Good to see you again, Runari! We’ve got a big update coming your way next week, plus Fishing Weekend starts now!
Yes, WorldShare + a full update are on the way!
This one has been a big ask from a lot of you (like, our number one request), and we’re really excited to finally share it. In case you don’t know, this is our solution for dedicated servers.
Fishing is back on the menu, boys (to be clear we always had fishing I just really like Lord of the Rings, ok?). We’ve juiced up fishing with increased critical success rate, new loot from fishing, and some new special fishing results at fishing spots on islands and in dungeons. Including the OG Failed Experiment boss…
We’ve added new Magic Tome weapons: Waterlogged Tome & Illegible Tome (yes, it’s magic time). This is our first pass at magic tomes, so let us know what you think!
Plus a major Quality of Life upgrade - you can now archive Weapons & Skills from your Equipment screen, letting you hide mastered equipment you no longer want to use.
Fishing Weekend starts now, so grab your hats and tackle boxes!
If you want to fight failed experiments and get chocolate coins, this is your last weekend to do so! The vaults will be rare world egg drops from Odin Shell after the event, so if you want the rewards from the vaults it’ll be a lot easier this weekend.
Before we get to the good stuff, here are the full Fishing for Tomes patch notes: Note: 💬 indicates a change inspired by community feedback. If you’ve got an idea, let us know, it might end up in the game!
Mini Event
Fishing rate up! Gobble up the increased fishing critical success rate
Fishing in all locations now has many new things to find, including new and unique items
There are now special fishing results at fishing spots on islands and in dungeons
The conclusion to the Equinox Event can be found by fishing in these areas!
New Magic Tome weapons: Waterlogged Tome & Illegible Tome (yes, it’s magic time)
Improvements and Bug Fixes
💬 Added the ability to archive Weapons and Skills from your Equipment screen, letting you hide mastered equipment you no longer want to use. Archived items will no longer show up in normal tabs like All/Breaker/Runeblade/etc…, but they can be recovered from the Archive tab
💬 Fixed a font issue in Chinese where various translations showed nonsensical | characters
Frost Board now works immediately when fished, instead of requiring travel to show up
Updated some places in the UI to use a more consistent font
Updated Jarl Erland’s cape with sharper iconography
Known Issues
Kicking or Lassoing will cause a 10 second cooldown until you are able to fish again. This was done so you don't start fishing in the middle of combat, but we need a better solution in case you don't actually enter combat and just kick or lasso. We're working on it!
If you get an item of too high rarity (there is only one item that can do this, FWIW) from fishing, it may get stuck on the left side as a notification until you travel.
Ok, the moment you’ve been waiting for…
Up until now, if you wanted friends to play in your world, you had to be online hosting it. With WorldShare, you can allow other players to host that same save. So if someone in your group wants to hop in and keep playing when the host isn’t around, they can. You’ll be able to invite players to share the save, set their permissions, and play without needing to coordinate who’s online.
(This was previously called RealmShare on the roadmap. We renamed it to better match the in-game term!)
So, what’s coming alongside WorldShare?
We’re adding Expeditions, a new set of repeatable, randomized bounties.
While you play, you’ll see Expeditions in your menu after hitting a certain progression threshold. Jump in, complete objectives, and claim rewards from Sylf like experience and accessories. These came from our Noodle Jam the other week, and you can read more about that here.
Accessories will now be able to level up with duplicates, increasing their stats each time. We’ve also increased the Max Hearts by 20 (huge), added some (non-visible, sorry) armor to the loot pool, and made a bunch of improvements to progression and harvesting. More deets to share next week!
Alongside these changes, this update includes a wide range of combat improvements, progression updates, and quality of life changes across the game.
Shieldbearers have been reworked and are much more consistent to fight. (Yes, the Grobb Shieldbearers, bane of my existence until now.)
Combat has been cleaned up across the board. There are a lot of patch notes here to share next week, but overall expect things to feel better moment to moment. For example, enemies will now drop hearts in combat to heal your team, aerial plunge changes, more enchants, and a lot more that would make this blog post way too long.
You can now remove tutorial signs after reading them (finally, although it’s kind of sad to see Mr. Sign on the ground).
We’ve added Polish localization to Cloudheim with this update. Polska język trudna język! Plus a long list of balance changes, UI improvements, and fixes throughout the game. I swear I say this like every time, but this might be our longest patch notes again (our team has no chill).
We’ve updated our roadmap with what’s coming next!
We’ve moved our next update to the top, and added two new items: a Summer Event and a Roguelike Event. These will launch sometime TBD, but they’re officially on there.
The Roguelike mode will be introduced as a limited time event so we can see how players like it. If you enjoy it, we’d love to expand on it further. You can read more about the Roguelike mode here!
We’ll have more to share next week when the update goes live. And finally…
When we first added it, our goal was to be transparent about how we work as a team, especially around a topic we know players care about. After Steam’s update in January, we are no longer required to have an AI disclosure on our store page for the way we use these tools in development.
To be clear about what this means in practice:
Cloudheim does not have AI-generated assets in game
Everything you see in the game is created by our team
No roles on the team have been replaced by AI
Most of our use of AI has been limited to internal tools that help us work more efficiently. For example, we’ve built tools to search documentation, track changes, and help us debug more quickly. Our internal tools are built on our own data and workflows, not external asset scraping or training pipelines.
Some developers may use AI during early exploration or reference gathering, similar to other research tools. These are starting points only, and are not used directly in the game. How and when those tools are used is up to the individual, but the final work always comes from the team.
We’ve always believed that the creativity behind Cloudheim comes from the people making it. That hasn’t changed, and it won’t. If something is in the game, it was created by our team.
We’ll continue to be open about how we build the game, and we’re always happy to answer questions when they come up.
See you in the skies, and happy fishing!
— Noodle Cat Games