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Caelumora — v2.2.0: Combat Duel

A topic by vhschmidt created Feb 18, 2026 Views: 4,334 Replies: 20
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Caelumora — v1.7.0: The Big Update

It’s been a while since the last itch.io update, so this devlog covers everything new from v0.74.1 through v1.7.0 — over 40 releases spanning new systems, reworks, and polish. Here’s what changed.


Faction System & Living World

The world of Caelumora is now alive. Five factions — the Merchants Guild, Iron Vanguard, Verdant Accord, the Exiled, and Black Market — compete for control of every area.

  • Each area tracks faction presence (0-100% per faction) that shifts dynamically over time
  • Factions provide area bonuses when dominant: Merchants boost XP, Verdant Accord boosts resources, Exiled speeds up combat, Iron Vanguard slows actions, Black Market debuffs processing
  • Conflict brackets escalate from Uncontested to Contested to Conflict to Warzone, with increasing rewards and penalties
  • Unvisited areas (5+ minutes away) see natural conflict decay
  • Area ownership changes fire Chronicle events and dismissable toasts
  • Dark Side Bonus: +2% resource gain for each hostile/exalted enemy pair you maintain
  • Guild spillover: guild reputation spills over to the aligned faction at 25% rate

Faction Shops

Sell resources to faction merchants for gold and reputation. Rates scale with your standing.

  • Purchase rep-gated items from Known through Exalted tiers with daily stock limits
  • Exalted items are aspirational endgame goals (1,500g weapons, rare material bundles)
  • Enchanting properties vendorBargain and dealbroker boost faction sell prices
  • Gem attribute factionTradeValue adds additional sell rewards

Combat Operations

Launch offensives against faction armies to reduce their area presence directly.

  • Build momentum stacks for increased presence removal per kill
  • Earn war spoils (gold, reputation, resources) from successful operations
  • 4 new enchantment properties: Operation Momentum, Siege Breaker, Bonus Drop Chance, Dry Streak Resistance
  • 2 new gem attributes: Army Slayer, Loot Luck
  • Fully simulated offline with bonus parity

Universal Loot Drop System

A complete loot framework now sits behind gathering and combat actions.

  • Weighted drop tables with configurable rolls per action
  • Global Rare Drop Table (RDT) with 5 rarity tiers (crystal ore through star fragments)
  • Anti-dry streak pity: consecutive misses gradually increase your drop chance per resource
  • Drop preview in action tooltips shows percentages, amounts, and level requirements
  • RDT drops get amber/gold notification styling with a “Rare Drop!” label

Exploration Redesign

Exploration no longer spends tokens. Instead, you discover areas by exploring.

  • Explore your current area to 100% to unlock the next one
  • Each exploration action yields contextual weighted loot from skills available in that area
  • First travel to a newly discovered area requires a one-time resource cost (camp supplies)
  • Each exploration action unlocks a unique music track
  • Offline progress awards loot table resources and accumulates exploration % while away

Equipment Loadouts

Save and load up to 5 named equipment sets.

  • Partial apply: missing items are skipped and reported in a single toast
  • Bonus preview tooltip on loadout card hover
  • Enchanting properties: quickChange (instant swap) and loadoutMastery (+1% all bonuses with full set)
  • Gem attribute: adaptability (+0.5% XP per saved loadout, max +2.5%)

Prestige Evolution & Passive Milestones

Skills can now prestige past level 99 to unlock levels 100-120 with powerful passive effects.

  • 9 passive milestones at lv110/120 per skill:
    • Mining 120 — Earthbreaker: 10% proc for +2 bonus ore
    • Cooking 110 — Chef’s Instinct: 8% proc for +1 bonus food
    • Cooking 120: auto-eat heals +15% more HP
    • Fishing 120: auto-eat heals +30% more HP from tier-100 foods
    • Combat 120 — Warlord Eternal: +1 HP/s passive regen during combat
    • Enchanting 120 — Archmage: T3 enchanting bonuses scale to T4 equivalent
    • Construction 110: +5% amplifier to all structure bonuses
    • Fletching 120 / Crafting 120: +8% XP to all actions in that skill
  • No full game reset — evolve one skill at a time

Enchanting & Gem UX Rework

Enchanting has been rebuilt from scratch with a streamlined interface.

  • EnchantWorkbench: 3-column layout (item selector, action/scroll picker, confirmation)
  • Enchant inventory items directly without equipping first
  • Gem Stash panel with equipped gems row, auto-rules config, and stats footer
  • Gem auto-management rules: salvage, sell, merge, attribute pinning — all automatic on acquisition
  • All 38 gem attributes now visible in auto-rules (was 21 previously)

Structure Tier System

Construction Points (CP) currency has been removed entirely. Structures now use passive build progress.

  • 5 tiers per structure (T1-T5) with multipliers up to 8x at T5
  • Build progress earned by performing construction actions in the structure’s area
  • Structure tier display with progress bars in Area Header
  • Existing CP converted to gold at 10g/CP in migration

Race Passives — Fully Wired

All 8 race passives now actually work (several were defined but never connected to the bonus pipeline):

  • Dwarf Earthblood: +1% gathering speed per 10 Mining levels (max +10%)
  • Mecha Overclocking: +1% speed per 100 consecutive same-skill actions (max +10%)
  • Triton Pressure Acclimation: +3% speed in coastal areas
  • Elf Mana Weave: +3% amplification per active enchantment type
  • Alien Void Attunement: +5% gem bonus per filled gem slot; void enchantment x1.20
  • Changeling Attunement: +5% XP after 5+ minutes in the same area
  • Goblin Haggler: 8% shop discount, 8% sell bonus, 2% processing input preserve
  • Ogre: 1% double resource chance (gathering) + 20% attack power
  • Orc Warborn: +15% armor; berserk below 50% HP with bonus attack speed + lifesteal
  • Troll Regeneration: 3x stamina regen; in-combat HP regen; bonus out-of-combat regen

UI Overhaul

The entire interface has been rebuilt for clarity and usability.

  • Character Hub: 4-tab panel (Identity, Equipment, Inventory, Buffs)
  • Bank and Assistants are now full panels, not modal overlays
  • Sidebar skills grouped by category (Gathering, Processing, Combat, Support)
  • Sidebar navigation links for Areas, Bank, Chronicle, Prestige, Assistants
  • Responsive topbar: full nav at 1280px+, icon-only on smaller screens
  • Settings modal: 8 tabs (General, Audio, Offline, Tutorial, What’s New, How to Play, Your Save, Danger Zone)
  • Chronicle Timeline v2: action summaries, equipment changes, travel, offline gains, assistant events
  • Keyboard shortcuts for all 13 skills + Bank (B), Chronicle (H), Prestige (P), Assistants (A), and more
  • 300+ SVG icons from game-icons.net replace hardcoded emoji throughout the UI
  • Cinzel display font for section headers; obsidian surface styling for stat panels

Quality & Resilience

  • Error boundaries everywhere: game engine tick errors, React render crashes, offline calculation errors, and auto-save failures all show recovery screens instead of blank pages
  • Action ID collision guard prevents duplicate action IDs at load time
  • Silent mode now suppresses ALL toast notifications when enabled
  • Notification dedup prevents spam from rapid repeated actions
  • Bonus pipeline decomposed into 10 domain modules for easier maintenance
  • Travel requirement validation to prevent circular soft-locks

By the Numbers

  • 13 Skills, 170+ Actions, 59 Equipment Pieces
  • 90+ Achievements, 38 Gem Attributes
  • 5 Factions, 6 Guilds, 7 Explorable Areas
  • 5 Structure Tiers, 5 Equipment Loadout Slots
  • 4,600+ automated tests

What’s Next

Continuing to ship gameplay features and polish. The architecture backlog is mostly clear — the engine is in good shape for whatever comes next.

Thanks for playing!


Discord

Join the Discord to report bugs or share suggestions!

— VHS

Just Another Idle — v0.36: UI Polish & Rare Fix

v0.36 is a focused polish pass — two bug fixes and four small UI improvements that clean up some rough edges left over from the enchanting and area systems.


★ Rare Item Visuals — Now Consistent Everywhere

When you apply a Star Scroll to an enchanted item, it amplifies one property to legendary (5× value, amber glow, ★ marker). That visual was already showing up correctly in the Enchanting skill panel — but the Equipment modal, equipment slot tooltips, and the equipment inventory grid were all missing it.

v0.36 brings the amber pattern everywhere:

  • Equipment slot cards now show amber borders and ★ on star-scrolled items
  • Equipment slot tooltips now display the amber tier label and ★ suffix on rare properties
  • The equipment inventory list now highlights rare items with a golden name and glowing border

Bug Fix: Star Scroll Wasn’t Marking Items as Rare

Related to the above: there was a bug where applying a Star Scroll didn’t actually set the item’s isRare flag. The logic required all properties to be rare before flipping the flag — but a scroll only amplifies one property at a time. It now correctly marks the item as rare as soon as any single property has been star-scrolled.

If you applied scrolls before v0.36, the visual should now appear correctly on reload.


🗺️ Area Name on Topbar

The topbar area button previously always said “Areas”. It now shows your current location — for example, “Mountain Pass” or “Arcane Sanctum”. Small change, but it makes your active area visible at a glance without opening the area panel.


Action Limit — Moved Inline

The action limit control (which lets you cap how many times an action runs before stopping) has been moved from a separate card in the left column to the right side of the action grid header. It’s now a compact +/− button pair that cycles through the presets (∞ → 1 → 5 → 10 → 15 → 25 → 50 → 100 → ∞). Less visual clutter, same functionality.


Gem Modal Improvements

Two small tweaks to the Gem modal:

  • “About Gems” is now collapsed by default. If you want the explainer text, click the toggle to expand it. Players who already know how gems work don’t have to scroll past it every time.
  • Double scroll fixed. The gem grid was wrapped in its own scroll container inside the modal’s scroll, creating a nested scroll on smaller screens. The inner scroll has been removed — the modal itself handles the overflow now.

Additionally, if you open the Gem modal from the Equipment panel, there’s now a ”← Back to Equipment” button at the top so you can navigate back without closing and reopening.


What’s Next

More content and pacing improvements — deeper progression goals and more area-specific incentives.

Thanks for playing!


Discord

Join the Discord to report bugs or share suggestions!

— VHS

Just Another Idle — v0.36.1: Bug Fixes & Polish

Hey all! This one is a pure bug-fix patch. No new content, just a bunch of things that were quietly broken getting cleaned up. A few of these were player-reported — thanks for the reports!


⏱️ Timer Crash Fix (Critical)

There was a bug where stacking enough speed bonuses — specifically high-tier enchanted gear combined with gem bonuses — could drive an action’s interval all the way to zero or below. When that happened, the action would lock up or behave unpredictably.

Action timers are now clamped to a minimum of 100ms. You can still go extremely fast, but the floor is there to keep things stable.


🏆 Achievement Fixes

Two achievement bugs got fixed:

Enchanted equipment not detected — Achievements that require equipping or owning specific gear (e.g. “Bronze Knight”, “Iron Knight”) were failing to fire when the item was enchanted. Enchanted items use unique IDs internally, and the achievement check wasn’t resolving those back to the base item. That’s fixed now.

Duplicate “Master Smith” cards — Players were seeing the same achievement card appear twice in the Achievements panel. This was caused by two different achievements sharing the same internal ID. The cross-skill variant (Smithing 99 + Mining 99) has been renamed to “Master Smith & Miner”. Existing saves are automatically migrated on load.


🔱 Prestige Tier Regression

Your prestige tier could actually go down under certain conditions — for example, if your first prestige was at Tier 3 and a later prestige only qualified for Tier 1. That made no sense.

Tier now only ever increases. Once you’ve earned a tier, it’s yours permanently, even across weaker subsequent prestiges.


🛒 Prestige Shop Display Fix

The “Next Purchase Bonus” label on Timeless Efficiency (and similar multiplier items) was showing an inflated number that didn’t match what you actually received when you bought it. Each purchase adds a flat bonus — the display now shows the correct flat value.


📊 UI Polish

  • The Statistics, Achievements, and Completion Log tabs in the Statistics modal now each have their own contained scroll region. No more double scrollbars.
  • The Completion Log no longer shows impossible counts like “208/196” — the displayed number is now capped at the current total.
  • The How to Play section now correctly describes prestige tier requirements (3, 6, and 10 skills at 99 — not the old outdated numbers).

What’s Next

Back to content. The backlog has a few directions worth exploring — tool requirements, a new equipment tier, or more late-game actions. No promises on what ships next, but the foundation is solid.

Thanks for the continued bug reports!


Discord

Join the Discord to report bugs or share suggestions!

— VHS

Just Another Idle — v0.45: World Expansion, Combat Overhaul & Inventory Rework

Nine updates in one post — this is a catch-up devlog covering everything since v0.36.1. The short version: the game world got significantly bigger, combat is now a real system with depth, your inventory got reworked from the ground up, and a lot of rough edges got smoothed out for new players. Here’s the rundown.


🗺️ World Expansion — 37 New Actions

The biggest content drop since launch. Forty-four new actions were added across 8 skills, filling every level gap and giving all 7 areas a proper reason to visit.

New content by skill:

  • Woodcutting: Birch Tree (lv15, Coastal), Teak Tree (lv35, Forest), Redwood Tree (lv50, Mountain), Spirit Tree (lv65, Desert), Crystal Tree (lv92, Arcane)
  • Mining: Limestone Rock (lv15), Sandstone Rock (lv35, Desert), Obsidian Seam (lv60, Caverns), Crystal Formation (lv92, Arcane)
  • Fishing: Crab Spot (lv15, Coastal), Pike Spot (lv35, Forest), Anglerfish Depths (lv50, Mountain), Sea Turtle Shallows (lv65, Desert), Manta Ray Trench (lv90, Arcane)
  • Cooking: matching fish recipes at levels 15, 35, 50, 65, and 90
  • Combat: Skeleton (lv15), Giant Spider (lv35, Forest), Desert Scorpion (lv38, Desert), Shade (lv65, Caverns), Lich (lv90, Arcane)
  • Fletching: Birch Shortbow (lv15), Teak Longbow (lv30), Redwood Shortbow (lv48), Elder Longbow (lv62)
  • Enchanting: Enchant Helmet (lv8), Enchant Gauntlets (lv32), Enchant Boots (lv48)
  • Exploration: six new locations spread across Coastal, Forest, Desert, Mountain, Caverns, and Arcane areas

Thirty-one new resources were added alongside these — new logs, ores, fish, cooked food, combat drops, bows, and enchanted items.

Action grids now also filter by area by default: current-area actions appear first, and actions locked to other areas are collapsed into a tidy “Available Elsewhere” section at the bottom. A Settings toggle lets you turn this off if you prefer the old flat view.


⚔️ Combat Overhaul — Styles, Weaknesses & Drop Tables

Combat now has a real triangle system.

Three combat styles exist: Melee (sword/axe), Ranged (bow/crossbow), and Magic (staff). Your style is determined by whatever you have equipped in your main hand. Every one of the 14 enemies has a weakness and a resistance — being advantaged deals 1.5× damage (50% faster kills), being disadvantaged deals 0.5× (50% slower). Your combat stats panel now shows which style you’re currently running.

Four magic staves are craftable via Crafting: Apprentice (lv20), Mystic (lv45), Arcane (lv70), and Elder (lv90, requires Arcane area). If you want to take magic into late-game, there’s a full progression path for it.

Drop tables were also completely redone. Previously combat enemies used simple min/max resource rolls. Now every enemy has a weighted drop table with independent per-entry probabilities — each drop has its own % chance and rolls separately. Rare drops (equipment, special items) are listed on enemy cards with the exact % chance shown in the tooltip, so there are no more mystery grinds.


🎒 Bank & Inventory Rework

Resources no longer go straight to the bank. You now have a 28-slot quick-access Inventory that fills first when you gain resources. When all 28 slots are full, overflow goes to the Bank as before.

The left panel shows your inventory as a 4×7 grid. Right-clicking any slot gives you deposit options (deposit 1 or deposit all of that item). A “Deposit All” button sends your entire inventory to the Bank in one click.

The Bank also gained a “Withdraw to Inventory” button per item and a “Withdraw All” footer button.

Auto-sell still works the same from a player-facing perspective — items on auto-sell are sold immediately on pickup and never appear in your inventory at all.

This lays the groundwork for more inventory-based mechanics going forward, and makes it much clearer where your resources actually are at a glance.


🔧 Tool Requirements & Better Onboarding

Four skills now require the matching tool equipped to run:

  • Woodcutting → Hatchet
  • Mining → Pickaxe
  • Fishing → Fishing Rod
  • Combat → any Weapon

If the right tool isn’t equipped, you’ll see a 🔧 badge on the action card with a clear message. Actions auto-pause when you swap to the wrong tool and auto-resume the moment you equip the right one back.

To go with this, four starter tools were added to the Shop at 50g each: Bronze Hatchet, Bronze Pickaxe, Fishing Rod, and Iron Sword. New characters also start with a Bronze Hatchet already equipped and 500 gold in their pocket — enough to buy tools for the other skills straight away.

The intent: new players should know exactly what to do next instead of staring at locked actions wondering why nothing works.


✨ Enchanting & Gem Depth

Four new enchantment properties were added, bringing the full pool to 10:

  • Preserve Input — chance to get all crafting input costs refunded on completion. Very valuable on expensive late-game processing chains.
  • Combat Damage Bonus — reduces your combat action interval (more actions per minute = more effective damage and faster drops).
  • Combat Defense — reduces incoming damage. Stacks with the Combat skill tree defense node.
  • Agility Efficiency — reduces stamina cost per agility course action.

Two new gem attributes also arrived: Enchanting Potency (scales up your enchantment property values — great for builds that lean on enchanting) and Stamina Regen (passive stamina trickle per second, scales up significantly at T4).


💰 Late-Game Cost Scaling

A handful of systems that were previously free or flat-cost now scale up as you use them:

  • Gem merges now cost gold based on tier (T1: 500g, T2: 2,000g, T3: 8,000g, T4: 32,000g).
  • Gem reroll cost escalates ×1.3 per reroll on the same gem instance on top of tier scaling.
  • Star Scrolls cost an extra scroll per application on the same item (1 → 2 → 3).
  • Reset Scroll applications cost escalating gold: 1,000g on first use, ×1.5 for each subsequent global use.

This is mostly a late-game and endgame concern. Early and mid-game play is unaffected.


🔨 Quality of Life

A few other changes worth calling out:

Save compression. Saves are now compressed using LZ-string, reducing localStorage usage by roughly 60–80%. Players who were approaching the 5MB browser limit now have breathing room.

Icon system. Skills, woodcutting trees, and tools now use proper image icons throughout the UI instead of emoji placeholders.

Assistant upkeep. Assistants now cost 10g per minute each while active. They go inactive automatically if gold runs out and reactivate when gold is restored. The Assistants modal shows your current gold, upkeep rate, and estimated time remaining.

8 new achievements. Six gem achievements (Gem Hoarder, Master Merger, Reroll Addict, Perfect Gem, Triple Threat, Gem Merchant) and two cross-skill achievements (Self-Sufficient, Grand Artisan).


What’s Next

The game is in a good spot right now — the world is fuller, combat has depth, and the onboarding is much cleaner for new players. Next I want to look at the mid-to-late progression experience more carefully, especially around the Arcane area and endgame choices.

If something feels off or you’ve found a bug, the Discord is the fastest way to get it fixed.


Discord

Join the Discord to report bugs, share feedback, or just hang out!

— VHS

Just Another Idle — v0.46.0: Unified Item System, Mobile UX & Bank Expansion

v0.46.0 finishes the job started in the Bank & Inventory Rework — enchanted items can now live directly in your quick-access Inventory, you can manage them from there with a right-click or long-press, and the Bank gets a dedicated Enchanted tab for everything that doesn’t fit.


🗃️ Enchanted Items in Your Inventory

Previously, all enchanted items went straight to the Bank the moment they were created. Now they land in your player Inventory first — just like any other item. If your Inventory is full, they overflow to the Bank as before.

Having an enchanted item in a slot gives you a lot more control. Right-click it (or long-press on mobile) to open the action menu:

  • Equip — put it on directly from your Inventory
  • Move to Bank — send it to Bank storage when you don’t need it handy
  • Lock / Unlock — the 🔒 lock badge protects the item from being accidentally discarded
  • Discard — remove it permanently (won’t fire on locked items)

✨ Bank → Enchanted Tab

The Bank now has a dedicated ✨ Enchanted tab listing all unequipped enchanted items you have in Bank storage. From there you can equip, discard, or reset any item the same way you could from the old Enchanting panel — which has been removed since the Bank tab covers that use case cleanly.


📱 Long-Press for Mobile Players

Inventory slots and Bank item cards now respond to a 500ms long-press. The same context menu that appears on right-click on desktop opens on long-press for touch users. No more needing a mouse to manage your gear.


🏦 Bank Expansion — One Repeatable Upgrade

The old Bank Expansion I through V shop items have been replaced by a single repeatable upgrade. It costs 500g for the first purchase and scales up sharply from there, up to a maximum of 10 purchases (+10 slots per purchase). The first few expansions are much cheaper than before; later ones cost more. Existing players keep all the slots they already purchased.

Shop cards for tiered upgrades now show the next tier cost as a hint below the description so you always know what’s coming.


What’s Next

Storage and item management is in a solid place now. Next focus will likely be on more content — late-game actions, new events, or expanding the Exploration system.

Thanks for playing!


Discord

Join the Discord to report bugs or share suggestions!

— VHS

Just Another Idle — v0.46.1: Performance Optimizations

v0.46.1 is a performance patch focused on late-game smoothness. No new content — just less CPU churn per tick so the game runs cleaner when you have a lot going on.


Why this patch?

Late-game players running 2–3 concurrent skills with a maxed Completion Log were generating a lot of redundant work every 100ms tick: the discovery bonus aggregation (which scans all your discovered resources, actions, equipment, and gems) was running once per active skill instead of once total. For a fully maxed player that’s roughly 1,290 extra object-key iterations every tick — tiny in isolation, but it adds up over hours.


What changed

Discovery bonus caching. The Completion Log passive bonus calculation now caches its result against the log’s object reference. Since the log only changes when you make a new discovery (rare), the cached result is returned on every normal tick. The cache invalidates automatically the moment anything new is discovered.

Hoisted tick-invariant bonuses. Global bonuses that don’t vary per skill — equipment, prestige, agility passive, shop speed, enchantments, global skill tree speed — are now computed once at the start of each tick instead of once per active skill. Same result, less work.

Batched progress updates. Action progress for all running skills is now flushed to the store in a single state update per tick instead of one update per skill. This cuts Zustand notifications (and React re-renders) by up to 3× when running concurrent skills.

Debounced localStorage writes. compressToUTF16 is expensive. Store writes to localStorage are now debounced and flushed reliably at the 30-second auto-save interval and on page close, instead of synchronously on every state change.


Anything to worry about?

No save format changes. No store migration. Your save loads exactly as before — this patch only touches internal timing and caching logic.


What’s Next

Back to content. Late-game actions and deeper prestige options are next on the list.


Discord

Join the Discord to report bugs, share feedback, or just hang out!

— VHS

Just Another Idle — v0.48.0: Music Player

v0.48.0 brings an in-game music player with 57 original background tracks — plus a couple of smaller quality-of-life updates that snuck in since the last devlog.


🎵 In-Game Music Player

The game now has a built-in music player, accessible right from the sidebar. No need to tab out or run a separate playlist — just hit play and let the music roll while you grind.

What’s included:

  • 57 background tracks from two Brazilian composers: Composiia and Guilherme Bernardes, both licensed via Pixabay. The music fits the game perfectly — think medieval taverns, ancient ruins, open wilderness, and the occasional epic battle theme.
  • Play/pause, previous, and next track controls
  • Shuffle mode — the next track is picked randomly instead of playing through the list in order
  • A “Now Playing” notification that pops up in the bottom-right corner for a few seconds whenever a new track starts
  • A full track library browser (click the list icon in the player) so you can jump to any specific track by name or artist
  • Music volume is independent from the SFX master volume, so you can set each to whatever mix you prefer
  • Player state persists across page refresh — current track, shuffle setting, and volume are all remembered

Full artist credits are in the Credits modal (accessible from Settings), including links to each artist’s Pixabay profile, YouTube, and SoundCloud pages.

The audio files were converted to OGG Vorbis before shipping, bringing the total asset size down from ~212 MB (MP3) to ~87 MB — a bit heavy for a browser game, but the quality and variety justified keeping all 57 tracks.


🗺️ QoL: Travel & Prestige (v0.47.0)

A few notable changes from the v0.47.0 update:

Loyal Companions — a new Tier 2 prestige shop item (100 PP) that keeps your Assistants’ unlock status when you prestige. Previously, both Assistants would lock again on every prestige, forcing you to re-unlock them from scratch each cycle. With Loyal Companions active, they stay unlocked; only the upkeep timer resets.

Prestige redistribution — you can now refund purchased multiplier and stackable prestige shop items to get your PP back, at a cost of 5,000g + 25 star fragments. Useful if you regret a purchase or want to try a different build path. A small “↩ Refund” button appears on eligible owned items.

Symmetric travel — returning home from a distant area now takes the same amount of time as the outbound trip. Previously, the return journey was instant, which felt inconsistent (and slightly cheaty for resetting travel costs). Now both directions cost the same travel time.

Inventory resource display — the “Costs” panel in an active action now shows your player inventory count instead of your bank count. This matches the actual order in which resources are consumed, so you’re no longer second-guessing whether you actually have enough on hand.


🔧 Under the Hood (v0.47.1)

The internal store architecture got a significant refactor this cycle. Three more domain slices were extracted from the main store file (completionLog, skillTree, tutorial), and three existing slices (combat, area, prestige) were updated to use explicit dependency injection instead of implicit cross-slice calls. This makes the code much easier to test in isolation — 125 new per-slice unit tests were added as a result.

Also added: PNG and SVG icons for all combat enemies, agility courses, and fishing resources that were missing artwork.

None of this affects gameplay, but it pays off in long-term stability and makes future features easier to add safely.


What’s Next

Music is in, architecture is clean, the QoL debt is paid down. Next up: more content. Late-game actions, deeper prestige options, and possibly a new area or two are on the list.


Discord

Join the Discord to report bugs, request tracks, or just hang out!

— VHS

Just Another Idle — v0.61: The Prestige Evolution Update, Construction Skill & Mount Selection (+ everything since v0.48)

It’s been a long stretch since the last devlog, so this one is a proper roundup. From the music player in v0.48 all the way through to the full void and primordial content tier landing in v0.60 and v0.61 that adds two systems that make Construction and Travel feel a lot more meaningful: structures now take real time to build, and choosing how you travel between areas actually matters — here’s everything that’s changed.

🎵 In-Game Music Player (v0.48)

The game now has a built-in music player in the sidebar. 57 background tracks from Composiia and Guilherme Bernardes — all sourced from Pixabay under free license.

Controls sit right in the sidebar: play/pause, next, previous, shuffle, and a separate music volume slider that doesn’t affect your sound effects volume. The “Now Playing” toast pops up in the bottom-right corner whenever a track changes.

Track index, shuffle preference, and volume all persist across reloads. The player doesn’t auto-start on reload to respect browser autoplay rules — it picks up where it left off once you hit play.


🔧 Offline Progress Finally Does the Right Thing (v0.50)

For a while, offline progress was calculating rewards with no bonuses applied — you’d come back to flat base XP and resources regardless of your mastery level, skill tree, prestige, or achievements. That’s been fixed.

Offline now applies the same bonus sources as the live game: mastery level, prestige bonuses, skill tree nodes, achievement rewards, area bonuses, and discovery bonuses. The only intentional omissions are equipment (your equipped gear requires active decisions) and shop boosts (time-limited — they only tick down while you’re playing).


⚡ Action Start UX (v0.52)

Two quality-of-life changes to how actions start:

  • Starting a new action while already at the 3-action limit now silently swaps out your oldest active action instead of refusing with an error. No more “limit reached” blocks — you just keep going.
  • You can’t start actions while traveling between areas. Trying to now shows a clear “Currently Traveling” warning rather than silently doing nothing.

🗺️ Area Button Star Event Indicator (v0.53)

When a meteor is active, the Areas button in the top bar now glows yellow with a pulsing dot badge. Easy to see at a glance without having to open the area panel.


🏗️ Construction Skill (v0.56)

A 12th skill was added: Construction (🏗️).

Construction doesn’t gather or process resources — it produces Construction Points (CP) that you spend on permanent structures. There are 10 build actions spanning levels 1–99 (Cobblestone Path through Ancient Citadel), and 10 purchasable structures on the Building Board.

Structures give permanent bonuses to other skills:

  • Tool Rack — +XP to Woodcutting, Fishing, Mining
  • Stone Foundation / Armoury — +XP and speed to Combat
  • Lumber Mill — +resource to Woodcutting
  • Fishery — +resource to Fishing
  • Forge — +XP and speed to Smithing
  • Kitchen — +XP and speed to Cooking
  • Alchemy Tower — +XP and speed to Enchanting
  • Mine Entrance — +resource to Mining
  • Enchanting Chamber — +XP and resource to Crafting and Fletching

Structure bonuses survive prestige — once built, they’re permanent. They show up as their own row in the Bonus Breakdown tooltip so you always know what they’re contributing.

The XP curve extends to level 120 to support prestige content (see below).


🌟 Prestige Evolution (v0.57–v0.60)

This is the big one. Four versions of work went into this system.

What Prestige Evolution does

When a skill hits level 99, you can prestige it — extending its level cap to 120. Levels 100–120 each award 10 Prestige Points (210 PP max per skill, 2100 across all 10). Skill Trees are not reset on skill prestige anymore — all unlocked nodes persist permanently.

You also get bonus Skill Points at levels 105 and 115 per prestiged skill (2 extra SP above the normal 19).

The Prestige Overview tab was rebuilt from scratch with a per-skill card layout. Each card shows the 99–120 progress bar, an inline double-click confirmation, and a “How Prestige Evolution Works” panel.

Extended Agility passive (v0.58)

The Agility passive speed bonus used to cap at 15% at level 99. For prestiged Agility:

  • Level 108 → 18%
  • Level 115 → 20%
  • Level 120 → 22%

Completion Log extended milestones (v0.58)

The Completion Log now tracks skill milestones at levels 100, 105, 110, 115, and 120 — giving 50 new entries for endgame players to chase across all 10 skills.

Core prestige resources (v0.59)

Mining and Smithing got their first prestige actions — unlocking the void tier raw material chain:

  • Mining lv 100: Void Ore Seam → void_ore
  • Mining lv 108: Astral Crystal Node → astral_crystal
  • Mining lv 115: Primordial Stone Face → primordial_stone
  • Smithing lv 100: Void Bar → smelt 3 void_ore into 1 void_bar

These are all in the Arcane Sanctum and feed the crafting chains in v0.60.

Full void and primordial content (v0.60)

25 new prestige actions across 8 skills, plus 3 forge actions in the Smithing Equipment Forge:

Woodcutting

  • lv 100: Void Ash → void_ash_log (used by Fletching)
  • lv 108: Primordial Bark → primordial_bark (used by Fletching and Crafting)
  • lv 115: World Tree → world_tree_log

Fishing

  • lv 100: Void Sea → raw_void_fish (used by Cooking)
  • lv 108: Deep Net Fishing → raw_abyssal_carp (used by Cooking Grand Feast) + rare fishing_pearl
  • lv 115: Leviathan Bait → raw_leviathan (used by Cooking)

Cooking

  • lv 100: Cooked Void Fish — Health 100, Stamina 110
  • lv 108: Grand Feast — 2× void fish + 1× abyssal carp, yields 3 portions. Health 130, Stamina 120
  • lv 115: Leviathan Steak — Health 180, Stamina 100

Combat

  • lv 100: Void Shade — damage 90, drops void_essence
  • lv 108: Primordial Beast — damage 120, drops primordial_soul
  • lv 115: Void Warlord — damage 150, rare drop: Void Warlord Helm

Fletching

  • lv 100: Void Bow → void_bow (3× void_ash_log)
  • lv 108: Void Arrows → 20× void_arrows (2× void_ash_log + void_ore)
  • lv 115: Primordial Crossbow → (2× primordial_bark + 2× void_bar)

Crafting

  • lv 100: Void Amulet (2× astral_crystal)
  • lv 108: Astral Ring (astral_crystal + void_bar)
  • lv 115: Primordial Talisman (primordial_soul + 3× void_bar)

Enchanting

  • lv 100: Void Enchantment — 3× void_essence → void_scroll
  • lv 108: Void Scroll — 5× void_essence + 10× star_fragment → void_scroll

Agility

  • lv 100: Void Circuit — stamina cost 160, yields 14 tokens
  • lv 115: Endurance Trial — stamina cost 190, yields 18 tokens (the hardest agility course)

Smithing Equipment Forge

  • lv 108: Forge Void Sword (3× void_bar)
  • lv 108: Forge Void Shield (3× void_bar)
  • lv 115: Forge Primordial Armor (2× primordial_stone + 5× void_bar)

9 new equipment items

  • Void Sword (mainHand, lv100) — −8% Combat speed, +12% Combat XP
  • Void Shield (offHand, lv100) — +10% Combat XP
  • Void Bow (mainHand, lv100) — −8% Combat speed, +10% Combat XP
  • Void Amulet (amulet, lv100) — +5% XP to all skills
  • Astral Ring (ring, lv108) — +8% resource gain to all skills
  • Primordial Crossbow (mainHand, lv115) — −10% Combat speed, +15% Combat XP
  • Primordial Talisman (ring, lv115) — +10% mastery XP to all skills
  • Primordial Plate (body, lv115) — +15% Combat XP
  • Void Warlord Helm (helmet, lv115) — +12% Combat XP, rare drop from Void Warlord

🏗️ Structure Build Times (v0.61.0)

Building a structure is no longer instant. Each structure now requires a build time — ranging from 10 minutes for early-game huts to 36 hours for the Grand Citadel — and a supply of food to feed your workers.

When you click the build button, the CP and food are consumed immediately and a countdown begins. You can see the timer and a progress bar in the Areas modal. Close it, go do other things, and check back when it’s done.

Build time is reduced by your Agility passive. If you’ve been running agility courses, that speed bonus now applies here too.

Food requirements scale down with Cooking and Fishing levels. Every 20 levels in either skill shaves off 5% of the food cost, up to 40% combined at lv 99/99. So levelling Cooking and Fishing isn’t just about food supply — it directly reduces the upkeep for your building projects.

Structures complete offline too, so if a build timer runs out while you’re away, you’ll find it finished when you return.


🐎 Mount Depth — Travel With Consequences (v0.61.0)

Previously, picking a prestige mount was mostly about speed. Now each mount also has a range limit — it can only reach areas within a certain number of tiers of your current location.

Here’s how the mounts break down:

  • On Foot — reach 1 tier away, +5% resource cost reduction on all production actions
  • Horse — reach 2 tiers away, +30% travel speed
  • Camel — reach 3 tiers away, +15% travel speed, +15% resource cost reduction
  • Royal Carriage — unlimited range, +20% travel speed, +10% resource cost reduction

Home is always reachable regardless of mount.

The resource cost reduction is genuinely useful. On Foot gives you a small discount on crafting inputs while you’re grinding nearby areas. Camel gives the biggest discount if you don’t need to jump across the map.


🗺️ TravelModal — Pick Your Mount Before You Go (v0.61.0)

Clicking Travel now opens a modal where you pick your mount before confirming. You can see:

  • Which mounts are available (based on your prestige unlocks)
  • Whether the destination is within range for each mount
  • The estimated travel time with your current agility and shop bonuses
  • The resource cost reduction you’ll get and how your Cooking/Fishing levels contribute

The modal also has a one-time music recommendation prompt. The first time you travel to a new area, it asks if you want music to auto-play on arrival. You can change this at any time in Settings → Audio or directly in the TravelModal.

Each area now has a curated set of recommended tracks from the 57-track library. When auto-play is on, a random track from the pool starts when you land.


⚡ Construction Actions Are 30% Slower (v0.61.0)

To match the new paced design of Construction — where you’re building lasting structures over time rather than spamming actions — all 10 Construction skill actions now take 30% longer. This also makes Agility passive and shop speed upgrades more meaningful if you’re grinding CP.


What’s Next

The prestige evolution content chain is mostly built out through lv115. Next focus is the passive milestone system — special unlocks at levels 110 and 120 for each skill, and potentially another tier of prestige actions at lv120 for select skills.

Still a few deferred items from the Prestige Evolution wave — lv 110/120 passive milestone bonuses and the Transcend Enchantment lv 115 action that needs an item-selection UI. Those are the likely focus for v0.62.

Thanks for playing!


Discord

Join the Discord to report bugs or share suggestions!

— VHS

Just Another Idle — v0.62: Skill Tree Expansion — Tiers 4 & 5, Rankable Nodes, and Cross-Skill XP

The skill trees always had unused potential. You’d earn 21 Skill Points across a prestige run, but the old trees only had room for 14 — leaving 7 SP just sitting there. v0.62 fixes that with two new tiers, a new class of rankable nodes, and a cross-skill XP system that ties skills together in ways that actually matter.


🌳 Tier 4 & Tier 5 Skill Tree Nodes

Skill trees now have five tiers instead of three.

Tier 4 unlocks at level 75. Four new nodes per skill — one for speed, one for resources, one for XP, one skill-specific. These are available to any player who reaches lv75, even without prestige. They’re designed to soak up the SP surplus that existed before and give late-game players a meaningful place to spend.

Tier 5 unlocks at level 100 and requires the skill to be prestiged. Five nodes per skill — including the brand-new cross_skill_xp type and the new rankable nodes.

The full 21 SP you earn across a run now fills out neatly: 14 for T1–T3, 4 for T4, and the last 3 for selective T5 upgrades. (You can’t max everything in T5 — there’s real tension about which nodes to rank up.)


🔁 Rankable Nodes

Some T5 nodes can be purchased multiple times. Each “rank” multiplies the bonus by the rank number — rank 3 of a +3% cross-skill XP node gives you +9% — and requires the previous rank as a prerequisite.

Each node caps at rank 5. You pick which ones are worth stacking.


🔗 Cross-Skill XP

The new cross_skill_xp node type grants a fraction of XP earned to a partner skill after each action. The pairings reflect natural in-game relationships:

  • Woodcutting → Construction
  • Mining → Smithing
  • Fishing → Cooking
  • Combat → Agility
  • Smithing → Construction
  • Cooking → Agility
  • Fletching → Combat
  • Crafting → Enchanting
  • Agility → Combat
  • Enchanting → Crafting
  • Construction → Mining

So if you’ve invested in a Woodcutting T5 cross-skill node, every tree you chop passively pushes your Construction level up — a small fraction, but it accumulates. This also applies offline.


💎 Cross-Skill XP as a Gem Attribute

The same mechanic is now available as a gem attribute. Gems for each skill can roll cross_skill_xp at T1–T4 (2% to 10% XP sharing). The gem version uses the same per-skill pairings as the tree — your Fishing gem, for example, always routes toward Cooking.


🎯 Passive Milestones at lv110 & lv120

Reaching level 110 or 120 in a prestiged skill permanently unlocks a cross-skill synergy bonus. These aren’t skill tree nodes — they’re passive rewards for deep investment in a single skill.

A few examples:

  • Woodcutting lv110 — +3% Woodcutting resource yield (cross-skill to Construction chain)
  • Mining lv110 — +3% Smithing action speed (your mining expertise speeds up your forge work)
  • Fishing lv110 — +5% Cooking action speed
  • Crafting lv110 — +10% chance to preserve crafting inputs
  • Enchanting lv110 — +15% preserve chance for enchanting
  • Agility lv110 — +20 max stamina
  • Woodcutting lv120 — +5% Woodcutting action speed
  • Smithing lv120 — +10% preserve chance for smithing inputs
  • Agility lv120 — +2% Agility action speed

These bonuses persist across prestiges and show up in the Bonus Breakdown tooltip under the new “Milestone” source (🎯, rose-red).


🐛 Bug Fixes

Arcane Sanctum travel cost circular dependency: previously the travel cost to reach Arcane Sanctum included cooked_abyssal_fish — a food you can only cook inside Arcane Sanctum. You couldn’t travel there without a food you can only get once you’re already there. Fixed: replaced with cooked tuna (20×).

Fetch-from-bank button: the 📥 button was showing on processing action cards even when the bank had none of the required ingredients. Now it only appears when there’s something to actually fetch.

“Waiting for resources…” is now specific: when an action is paused due to missing inputs, the ActionDisplay now shows exactly which resources are missing by name — e.g. “Need: Oak Log, Iron Ore” — instead of the generic message.

Equipment unequip bank slot fix: unequipping an item when both inventory and bank slots are at capacity could silently discard the item if the bank had previously held a 0-quantity entry for it. Fixed — items that were previously in the bank (even at qty 0) now always find their way back.

Passive milestone bonus tooltip: the milestone speed and resource bonuses were correctly applied to action timing, but were missing from the Bonus Breakdown tooltip entirely. Added.


☕ Wellness Break Reminder

After 3 hours of continuous play, the game now shows a gentle auto-dismissing reminder to take a break. That’s all.


What’s Next

Most of the Prestige Evolution wave is now complete. The one major deferred item is the Transcend Enchantment lv115 action — it needs an item-selection UI that doesn’t exist yet. That’s likely the next focus, alongside the first pass at endgame balance once players start pushing lv120.

Thanks for playing!


Discord

Join the Discord to report bugs or share suggestions!

— VHS

Just Another Idle — v0.64: Void Scroll Polish — Offline Echoes, Achievements & Consumable UX

This one is a polish pass on the Void Scroll system introduced in v0.63, plus a few small UX improvements that have been bugging me. Short release, high quality-of-life.


🌀 Void Resonance Now Works Offline

The biggest gap in the original Void Scroll implementation: echoes didn’t fire when you were away from the game. Now they do.

When you come back after leaving a void-scroll-active run going offline, the offline progress simulator calculates how many echoes should have fired at their expected rate (3% per action, scaled by Fortune) and distributes the XP across your other skills. The more scrolls you’ve consumed, the higher the echo XP per proc (5% → 8% → 11% of the action’s base XP).

It uses expected value rather than rolling dice for every individual action — so the numbers will be slightly smoother than online play, but the total should be accurate.


🏆 Two New Achievements

Touched by the Void (Gold) — consume your first Void Scroll to unlock this. Grants the title “Void Touched” and a permanent +2% XP bonus.

Void Master (Platinum) — trigger 100 Void Echoes total. Grants the title “Void Master” and a permanent +3% XP bonus.

Both echo proc counts accumulate across online and offline play, so you’ll make progress either way.


🎒 Inventory “Use” Option

Right-clicking a consumable item in your inventory now shows a “Use” option alongside the existing deposit/drop options. Previously this only worked from the bank context menu.

Practically speaking, this matters most for the Void Scroll — now you can use it directly from your inventory without needing to open the bank first.


🔄 Enchantment Reset Scroll UX Fix

Clicking “Use” on an Enchantment Reset Scroll from the bank used to open a confirmation modal… that then did nothing. That was confusing.

Now clicking “Use” on a reset scroll switches you straight to the Enchanted tab, where you can right-click any enchanted item to reset it. The actual reset flow is there — we’re just navigating you to it instead of pretending there’s a one-click shortcut.


🐛 Bug Fix

Fixed a crash that happened immediately after consuming a Void Scroll. The Active Buffs panel tried to look up display info for the void_resonance source and found nothing — missing entry in the config table. Added.


What’s Next

The main deferred item from the Prestige Evolution wave is Transcend Enchantment (lv115 Enchanting action) — it needs an item-selection UI that’s more involved than a simple context menu. That’s the most likely next feature alongside endgame balance work once players start pushing lv120.

Thanks for playing!


Discord

Join the Discord to report bugs or share suggestions!

— VHS

Caelumora — v0.69.0: Jewelry, Enchantment Rework & Gem Overhaul

Hey all! v0.69 is the biggest content update since the rebrand. Three interlocking systems land together: a brand new Jewelry Skill, a ground-up Enchantment Rework, and a Gem Inventory Overhaul that changes how gems live in your loadout. There’s also a tonne of balance work, the Chronicle timeline getting a v2 pass, and continued performance improvements.

Catch-up note at the bottom for anyone returning since v0.64 — a lot has happened.


💍 Jewelry Skill

The 13th skill. Jewelry is a Processing skill that sits at the intersection of Mining, Fishing, Combat, and Enchanting — and it’s the thing players have been asking for since the gem system launched.

The core loop:

  • Mine gem shards (Mining lv20+, ~5% drop rate), fish pearl fragments (Fishing lv30+), and collect gem dust from Combat drops
  • Cut those materials into rough gems, polish them, then facet them at higher Jewelry levels
  • Infuse processed gems into actual GemInstances — T1 from rough gems, T1-T2 from polished, T2-T3 from faceted, and a small T3-T4 chance from the lv90 mastercut_gem action
  • Craft rings and necklaces with gem sockets — two new equipment slots that create additional places to put gems

Why this matters for gems: Before Jewelry, gems only dropped at level 99 — one shot per prestige per skill. That was always the biggest bottleneck. Jewelry makes gems farmable, but not trivially so: 25 Mining actions per gem shard, 5 shards per rough gem, multiple processing steps to get to T3-T4. It’s real investment, and that investment scales with how much you’ve built up your other skills.

The level 99 gem drop is still there. It’s still a great moment. Jewelry just means you’re not waiting for it with nothing to do.

Jewelry skill tree highlights:

  • Keen Eye (T1): +5% gem shard drop rate from all gathering skills
  • Facet Mastery (T2): +3% tier upgrade chance on polish and facet actions
  • Gem Resonance (T3 capstone A): socketed gems provide 15% bonus to their fixed attribute
  • Ring Artisan (T3 capstone B): crafted rings/necklaces gain +1 socket (mutually exclusive with Gem Resonance)

✨ Enchantment Rework

The star scroll system has been rebuilt from the ground up. The old design (unlimited stacking, random target, escalating cost) produced a slot machine feeling that rewarded luck over planning. The new system has two distinct phases with meaningful decisions at each one.

Star Scrolls — now single-use with player choice:

  • One Star Scroll per item. That’s it.
  • When applied, two things happen simultaneously: a 4th property slot is added (rolled from the item’s focus), and you choose which of the existing three properties to amplify to 5×.
  • No random amplification target. You pick. If your base roll has exactly the property you wanted to amplify, you’re rewarded for the reroll grind.
  • Cost: 1 scroll flat. The escalating cost table is gone.

Void Enchanting — 5th slot + Void Effect:

  • Requires a star-scrolled item (not an Elder item — see below).
  • Adds a 5th property slot rolled from the full property pool with no focus bias.
  • Adds one Void Effect, randomly selected from five types:
    • Void Echo: +5% chance to award XP to a random other skill on each action
    • Void Siphon: 3% of mastery XP converts to gold per action
    • Void Amplify: after each action, all bonuses for this skill increase by +2% for 30s (max 5 stacks)
    • Void Harmony: +1.5% action speed per unique skill with a void-enchanted item equipped
    • Void Resonance Boost: doubles the Void Resonance proc chance while equipped

You don’t choose the Void Effect — the 5th-slot roll plus the Void Effect roll together provide the discovery moment the new deterministic amplification step removes.

Elder Items: All items that had star scrolls applied before this update are automatically converted to Elder status. They keep all their existing properties unchanged. They can’t receive new Star Scroll or Void Enchanting applications — but they’re not downgraded either. Elder items have a distinct faded gold border and a small “Elder” badge. They’re a legacy category, permanently grandfathered.


💎 Gem Inventory Overhaul

Gems now live in your backpack as actual items instead of a separate gem tray. The Equipment modal has dedicated gem slots where you equip them — same three global slots as before, but the interface is now unified.

Ring and necklace sockets (from Jewelry) give endgame players additional places to put gems, on top of the global three. A Masterwork Ring with 2 sockets plus 3 global slots is 5 socketed gems at once. That’s a significant loadout depth increase for late prestige players.

The gem merge, reroll, and lock mechanics are all unchanged — they work the same way from the new interface.


📜 Chronicle Timeline v2

The Chronicle got another pass this update. The event timeline now tracks more event types (first Jewelry action, gem infusion milestones, first socketed item) and the display handles very long sessions more gracefully. Per-skill stats in the Records tab now include Jewelry.


Balance & Performance

Balance:

  • Agility passive curve adjusted — the lv10-25 range was too flat. Early Agility levels now feel meaningful.
  • Mastery milestone spacing reviewed — several dead zones between milestones removed or tightened.
  • Gem attribute values rebalanced for the new socket-heavy endgame state.

Performance:

  • 42+ components have been optimized since v0.67 — granular Zustand selectors, memoized bonus calculations, deferred tooltip rendering.
  • Components that were subscribing to the full store state have been refactored to subscribe only to what they need.

Bug fixes in v0.69:

  • Food display text in Combat and Agility sections now correctly reads “bank” instead of “inventory”
  • Action display audit — several actions were showing incorrect level requirements in their tooltips
  • Offline gem infusion now correctly pre-rolls tier and creates GemInstances in the post-offline state merge

Catching Up from v0.64?

A lot has happened since v0.64. Here’s the short version:

v0.65 — Architecture: Store slice extraction for cleaner code structure. Quiet Mode setting. Stellar Fireworks ambient effect. Toast deduplication (no more gem synergy spam).

v0.66 — Companions & Prestige Evolution: Arcane Assistants got a full rework — specialty roles, skill assignment, bond XP system (5 levels), cross-skill effects at bond 3+. Per-skill prestige now unlocks levels 100-120 with 7 new Diamond achievements. Title visual tiers with CSS animations. Skill tree expanded with Tiers 4 & 5, rankable nodes, and cross_skill_xp bonus type.

v0.67 — Player Chronicle: Unified Chronicle hub replacing the old Statistics modal. Full event timeline with category filters, relative timestamps, and retroactive population from existing saves.

v0.68 — Caelumora Rebrand + Backpack Skins: The game has a new name — Caelumora. Same save, same URL. Backpack Skins with animated open/close. Chronicle reworked to a 3-tab layout (Chronicle / Collection / Records). Per-skill statistics tracking. 36 inventory slots (up from 28).


What’s Next

The Jewelry/Enchantment/Gem rework has created a lot of new design space. Next focus areas are likely more enchanting properties that interact with Jewelry sockets, and continuing to fill out the endgame content for skills with shorter level 100-120 progressions.

Thanks for playing — and thanks for all the feedback that shaped this update.


Discord

Join the Discord to report bugs or share suggestions!

— VHS

Caelumora — v0.70.0: Combat Rework

Combat just got a massive overhaul. Four phases of work went into making fighting feel like an actual system — not just “click mob, wait, collect loot.” Here’s what changed.


🛡️ Two-Layer Defense

The old flat damage reduction is gone. Combat now runs through two checks:

  • Evasion — a chance to dodge the attack entirely. Stack evasion with light armor and ranged gear.
  • Armor — if the hit lands, armor reduces the damage. Heavy plate gives the most armor.
  • Penetration — high-level mobs can punch through your armor. If their penetration exceeds your armor, damage is actually amplified.

This means gear choices actually matter now. Light armor (leather) gives high evasion but low armor. Heavy armor (plate) is the opposite. Robes offer magic damage bonuses but minimal defense. Pick your build.


⚔️ Special Attacks

10 weapons now have passive special attacks that trigger on a percentage chance per action:

  • Heavy Strike (Iron Sword, 10%) — 1.5x damage
  • Dragon Fury (Dragon Sword, 12%) — 2x damage
  • Snipe (Ancient Shortbow, 5%) — 3x damage
  • Mana Burst (Arcane Staff, 10%) — 1.8x damage
  • …and 6 more across melee, ranged, and magic weapons

Enchanted weapons work too — the new Special Attack Chance enchanting property boosts trigger rates.


🙏 Blessings

A lightweight prayer system. 15 blessings unlock as you level combat (lv30-110). Equip 2 at a time — they drain Blessing Points per action.

Get BP by offering bones at the new Altar action (Combat lv30, costs 5 bones = 10 BP). Blessings give speed, armor, evasion, loot quantity, lifesteal, and more. Mix and match for your playstyle:

  • Glass cannon: Berserker’s Oath + Divine Wrath
  • Tank: Iron Skin + Celestial Guard
  • Farm build: Blessed Harvest + Swift Strikes

New enchanting property Blessing Potency amplifies all blessing effects. New gem attribute Blessing Efficiency reduces BP drain.


🏰 Dungeons

Six multi-wave dungeon encounters with boss fights at the end:

  • Goblin Hideout (lv40, 5 waves) — boss: Goblin Chief, drops Goblin Crown
  • Spider’s Lair (lv50, 7 waves) — boss: Broodmother, drops Venomfang Dagger
  • Dragon’s Peak (lv70, 10 waves) — boss: Elder Dragon, drops Dragonfire Shield
  • Shadow Crypt (lv85, 12 waves) — boss: Lich King, drops Lich’s Phylactery
  • Void Rift (lv100, 15 waves) — boss: Void Overlord, drops Void Blade (prestige-gated)
  • Primordial Core (lv115, 20 waves) — boss: Primordial Titan, drops Titan’s Grasp (prestige-gated)

Dungeons use 1 of your 3 action slots. No gear swapping mid-dungeon. Each wave has an enrage timer — take too long and the mob gets +50% stats. Die = lose progress, but no equipment loss.


🍖 Auto-Eat Tiers

The old manual auto-eat slider is gone. Auto-eat is now tier-based:

  • Basic (free) — triggers at 30% HP
  • Improved (5,000g in Shop, Combat 15) — 50% HP
  • Advanced (25,000g in Shop, Combat 40) — 70% HP
  • Master (achievement-gated) — 85% HP

Food is no longer consumed per kill — only when your health drops below the threshold. The new Auto-Eat panel shows your equipped food, tier info, and a safe-to-idle indicator per mob.


📊 Combat Sub-Skills

Combat XP now splits: 70% to Combat level, 30% to a sub-skill track based on your weapon:

  • Swords → Melee sub-skill
  • Bows/Crossbows → Ranged sub-skill
  • Staves → Magic sub-skill

Each sub-skill has 5 milestones with bonuses. Check your progress in the new collapsible Combat Statistics panel.


🎯 Hard Mode

Optional toggle for regular combat: +50% XP and loot, but mobs get an enrage timer. Good risk/reward for confident players.


What’s Next

Balance tuning based on player feedback. The sub-skill milestones and blessing effects are wired into the bonus pipeline now — we’ll be watching how they affect progression curves and tuning accordingly.

Play it now at vhschmidt.itch.io/justanotheridle!

Caelumora — v0.71.0: Bug Fixes & QoL

A quick patch addressing player-reported issues with the food system and equipment swapping, plus a quality-of-life buff to star events.


⭐ Star Events Last Longer

Star events now last 15 minutes instead of 10. You’ll have more time to travel to the fallen star and mine those star fragments before the event expires. The interval between events is unchanged (60 minutes of play time).


🍖 Food Picker Fixes (Combat & Agility)

Two related bugs were causing food items to not appear in the auto-eat selectors:

  • Combat: The food picker was only checking your equipped backpack (player inventory). Food stored in the bank was invisible. Now it checks both locations, so all your cooked food shows up regardless of where it’s stored.

  • Agility: The food list was derived from cooking action outputs, which could miss foods in edge cases. It now reads directly from the full food registry. Food in your player inventory also correctly appears now.

Both skills still consume food from either location during auto-eat — the fix is specifically about the UI showing all available options.


🔧 Equipment Swap Fix

A bug was causing equipped items to vanish when swapping: if you equipped an enchanted item into a slot that already had a regular (non-enchanted) item, the regular item would disappear instead of being returned to your inventory or bank. This is now fixed — the displaced item is properly returned.


What’s Next

More content and balance passes coming soon. Keep the bug reports coming — they directly drive these patches.


Discord

Join the Discord to report bugs or share suggestions!

— VHS

Caelumora — v0.72.0: Combat HP Rework

Hey all! v0.72.0 is a major overhaul to how combat actually works under the hood — and on screen. Enemies now have real health pools, your attacks deal visible damage with floating numbers, and Hard Mode finally has real teeth.


HP-Based Combat

The old combat system was timer-based: wait out an interval, collect your loot, repeat. That’s gone.

Enemies now have real HP pools. Each attack deals damage based on your Attack Power, accuracy, crit chance, and the enemy’s armor and evasion. You whittle them down over a series of attacks until they fall. Every combat stat on your gear and skill tree actually feeds into real numbers now — not just speed multipliers.

Your weapon determines your attack speed. Swords swing every 2 seconds. Bows fire every 2.4 seconds. Warhammers hit hard but slow at 3.2 seconds. Pick your playstyle.


Combat VFX

Damage numbers now float up from the fight, Runescape-style. You’ll see your hits, your crits, your misses, and your dodges as they happen — 13 animation variants in total.

  • Regular hits show the damage dealt
  • Crits are labeled CRIT! in bright yellow
  • Misses show MISS — you swung and the enemy evaded
  • DODGE appears when the enemy’s attack misses you
  • EXECUTE, LIFESTEAL, PENETRATE, BLOCK, and SPECIAL all get their own treatment

It makes combat feel alive in a way that timers never could.


Hard Mode Gets Real

Hard Mode previously gave +50% XP and loot with no meaningful downside. The “enrage timer” was cosmetic at best.

Now, when you toggle Hard Mode, enemies are permanently enraged. Every enemy gets +50% to all of their stats — HP, damage, accuracy, armor, and evasion. You’re fighting a meaningfully harder version of every enemy in exchange for the bonus rewards.

It’s a real risk/reward tradeoff now. Some enemies in Hard Mode will put serious pressure on your healing and gear.


New Enchanting Properties & Gem Attribute

Two new enchanting properties compete for your weapon’s enchant slots:

  • Armor Shred — each attack reduces the enemy’s armor, stacking up to a cap. Great against tanky enemies.
  • Execute Threshold — instantly kills any enemy below a certain HP percentage. Dramatically speeds up kill times on bossy, high-HP targets.

These are designed to compete meaningfully against the resource multiplier enchants rather than being clear upgrades. Your choice of weapon enchant now matters for combat efficiency.

A new gem attribute is also available: Combat Ferocity, which adds bonus damage against enemies below 50% HP. It pairs naturally with Execute Threshold for a “finisher build.”


Bonus Transparency

Every combat stat now has a full bonus breakdown tooltip, consistent with the rest of the game.

Hover any of these stats to see every source contributing to its value:

  • Attack Power
  • Hit Chance
  • Crit Chance
  • Lifesteal
  • Armor
  • Evasion

Sub-skill milestones (Melee/Ranged/Magic) now grant real values into these stats — lifesteal, crit chance, penetration, armor, and evasion — instead of cosmetic labels.


Bug Fixes

Several issues from the v0.70.0 Combat Rework have been resolved:

  • Enemy HP bar was filling instead of depleting — fixed
  • Attack progress bars weren’t reaching 100% visually before triggering — fixed
  • Duplicate Enemy HP bar and Combat Stats section removed from the combat grid
  • Combat style was double-dipping into both the speed and damage pipelines — corrected
  • Lifesteal was double-applied (once in takeDamage, once in processCombatTick) — removed the duplicate
  • Special attack bonus damage was being double-multiplied — fixed
  • Stopping combat now properly resets enemy HP and attack timers
  • Blessing armor/evasion/attack power entries now show the correct values instead of “+0”

What’s Next

A polish pass on combat balance and tuning is coming based on feedback from this rework. There are still some edge cases to iron out, and I want to make sure the new Hard Mode difficulty curve feels right across all enemy tiers.

Thanks as always for the bug reports and feedback!


Discord

Join the Discord to report bugs or share suggestions!

— VHS

Caelumora — v0.73.1: Combat Stats Polish

Hey all! v0.73.1 is a focused polish pass on the combat stat system introduced in the HP rework. A few things felt rough around the edges — Fortune wasn’t contributing as much as it should, the crit floor at low levels was frustrating, and a handful of tooltips were showing incorrect or missing info. All of that is cleaned up here.


Fortune Now Matters for Combat

Fortune (the Exploration skill passive) has always given a little boost to accuracy, crit, lifesteal, and special attack chance — but the multipliers were so small they were barely visible in your stat sheet. That’s fixed now.

The new scaling is considerably higher across the board, and Fortune now also contributes to evasion and damage reduction — two stats it had no effect on before. If you’ve been neglecting Exploration, it’s now worth a second look for your combat build.


Base Crit Chance: 5% for Everyone

Previously, if you had no crit sources equipped, your crit chance was exactly 0%. Crits would never happen. This felt bad, especially early on when you’re still building out your gear.

There’s now a 5% base crit chance baked into every player. You’ll always have a small chance to land a critical hit regardless of what you’re wearing.


4 New Stat Tiles in the Combat UI

The combat panel now shows 12 stat tiles instead of 8. The four additions are:

  • Penetration — how much of the enemy’s armor you’re bypassing per hit
  • Crit Damage — your crit hit multiplier (default 1.5×, scales with gems and enchants)
  • Attack Speed — your current attack interval with a full source breakdown in the tooltip
  • Damage Reduction — how much incoming damage you’re absorbing

Each new tile has a breakdown tooltip showing exactly what’s contributing to the number, the same way the existing stat tiles do.


Performance: Enemy Attacks Batched

The enemy attack loop was making 4 separate state updates per hit. It’s now a single batched call. This won’t be noticeable under normal conditions, but it removes some unnecessary re-renders during fast combat cycles.


Bug Fixes

Evasion showing “+0 Enchantment” — if you had no evasion enchantment equipped, the tooltip was showing a useless “+0 Enchantment” line. That entry is now hidden when its value rounds to zero.

Damage reduction bypass in batched path — the batched enemy attack path introduced in v0.73.0 had a bug where damage reduction wasn’t being applied. Hits were landing for full damage regardless of your reduction stat. Fixed.

Knockout statecooldownEndTime and lastDamageTime were not being set correctly when the enemy’s batched attack triggered a knockout. The knockout state is now written correctly in all paths.

Stale snapshot on knockout check — the knockout check was reading from a tick-start snapshot of state rather than the freshly mutated state, which could cause the check to miss a kill. It now reads fresh state.

Negative blessings in stat breakdowns — blessings with negative effects (e.g. Berserker’s Oath’s armor penalty) were being silently dropped from combat stat breakdown tooltips. They now appear correctly with their negative values.

Hit chance decimals — the hit chance display was showing redundant “.00” in some cases (e.g. “85.00%”). It now formats cleanly.


What’s Next

The combat stat UI is in a good place now. Next up is likely a content pass — more dungeon variety and a look at some of the mid-game skill gaps.

Thanks for the bug reports that drove this one!


Discord

Join the Discord to report bugs or share suggestions!

— VHS

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Caelumora — v2.1.0: Faction Presence Redesign

The combat operations UI got a redesign, and with it the headline mechanic change: you can now pick how many of your army’s units to commit per fight, instead of always being forced all-in.

Picking your fight

The thing that bugged me about the old operations flow was that committing was binary — your full army or nothing. If you were under-leveled and mid-grind, every operation felt like a full-stakes throw, and there was no way to test the waters with a smaller squad. The math underneath always supported partial commits; the UI just never let you express it.

So v2.1.0 adds an army composer: a ten-tick row where you click to set the commit count, and a cost grid (presence cut / reputation / spoils) that updates live so you see exactly what you’re paying before launching. Default is still full commit, because momentum stacks within a single op and that’s the optimal play — going partial is a survival lever, not a max-yield one. But a smaller op is finally a real option when you’re not sure you can survive the full one.

The redesign that wraps the composer splits the right-rail panel into a peaceful-mode view and a war-mode view that crossfade based on whether there’s a stationed rival army. I’m honestly not sure the visual split is the right call for players who don’t engage with conflict much — it might just read as an extra layer. Feedback on that especially welcome.

Also in this update

  • Insano mode economy rebalanced (lvl 21-60 gold income up ~1.5-2×)
  • Enchant workbench now lets you convert plain gear into enchanted on the spot — no more bouncing through the bank
  • Combat plays a sound on every landed attack and incoming hit
  • Dying mid-operation now has real stakes (rep hit, 5-min cooldown on that faction’s ops)
  • Capped-skill quest objectives no longer get stuck — they substitute to “complete actions” once you’re at level cap
  • A visual refresh across the UI (cleaner modal rims, unified tabs, consistent button colors)

Full patch notes are in-game (Settings → What’s New).

— VHS

Discord

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