The Keeper's Path · public · first seen
Keepers — a substantial update is now live, shaped in large part by your feedback since launch. Thank you to everyone who took the time to tell me what wasn't landing. Here's what's changed.
Your craft now holds the yard. The way captives break free has been reworked from the ground up. Before, a keeper who trained their wards and sealed their captives could still lose them for reasons that were never explained. Now containment is a real, rising currency: the deeper you invest in Mend and Warding, the better you hold your yard — visibly, at every level. Low-tier prey become yours to keep with modest craft; the great apex beings remain a genuine test. And the yard now shows you how well it's held.
Every Vein rewards the climb. Levelling now pays. Bulwark steadies your whole yard a little more with every level; Knell makes the Hall of Monuments grow in worth as your mastery of Death deepens. Two Vein capstones that once promised the impossible now deliver real, lasting power true to what they claim.
The realm speaks plainly. Milestones now name truly what they grant — no more promises the game couldn't keep. Terminology is consistent throughout, the Lots reveal themselves the moment you claim your first Demesne, and the House of Death capstone shows you exactly what it asks.
More is coming — including a deeper look at how specialising into a Vein could shape a keeper's whole path. That one I'm taking slowly, and I'd genuinely like to hear how you play before I build it. As always, tell me what works and what doesn't.
Hold the line.
| Depot | New manifest | Previous manifest |
|---|---|---|
| 4927901 | 715309197795808159 | 5647391181526228772 |