
Just over 260 commits landed in this stretch, and the biggest piece of it was a ground-up rebuild of how the world itself works. The old system painted locations as flat tiles. The new one gives every place real extent, real memory of what happened there (only what was genuinely witnessed, not omniscient knowledge), and objects that live in the world instead of an abstract list. The server always knows what place you're in, and the client always knows what you're near. That split sounds small, but it's the backbone that lets us keep pouring in content without the old model buckling.
Built directly on top of that: you can go inside buildings now. Real doors, a prompt at the threshold, an actual enter-and-exit flow, interior lighting that tracks the sun and doesn't leak light out at night, and NPCs who live in a room actually walking into it on their own. Shops, homes, and workplaces stopped being scenery and started being places.
The world also got weather and a real calendar. The server decides the weather for everyone, so you'll all be standing in the same rain or snow together, and there are twelve real months and seasons tracked with the year shown on your status bar. Building the calendar surfaced a genuinely funny bug in the process: every character's natal chart had been getting calculated as if they were born in January, no matter their real birthday. Since astrology is core to a Grimmloch character, that's now fixed and your birth chart reads correctly.
Movement got rebuilt too, and this one killed the stutter you may have felt. NPCs now walk at their own pace instead of one universal speed, and they walk to a building's actual door instead of its center point. Digging into it, we found the world's navigation mesh, the invisible surface everything walks on, was silently broken into over sixteen thousand disconnected pieces. It's been rejoined, rebuilt to include the new interiors, and tuned. You won't see any of that directly, but it's what makes everything above actually trustworthy.
Smaller but satisfying: the roleplay log now has dated dividers and a "New Session" marker, a bug that bled one character's log into the next character's log on switch is fixed, and NPCs stop tracking players who've already logged off.
Our Alpha testing continues, and we are still accepting applications in Discord for Alpha Testers. Come join us in Discord to learn more.