns and lampless pilgrims in the fen, glasslings and fallen starborn in the crater, gilded sentinels and brass choirs in the fallen sky fortress, and rustborn scrappers in the drowned undercity. The White Howl, the Wyrmspine Elder, the Fen Sovereign, the Starfall Herald, the Aurelian Castellan and the Rustwater Magnate are waiting at the ends.
- Six more boss gear sets, four pieces each with their own art: the Whitehowl Pelt, Wyrmspine Harness, Fenlight Shroud, Starfall Reliquary, Aurelian Panoply and Rustwater Ledger.
- Four new regions to hunt, slotted between the ones you already know. Thornbriar Glen at level 4, Gloomshelf Mines at 12, Coralspine Shallows at 21 and Emberreach Dunes at 32. They fill the long gaps in the early and middle climb, so the ladder from your first forest to the frost now has a next step every few levels instead of a wall. Each one has its own painted vista, its own weather, its own music and its own place on the world map, with the lit road running straight through them.
- Forty four new creatures, and a boss for each new region. Bramble hares and hedge shrikes in the glen, pale crawlers and pickaxe wights down the mines, coral spines and tidekin in the shallows, ember jackals and mirage stalkers out on the dunes. Every one has its own drawn sprite and its own field record in the Bestiary. The Thorn Matriarch, the Deepdelve Foreman, the Reefmother and the Glasswright are waiting at the end of each.
- Four new boss gear sets. The Thornbriar Crown, the Deepdelve Kit, the Reefmother's Mantle and the Glasswright Regalia, four pieces each with their own art and the usual two, three and four piece bonuses.
- ULTRA monsters. A rare few SUPERs turn out to be something more: a rainbow foe that pays twelve times a normal kill. They are the rarest thing in the world outside a world boss, they sparkle when they appear, and they are counted separately in your log, your bounties and your charter.
- Rare foes finally look rare while you fight them. Elites, Ancients, Spectrals, Gilded and SUPERs were already rolled out in the world, but on the Hunt screen every one of them looked like an ordinary monster. They now carry their own colour and a halo around them, brighter the rarer they are, so you can see what you have run into without reading the log. Reduced Motio...
AwayWard v0.10b
Added
- The world map is one connected world now, not eleven separate views. All eleven regions sit on a single continent laid out so every tier touches the next, with one lit road running through every camp from the first green stretch out past the last waystation. We call it the Lantern Circuit.
- Your hero actually walks it. Tap open ground and they path around buildings, cliffs, water and rifts instead of sliding through them, and every townsperson, creature and echo walks the same grid.
- Everything on the map is tappable. Regions, camps, boss seats, landmarks, travellers and wanderers each open a card telling you what it is and what you can do with it: travel there, walk over, open the screen it leads to, or hear a line.
- No more black voids on the map. The ocean, the shelf and the coastline are painted past every edge you can pan or zoom to, at every zoom level.
- The region list does everything the canvas does. Travel, open a landmark, frame a leg and read its card, or listen to any wanderer walking it, all without touching the map itself.
- The map remembers where you were looking. Levelling up no longer throws your view back to the default framing mid read, and travelling keeps the zoom you set and simply moves the camera to the leg you arrived on.
- Your hero walks in when you travel. Arrive on a neighbouring leg and they come up the road from the gate they left by, and the people along it notice them pass. Anywhere further down the circuit is too long a walk to watch, so that arrives as a teleport instead.
- Six props are built as 3D models and rendered into the world. A waystone, a circuit arch, a well, a brazier, a supply cart and a stack of crates, each one modelled and lit from the map's own angle so it sits square on the ground and catches the light down one side. Every leg gets a marker on its approach and a piece of camp gear beside the camp.
- Beta players now leave Shades in the world. Everyone playing a pre-1.0 build is a tester, so the game turns the public leaderboard into echoes that drift through your zone and walk beside the world boss. Each one keeps the same title and the same line every time you meet it, on every device.
- A Standing Shade walks with the World Raid, and it changes daily. Whoever it is, every player on the same day sees the same one. Fell the raid and the shade is laid to rest.
- New title: the Shadebound. Earned the first time you help put a Standing Shade to rest. It costs a raid rather than a login, pays nothing but the title, and only beta players can ever earn it.
- Every class ability now has its own icon. All 64 shared just two pictures between them, so a Warrior's four arts looked identical to each other and to a Mage's four. Each one is drawn for what it does now, and Chronomancer's four, which had no art at all, are in.
- Website: a Compendium page at thromblocreates.com/awayward/compendium.html. All 737 pieces of AwayWard art in one browsable gallery: painted zone vistas up top, then bosses, pets, creatures, boss gear, abilities, fish and materials with category filters and search.
- Website: the new Thromblo Creates banner on the Support page, linking straight to Patreon. Phones get the text and buttons instead, rather than a banner shrunk past legibility.
- Website: a site-wide polish pass. Corrected the stale 12 classes and 374 abilities claims to the live 17 and 404, fixed the phone nav clipping the Play Free button, made the rail, grids and galleries behave at tablet and phone widths, and rebuilt the Consensus chapter reader.
- You can change class when you rebirth. All 17 are on the table, priced in Soul Gems and doubling with every change you take, so it stays a decision rather than a habit. The class you leave keeps its Skill Tree exactly as you left it, ready if you ever come back to it.
Changed
- All 210 pieces of generic gear art are lit. Weapons, armour, helms, gloves, boots, offhands and trinkets had a flat fill and no light direction; they now catch the light along the top and fall into shadow underneath, so they read as objects rather than stickers. Spellbooks look like books, and helmets have a visor you can see.
- Plainer wording across 30 screens. Dozens of places welded two thoughts together with a semicolon; they are short sentences now. Easier to read on a phone, in the Bestiary, Crafting, Housing, Settings, Rebirth, the Market, the Pass, the Tavern, the Trial Rifts and everywhere else.
- Website: the site now says what it makes instead of what it is. "Games, practical tools, thoughtful mods, original fiction" replaces the one-person indie studio framing everywhere it appeared, including the page titles, the social preview text, the Support section and both legal pages.
- Screens stay up to date while you are looking at them. Gold, materials, "can make N", a finished craft and a filling bar all move on their own now, instead of only once you had left the screen and come back.
- What you picked stays picked. The Forge remembers the slot you chose for each recipe, and every tab, sort and filter in the game holds its place until you change it, through a craft, a purchase, and leaving the screen entirely.
- The World Raid screen stopped redrawing itself sixty times a second while you watched your local realm boss.
- Travelling no longer rebuilds the world. Your continent is yours for the whole save, so crossing to the next leg keeps the map you already know. It used to generate a fresh one on arrival, which is what made travel stall and threw your view back to the default framing every single time.
- People stop to talk to you. Press Talk and they halt where they stand instead of wandering off mid sentence, and they stay for as long as what they said takes to read, so a short greeting goes quickly and a longer line holds.
Fixed
- Recent pulls now show pet names instead of internal ids. The summon history used to log pets as their raw data keys (pet_special_egg), while gear logged real names. New pulls store the pet's display name, old history entries are resolved to names when drawn, and the banner column shows the banner's proper title.
- Opening a dialog while another one was already up could close the game. The second card was destroyed on the spot while the code that had just built it was still reading it, so the game could crash outright instead of just declining to show it. Reachable from the cloud restore, device link and "you'll need to wait" cards, and from every confirmation prompt.
- Closing one of Wick's tips the instant it appeared could close the game. The tip's own dismiss button goes live a fraction before the card finishes sliding in, so catching it in that gap left the animation reaching for a card that was already gone. Wick now notices he has been dismissed and simply stops.
AwayWard v0.9.2b
- Companions are a collection, not a hundred-card scroll. Four tabs, a full search, sort and filter toolbar, two cards to a row on a phone, and your active companion pinned above it with a Swap picker. A maxed companion says how many duplicates its next star needs.
- A raid boss is a fight again. World boss HP is sized against the striker who meets it, so nobody deletes a raid in one hit. Repeat strikes taper to a floor and the button says so before you press it, and a boss moves through three phases at 75%, 50% and 25%, resisting more in each and speaking when it turns. The Convergence had the same hole on the server side and it is closed there too.
- The raid screen is a stage. One layout for both the local realm boss and the live Convergence: a framed portrait, a phase-marked HP bar, a cooldown dial, and one board with Raiders, Factions and Clans tabs, a podium and a spoils ladder.
- The Bestiary is four tabs, and every creature has a field record. Beasts, Bosses, World Raid and Companions, each with its own completion header and filters. All 235 entries carry a paragraph in a hunter's voice, the 100 companions had no text at all before, and the six world bosses were missing from the album entirely.
- There is one forge now, not two. Runewords folds into The Forge as a tab, with a rune bank that doubles as the transmute shop, sockets you actually click, and a Runeword Planner that lists every word a piece can still reach and completes one in a click. Transmog gets its own tab.
- Maribel's cart is a shop, not four bare rows. Her card carries her art, where she is camped, your renown rank and, at last, how long until the cart restocks. Once a day you can haggle to reroll one ware, and she has sixteen new lines about it.
- An Undercroft run has an ending now. A delve burns lantern oil, and when the lantern gutters you climb out with your satchel intact. Past the guardian, Gloom raises the foe level while the payout stays capped, so the Deep Vault is a bragging-rights push and not a farm.
- Every Pass season has a face. The Wayfarer's Pass rotates through the eight named chapters of the year: a tinted banner, its colour in the tier dial and ladder, its own badge shape and music, and a preview of the season's twelve cosmetics. The ladder is a road with a landmark every tenth tier.
- Your house is the biggest thing on the House screen now. Eight tabs became five, the plot sits on a framed stage, and the rest lives behind Customize and Upgrade sheets that keep the plot live behind them. The nineteen floors have names and requirements, and rebirth never takes your house back.
- Rebirthing is worth doing again. The Soul Gem yield has a floor instead of decaying toward nothing, maxed Soul Powers push into uncapped Ascended ranks, and the Soul Exchange turns surplus gems into Stardust, Paragon or Rune Dust. A rebirth now offers one of three boons, and the Keepsake brings one item through.
- Dreamweave finally tells you what an omen does. Seven omens instead of four, each naming its effect at the magnitude it will apply, plus the Loom, which crosses two omens into a braid (seven pairs resonate at full power), and a Dream Journal that lifts your thread ceiling.
- Phones stop clipping, and skill tree nodes open where you tapped them. Dialogs, sliders, the Hunt header and the appearance creator were drawn wider than the screen or folded at a width narrower than any phone actually sold. A node's card is now pinned beside the node.
- Fixed: painted frames were burying their own content. Recorded Bestiary tiles rendered as blank boxes, and frame art sized for far larger panels painted black wedges over creature portraits, the Market's collect callout, your clan roster row, the runeword panel and every tenth Pass ladder column. All draw clean borders now, with a guard so it cannot come back.
AwayWard v0.8.80b
- Your class Skill Tree is now a constellation you can travel instead of a list you page through. Every node in the tree is drawn at once around your class crest: one arm per path, each tier pushed further out, and every prerequisite drawn as a line you can follow with your eye. Drag to move around it, scroll or pinch to zoom, and tap any node to read it and learn it on the spot. A gold ring marks what you can take right now, a line lights up once the path along it is walked, capstones carry a halo you can spot from across the map, and a node that hands you an ability now links straight to your loadout. The tree opens framed on your best next purchase, and the branch buttons underneath fly you to a path. The old branch and tier list is still one tap away and remains the full keyboard route.
- Swiping sideways no longer changes screens on phones. It was firing on ordinary horizontal drags and throwing you off whatever you were reading, and it quietly swallowed the end of any long drag. The bottom bar and the drawer are how you change screens now. Swiping in from the left edge to open the drawer, and swiping it closed again, both work exactly as before.
- The Abilities screen opens on your actual loadout. Every equipped ability sits at the top with its own Unequip button, alongside the slots you have left to fill, so managing a loadout no longer means remembering which of a dozen schools each ability came from. A search box finds any ability by name or description across the whole catalog, and the school tabs are icon-led like every other tab bar in the game.
- Eighteen places in the game were asking for an icon that did not exist and quietly drawing a blank gap instead. All of them wear real art now: the Housing Garden tab and its three empty states, Waystations, the Valor Shop, the Runeforge's empty state, Profile mentorship, the elite tavern contract, the world travel marker, the clan spoils buttons, the duel Continue button, the ability school index and the locked Shop button. Five of the thirteen names were concepts the icon set never had at all and have been drawn from scratch to match it.
AwayWard v0.9b
- Seasons are real. The world now runs on three clocks: the 6h event you fight in, the monthly season that resets the community goal and the Anomaly, and a new three-month Chapter with its own name, palette and standing bonus. Eight chapters rotate (Emberfall, Tideglass, The Wyldering, Goldforge, Voidbloom, Lanternwake, Hollowfrost, Sunspire), and the screen opens on the chapter: a crest, a motto, a three-month rail and a look at what is coming next.
- A chapter turning over is now an event. The new chapter strikes in over its own colours, reads out the bonuses it carries for the next three months, and tells you the store has restocked.
- The Festival Favor exchange is a real Chapter Store. Split into Supply (unlimited), Caches (capped per chapter) and Marquee (one each, gone when the chapter turns), with a Mythic Chest, a Stardust reliquary, Paragon points and each chapter's signature cosmetic. Prices are set against what Favor is actually worth: a Golden Chest cost 45 Favor when a day of play mints thousands.
- The Lore Codex is a book you read. A bound two-page spread with a spine, ribbon tabs for the chapters, and a real page turn: the leaf lifts, folds about the spine and opens back out. Every page has a leaf, found or not, so an incomplete codex looks like an incomplete book.
- Expeditions are a region you look at. A camp at the centre, every route a site pushed outward by tier, and your squads as markers crawling the roads at their real progress. Tap a site to outfit it, or a squad to bring it home.
- Companions left at camp earn their keep. Every pet not out on an expedition works the spoils for a drop-rate bonus that scales with rarity, so a big roster is an asset and sending your best three out is a real trade.
- Constellations, Paragon and the Reliquary are webs you can travel, drawn like the class Skill Tree: a hub, a sector per branch, tier pushing outward, every prerequisite a line. A list view stays the full keyboard route for all three.
- Paragon and the Reliquary are finished. Paragon went from ten unconnected channels to twenty-six across a hub and four branches, wired with prerequisites and now resettable. The Reliquary went from three relics to twelve across three wings, widening material stacks, home storage, bag space, consumable slots, market listings and offline hours. Every existing allocation carries over untouched.
- Skill tree nodes explain themselves. Half the tree's power lived in effects the inspector never showed, and generated descriptions were printing raw internal names at you. Every mechanic now has a plain sentence, every class resource a real name, and the 272 nodes that had no description now describe what they do.
- Chests no longer print summon tickets. A veteran was pulling ~390 a day from ordinary chest drops, which made the banners a formality. Wooden Chests carry none now, Iron and Golden far fewer, and the freed room went back into gear, gems and materials.
- The top two tiers of pets and gear are genuinely rare. Legendary companions, and Legendary and Cosmic equipment, are cut hard on every banner, in world drops, boss sets, skilling sets and the deep Undercroft. Pity still protects you, but the Legendary pet guarantee moves from 90 pulls to 400. A Cosmic piece is about a month of play, and it looks like one.
- Gathering no longer disappears when you open Discord. Working herbalism, excavation or hunting, running a Discord command advanced your offline clock past the window and reset those three skills to level 1 on the next upload. Both are fixed, and the banked window is paid out in game.
AwayWard v0.8.75b
- The Garden now runs a full production line. Eighteen new strains grow alongside the herbs, and each one carries its own six illustrations through every step: growing in the bed, dried in the cabinet, resting in the new curing loft, and finished as oil, wax, shatter or an edible. Oil is the weakest and longest, shatter the sharpest and shortest, and an edible carries a second effect the extracts cannot. The Garden is now split into Beds, Cabinet, Curing loft, Refinery and Brews so the larger catalog stays navigable, five cosmetic Grower's Marks are earned by keeping distinct strains cured, and a tolerance limit keeps three refinements running at once rather than letting the whole shelf stack at once.
- Five new classes join the roster, each as complete as the original twelve: the Necromancer, who turns every kill into ward and drain; the Skald, whose songs carry the whole party; the Druid, the only class whose signature reaches into the Garden and strengthens every tonic; the Voidcaller, a glass cannon built on crushing critical hits; and the Duelist, who trades reach for speed and ripostes. Each arrives with its own signature passive, sixteen hand-authored skill tree nodes, four active abilities, a class trinket, four cosmetics, and a crest.
- The phone interface has been rebuilt around real touch sizes. The bottom bar is shorter and now shows an icon over its label with a single sliding indicator instead of five oversized slabs, every button clears a genuine 48dp target, the two-row phone header is tighter, the drawer has a clear way out, and buttons answer with haptic feedback that can be turned off in Settings. Text scaling can no longer squeeze the layout past what the screen can show.
- Ten new full-length music tracks join the soundtrack, and four deep zones that used to fall back on the generic hunting theme now have scores of their own.
- The Undercroft is no longer free to farm. The first descent each day is still free, but every further run that day costs lantern oil at a steeply rising price, and the cellar door bars itself for a stretch after every run, with the wait lengthening the more you have already delved. The closed-door panel tells you the exact price, the exact wait, and what the next run will cost.
- The Garden grows eleven herbs instead of four and brews twelve tonics instead of four. Every herbalism plant in the game is now plantable, gated behind your Herbalism skill, and the new tonics reach crit chance, attack speed, drop rate, lifesteal, and maximum health. Surplus herbs can be composted into a heap that shortens the next planting, and a capstone brew blends the four deepest herbs into a four-stat tonic.
- The Thromblo Creates mark is new, and it moves. The opening plays the studio logo's own intro animation in full instead of the old sketched-in squirrel, writes the title on underneath, holds long enough to read, and dissolves into the main menu rather than cutting to it. Any key or click skips straight through. The credits roll plays the same animation when it scrolls into view, and the main menu signs off with the new badge. Reduced motion still settles straight onto the finished logo.
- The Hunt screen no longer lurches mid-fight. The Party Log rebuilds its rows every second, and for one frame each time it asked for several times the height it needed, stretching the panel and dragging the combat feed beside it. Live panels now swap their contents without that jump.
- The Codex, Chronicle, bestiary, and world talk are now set in the world of Consensus. All 33 lore pages and every Chronicle beat are rewritten as notices, copied testimony, survivor accounts, field notes, and public records that a traveller could actually have found: the levy on the road to Raunt, who the capital lets through its gate, a fieldbook of foothill wildlife, the public record of the forced mine, and a closing chapter that only asks questions. Every page id, chapter reward, and save entry is unchanged, so an existing Codex keeps everything it had already found.
- Codex pages now unlock in a real order. Each chapter's pages are gated to a depth that lines up with an actual zone, so the early chapters open as you travel and the deepest five stay sealed until the late routes, instead of four of them arriving in a single batch.
- Repeatable bosses and world bosses no longer claim to be unique beings. Boss and bestiary text now reads as the hunters' own labels and stops asserting a history the world does not have.
- Skill trees now pay out what their nodes promise. Forty-eight momentum nodes across all twelve classes, including each class's irreversible grand-choice keystone, granted two effects that no combat path ever read, and two authored cooldown and resource discounts were discarded before reaching the engine. All four now work in hunting, boss duels, and the Undercroft alike, and a new contract test refuses to let an unused effect ship again.
- Lore pages now respect their depth requirement no matter where they come from. Gathering, chests, dreams, and chest openings could hand a brand-new hero a page written for the deepest zones; every source now uses the same rule as hunting.
- The Loremaster achievement now completes at the Codex's real size of 33 pages instead of firing five pages early.
- A claimable button's attention pulse no longer freezes mid-breath after the window has been left unfocused for a long stretch.
AwayWard v0.8.70b
- World Map zoom and panning now stay inside the map frame at every scale. The village can no longer cover the journey heading, hint, or zone cards; diagonal dragging no longer exposes an empty side; the overview stops at a readable 80%; and resident chatter hides while zoomed out. Zoom controls stay full-size and keep working through window and page relayouts.
- Zone journeys now open into 32 by 19 living districts with smooth far zoom, bounded panning, point-and-click hero pathfinding, and walk-before-open destinations. Three seeded district plans create continuous streets, front walks, civic plazas, market courtyards, fenced yards, compatible architecture, neighborhood-specific props, and organized wilderness edges instead of scattered decorations. Floor-aware navigation keeps residents, wildlife, and monsters out of black map margins, while extreme zoom declutters speech without hiding or overlapping controls.
- Gathering and the Forge now offer polished hands-on target-band work with repeated timing sweeps, a live numeric countdown, explicit cancellation, automatic timeout recovery, and cooldown buttons that count down and re-enable without leaving the screen. Keyboard, touch, and pointer controls remain stable during live updates. Manual forging safely reserves the forge without consuming materials until a successful strike. The same skill progress improves manual, timed, offline, and Butler speed, output, and quality, while Discord mirrors the loop through a deterministic five-notch
/lifememory challenge. - The companion roster now totals 100, balanced at 20 per rarity with two distinct traits each. Forty-nine new transparent designs, matching rarity-profiled idle sheets, and 60- and 80-pet collection milestones extend the roster without making the original companions weaker.
- Ordinary equipment now has 210 stable visual variants across seven slot families and six rarities. Five silhouettes per family add real sword, shield, armor, and accessory variety, while Legendary and Cosmic treatments become increasingly ornate and exact unique or boss-piece art keeps priority.
- Undercroft routes are re-scouted every room with visible hazard odds, stat-based counterplay, and real risk to unbanked spoils. Iron Breach keeps its guaranteed fight, while Lantern Stair and Reliquary Run can spring costly wards.
- Every menu now keeps keyboard and controller focus in view while scrolling, and the full 38-screen interface fits cleanly at maximum text scale on a 540x960 portrait display.
- Supporter pages now state the exact XP, gold, drop-rate, storage, and recurring bundle benefits. Discord profile portraits also load reliably across personal, viewed, and refreshed profiles.
AwayWard v0.8.68b
- The Cosmetic Atelier now has a separate Appearance Shop with 24 portrait options priced in gold, gems, or both by rarity. Twelve new authored hair, eye, facial, accent, and backdrop layers join expanded color swatches, with search, ownership and rarity filters, sorting, purchase previews, and mobile-safe cards.
- Character creation and editing now use searchable thumbnail grids, category jumps, clear locked states, and a category-lock randomizer. Zone journeys now form road-linked village clusters with zoom controls, a visible day phase, resident work, social, sitting, sleep, and indoor routines, plus pets, prey, predators, and monsters that wander, hunt, flee, and fight.
- Summoning now uses editable semimonthly event rotation with distinct armor, weapon, pet, gear, and celebration pools that grant only what they advertise. Four new event banners, clearer odds and guarantees, Pull All, explicit ticket accounting, and a 30-result summon history improve both attention and trust.
- Thirty-two companions, including Tunnel Mole, now use polished 16-bit pixel art aligned with TB Girl and the boss roster. Their source renders, exact prompts, normalized sprites, compact-size proofs, and reversible backups are preserved with the project art audit.
- Companion presentation now scales with rarity: Common and Uncommon pets keep restrained four-frame idles, Rare pets use five frames, Epic and Legendary pets use six, and featured or Bestiary portraits gain bounded tier effects. Collection cards stay crisp and static, while Reduced Motion disables animated textures and moving shaders.
- Armory summons now forge persistent collectible gear effects, with 18 visual identities, rarity-scaled effect budgets, exact save and cross-save records, and real stat, economy, combat, and build-mechanic bonuses.
- Monsters now carry six visible threat rarities and can combine new buffs and debuffs such as Scorch, Frostbite, Barrier, Nullfield, and Radiance. These traits alter combat and rewards in both the Godot game and Discord companion.
- Every class skill tree now has 42 nodes, with 26 new passives, actives, augments and keystones per class. Four doctrine choices in each tree lock their competing paths, while new critical, execute, barrier, cooldown, echo, resource, gathering and crafting mechanics create distinct build strategies.
- Twenty-four new class techniques join the ability roster. The tree now shows focused branch and tier views, nested upgrades, clear path locks and detailed skill effects across desktop and mobile.
- Twelve class crests, 48 direct technique icons, new node badges and a celestial skill nexus give every path a distinct identity. Top-tier skills receive animated capstone effects that respect Reduced Motion.