Going North

Changelog

What changed

I build Going North in the open, and it changes fast. Each release has a tab. It starts with what the build changes when you play, and the details follow.

Beta 14 · 26 Oct 2026 · v0.14.1 on 31 Oct · 374 commits

Capes, call trees and three times the dead

A big build. Every player now wears a cape that moves with real cloth physics, and you earn rarer looks by playing. Whistles and yells grew into six augment trees, each with its own effects. And the herd is three times bigger: up to 600 zombies per player.

These notes describe v0.14.1: the same build with the fixes from our first playtest, Shade reworked, a level up that heals, and a new look for the countryside.

WHAT THIS CHANGES ABOUT A RUN

  • Capes. Pick one of nineteen styles on the Character screen. Each has six rarer looks, from embroidered to radiant, earned by deeds or found in chests.
  • Call trees. The whistle and the yell are bare calls now. Their effects come from six augment trees: Shockwave, Freeze, Rot, Quake, Dread and War Cry. That is 40 augments, each with its own look and sound.
  • Many more zombies. Up to 600 per player. Calm ones far away mill around cheaply, and arrows still hit them.
  • Fewer stutters. Respawns, spider dens, entering the world and changing anti-aliasing no longer hitch the frame.
  • New buildings and bridges. Ruins and towers are rebuilt from new models.

NEW IN v0.14.1

  • Everyone sees the same zombies. Your game only drew the zombies your own machine was steering. When steering moved to the other player's machine, they popped into view right on top of you: when someone took the ladle, after a respawn, or out of nowhere. Every zombie within 100 m is now always drawn, and no zombie spawns within 100 m of any player.
  • Shade is easy to read. Crouch or keep still for 2 seconds and your body melts into black ink. Only your two eyes still glow. Crouched, you move 15, 25 or 35 % faster in shade, and a crouch run keeps you in it, leaving a smear of ink. The HUD says when you're settling, when you're in shade, and what stops it: carrying the ladle, a lit torch or sprinting.
  • A level up heals you to full, with a column of light, rising rings, gold sparks and a chime. Everyone near you sees it. It doesn't stand you up if you're downed.
  • The bow sits right in third person. Carried, it lies along the arm; drawn, it stands across it. Other players' bodies now lean up and down with where they aim.
  • The countryside is rebuilt. A meadow of thin grass blades and seed stalks, real wildflowers, crop fields with fences, cart tracks and footpaths, mossy outcrops and new forest trees.

Also in this build

Smaller changes and fixes.

  • Weapon steel looks like brushed metal
  • Coils of rope are picked up by walking over them, like arrows
  • Online Deathmatch arena works and is centred
  • The ladle is back on the crater's edge, and zombies that walk into the lava die
  • Repainted augment icons and stronger rarity bands
  • Waterfalls no longer draw a broken line along their lip
  • Volcano sparks survive a world reload
  • No more invisible pickup where someone else had just taken the ladle
  • A long session could leave orange blobs in the night sky. The game now repairs the broken effect and names it in the log
  • Bug reports say how many zombie bodies your settings draw
  • v0.14.1 comes for Windows and Mac (Apple Silicon); v0.14.0 was Windows only
Beta 13 · 20 Oct 2026 · 21 commits

You can see your arms

A small build, a day after Beta 12. In first person you now see your character's arms, and they hold whatever you carry: every weapon through every swing, the torch, the shields and the bow. I made the arms myself in GrandpaCAD. The bow also comes up to the right when you draw, and the arrow flies a little upward.

WHAT THIS CHANGES ABOUT A RUN

  • You see your arms in first person. The weapon used to float in front of the camera. Now your hands hold it, and the swings, timing and damage are the same as before.
  • The bow comes up to the right when you draw. It takes 0.2 seconds, and letting go before that shoots nothing and spends no arrow.
  • Arrows leave 3.5 degrees above the crosshair. They climb a little off the bow, so aim a bit lower than you're used to.
  • Your hands swing with your footsteps. Walking, each step you hear lands as a hand comes forward.
  • The trait cards on the Character screen are above the characters. Moving the mouse to them no longer changes who's shown.
First person by day: a zombie claws at the raised kite shield, the left fist on its grip and a sword in the right hand
01 · THE ARMS

Your hands hold the weapon through every swing

Until now a weapon floated in front of the camera on its own. Now your character's arms hold it. The weapon still moves exactly as it did, so nothing about a fight changes, and the hand follows it: the fist closes on the handle and stays there through every swing. On the stick and the spear the left hand holds the shaft and slides along it as you thrust. With nothing in hand you stand with your fists up and punch. Standing still, empty hands drop a little and breathe. Walking, they swing in time with your footsteps.

More

The arms keep the same size and place on screen at any field of view. The knife now rests pointing up like a held dagger, and the sword, the mace and the stick rest higher than before. When you sprint, the view still pulls out to third person.

First person by day: the bow drawn on the right side of the screen, the bow arm out straight, the arrow resting above the hand, and three zombies coming across a meadow under the volcano's plume
02 · THE BOW

Drawn on the right, the arrow above your hand

Carried, the bow sits low on the left. When you start a draw, it comes up to the right side of the screen in 0.2 seconds, with your bow arm out straight. Let go before it's up and the string goes slack: no arrow, and none spent. Attack Speed draws faster but doesn't shorten this. The arrow rests above your bow hand on the left of the bow, pointing almost where you look.

The arrow now leaves 3.5 degrees above the crosshair, so it climbs a little before it drops. Up close it lands high, about 30 cm at 8 m, so aim a bit lower than you're used to.

First person at night: the left hand holds a lit torch, the empty right hand open beside it, and the volcano's plume glowing over the trees
03 · TORCH AND SHIELD

Your left hand carries them

The torch is in your left hand and swings as you walk. A shield is held by its grip, low when you carry it and up when you block, and the arm goes with it into a bash. The bash also travels the same distance at any frame rate now. It went further on a fast machine.

In third person the shield is strapped to the outside of the forearm, facing out. It used to hang on the inside, as if you were hugging it. When you run, the bow and the shield stay still in your hand instead of flapping with the arm, and other players see it that way too.

04 · CHARACTER SCREEN

The trait cards are above the characters

Hovering a character on the Character screen shows it, along with its trait cards. The cards were under the grid, so moving the mouse down to change a trait passed over other characters and changed what was shown on the way. The cards now sit above the grid, and you reach them without crossing a character.

Also in this build

Smaller changes and fixes.

  • The Weapon sway setting is gone. Sway is always on full
  • The console has a bow command that moves and turns the bow in your hands, and a grip command for the other weapons. Changes last until you quit
  • This build is for Windows only, like Beta 12
Beta 12 · 19 Oct 2026 · 213 commits

The trench burns, and you pick your character

A week of work since Beta 11. The trench has lava at the bottom now, and touching it kills you, so the bridges are the only way across. The main menu is a lobby where you pick a character, who brings two traits, and you add a third. Every band past the trench has its own storm, there's a ten-minute deathmatch, and the ladle drops where its carrier dies.

WHAT THIS CHANGES ABOUT A RUN

  • The trench burns. Lava runs along the bottom and kills you the moment you touch it. Rivers pour in as waterfalls. Every stretch of the trench has a bridge, and no gap is narrow enough to jump.
  • The main menu is a lobby. Your character stands in the middle, tabs run across the top, and the Play button switches between an online match, a deathmatch and the playground.
  • Your character brings two traits, and you pick a third. A trait is a small rule, like swimming faster or keeping half your souls when you die. There are 24, and you unlock them by playing.
  • The ladle is filled down in the crater, and it drops where its carrier dies. Anyone can pick it up. It lies there for 5 minutes, then goes back to the volcano. Safe spots work for the carrier again.
  • Each band past the trench has its own storm. A sandstorm, a snow squall, a fog bank and falling ash. You see less, and the zombies see as well as ever.
  • The arena is a ten-minute deathmatch on the same world. You build from twenty augment picks before you spawn, and most kills wins.
  • Shade lets you fade from other players. Stand still or sneak for 2 seconds and you fade for anyone more than 8 m away. Any loud move ends it.
  • The torch shows how much is left. It burns down in your left hand over its 90 seconds, and the HUD drains with it. Raising a shield puts it away.
  • The wandering trader walks the trails. He no longer goes straight over hills and through rivers, so look for him along a trail.
A plank bridge over the trench by day, two rivers pouring into the glowing lava at the bottom as waterfalls, a safe spot's tower on the far bank and the volcano's smoke column behind
01 · THE TRENCH

Lava at the bottom, and a bridge in every stretch

The trench is now a deep cut with lava along the bottom. Touch it and you die at once; Last Breath and wards don't save you. Every river that reaches the trench pours over the edge as a waterfall, with steam rising out of the cut and the roar and hiss to go with it. Since rivers no longer cross the trench, every stretch of it has a bridge, and no gap is narrow enough to jump. The bridges now start and end on the banks, and you die only when you touch the lava, not partway down the wall.

More

A few bridges are worth remembering: a stone bridge with an arch, a narrow plank with no rails, and a broken one with a hole in the deck. A held sprint jump clears the hole. The volcano's smoke column now rises from inside the cone instead of hanging beside it.

The lobby: Play, Character, Leaderboard and Settings tabs across the top, a donkey-headed character on a plinth in the middle, the player's match and kill counts on the left, and the mode switch and Play button on the right
02 · THE LOBBY

Your character in the middle, tabs across the top

The main menu was a narrow column of buttons. Now it's a lobby. Your character stands in the middle; click it to change who you play. The tabs across the top are Play, Character, Leaderboard and Settings, and Q and E switch between them. On the left are your name, rank and career numbers. On the right are What's new and the Play button, with a switch for the mode: an online match, a deathmatch or the playground. Spectate and the editors moved under More.

03 · CHARACTERS

Four to start, twenty to earn

You can now choose who you play. The Peasant, the Donkey, the Philosopher and the Arcanist are open from the start. Each of the other twenty unlocks with a challenge, from easy (light 3 lamps) to very hard (carry the ladle home without dying in that match). The server counts your progress across matches, so offline play doesn't count. A character changes how you look and which two traits you bring. Everyone has the same size, speed and health.

More

The Donkey, the Philosopher and the Arcanist are new models, and the Zombie, Captain, Warlord and Troll can be worn too. Sixteen of the twenty don't have a model yet: their slot shows a question mark and the challenge, and unlocking one tells you it comes in a later update.

04 · TRAITS

Two come with your character, you pick the third

A trait is a small rule that changes how you play, not how strong you are. Each character comes with two, and you add a third from the ones you've unlocked. There are 24. Nine are open from the start, and the rest unlock through play: Haggler (traders charge you a quarter less) for buying 10 things, Steady Draw (hold a full draw three times longer) for 50 bow kills. Some have a cost: Night Owl makes you 20% quieter at night and 10% louder by day. When a trait does something, its mark on the HUD lights up.

More

Four traits work through the augments: Fletcher, Swordhand, Stalwart and Fleet make bow, melee, survival or movement cards come up twice as often. Scholar shows 4 cards at a level-up, and your kills give 15% less exp. The server checks every trait that touches other players, like prices, fist damage and the parry window.

05 · THE LADLE

Down into the crater, and dropped where you fall

Taking the ladle used to be one key press on the rim. Now a ledge winds down inside the crater to the lava, and the heat hurts more the lower you go. You fill the ladle by dipping it for 2 seconds at the lava's edge, and a blow in that time spills it. The walk down and the fill cost about a quarter of your health.

When the carrier dies, the ladle falls where they fell and anyone can pick it up. It lies there for 5 minutes, then goes back to the volcano. The compass and the map show a dropped ladle in orange. So I've undone the Beta 10 rule: a safe spot gives the carrier a respawn point, rest, its chest and its lamp again. The zombies still hear the carrier from further away.

06 · WEATHER

A storm for each band, and a volcano you can hear

Each band past the trench now has its own weather: a sandstorm in the desert, a snow squall in the cold band, a fog bank in the dark band and falling ash near the volcano. A storm lasts one to four minutes and closes the view down a lot by day. Expect one or two in a match. Everyone in the same place sees the same storm at the same time, and the zombies see as well as ever. The green south stays clear.

Every few minutes the volcano flares and a shock wave runs out through its smoke and the clouds; the boom reaches you a few seconds later. Rivers make a sound now, and in the cold band the steep snow slopes are ice you slide down.

07 · THE ARENA

A ten-minute deathmatch on the same world

The arena is a second mode for a quick fight: no ladle and no race north. When you join, you build first. Pick a weapon, then pick twenty times from three augment cards, with three rerolls. Then you spawn at least 250 m from everyone else. Most kills wins, fewer deaths breaks a tie, and dying keeps your build. The N on the compass points at the middle of the other players. Pick Deathmatch in the lobby to play it offline. Arena wins don't count for the ladder.

08 · SHADE

Four augments for staying unseen

Shade is a rare augment. Stand still or sneak for 2 seconds, without a torch or the ladle, and you fade for other players more than 8 m away. More stacks fade you further, but never all the way and never up close. Swinging, shooting, getting hit, sprinting or jumping ends it. Three augments build on it: Hush makes you quieter while faded, Shroud hides you from other players' Reveal, and Ambush makes your first blow within 3 seconds of leaving shade hit harder (half as much against players).

More

I wanted it to be one line among many and not a way to win fights. It's for scouting and getting away, and it asks you to stop, which a fight never lets you do.

First person at night with a burnt-down torch held low, the volcano glowing ahead, and the torch icon on the HUD with its bar half empty
09 · THE TORCH

In the left hand, and you can see it burn down

The torch was in the wrong hand. The animation raises the left arm, so your character walked with an empty fist up and the flame at the hip. It's in the left hand now, in first person too. It also shows how much is left: the head burns down the handle over the whole 90 seconds, the flame and its light shrink, and the torch icon on the HUD drains, with the last 15 seconds counted beside it. Other players see your torch burn down too. The shield shares the left hand, so raising a shield puts the torch away.

10 · CHESTS

Seals on the lid, and a chooser that shows your build

A chest can now give more than one augment. Seals on its lid show how many before you open it, and each player sees their own. Hold E to break them one at a time. A second seal is at least a Rare card, a third at least an Epic. Each seal takes longer and cracks louder, so a big chest is a risk with other players nearby. Let go early and the rest waits for later.

The chooser shows your build beside the cards. The card under your cursor lights up the slot it would change, and taking it flies its icon there.

11 · ZIPLINES AND TRAILS

Lines that clear the ground, trails you can walk

Many river ziplines dragged their rider's feet through the ground. Now every zipline is checked along its whole length, and where it would drag, its high end stands on a wooden platform. The yards round the safe spots are level again instead of stair-stepped. Trails keep an even slope instead of climbing every bank, cross rivers at wading depth, and no longer stop halfway up a hill.

12 · THE TRADER

He walks the trails

The wandering trader used to walk a straight line between two safe spots, up cliffs and through rivers. Now he follows the trails, and runs along them when you hit him. A trader only appears where there's a walkable trail, so there are fewer of them, and none in the cold band for now.

13 · THE YELL

Heard twice as far, and the runes answer

Other players hear your yell about twice as far away as before. A tap gives a short yell, with a few variations; hold the key for a long one. The arrow that floated over a yelling player is gone. Instead, runes on the nearby trees and stones light up one after another toward the caller, and a column of light stands where the yell came from: green with rings for a friend, pink and dashed for a stranger.

14 · PLAYTEST FIXES

From the first five-player evening

The first evening with five players on Beta 11 sent me six reports. The ground's textures now load on every machine. Voting for a shorter map no longer makes it longer. A spawn camp's tent is one tent for everyone: when one player pitches it, everyone sees it and can use it. The game no longer crashes when a match restarts near a lit tent. Opening a chest no longer stalls the game, and the white flicker on lights when a lot of forest is in view is gone.

Also in this build

Smaller changes and fixes.

  • The world is the 1 km one I've been playing on: the volcano is 1 km north of the trench
  • This build is for Windows only. I've paused the macOS builds for now
  • Souls show as a skull everywhere, the same one as the kill marker. After a run of kills, the skulls drop into your pack one by one
  • The key left of 1 opens a console. It replaces the old developer keys, and admin commands need a login
  • A raised shield stops an arrow that hits it. Shots from behind still get through
  • Up close, your arrow hits what the crosshair is on instead of coming out of the zombie's back. Zombies also stop a step further away, still close enough to claw you
  • Your character has a new forward run in third person
  • After you die, picking up a weapon no longer drops a copy of your old one. The old one stays on your body
  • The zipline handle stays on the line, and the line bends under its rider. A low line sets you down instead of dragging you through the ground, and one too low to ride says so
  • Jumps are lower and you come down faster. Tap Jump for a short hop, hold it for a full jump. Starting and stopping take a moment now, and a hit shoves you back a little
  • Every character runs with its legs under its hips, with or without a sword
  • A hit throws blood along the swing, and your blade stays bloody for a while. A big kill flicks a few drops onto the edge of your screen
  • Far zombies' eyes stay visible at night instead of flickering out
  • The skeletons at loot sites and across the dark band are gone. In their place lies one of our own zombies, in one of three poses and at the herd's size, and the loot lies beside the body, never under it
  • Each zombie casts one shadow again, away from the sun, instead of dragging a long dark streak along the ground
  • The growl of a zombie that spots you and the captain's shout no longer repeat. A zombie that keeps spotting and losing you growls once, a pack's growls swell together, and two captains don't shout over each other
  • At night a loud player could be spotted from further out than a zombie would keep chasing, so it locked on and off many times a second with its eyes flickering. A chase now holds as far out as it started
Beta 11 · 12 Oct 2026 · 24 commits

A warlord, a troll, and kits that show their rarity

The north now looks as dangerous as it is. A heavier captain leads the packs further north, a troll guards the snow, and the spider moves like something heavy. Stations can hold any weapon, and the map shows each one in its rarity colour.

WHAT THIS CHANGES ABOUT A RUN

  • The warlord leads the packs up north. He takes more blows than a captain, hits harder, and his pack runs faster and bites harder. In the far north every pack leader is a warlord.
  • A troll guards a few spots in the snow. He walks back home if you lead him away, takes as many blows as the spider, drops a mace or an axe, and comes back ten minutes after he dies.
  • You can see the spider's attacks coming. It lunges before it bites and spins before it webs, and it turns slowly.
  • Any weapon can lie at a station, but never all of them. Every station still has a bow, arrows and something to swing.
  • The map shows each weapon in its rarity colour, and the death map shows the kit of every place you can respawn.
  • A zombie that spots you runs at once. It no longer stands up straight first.
An armoured warlord, twice a zombie's height, leading a pack across a station yard in the dark band
01 · THE WARLORD

A second captain, and you can tell them apart

The warlord is a captain in heavy armour. He takes 8 times a zombie's blows where a captain takes 5, his claw hits 4 times as hard where a captain's hits 3, and the pack he leads runs faster and bites harder than a captain's. He pays 480 exp. There are none in the green south, a few in the desert, half the leaders in the snow, most in the dark band and all of them by the volcano.

More

Every 400 m of ground has one kind of leader, so the packs you meet in one area are led the same way. I want each body to tell you how strong it is and how it fights, so more kinds will follow the same rule: the further north, the worse they look and the worse they are.

A blue-skinned troll with antlers and a skull belt standing in the snow between pines
02 · THE TROLL

One to a spot, in the snow band only

A troll stands alone at a few spots in the snow, three of them near the main route north. He wakes when you come within 250 m. He is a captain's size, a little slower than a zombie, and hits twice as hard as a captain. He takes as many blows as the spider and pays 1280 exp. Lead him more than 150 m from home and he gives up and walks back. He drops a mace or an axe where he falls and comes back ten minutes later.

03 · THE SPIDER

It moves like something heavy

The spider used to turn on the spot in one frame and bite before you saw it move. Now it turns slowly, speeds up and brakes, and gets up for a moment when it wakes. Its bite starts with a lunge and lands half a second later, if you are still in reach. Its web starts with a spin and flies 0.6 s later. Its feet step through a turn instead of sliding. Online it no longer jumps between updates.

The map with a row of weapon icons beside a station, the better ones framed in green and purple
04 · KITS

Any weapon at a station, and its rarity on the map

A station's rack can now hold any of the ten weapons: stick, knife, sword, axe, spear, mace, bow, warbow, buckler and kite shield. Each station has its own set and none has more than five kinds. Every one still has a bow or a warbow, 12 to 24 arrows and at least one weapon to swing. The heavy ones are rare by the trench and more common further north. The map shows every weapon on its own, with a frame in its rarity colour, and the lamp's card says it in words, like "a Rare axe". Zoomed out, the dot takes the colour of the best piece.

The death map's card for a safe spot with a Kit row of weapon icons in their rarity frames
05 · THE DEATH MAP

Pick a respawn by what lies there

The card for each place you can respawn now has a Kit row with the same icons and rarity frames as the map. So you can choose the station with the better sword, not just the nearer one.

06 · NEW BODIES, PAINTED EYES

The zombie and the captain have new bodies

Zombies and captains wear new textured bodies. Every body's eyes are painted once on its model and lit by the game, with a soft glow round each eye, so the colour shows from far away: gold when calm, red when it has seen you. A zombie that spots you now goes straight into its run instead of standing up straight first.

More

Far zombies are drawn from a lighter mesh, which makes room for more kinds of body.

Beta 10 · 11 Oct 2026 · 310 commits

Five hands, a spider, a pact you can break, and fire you carry

Five days of work on the fight and on what the north throws at you. You fight with fists, a knife, an axe, a spear, a mace, a sword or a bow, and the shield has a parry. A giant spider hunts at night. A handshake is a pact with a price for breaking it. You can carry a torch, and every fire draws its ring on the ground.

WHAT THIS CHANGES ABOUT A RUN

  • Seven ways to fight. Fists, knife, axe, spear, mace, sword and bow, each with its own rhythm and reach. The knife backstabs for three times, the axe's second chop spins through everyone around you, the spear reaches furthest but takes both hands, the mace breaks guards.
  • The shield has a beat. A blow caught in the first 150 ms of raising it is a parry: free, and the attacker reels. A soak breaks the guard for a moment. A bash staggers.
  • A giant spider lives north of the first third. It sleeps by day, walks at night, webs you from 26 m and wraps you in a cocoon. Killing it pays 60 souls and opens a large chest at its den.
  • A pact protects, and the first blow breaks it. Partners do a quarter damage to each other. The first blow that lands ends the pact for both, and the breaker wears red eyes for five minutes. Death does not wash them.
  • You can carry a torch. Take one at a lit station hearth. It burns 90 s in the hand, you cannot attack while it is up, you are heard further at night, and nothing bites you while it burns.
  • Every fire shows its ring. A grey ring on the ground round a cold station or tent, yellow when it is lit, always yellow round the trader and a torch. Inside it, the herd will not come.
  • Every station and tent has a kit, and the map shows what: arrows, sticks, a bow, sometimes a coil, a sword or a buckler. The map also says how far the volcano is and which way.
  • A rank for the ladder. Bring the ladle home in two matches for the first badge, thirty matches and ten wins for the last.
  • The ladle carrier gets nothing from a station. No anchor, no heal, no chest, no lamp. The herd hears him 10 m further, too.
  • You hear whether an arrow comes back. A lost shaft snaps with a dry crack. Everyone's arrows are visible in the air. Z lets a drawn string down without spending the arrow.
  • T freezes the zombies on you for a second, Y draws them to the spot you yelled from and holds them there.
An axe held up in first person over a flowering meadow, the volcano smoking on the horizon
01 · THE ARSENAL

Fists, knife, axe, spear, mace

Four forged weapons join the stick and the sword, and the bare fist is a weapon of its own. Every hand has its own moves and timing. Fists throw two quick punches and never lose their rhythm. The knife jabs twice and slashes, all inside a second, and backstabs for three times. The axe chops twice and then spins through everyone around you. The spear reaches further than anything but needs both hands, so no shield. The mace comes down overhead, staggers whoever it lands on and breaks a raised guard.

More

Each kind lies in its own place in the world and rolls its tier like a sword does. The trader sells the knife and the spear; the axe and the mace are found. A punch now sounds like a punch. The viewmodel plays every move on its own curve, and other players see the overhead, the spin and the stab on your body.

02 · THE SHIELD

Parry, guard break, riposte, bash

A raised shield used to be yes or no. Now a blow that meets the guard in its first 150 ms is a parry: it costs you nothing and staggers the attacker for most of a second, and your next blow inside 1.5 s is a riposte worth double. Soaking a heavy blow breaks the guard for a moment. A bash lands no damage but shoves and staggers, and opens the same riposte. The mace breaks guards outright.

03 · THE SPIDER

It came down off the mountain. It eats the dead.

Dens stand in the rocks north of the first third of the run, away from stations and trails. By day the spider sleeps in its cave. At dusk it walks a loop of three anchors; a sprint within 40 m, a sneak within 10 m, or a shout from much further wakes a hunt, half again as far at night. It webs you from up to 26 m and wraps you in a cocoon for 12 s. Struggle to cut that to six, three with a knife on your belt, or have an ally cut you free. Its bite does thirty times the band. It eats zombies whole and heals on them.

More

Shoot the belly for triple, the head for double, a leg for half. Its pool is 2400 times the band, so it is a group's fight or an archer's long one. The killing blow pays 60 souls and captain experience, spills the den's find, and opens a large chest on the den's porch for everyone who helped. The narrator has a line for the first sight of it.

A stranger in the grass and the line Ana broke the pact in red over the horizon
04 · THE PACT

Blunted blows, one betrayal, red eyes for five minutes

A handshake seals a pact. While it stands, blows between you do a quarter of their damage, so two partners can fight the same pack without killing each other. The first blow that lands between you is the warning shot and ends the pact for both. Everything after is full. The breaker's eyes burn red for five minutes, and neither death nor reconnecting washes them. Hold E on your ally's card to dissolve a pact on purpose; that marks you too.

More

A blow caught on a raised shield breaks nothing. The race table at the end of a match shows who kept a pact and who broke one, next to the rank badge.

A player seen at night from fifteen metres, a torch flame lighting the grass round them
05 · THE TORCH

Fire in the hand, and what it costs

A station's campfire now burns when its lamp is lit and lies cold when it is out. E at a burning hearth hands you a torch; N raises it. It burns 90 seconds in the hand and gutters through its last fifteen. Stowing it pauses it, water puts it out, any fire relights it. While it is up you cannot attack, every zombie hears you 12 m further at night, and every player sees you from far off. In return, nothing bites you: the flame holds every zombie at arm's length, and the herd gathers at the edge for the moment it goes out.

A lit station at night from above with a yellow ring on the ground round its lamp
06 · LIGHT RINGS

Where the herd will not come, drawn on the ground

You already see the line round you where you can be heard. Now every fire the zombies fear draws its own line in the same style: 16 m round a station's lamp, 6 m round a tent's fire, 9 m round the trader's lantern as he walks, 3.5 m round a lit torch, yours or anyone's. Grey while the station or tent is cold, yellow while it burns. The ring is exactly the radius the herd uses, so if you are inside it, they stay out.

The map with kit marks beside a station and a tent, a scale bar, a legend and the line the volcano is 1.9 km west
07 · KITS, AND A MAP THAT READS BY ITSELF

What lies at every station and tent, and how far the mountain is

Every station and every pitched tent has a kit that refills: a station always has sticks, arrows and a bow, and some add a coil, a sword or a buckler. A tent has six arrows and a coil or two sticks. The map shows the kit as small marks beside each station and tent you have seen, and the lamp's card names it in words. The map itself unrolls now, says how far the volcano is and which way, carries a scale bar, a legend, your trail this life, and a key to find yourself.

The leaderboard with coloured rank badges beside the names and the ladder's thresholds along the bottom
08 · RANKS

A badge earned over matches

A rank counts matches you brought a ladle home in, and matches you won by delivering it. Two matches home earns blue, five earns purple, twelve with three wins earns gold, thirty with ten wins earns red. A rung is never lost. The badge sits beside your name on the leaderboard, on the podium and in the menu's corner, and the legend shows the thresholds with your own rung underlined.

A snapped arrow on a lawn: the stub standing, the fletched half lying apart, wood chips between
09 · ARROWS

You hear whether it comes back

Whether a missed shaft survives was always a roll, and a lost one used to sound exactly like one you could pick up. Now a lost shaft breaks: the stub stays, the fletched half tumbles off, and a dry crack plays over the thunk. Other players' arrows are visible in the air now, from the loose to the landing. Z lets a drawn string down without spending the arrow, and pulls a swing in its wind-up.

10 · THE CROSSING AND THE CARRIER

Gates at the bridges, and a run home that costs

Every bridge over the Cut has a timber gate at each mouth, so the crossing reads from both banks, and the first time you cross it a drum sting and a caption mark it. While you carry the ladle, a station gives you nothing: no new anchor, no heal, no chest, no lamp. The wild chests stay open. The herd hears the carrier 10 m further. The ladle itself now stands on the crater's south rim, not down in the caldera.

More

The dark band got its own burnt ground, the old line of the first pour, ash in the air and dead wood. On a short run the woods follow the bands instead of a fixed 700 m period.

11 · THE TWO CALLS

The whistle freezes, the yell holds

T stops every zombie within 12 m of you dead for a second, mid stride, for a quarter of your stamina. Y draws every zombie in earshot to the exact spot you yelled from and holds them there, searching, for forty seconds, on an 8 s clock of its own. Both still lure everything that hears them. That is the price.

The trader's shelf: a grid of goods on the left, the sword's detail pane on the right comparing it with the one in hand
12 · THE TRADER'S SHELF

A pack and a detail pane

The shelf is an inventory now: his pack as a grid of tiles on the left, and the chosen good on the right with its stats beside the one in your hand, so you see what buying replaces. Keys, pad and mouse all work. He sells the knife and the spear now, next to the sword and the buckler, and still mends your kit, sells a rumour and the map.

13 · THE FIRST MINUTE, PHOTO MODE, THE PODIUM

Small things that are the whole game for a new player

The spawn camp's first frame was reviewed as a whole: the tent, the chest, the sword and the volcano are in view when you stand up, the signpost points at the nearest bridge, and the unarmed note points at the camp's sword. F5 is photo mode: the camera eases out of your eye onto an orbit, the HUD fades, Enter saves a clean frame. The podium at the end of a match has one cursor for keys, pad and mouse, and the match's race table shows who kept a pact and who broke one.

More

The death map tells the price of each return. The augment chooser holds you still and cannot be fumbled. A handshake offer is announced with a sound and a ring, and the refusal says why. The game names its build and the zone's, so an out-of-date player gets a dialog that says which is which and offers the download.

14 · UNDER THE HOOD

Nobody watches a zombie arrive, and the herd costs a quarter

A zombie is never put down or taken away where a player can see it: placement waits for a hidden spot, and after three seconds one body climbs out of the ground instead. Far zombies you cannot see, hear or reach are stepped at a quarter of the rate, and players standing together share one herd. The zone tells Discord when a match starts and ends, and F8 sends a bug report with the picture to the same channel. The spider's list of nearby zombies is built in one pass instead of one per spider.

More

A respawn no longer claims your sword broke when it is lying where you fell. A zombie's size says its tier. The moon shows on night water. The terrain editor backs up a recipe before Save or Reset and notices outside changes. Heights in a recipe are grades of their own size, rivers are in metres, and the horizon curl is in degrees, so a 1 km world and a 25 km world read the same knobs.

Beta 9 · 6 Oct 2026 · 154 commits

A living forest, tents, the map as an item, and a bow that hits where you aim

I grew the forest from scratch: nineteen kinds of tree in woods with character, undergrowth you can hide in, and trees all the way to the horizon. You can pitch a tent, find a map, see a safe spot from 150 m, and the bow finally hits what you aim at.

WHAT THIS CHANGES ABOUT A RUN

  • Woods hide you now. Thickets slow you by 30 % per bush, and the thickest walls of scrub can't be walked through. Open woodland beside them has long sight lines.
  • A lit safe spot shows from 150 m by its smoke column and the pennant on the light house. An unlit one shows a bare staff and a thin wisp.
  • The bow hits where you aim. It used to land 40 cm right at every range.
  • Wounded zombies back off for a few seconds, then come again. A few in every pack lag or wander.
  • You can pitch a tent. Six seconds of loud work buys a respawn anchor and a 6 m ring the herd won't enter. Six blows from anyone else tear it down.
  • The map is an item. Buy it from a trader or find it in a chest; it uncovers as you look and survives your death.
  • Your first chest opens on arrival with three of six strong picks, and no chest offers an augment you've maxed.
  • Stamina is your breathing. The bar is gone; you hear light, heavy and ragged breaths instead.
  • Ropes reach 100 m and you carry six coils. Climbing drains stamina as you rise.
  • Zombies just over the trench are the easiest in the game: a belt of idle singles on the lip, with packs of three to five beyond.
From 150 m up, forest runs unbroken to the desert edge and the volcano
01 · THE FOREST

Nineteen kinds of tree, grown by the game

Every tree is now generated: trunk, branches and leaf cards, with three levels of detail baked into each. Woods have character over hundreds of metres: oak woods and beech woods, birch stands, aspen clumps, pines on the ridges and firs in the hollows, hazel on the wood's edge, willows leaning over the water and poplar rows along rivers and trails. The forest draws to the horizon instead of stopping at 2.5 km, and the near woods load five seconds sooner.

More

Each species has one cheap rule for where it grows, so every player sees the same trees. Far trees are billboards drawn from one texture array, one draw per tile. The old kit trees are gone from the build, which took 7.6 MB off it. Desert shores grow date palms now.

A taiga of spruce, tall pines and pale larches
02 · THE COLD BAND

Spruce, pine, fir and larch

The taiga is a mix now: dark spruce, tall red-stemmed pines on the ridges, firs on the north slopes and pale larches on the south ones.

Weeping willows at a river bank with poplars behind
03 · RIVERS

Willows on the bank, poplars in rows

Willows stand at the waterline and lean over the water. Poplars follow the river in single file like a windbreak, and line the trails.

Dense undergrowth inside a wood
04 · UNDERGROWTH

Thickets you hide in, walls you can't pass

The forest floor is undergrowth now: twenty-five kinds of bush grown by the same forge, from ankle-high bilberry to holly walls over your head. Inside a wood, patches of thicket alternate with open park. In a thicket, bramble and berry stand over eye height and hide you from ten metres; each bush you stand in slows you by 30 %, and the thickest clusters of holly, elder or dead thicket can't be walked through at all, so parts of a wood are closed and the lanes between them matter.

More

Each sub-biome plants its own set: broom and wild rose in the grassland, juniper and heather in the cold, sage and tamarisk in the desert, fireweed and dead brush in the ash. A wall stops arrows like a trunk. Zombies are not slowed, so a thicket hides you but does not save you.

A lit and an unlit safe spot side by side at 150 m
05 · SAFE SPOTS

You can see one from 150 m

A lit station sends up a tall column of hearth smoke, flies a white-and-blue pennant from the light house, and its grass takes a blue tint. An unlit one shows a bare staff and a dark wisp: not safe yet. Lit on the left, unlit on the right.

Running past a lit station at 40 m, the pennant and smoke visible
06 · AT A RUN

Legible without looking at it

Running past at 40 m and looking 30° away, the pennant is the first thing you see. Jan ran past a safe spot that would have saved him; that's why.

07 · THE BOW

The shaft goes where the eye aims

Since the arrow started leaving from the nocked arrow's head, 40 cm right of your eye, it flew parallel to your aim and missed by that much at every range. The game now works out where your eye's own shot would land and aims the shaft through that point. Measured miss at 8, 25 and 60 m: under 2 mm.

More

The armory's arrow bundle refills on a different spot of the yard each time, so camping it is no longer free. Safe-spot racks hold more swords the further north they stand. You can take a whole floor pile in one walk-over.

08 · ZOMBIES

Packs that aren't one grey mass

A zombie dropped under a third of its health by a blow backs away for about four seconds, can't bite, then comes again. Once per life. Eight percent of every pack lag behind or drift off the pack's line. Captains stand 1.4× a footman.

More

Just over the trench stands a belt of idle singles, the easiest zombies in the game, so you meet the dead the moment you climb out. Beyond it, six in ten groups are a lone wanderer and packs are three to five. The dead wear down the further they walk from the mountain, which is why they're weaker near the Cut. The herd is sized per player now, so a crowd brings more zombies than a loner.

A pitched tent with a lit fire
09 · TENTS

A home you build, and a rival can take

Pitch a tent at a tent site: six seconds of loud work. It's a respawn anchor and a 6 m ring the herd won't enter. One per player. Six melee blows from anyone who isn't you or your ally tear it down. The spawn camp's tent is yours from the start and can't be taken.

10 · THE MAP

An item you find, and fog you uncover by looking

Every trader sells the map for 10 souls, about one chest in twelve holds one, and a dead player drops theirs. Tab opens it full screen without pausing. It shows the Cut, the mountain, north, you and your heading, and the rumour's cache. What you've seen stays uncovered, through death.

The augment chooser with the rare card selected
11 · CHESTS AND AUGMENTS

A better first chest, and a chooser you can't fumble

The first chest opens on arrival and deals three of six strong picks. No chest offers an augment you've already maxed, and every chest in a ruin is its own gift. The chooser holds you still, works on keyboard, pad and mouse, and a digit selects before a second press takes.

More

Rarity shows as pips and the frame, not colour alone. Floor loot has one aura, a spread pile and a world card; look at it to pick it up. Every interactable has a world card and a focus outline now.

12 · MOVING

Breathing, ropes and hills

The stamina bar is gone. You hear light breaths, then heavy ones as a sprint drains you, ragged two seconds before empty, and one winded heave at the end. Ropes fly 100 m and you carry six coils, with many more laid in the world. Climbing drains stamina as you rise. A slide rides the hill and gains speed on the way down. Trees stop you at the bark, not a metre short of it.

13 · LOOK AND SOUND

A peasant's clothes, a crackling fire

Players dress as medieval peasants and hold props in the fist; the shield slings on your back while the bow is out. The campfire crackles and can be heard. The zipline has its own sound and footsteps stop on a rope. The day and night banner replaced the dial.

14 · UNDER THE HOOD

Faster multiplayer, fairer blows, a bigger world budget

Positions and zombie state travel over a UDP fast channel and snapshots are binary, so a lost packet no longer stalls everything behind it. The zone checks blows against where you were when you swung, the weapon's real timing, and line of sight. The world is sharded into rectangles, and the herd is sized per player so the world can hold far more zombies. Terrain tiles morph between detail levels instead of popping.

More

A heat ledger records every death, kill, chest and pick per match for the balance work, and shows on the admin map. Hidden tiles are parked, item timers have absolute deadlines, the Shadows setting is real, and far herd bodies stay out of the shadow pass. There are sixteen shorts now; the newest answers "same zombie, same loot, everywhere you go".

Beta 8 · 30 Sep 2026 · 148 commits

A new look, headshots, crows and smoother multiplayer

I redrew the world: sky, trees, buildings and rocks. Zombies are easier to hit and headshots count double, crows give you away, and other players now move smoothly.

WHAT THIS CHANGES ABOUT A RUN

  • Aim for the head. A stick or an arrow to the head kills a basic zombie.
  • Crows roost on dead trees. Scare them and nearby zombies come to look.
  • Last Breath works. When you're down, zombies leave you alone and you can crawl.
  • Other players and their zombies move smoothly.
  • Zombies die from falls of about 5 m or more, so they don't pile up in ravines.
  • The trader can point you to a chest for 4 souls, and traders further north stock more arrows.
  • You can zoom while drawing the bow.
  • Ropes carry you. There's no key to hold.
  • There are twice as many safe spots near the trench, and camps with a chest in the snow.
01 · SKY AND LIGHT

Clouds, haze and a colour grade for each band

The grey cloud bands are gone. The sky is blue with soft clouds, and every player sees the same clouds. Distant hills and the volcano fade into haze. Each band has its own colours, blending as you walk north. Zombie eyes, lamps and lava look the same as before, and nights are as dark.

Beta 8: groves of broad green trees with a few red ones, a meadow with white flowers, a rock crag, blue sky with white clouds and the volcano in haze. Beta 7: a green hill with small evenly spaced orange and green trees, a grey stone slab, and grey wavy cloud bands over the volcano.
The same spot in both builds. Drag to compare.
02 · TREES, GRASS AND FLOWERS

Groves, meadows and flower patches

Trees used to be small and evenly spread. Now broad oaks, birches and maples grow in groves with meadows between them, with shrubs and ferns along the edges. Flowers grow in patches of one colour, and where a patch is dense it replaces the grass.

A river bend with turquoise water, green banks, a birch wood on the far side and a broad tree in front, under a blue sky. Beta 7: the same river bend with pale water, small orange and green trees and grey cloud bands.
A river in the lush band, with clearer water and reeds. Drag to compare.
03 · BUILDINGS

Timber houses, towers and camps

Safe spots were plain boxes. They're now timber houses on stone bases with thatch and shingle roofs. Watchtowers have a stone base, a railed deck and a roof, and the spawn camp has a canvas tent and a fire ring. Every chest is a wooden chest. Walls, stairs, doors and chests are where they were, so using them works the same.

A safe spot up close: a timber-framed tower house on a stone base with blue shutters, a thatched cottage, and an armory with a tiled roof, with grass up to the walls. Beta 7: the same safe spot as plain boxes: a grey tower with a red roof, a hut with a green roof and a plank shed.
A safe spot. Same layout, new buildings. Drag to compare.
Beta 8: a canvas A-frame tent with guy ropes, a pot hanging over a stone fire ring, and a banded chest on a sawn block in green grass. Beta 7: the spawn camp with a flat orange cone tent and a box chest on a stump in pale grass.
The spawn camp, where every run starts. Drag to compare.
A watchtower from the front: grey stone footing, timber frame with cross braces, a railed deck and a small roof with a red pennant. Beta 7: the old watchtower from the same spot, a plain timber box on legs.
A watchtower. The chest is still at its foot. Drag to compare.
04 · ROCKS AND GROUND

Each band has its own rocks

The grey stone slabs are gone. In their place: mossy outcrops in the lush band, sandstone in the desert, crags in the cold and dark bands, and basalt columns near the volcano. They block you the same way. Each band also has its own small detail, like reeds by water or burnt stumps in the dark band. Lava fields are now a black crust with glowing cracks.

A sand slope with dry grass tufts, a banded cream and rust sandstone ridge behind, and a tall red rock spire against a blue sky. Beta 7: the same desert slope with a grey stone slab and grey cloud bands.
The desert. Drag to compare.
Night at the edge of a lava field: dark crust with bright orange cracks under a starry sky, and a low hill glowing through a web of cracks.
The edge of a lava field at night.
05 · FIGHTING ZOMBIES

Headshots, ragdolls and fall deaths

Zombies were hard to hit. Blows and arrows now hit a zone a bit wider than the body, so a near miss counts. A headshot does 2x damage. The head hitbox follows the zombie's head and is a bit bigger than it. An arrow counts where it flies, and a swing counts where you aim, so a swing at the belly is a body blow. Headshots don't work on players yet.

A blow knocks a zombie back the way it went, and zombies you kill up close fall as ragdolls. A zombie that falls about 5 m or more dies, so they no longer pile up at the bottom of ravines.

Four zombies on a flat test floor: one lies where it fell, another is knocked over sideways in a spray of red, and two more stand behind.
Ragdolls on a test floor. Each one falls the way the blow went.
06 · WEAPONS AND SOUND

New swings, bow zoom and a sound for each weapon

The branch thrusts like a spear: longer reach, narrower hit. The sword chains a left cut, a right cut and a thrust. You can now zoom (right mouse) while drawing the bow.

Each weapon has its own swing and hit sounds, with an extra layer on a headshot or a kill. The sword no longer clangs on a miss. The bow creaks as you draw, and you hear other players draw and shoot. Crossing the trench plays a drum going north and a calmer chord coming back.

07 · BIRDS

Crows that give you away

Crows roost in flocks on dead trees, more of them further north. Get too close and they fly off cawing: about 5 m crouching, 11 m walking or 60 m if you yell. Zombies within 60 m (90 m at night) go to the roost to look, so a flush can also pull a pack off your trail. Everyone nearby sees the same flush, and the crows come back after two and a half minutes. Eagles and vultures circle overhead as scenery.

08 · GOING DOWN

Last Breath works now

Last Breath used to fail: a zombie finished you before you could get up. Now zombies stop chasing a player who's down, and ignore you for 3 s after you get up. While down you can crawl slowly, and with Last Breath you press E to get up. Other players can still finish you.

09 · MULTIPLAYER

Other players move smoothly

Other players used to move in small stop-start steps. They now move smoothly, and so do zombies owned by other players, which also no longer jump when a different player takes them over. Reconnecting puts you back where you left instead of at the spawn.

Night in the lush band: a dark meadow with zombies whose amber and red eyes stand out clearly.
Night is as dark as before. You can still see the eyes.
10 · THE MAP

More safe spots, and camps in the snow

There are twice as many safe spots near the trench: 34 within 800 m instead of 16. The snowy cold band has about 19 abandoned camps, each with a medium chest and 8 arrows. By day smoke rises from some of them, so you can spot them from about 400 m. Arrows that land in snow are recovered more often.

An abandoned camp in the cold band: three canvas tents in tall grass on stony ground, a chest between them, pines behind and a snowy peak in the distance.
An abandoned camp in the cold band.

Grass now grows up to the edge of the trench and down its walls. The floor stays bare.

Beta 8: the north wall of the trench from its floor, with tufts of grass down the upper slope and a green meadow at the top. Beta 7: the same trench wall as bare brown sand up to the rocks at the top.
The north wall of the trench, seen from the floor. Drag to compare.
11 · THE TRADER

A rumour for 4 souls, and more arrows up north

For 4 souls the trader marks the nearest unopened medium or better chest within 1 km on your compass. If he knows of none, you don't pay. Traders now also stand in the dark band, and the further north a trader stands, the more arrows he has: up to 2.5 times as many as in the lush band.

12 · ROPES

Ropes carry you

You no longer hold W to ride a rope. A zipline carries you at about 16 m/s and throws you off the far end. Climb lines pull you up at 5 m/s. Climbing stamina is paid when you grab the rope, so you find out right away if you're too tired. Jump lets go early.

13 · HUD

A cleaner HUD

The bottom left is now one row of icons: what's in your hands, then arrows, rope and souls. Wear shows only when a weapon is nearly worn out. Every key prompt uses the same key-cap, like "[E] Level up x2". Captions no longer print over the compare cards.

Beta 8 HUD at night by the spawn tent: two compare cards to the right of the crosshair, the prompt with an E key-cap above them, captions below, and a row of icons for the stick, arrows and souls at the bottom left. Beta 7 HUD in the same spot: the captions print over the compare cards, and the bottom left lists the stick's numbers and the swap key as text.
The same moment in both builds. Drag to compare.
14 · SCREENS

The screen melts when a run starts

Pressing Play melts the menu down the screen in columns, like the wipe in Doom. It also plays between intro cards and when you die. With Reduced Motion on, it's a fade.

The main menu halfway through melting: its buttons and title slide down in ragged columns over the first intro card, a river running between green cliffs.
The main menu melting into the first intro card.

Also in this build

Smaller changes and fixes.

  • I rewrote the text on the HUD, menus, augment cards and trader in plain game words
  • If the game looks washed out, check Brightness in Settings. The default is 1.0
  • The trader's weapon cards now show the weapon he actually sells, with its tier
  • A rope you shoot is now drawn from the top of the post it will hang from
  • Zombies stand a little straighter
  • In third person, sprinting no longer leans too far forward
  • Zipline poles and stakes no longer block you
  • Online, zombies that spawned before you connected could stand frozen. They now clear out
  • A zombie attacking another player now swings at them on your screen too
  • Other players' weapon changes now line up with their arm, and their first bow shot and landing now show
  • After a respawn, other players appear at the new spot instead of sliding to it
  • Crouching on a steep slope no longer flickers for other players
  • Zombies wandering slowly no longer twitch between walking and standing
  • A player who delivered the artifact and then stood still kept their beacon. It now clears
  • Picking up a weapon no longer throws render errors, and dropped weapons keep their rarity glow
  • I added a spectator camera for filming matches. Only a server admin can use it
Beta 7 · 22 Sep 2026 · 20 commits

Twelve new augments, and blocking you can feel

I added twelve augments that build on things you already do: landing a hit, jumping, shooting, opening a chest. All sixty-six augments are now listed on the site.

The point release that evening added sounds and effects for all twelve, and for blocking with a shield.

These notes describe v0.7.1. v0.7.0 had the same twelve augments without the feedback.

WHAT THIS CHANGES ABOUT A RUN

  • Pressing the attack pays. Chained hits swing faster, and a landed hit can give you armour for four seconds or heal you.
  • Jump Height unlocks two rare augments: bonus damage on a melee hit while you're in the air, and on an arrow shot while jumping backwards.
  • An arrow can mark what it hits, splash damage onto anything near it, and come back to your quiver if nobody picks it up.
  • New utility augments: slower weapon wear, no interruptions while opening a chest, faster raises, and the nearest safe spot on your compass.
  • You can hear your build working, and a shield creaks before it breaks.
01 · NEW AUGMENTS

Twelve augments, no new keys

Rhythm: each melee hit within 2.5 seconds of the last raises your attack speed, up to four hits. Miss the window and the chain resets. Guarded Strike gives you armour for four seconds after a landed hit. Mending Blow heals you a little for every landed hit. Leaping Blow and Parting Shot add damage to a melee hit while you're airborne, and to an arrow shot while jumping backwards.

The augment picker with a Jump Height chip above three cards: Leaping Blow and Parting Shot in ornate epic frames, with a plain Rhythm card between them.
Both airborne augments need Jump Height. Rhythm, in the middle, can be offered to anyone.

The bow gets three. Marking Shot lets an arrow mark (and slow) what it hits, at bow range. Splintering Shot deals a quarter of the arrow's damage to everything else within 2.5 m of the target, even when the arrow kills it. Returning Shaft brings back any arrow of yours that nobody picks up within ten seconds.

02 · UTILITY AUGMENTS

The nearest safe spot, on your compass

Wayfinding adds a small blue roof under the compass with the distance to the nearest safe spot. It fades out over the last ten metres. Tempered slows weapon wear: at one stack, one hit in five costs nothing. With Steady Hands, getting hit no longer interrupts opening a chest or raising an ally. Quick Raise gets a downed ally up sooner.

The HUD at dusk over a green valley with a safe spot's red tower ahead; under the compass a small blue roof icon reads 73 m.
The icon is a roof, so it never looks like a player or loot marker.
03 · THE SITE

Every augment, on the site

The site used to show a picture of the augments sorted into three families that no longer exist. Now there's a page of its own, built from the game's own augment table: all sixty-six in eight groups, with icon, value per stack, rarity, where it drops, what it needs and what it rules out. On a phone each row becomes a card.

04 · FEEDBACK

Blocks you can hear, and a warning before a shield breaks

Blocking now has feedback. Each shield has its own block sound, your hands jolt, the camera kicks, and a shield breaking has its own sound. When a block leaves your shield one block from breaking, it creaks and the HUD puts an amber warning around the count. Repairing the shield resets the warning.

Close-up of the night HUD: status rows for Aid, Withering, Mending, Slowed and Marked, the arrow and soul counts, the buckler's block count inside an amber warning frame, the worn stick, and the health bar with a pale ward on top.
A buckler with one block left. The amber frame is the warning; the next hit breaks it.

I did the same for the twelve new augments. Rhythm plays a rising note per hit and a drop when the chain resets. Guarded Strike lays a steel pattern over the health bar while it lasts. Mending Blow pulses the bar only when it actually healed you. A Leaping Blow or Parting Shot that gets its bonus lands with a low thump and a bigger camera kick. Tempered flashes the wear count and chimes quietly when a hit is free. Targets hit by Splintering Shot flinch in a puff of dust, and a Returning Shaft arrow flies back to you instead of vanishing.

Also in this build

Smaller changes and fixes.

  • The new sounds differ in pitch rather than volume, since they all play at the same moment as the hit marker. Guarded Strike has no sound on purpose
  • Six new augments with no requirements changed every weighted roll, so a chest or level-up that offered one card last week offers a different one now
  • Long descriptions on ornate cards no longer run into the rarity label
  • The three new on/off augments describe what they do in a sentence instead of a number
  • Splintering Shot doesn't hit other players yet. A returning arrow goes back to whoever shot it, and disappears if they've left the match
Beta 6 · 12 – 16 Sep 2026 · 112 commits

Downed players, support augments and rolled weapons

I added twenty augments, and the first ones that help other players. A killing hit no longer always kills: with an ally nearby you go down instead, and they have twelve seconds to get you up.

Weapons have rolled stats, bridges work, and you can leave a run and come back to it. This is v0.6.0.

WHAT THIS CHANGES ABOUT A RUN

  • Dying isn't always the end. You go down at 1 hp, and an ally nearby can raise you in four seconds.
  • You can build around keeping people alive: wards, healing whistles, a healing shout. They're the first augments that do nothing when you play alone.
  • Getting hit can hurt the attacker. Marked slows whoever hit you, and the augments after it damage them over time and heal you.
  • Every weapon has its own tier, damage, reach and durability.
  • Your run survives closing the game. Rejoin the same match and your build, gear and souls are where you left them.
  • Stacking one augment pays: the second stack is worth 50% more than the first. Two different augments no longer boost each other for sharing a category.
01 · GOING DOWN

Twelve seconds to get you up

Take a killing hit with an ally nearby and you go down instead of dying: 1 hp, empty hands, and clearly not a corpse. Anyone with Raise the Fallen can hold E over you for four seconds to get you up at a third of your health, or at full health with Whole Again. Another hit while you're down kills you.

Alone, nothing changes. Going down with nobody to raise you would just be a slower death.

02 · SUPPORT AUGMENTS

Twenty augments in five chains

Some augments now unlock their own follow-ups. Ward gives you extra hit points on top of your health that renew every two minutes. Its follow-ups make the first hit free whatever its size, stop knockback, or blow the ward out into everything nearby when it breaks. Marked gives a chance to slow whoever hits you. Mending makes your whistle heal allies around you and hurt everyone else.

The augment picker with three Ward cards: Steady Ward in an uncommon frame, Bursting Ward in an ornate epic frame, and Ward, with a chip above naming the augment that unlocked them.
Three Ward augments, and the chip showing what unlocked them.

Follow-ups apply to the effect, whoever caused it: a ward an ally gives you uses your own ward augments, and damage over time you put on an enemy scales with your own healing. Some augments also lock others out, so the order you pick in matters.

The augment picker with two chips, Nimble and Detection Resistance, each linked by a thin line to the middle card, Unseen, in an ornate gold legendary frame between two plainer cards.
An augment with two requirements. The more ornate the frame, the deeper in a chain it is. A plain card can be offered to anyone.
03 · HUD

A ward bar and status timers

A ward shows as a pale strip on top of the health bar. It's a different shape rather than a different colour, so it's easy to read in any light. Every timed effect on you stacks above your gear: healing, damage over time, slows, how many of your marks are active, and your shout cooldown.

A night HUD with a status stack on the left: AID 30s, WITHERING minus three hit points a second, MENDING plus two, SLOWED 30 percent and MARKED two, each with a draining bar. The health bar has a pale hatched ward on top.
Four active statuses, two marks and a shout cooldown, over a health bar with a ward.
The augment icon sheet: eleven rows of five engraved icons, the newest four rows in green for the support augments.
The icon sheet got four new rows, in a new colour.
04 · WEAPONS

Two sticks aren't the same stick

Every weapon now has rolled stats: tier, damage, reach, and how many hits before it breaks. Look at one on the ground and the prompt compares it with what you're holding. The trader sells his own weapons and repairs yours. When you die you drop the exact weapon you had, for whoever gets there first.

05 · THE WORLD

Bridges that work, and a run you can leave

Bridges now rest on the two edges of a gorge instead of its bottom, with a deck flat enough to walk. Grass grows up to the rock line and stands tall in forests. You spawn at a camp just south of the trench. And if you close the game, you can rejoin the same match and carry on.

Also in this build

Smaller changes and fixes.

  • The volcano's reward respects requirements: no more cards you haven't unlocked or have already locked out
  • I fixed raised allies dying of fall damage. A downed body kept its falling speed, and getting up applied it
  • Armour from augments is added up and then capped, so the order you took it in no longer matters
  • Marks are range-checked like any hit and their damage is tracked by the server, so you can't drain someone you're not near
  • Allies from a handshake stay allies after a reconnect
  • Other players see your shield, sword and ward, so you can spot a raised shield before you swing
  • The whistle has one cooldown however many augments use it, so you choose which effect to use
  • Augments are no longer sorted into runner, tank and archer. Chains replace that
  • The big chests in the volcanic band give the start of a chain (a core augment and two of its follow-ups) instead of three cards from one category
  • Long augment text wraps instead of shrinking over the art
  • The picker ends a long list with "+N more" instead of silently cutting it