Updates

The forge never cools. New terrain, combat, survival systems, art and audio land here as they ship to the live world. Jump in at Play to see them first-hand.

July 12, 2026

5:00 PM PDT

No more phantom spells from invisible foes

Hostile casters that can still hit you stay drawn (client cull matches the server broadcast radius), empty glTF stubs fall back to the readable CanvasBox body, and spit/arrow wind-ups require a real caster origin so FX no longer appear alone on top of you.

5:00 PM PDT

Melee foes stop short of your toes

Hostile melee packs now hold a proper standoff instead of pathfinding into your model — they strike from reach and no longer clip through you while waiting on cooldown.

5:00 PM PDT

Crowded fights stay lighter on the GPU

Dense packs no longer spawn unbounded ground telegraphs or per-mob windup chambers, and world light refresh runs every other frame so dungeon rooms keep moving when many hostiles are on screen.

5:00 PM PDT

Your gear is back when you log in

Saved inventory and equipped loadout now appear as soon as you join — no more empty bag until you break a block, and no fake craft flash when the save hydrates.

5:00 PM PDT

Boss and mob drops look like their items

Dungeon keys, ores, Crystal Helm, Steel Shortbow, Torch, and the rest of the unique boss/mob drop set now spawn as themed in-world objects instead of two-letter charcoal cubes. Torches use the torch tile again, not an ember brick.

5:00 PM PDT

Crew role tip shows when a friend joins

When a second player is nearby, you now get the tank/healer/DPS crew tip and a one-time party-frames pulse — including after you have already finished the solo coach.

5:00 PM PDT

Harder Ascension rewards XP and stops two-shotting Mythril

Mob and boss XP now scale with difficulty preset + Ascension so mastery keeps pace on hard worlds. Crew+ Ascension 5 damage stacks additively (not 3.1 imes multiplicative), so a full Mythril set survives at least three Vault Sovereign hits — death still drops your bag; only the two-shot floor moved.

5:00 PM PDT

Nights stay threatening for large crews

Ordinary night crawler/spitter caps now scale with how many players are online, and each spawn tick fans out across the crew so a full Crew+ world is no longer emptier per person than a solo Friends night.

5:00 PM PDT

Spire floors staff Relic guardians

Climbing The Spire now faces Relic-tier floor guardians (Dread Hound, Rune Turret, Vault Sentinel, Cinder Knight, Soul Binder) instead of Leather/Steel crawlers. Vault Sentinels and other mega Relic roamers concentrate on Spire approaches — mid-ring Bronze players no longer meet them 16 blocks out.

5:00 PM PDT

Ascension Ember crafts into Spire Laurel

Clearing the Vault Sovereign on Ascension 1+ now grants Ascension Ember you can spend: open Craft and make a Spire Laurel prestige trophy (no combat power). The Ascend button states how many Ember the next clear grants.

5:00 PM PDT

Combat sounds for hits, bows, casts, and incoming shots

Getting hit now plays a hurt thud (duller when blocked), bows release with a taut twang, mastery actives cast with a chirp on real activation, and enemy arrows/spit/puddles hiss on launch so you can hear the dodge window.

5:00 PM PDT

First-night toast always teaches at dusk

The first-dusk tip now latches when night danger turns on — whether the clock rolls naturally or a harness jumps time — so night one is never silent.

5:00 PM PDT

Sunrise gets its own golden hour

Mornings now warm through an ember dawn band before blue day, matching the crafted dusk - no more hard cut from black night into daylight.

July 11, 2026

8:00 PM PDT

Spire/Keep tower guardians stay on their floor slabs: interior floors align with spawn Y, and mob rigid bodies rest on the slab top instead of falling through.

7:45 PM PDT

Weapons equip by moving from the bag (not copying): craft grants a bag item, dual-wield needs two pieces, and unequip returns the weapon. Basic Shield is craftable (2 Wood + 1 Stone).

7:30 PM PDT

Ruined Keep is a real climbable tower again: large stacked floors with stairs + ladder shaft, trash on the way up, and the Keep Lord waiting on the summit throne. The Spire's rooms are wider too so fights fit.

6:45 PM PDT

World terrain reads cleaner: dirt, stone, grass, wood, and water now use Voxelize's crisp pixel pack (with Spireash Ember/Ash/ore art kept for identity), plus sharper NEAREST rendering and engine-default ambient occlusion.

6:20 PM PDT

Fresh and wiped characters now spawn with a truly empty bag: no phantom Sword or Shield in inventory. Craft them at a Crafting Table when you are ready to fight.

5:40 PM PDT

Block breaking is Minecraft hold-to-break again: hold LMB on a block to crack it with a progress ring (Mining speeds harder ores). Soft dirt pops quickly; stone and ore take a real hold. Empty-start mining works without a build-mode toggle.

5:00 PM PDT

Blocky 3D gear and every hostile are now the default

Spireash now uses its blocky glTF models by default for the full hostile roster plus weapons and armor. Mobs keep their readable wind-ups and fall back to the familiar CanvasBox body if a model cannot load or is far away; use ?gltf=0 if you need the fallback renderer locally.

5:00 PM PDT

Your next objective stays visible

Opening guidance now remains in the HUD from your first click through crafting a weapon. Once armed, it points you to The Spire and Ashen Keep on the minimap before campaign milestones take over.

5:00 PM PDT

Vitals now read clearly in the hotbar

Health and hunger bars now show current and maximum values, shift from green through amber to red as they run low, and briefly show a signed health change when you take damage or recover.

5:00 PM PDT

Swing trails match weapon and tier

Spear thrusts leave a straight streak, greatswords a wide cleave crescent, and trail color follows the equipped tier accent (bronze copper, mythril teal, crystal pale, relic gold).

5:00 PM PDT

First death explains loot recovery

Your first death overlay stays up until you dismiss it, and clearly explains the ember-pile loot recovery + Spire respawn. Later deaths still fade after a few seconds.

5:00 PM PDT

Biome air and fog tint

Crossing biomes now changes the air: Ashlands haze turns ember-ochre, Wetlands murky green-grey, Forest a soft green veil, and caves a cool blue gloom. Fog is no longer the same sky blue everywhere.

5:00 PM PDT

Crafting progress now has a clear next goal

Open Skills to see your Crafting level, XP progress to the next level, and the next recipe tier waiting ahead. The panel keeps Bronze, Steel, Mythril, Crystal, and Relic goals visible while you craft.

5:00 PM PDT

Every mob gets its own face (and sides)

No more charcoal clones: each hostile kind now has a unique face map, and head sides/back plus body plates use matching hide tiles so mobs read from every angle.

5:00 PM PDT

Spire bearing on the minimap

A Spire chevron always sits on your minimap rim - even before you explore that far - so Climb The Spire has a direction from spawn without spoiling the fog of war.

5:00 PM PDT

Mobs chamber before they strike

Common mobs now lean and swell into a readable wind-up with a ground telegraph ring, not just an ember tint - you can see the swing coming and dodge.

5:00 PM PDT

Sunless Depths sinkhole mega

A second mega landmark joins the Spire: Sunless Depths, a southern sinkhole with descending floors, a ladder shaft, floor guardians, and the Abyss Sovereign at the bottom (Crystal soft-gate, Relic reward). Find it on the minimap.

5:00 PM PDT

Coach tip for Records, Map, and Skills

After the first-night coach, a final beat points to R (records/goals), M (map), and K (skills) so those panels are discoverable once.

5:00 PM PDT

Alchemy Bench and timed combat draughts

Craft and place an Alchemy Bench to brew Ember, Stoneskin, and Swiftfoot draughts from ash and bog finds. Drink one from the item bar for 45 seconds of damage, resistance, or movement and faster dash recovery, with the remaining time shown on the HUD.

5:00 PM PDT

Wild mobs now read by silhouette

Boars, wolves, rats, and hounds now run on four legs. Slimes are legless blobs, crows, bats, and harpies spread wings, and skitters and spiders stay low with many legs. You can read the threat at a glance instead of meeting another upright box-man.

5:00 PM PDT

First night warning toast

Your first dusk now flashes a one-time tip: night brings crawlers — keep a weapon ready and stay in torchlight. It will not spam you after that.

5:00 PM PDT

Mobs topple into ash on death

Kills no longer pop enemies out of existence. Trash mobs tip and dissolve into an ash puff; bosses collapse heavier and longer. Reduce motion keeps a quick fade.

5:00 PM PDT

Craft rows show what items do

Every craft row now shows a one-line purpose under the name — damage, armor, heal, station role — so you can tell a Spear from a Greatsword before you spend the mats.

5:00 PM PDT

Play page controls match empty start

The Play page no longer lists a debug Keep Lord key. Controls now describe punching with fists, blocking only once you have a shield, and that keys are remappable in-game.

5:00 PM PDT

Craft bag categories

The inventory craft list is no longer one endless wall. Filter by Weapons, Armor, Tools, Stations, Consumables, or Salvage — or tap Craftable to see only what you can make right now. Categories collapse so the bag stays scannable.

5:00 PM PDT

Ashlands surface biome around the Spire

The Spire approach is now a real Ashlands ring: ash and ember ground, charred stubs, and Ember Vents you can mine for Cinder Shards (brew into Ember Brew). Ash Stalkers hunt the ash, and standing too close to a vent chips you with heat.

5:00 PM PDT

Night Siege: defend the base until dawn

Every third night is a Siege. Dusk warns you, sleep stays locked, and escalating waves push your bed or campfire. Hold until dawn for a siege-survived record and a loot cache at your base.

5:00 PM PDT

Ashfall Storm weather

Weather now cycles through clear, fog, rain, and Ashfall Storm. Ashfall chips you if you stand under open sky and presses ember-band hostiles harder. Seek shelter or wait it out.

5:00 PM PDT

Bloom and ACES tonemap

Night torches and ember light get a soft bloom pass with ACES filmic tonemap. Settings → Graphics quality switches High (bloom on) or Low (bloom off) if you want sharper frames.

5:00 PM PDT

Next objective line on the HUD

After onboarding, a quiet "Next: …" tip tracks your first incomplete milestone (boss, tier, siege, Vault). Dismiss it anytime; Records still holds the full list.

5:00 PM PDT

Ashen Keep is a fortress, not a second Spire

The near-spawn Ashen Keep is a shorter ruined stone fortress with broken battlements. The Spire stays the sole tall charcoal and ember climb on the horizon.

5:00 PM PDT

Discoverable secret caches

Worlds hide seeded secret chests in off-path niches near dungeons, the abandoned hut, and the village. Look for a torch-lit brick alcove; loot is once per save.

5:00 PM PDT

Hit flash, direction cue, and camera shake

Taking damage flashes the screen and shows a chevron toward the attacker. Heavy hits, boss impacts, and kills add a short camera shake (honors Reduce motion in Settings).

5:00 PM PDT

Charm and trinket equip slot

Tab inventory now has a charm slot for craftable Resist/Dodge charms and boss trinkets. One accessory at a time; unequip anytime.

5:00 PM PDT

Records, milestones, and boss clear tracking

Open Records for site-boss kills, world-clear state, Ascension level, sieges survived, and a milestone checklist that tracks the early campaign path.

5:00 PM PDT

Settings: keybinds, motion, and graphics

Esc Settings lets you rebind actions, toggle Reduce motion, and pick Graphics quality. Volume and display options live in the same panel.

5:00 PM PDT

Smoother crowded fights

Idle mobs no longer spam full network updates every tick. Crowded nights and sieges hitch less on the wire while HP bars and telegraphs still stay live when something changes.

5:00 PM PDT

Server stability and anti-cheat hardening

Backend checks got tighter around invalid combat and world mutations so public worlds stay fairer and less crash-prone. No change to normal play controls.

5:00 PM PDT

Forest woodcutters and Plains roadside caches

Forest pockets can roll woodcutter camps with Hide and Wood stashes. Plains roadsides hide Bread and Arrow chests so mid-map travel pays out.

5:00 PM PDT

Wetlands bog biome

A Wetlands lowland now rolls away from spawn — mud banks, shallow pools, and reed stands. Bog Slimes and Spore Caps live there. Break Reed for Bog Reed (craft into Fiber, or brew Ember Brew once you have the Cleanse Brew Recipe).

5:00 PM PDT

Bandit Stronghold warcamp

Worlds can now roll a Bandit Stronghold — a walled surface warcamp with watchtowers, patrolling bandits, and a Bandit Warlord who dashes and rallies adds. First kill drops a Warlord's Stash, Stronghold Key, and a Steel Shortbow.

5:00 PM PDT

Spire boss music and night explore bed

The Vault Sovereign (and Spire-track bosses) now play a distinct ember-tension music bed instead of the generic mini-boss loop. Exploration also shifts to a cooler night pad after dark.

5:00 PM PDT

Outfitter and Smith village traders

The village trading post now has two stalls: an Outfitter for mats, food, and arrows, and a Smith for ores through Steel with different prices and stock. Each posts their own bounties — Mythril+ still never sold.

5:00 PM PDT

Floating combat numbers

Hits now pop rising damage numbers on mobs (crits are bigger and gold). Damage you take shows in red; heals show green. Rapid multi-hits coalesce so the screen does not fill with spam.

5:00 PM PDT

Ascension: opt into a harder Spire after the Sovereign

Clearing the Vault Sovereign no longer ends the run. The clear banner offers Ascension: bump the world into a harder loop (tougher mobs, denser spawns), the Sovereign reforms at the summit, and Ascension clears drop Ascension Embers plus extra Relic Shards. Levels persist across relog (up to 5).

5:00 PM PDT

Party frames guide healers to off-screen allies

Party frames now stay visible out to heal range (~96u) and show distance plus a camera-relative arrow when an ally is off-screen. Low-HP members stay emphasized so Staff/Tome healers can find and aim at hurt teammates.

5:00 PM PDT

First-night recovery: campfire rest taught, kinder regen gate

Passive HP regen now starts above 50 hunger (was 60) and ticks a bit faster, but campfire rest is still the real recover path: the first-night coach tells you to craft a Campfire (Wood + Stone + Coal) and stand close after fights.

5:00 PM PDT

Relic-band field mobs and dungeon trash close the roster

Vault Sentinels board and bash, Cinder Knights leave slag puddles, Soul Binders tether you until you dash free, Dread Hounds mark targets for the pack, Rune Turrets project floor hazards, and Fallen Champions roam with Relic scrap. Trap Mages fill dungeon halls with temporary floor traps.

5:00 PM PDT

Abandoned village is dangerous again

Approaching the abandoned hut east of spawn raises bandit and crawler pressure around the ruin — denser packs and faster spawns — so the chests are a real risk/reward tradeoff instead of free loot.

5:00 PM PDT

Craft coach nudge and party ping controls

The first-gear coach now points at the Craft list Sword recipe (Wood + Stone, no table) if you stall, and highlights it in your bag. Party ping is labeled under Esc keybinds (default C — not crouch; Shift is dash), with a one-time co-op tip when teammates are nearby.

5:00 PM PDT

Exploration music, boss beds, and living ambience

A soft exploration pad and tense boss bed ride a dedicated music bus (mute still silences everything). Boss aggro fades in the fight cue; defeating a boss or clearing the Vault plays a victory fanfare. Wind and cave beds now follow day/night and depth — quieter nights, distinct underground rumble.

5:00 PM PDT

Crystal-band field mobs teach new verbs

Prism Archers telegraph prism beams and loose traveling shots, Golem Shards explode a shard ring on death, Void Moths silence your actives in an aura, Mirror Wisps spawn decoys (emberstaff flinches the real one), and Ash Stalkers slip into stealth for brutal backstabs. Crystal field pressure finally has its own roster.

5:00 PM PDT

Forest, Plains, and surface pockets

The overworld is no longer one flat biome. Walk between Forest and Plains, and find Ash Block and Crystal Ore pockets on the surface so mid-tier mats are not only a cave dive.

5:00 PM PDT

Village trader is a walk-in building

The trading post is a real protected stall you walk into. Buy and sell at the counter; the building itself cannot be broken by players.

5:00 PM PDT

Keep Lord and Crypt Warden phase kits

Keep Lord at half health plants a banner and summons Shield Bearers. Crypt Warden summons Wraiths and applies a curse DoT you cleanse with Staff Cleanse or Ember Brew.

5:00 PM PDT

Threat table and Crew+ soft enrage

Bosses and elites track a real threat table so shield bash and tank play pull aggro off the healer. Crew+ worlds add soft enrage pressure on longer fights.

5:00 PM PDT

Vault Sovereign phase vocabulary

The summit boss borrows Keep Lord charge and Sentinel beam in phase 1, then escalates. Crew+ gets an enrage shield in the final stretch that melee chips and stuns can break.

5:00 PM PDT

Death drops your equipped gear

Dying now dumps equipped weapons and armor into the death pile with your bag mats. Walk back to recover everything (progression keys still stay in the bag).

5:00 PM PDT

Placed blocks are solid and in-reach

Blocks you place are opaque and collide like world stone. Place reach matches mine reach, so you cannot slap blocks across the yard from nowhere.

5:00 PM PDT

Flowers and berry bushes break for real

Decorative flora is breakable with proper drops instead of ghosting through the catalog. Berry bushes still feed the early hunger loop.

5:00 PM PDT

Minecraft-style hotbar chrome

Item hotbar 7-0 gets clearer Minecraft-like selection chrome. Scroll or number keys to pick the stack you place, eat, or drink.

5:00 PM PDT

Off-hand RMB is combat, not place

Right-click with a 1H in the off hand swings or blocks instead of randomly placing blocks. Dual-wield and shield play stay on the intended path.

5:00 PM PDT

Gear survives reconnect and crash

Loadouts flush on SIGTERM and high-value mutations. Rejoin the same character and your weapons, armor tiers, and mastery progress are still there.

5:00 PM PDT

Pickaxe and Axe speed mining

Select a Pickaxe or Axe on hotbar 7-0 while hold-to-break mining. The right tool speeds the matching blocks; bare hands still work, just slower.

5:00 PM PDT

Crossbow and Wand mastery trees finish

Crossbow and Wand unlock all the way to their capstones. Barbed Tip, Repeater, Scatter Shot, Spark Chain, Nova Flick, Rift Needle, and Twin Spark bind on the skill hotbar and fire in combat.

5:00 PM PDT

Gear shows on your character

Equipped armor and held weapons read on the paper-doll and in-world model more reliably when you open inventory or swap loadouts.

5:00 PM PDT

Boss uniques + varying mat piles

Each mini-boss now drops its designed unique on first kill (Banner Trophy, Soul Lantern, Mythril Hammer Piece, Cleanse Brew Recipe, Relic Plate, and more) plus a small RNG mat pile that changes run to run. Ember Brew crafting needs the Hollow Witch's Cleanse Brew Recipe. Repeat kills keep reduced mats without re-rolling the unique.

5:00 PM PDT

Low-vitals warning before you drop

Hunger below the regen line now softens the screen edges and taps a quiet pulse that ramps harder near empty; critical HP adds a red vignette and heartbeat. Both cues clear when you recover — the Starving! banner still fires at zero.

5:00 PM PDT

Grass sides, torch, and Spire ladder tiles

Grass block sides now show a real dirt base with a dithered green overhang instead of a flat green slab. Torches and Spire Ladders each have their own on-palette tiles (no more borrowing Ember Brick / Stone Bricks), and Ember Brick itself stays a distinct low-color brick face.

5:00 PM PDT

Mythril-band field mobs fill the mid-high roster

Stone Guardians shrug frontal hits on dungeon approaches, Harpies dive with a ground-spike telegraph you must leave, and Hex Cultists chant to heal and buff nearby allies. Together with Ore Mites, Wraiths, and Snare Spiders, Mythril finally teaches its own verbs.

5:00 PM PDT

Mini-boss uniques drop once per world

Guaranteed unique and progression loot from mini-bosses (keys, blades, charms, helms) now drops on the first kill at each site. Later respawns still yield reduced mats and coins, and bosses take three minutes to return so wipe retries stay fair without a 60-second farm loop.

5:00 PM PDT

You have aggro chip for tanks

When a boss or elite is focused on you, a center HUD chip reads “You have aggro.” Remote players holding aggro get a short ground ring so the party can see who is tanking — without changing the existing threat table.

5:00 PM PDT

Steel-band field mobs complete the mid roster

Gloom Slimes leave sticky poison trails and split on death, Raiders block frontal hits with a board (flank them), and Mine Ticks latch on to drain hunger until you dash free. Steel pressure finally has its own verbs beyond Brute/Spitter/Viper.

5:00 PM PDT

Crew worlds pack denser hostiles

Friends / Crew / Crew+ worlds now differ in spawn pressure, not just mob HP. Crew and Crew+ raise night and field spawn caps, shorten respawn intervals, and summon extra boss phase-2 adds — larger private worlds feel busier and meaner.

5:00 PM PDT

Minecraft-style Q drop

Press Q to toss 1 from your selected item hotbar slot (7–0) onto the ground ahead of you. Drag a bag stack out of the open inventory to drop the full stack. Walk over pickups to collect them again — no more inventory “Drop into world” dump button.

5:00 PM PDT

Dungeon count scales with world size

Private worlds now roll mini-boss dungeons from the template pool by plan size: Friends get 3, Crew 4–5, Crew+ 5–6. The Ruined Keep hub and The Spire mega are always placed; other sites and their map positions vary by world seed so two seeds feel different.

5:00 PM PDT

Spitters and archers shoot for real

Spitters lob traveling poison spit and leave a slow poison puddle on impact. Archer skeletons fire arrows. Raise a shield to cut the damage — ranged pressure finally makes blocking matter.

5:00 PM PDT

Explorable caves under the surface

Hollow cave networks now carve through stone under every biome, with occasional surface mouths, ore exposed on the walls, darker lighting underground, and cave hostiles (Cave Crawler, Bat Swarm, Bone Hound) that press harder when you go below.

5:00 PM PDT

Water looks like water again

Lakes and pools use Voxelize's native fluid shader (ripple, fresnel, refraction) instead of a flat painted cube. Water shading tracks the pool you are near, so crypt pools and outdoor lakes both read correctly.

5:00 PM PDT

Leather and Bronze field mobs fill out the early bands

New surface and cave threats teach early verbs: rats, crows, wolves, and bat swarms in the Leather band; archer skeletons, cave crawlers, spore caps, and bone hounds join bandits and boars in Bronze. Each has its own drops (no crawler Hide fallback).

5:00 PM PDT

The Spire has roomy climbable floors

Spire floors are wide enough to fight in, with a continuous Spire Ladder shaft and east-wall stairs to the summit. Vault Sovereign waits on top; trash packs the intermediate floors.

5:00 PM PDT

Tower floor guardians stand on their floors

Spire and Keep upper-floor slabs now line up with spawn heights, and mobs spawn with feet on the slab top (Voxelize rigid-body center). Guardians no longer drop through interior floors when you climb up.

5:00 PM PDT

Weapons move from the bag when equipped

Crafting a weapon now puts a real bag item (like armor). Equip main/off moves one piece from the bag into the slot; unequip returns it. Dual-wield Sword+Sword needs two swords — no more cloning one blade into both hands.

5:00 PM PDT

Ruined Keep is a climbable tower again

Keep Lord waits on the summit. Courtyard through three stacked floors, then the roof: Spire Ladder shaft and stone stairs on the east wall. Bandits, crawlers, and a brute hold the intermediate floors; the boss is alone on top. The Spire sits farther east so the two towers no longer collide.

4:25 PM PDT

Empty-start loop: you spawn with empty hands. Punch blocks barehanded to gather Wood and Stone, then craft UP the gear ladder at a Crafting Table as your Crafting level rises from Leather through Relic.

4:20 PM PDT

Eleven weapon classes are playable end-to-end: Sword, Shield, Spear, Greatsword, Shortbow, Longbow, Crossbow, Emberstaff, Staff, Tome, and Wand. Each tree ships actives on hotbar 1-6 plus mid-fork passives (Skirmish/Phalanx, Quake/Focus, Marksman/Hunter, Pyromancer/Ashwalker, Field Medic/Warden, and more).

4:15 PM PDT

Six mini-boss dungeons with two-phase bosses (Keep Lord, Crypt Warden, Ruin Reliquary, Mine Foreman, Hollow Witch, Crystal Sentinel / Ash Knight foundry), plus Spire floors up to the Vault Sovereign. Trash and elites teach telegraphed verbs: Boar charge, Bandit steal-dash, Brute slam circle, Pit Viper wound, Bog Slime split puddles, Crystal Skitter reflect, Wraith phase (armor bypass), and Snare Spider web-pull.

4:10 PM PDT

Solo sustain without a dedicated healer: craft Bandages for a quick self-heal and Ember Brew to cleanse wound/poison then restore HP, both on a shared short cooldown from the 7-0 item hotbar. Steel Tower Shield trades move speed for tougher block, a wider guard arc, and more threat.

4:05 PM PDT

World comfort pass: Grass Block sides show dirt with an irregular grassy fringe, Campfires cook and rest-regen, Torches carve warm light, Backpacks double bag slots, boss Effigies re-summon a defeated mini-boss from its own drops, and Crypt/Ruin Keys stay in your bag on death.

2:45 PM PDT

Staff healer actives are live: Cleanse / Mass Cleanse strip poison and wound, Ward Totem grants party damage resist, Staff Heal Burst and Sanctuary mend allies, and Binding Light roots foes in a zone.

10:15 AM PDT

Melee swings read with more weight: clearer windup, a snappier slash arc, brief follow-through, and a light camera punch on impact. The held shield viewmodel is scaled up so it reads as a real board again.

8:50 AM PDT

Shortbow capstone: Explosive Tip (node 10) unstubbed - a concentrated arrow blast that detonates on the aimed ground point for heavy AoE damage and knocks survivors back.

7:00 AM PDT

Art pass (batched): ExtrudedImage held silhouettes across weapon families and tower shield, denser world/station tiles and ore veins, Fal-refreshed boss faces from Spitter through Vault Sovereign, framed HUD icons for stations/skills/food, and in-game verify wiring for dual-wield and tier routing.

1:10 AM PDT

Engine: Spireash now tracks a Voxelize fork for engine patches (multi-listener game events so station place and death-loot acks no longer silence each other). Skill Trees (K) use a scrollable grid. Live agent deep-playtest covers fish, farm, sleep, dash, traders, and death loot.

12:30 AM PDT

Fix: station place and death-loot HUD listeners no longer silence each other - placing a crafting table/furnace and recovering after death both get their server acks again.

1:00 AM PDT

HUD polish: Esc settings no longer covers the bottom-right survival bars, the minimap stub no longer peeks above the panel, and the mastery readout stays quiet on a fresh spawn until you earn XP.

July 10, 2026

6:20 PM PDT

HUD polish: death overlay cause and recover chip are easier to read, the death-loot beacon sits above the hotbar instead of covering vitals, onboarding skip contrast is clearer, and station/trader panels use the same ember chrome (chest slots no longer spill long item names).

5:55 PM PDT

Playability harden: clicking back into the world yields agent control so WASD works again, unequipping clears weapons from first-person and third-person hands (no more ghost sword), skill actives 1-6 get unique icons plus cast/swing/impact VFX, first-person viewmodels are scaled so blades sit in the corners instead of a black triangle, and several items that reused wrong icons (fishing rod, foods, brews) now have their own art.

4:40 PM PDT

Night and rest: placeable Campfires for regen and light against night danger, beds to skip the dark, lite rain/fog weather that changes mood and visibility, and a near-spawn tutorial chest with starter tools and food so fresh players are not empty-handed.

3:20 PM PDT

Survival kitchen expands: craft a fishing rod and fish near water, cook Trail Cake / Hearty Stew / Ash Jerky / Cooked Fish, scrap unwanted gear back into mats at the crafting table, and pin your own map markers on the minimap.

2:10 PM PDT

Combat feel pass: dual-wield any 1H in the off hand, Shield Bash stun/knockback, dash i-frames while you Shift, bow/longbow/crossbow draw FOV zoom, rare elite affixes (swift/bulwark/regen) on trash, and Crystal gear above Mythril.

12:50 PM PDT

Arsenal grows: Longbow, Crossbow, Emberstaff, and Wand lines with craft/equip/skills, Mythril weapon and armor tiers above Iron, hotbar item slots 7-0 with scroll-wheel select, and steel furnace smelting restored after a recipe wipe.

11:30 AM PDT

World and co-op: Ruin Reliquary overworld mini-boss, deeper Spire floors with Ash Herald, village Stone Delivery bounties, traders and abandoned-village loot, wards, party ping (C), optional world PvP toggle (default off), expandable minimap, and remappable keys in settings.

9:45 AM PDT

Stations and onboarding: placeable crafting table and furnaces, Ashwheat Plains crops, onboarding HUD for the first loop, and death-recovery polish so loot piles are easier to find after a wipeout.

5:22 AM PDT

Fresh alpha world: The Spire now visible from spawn.

5:15 AM PDT

The Spire rises: mega-dungeon stub on the server with client visuals, ember beacon crown, floor chips, vault-cleared HUD, and Sovereign phase-2 with Relic Blade persistence. Healing lane opens with Staff and Tome weapons, party frames HUD, and 64px weapon icons across the hotbar.

3:02 AM PDT

Phase 3 weapons land: greatsword and shortbow get server combat, client viewmodels, and HUD wiring. Crypt Warden picks up a drowned-crypt skin and reliable drop-on-kill behavior.

2:30 AM PDT

Crypt Warden renders on the client: the boss entity class is registered so the stub server spawn now shows up in-world instead of an invisible placeholder.

1:58 AM PDT

Spear gets its own HUD icon: craft and hotbar now show a readable spear silhouette, and hotbar swap wiring lets you equip it alongside the sword.

1:50 AM PDT

Phase 2 opens: spear line combat with a new viewmodel, fog-of-war minimap in the corner, death screen shows what killed you, and a Crypt Warden boss stub on the server.

1:26 AM PDT

Combat feel tightened: dash grants 550ms invulnerability, Keep Lord boss windup stretched to 1150ms with a hard cap on concurrent spawns, and post-slope jumps no longer eat your i-frames.

1:24 AM PDT

Loop polish: flora is minable, scripted-aim override for combat probes, and wider census in loop verification so regressions surface faster.

12:48 AM PDT

Death is less punishing: respawn no longer crashes when you die far from world spawn, and sword swings play audio again on the renamed attack path.

12:38 AM PDT

The first-playable loop closes: mine coal and copper underground, smelt bronze at the craft bench, level combat mastery on crawlers, unlock your active skill, and take down the Keep Lord for drops. Death leaves a recoverable loot pile.

12:35 AM PDT

Visual closer landed: Stone Bricks, Ashbloom, and Emberbloom join the 32px tile set, side-face ambient occlusion is lifted for daylight readability, and the first-person sword viewmodel now carries ember-voxel steel textures.

12:32 AM PDT

Stability pass: client boot no longer crashes on a missing loading overlay, mining hardened against unloaded chunks, and the WS failure screen got clearer ember styling so reconnects are obvious.

July 9, 2026

11:36 PM PDT

Combat comes alive: real mobs, crawlers and the Keep Lord boss now roam with loot piles, mastery XP, and a gather/craft layer on the server. The client swings back with combat HUD wiring, hit FX, and first-person viewmodel hands.

11:29 PM PDT

Deep mining matters: Iron, Mythril and Crystal ore veins now spawn tiered by depth alongside coal and copper, all drawn as 32px tiles on charcoal stone.

11:27 PM PDT

spireash.com refreshed: new landing, play, and join/create pages with ember styling and the chunkier voxel wordmark.

11:23 PM PDT

The ash has a soundtrack: WebAudio sound manager with synthesized swing, block-break, hurt, dash and ambient wind SFX.

11:00 PM PDT

Survival is live: server-authoritative hunger and regen, hunger/health bars on the HUD, berry bushes you harvest with F and eat with E. Starve and you pay for it.

10:57 PM PDT

The world grew: seeded heightmap terrain with ore veins, trees, flora scatter, and safe spawn clearings. Dash actually dashes, and your arm swings in first person.

10:48 PM PDT

Fresh coat of ash: AI-generated 32x32 block tiles for grass, dirt, stone, oak, water, ember brick and ash blocks, wired through a new texture registry.

10:18 PM PDT

Spireash went live: the voxel world server runs on Fly.io with the browser client baked in, fronted by spireash.com. Invite links, heightmap terrain, and a playable alpha loop.