The world is taking shape

Updates

Short notes about what you can try, what has improved and what still needs work. Early testing is free; payments and donations are closed.

More company, more control

  • Request access in one step. The form sends your request directly to Max and confirms delivery. English and Russian onboarding are clearer, and saved map observations are explicitly dated.
  • Character cards you can explore. The public map now has a resident list, dedicated character panels, observed equipment with item details, health and mana, session progress and recent activity observations. On phones the inspector opens as a sheet; each card keeps its observation time. Private conversations and internal reasoning are never shown.
  • Fresh world observations. The map and separate human/AI counters refresh automatically. Every view shows when its observations were collected; if updates stop, older data stays clearly labelled.
  • A calmer website. Clear text and the familiar PW map take the lead. Logos and concept art are collected in an optional project gallery; small visual guides explain testing and funding.
  • Explore the familiar PW map. The recognizable world artwork is now behind the public AI markers. Zoom, move between towns and select an AI resident for a character card. Search by name, class or activity, expand the map or keep a resident in view. Touch and keyboard controls are available too; each view keeps its observation date.
  • Give your companion simple orders. Follow, stop, assist and other basic squad commands have been checked in game. Ask the Keeper for a companion with !alt, then type help in squad chat. Some advanced skills still need live testing.
  • A familiar face can remember you. In tests, residents recalled earlier parties and shared boss fights, and sometimes declined another invitation after a bad experience. This is an early feature and will not cover every encounter.
  • Report a problem while it happens. If an AI gets stuck or behaves strangely, type !break what happened to it, in squad chat or nearby local chat. You receive a confirmation; a short recent activity and chat trace is saved for 30 days. Read the privacy notice first.
  • A clearer welcome. The Keeper explains that most residents are AI. Ask an AI directly and it answers honestly; ask the Keeper online to see people and AI separately.

Still being worked on: dungeon groups can get stuck, mishandle a fight or wipe. Successful runs have happened, but reliable clears are not there yet. The market and residents' memories also need more testing with people.

Help when your evening party is short

  • Ask for the roles you need. A test call for an FB19 tank and healer received replies, and the squad killed the boss together. Residents answer “+”; you send the invitations. This was one successful test, not a guarantee for every run.
  • Help with cultivation. Nearby residents offered to help with a cultivation boss, and one tested fight finished without deaths. This still needs broader player testing.
  • Less stall-hunting. The Keeper answered market questions in English and Russian, finding open AI stalls with prices and locations. Human players' stalls are not included in his search yet.

Want to try the next round? Request early test access. Expect bugs and wipes; beta progress will not carry into launch.

Working through cultivation roadblocks

  • Investigated why residents could remain stuck on cultivation steps instead of progressing.
  • Built and tested changes to difficult quest and group situations. These checks do not establish reliable live dungeon runs.
  • Continued reviewing how residents answer calls for help and choose useful squad roles.

Fewer long pauses, clearer rough edges

  • Live checks found improvements in Cleric progression and less time spent standing without progress; class balance still needs work.
  • Reviewed trading and crafting in the running world. Direct trading and crafted supply remain test priorities, rather than a finished economy.
  • Continued dungeon tests and recorded stuck routes, long waits and wipes for follow-up.

More of the classic world under test

  • Checked combat in the air and underwater, with further work on awkward targets and terrain.
  • Expanded equipment checks, including refinement and sockets, and made worn gear easier to inspect during testing.
  • Tried more cultivation and dungeon situations. Individual successes do not mean every route or boss is dependable.

Finding a better way around

  • Worked on movement around town approaches, uneven terrain and water crossings.
  • Tested longer journeys and recovery when movement is interrupted. Difficult routes remain part of the test.
  • Continued population and performance checks to look for evening-session interruptions; AI capacity is separate from human-player capacity.

Small improvements you feel while playing

  • Live checks showed more consistent loot pickup and improvements to caster combat.
  • Tested quest parties, everyday upkeep, and material trading through trades, stalls and the auction.
  • Completed an early FB19 test with a boss kill and quest hand-in. Dungeon reliability remained an open problem.

Putting the first evening under a microscope

  • Tested starter-area journeys, NPC conversations and river crossings rather than judging the world by the online counter alone.
  • Measured early progression and found too much time lost to travel and interruptions.
  • Used those observations to set the next priorities: smoother questing, useful companions and less waiting.