Difference between revisions of "Patch Notes"

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(Add patch notes for patch Beta 0.24.2 - New Old Management)
(Add patch notes for patch Beta 0.25.4 - o i i a)
 
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<onlyinclude>
 
<onlyinclude>
=====Beta 0.24.2 - New Old Management=====
+
=====Beta 0.25.4 - o i i a=====
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
! width="150"|September 18, 2025
+
! width="150"|December 3, 2025
! width="150"|Beta 0.24.2
+
! width="150"|Beta 0.25.4
! width="650"|New Old Management
+
! width="650"|o i i a
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Fixes'''
+
I'm surprised the host isn't down yet, honestly.
  
:* Refactored a bunch of backend functionality that was problematic, especially related to socket message spam. This should fix a bunch of high prio issues.
+
'''Hotfix'''
  
Yes, market is being re-enabled.
+
:* Castle doors fixed
 +
:* Fix some combat layering
 +
:* Group cosmetic changes are immediate
 +
:* Fix mugshots
 +
:* Allow negatives and decimals in input
 +
:* Hide tools if they're unused in loadouts
 +
:* Draggable action queue + using arrow key as keybinds
 +
:* Fix druidism description
 +
:* Step description as trigger string
  
'''''Game News'''''
+
'''Some Background Work'''
  
So as y'all have known for a long while, 1.0 / Steam have been on the horizon for over a year. The primary blocker for this hasn't been a technical one for a long time, but has been a management/legal issue (the hopefully final of many).
+
C3.0 is coming along swimmingly.
  
Without going into too much detail, the company ownership was split in such a way that made finalizing things difficult, but everything is getting fully consolidated by the end of this month. This may result in some service hiccups as we have to transfer some technical things around / get new contracts setup, but I don't expect that to take more than a day (if things go smoothly).
+
There are now ~130 monsters, 500+ equipment, 14 dungeons, and 8 base zones + their elite challenges. There's a base set of 60+ combat achievements (more incoming) and there's a plan to rewrite/add more combat quests.
  
This may not immediately affect the game development, but that frees us up to do what we need to do to further the game.
+
Lots of work!
  
'''So, Steam Soon?'''
+
ok bye again
 
 
It's still next up after C3.0, which is still under development. Things have been going at a steady pace for that project, but things have continued to be busy IRL which limits my time to work on it.
 
 
|}
 
|}
  
=====Beta 0.24.1 - updaaate=====
+
=====Beta 0.25.3 - hello=====
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
! width="150"|September 11, 2025
+
! width="150"|November 12, 2025
! width="150"|Beta 0.24.1
+
! width="150"|Beta 0.25.3
! width="650"|updaaate
+
! width="650"|hello
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Fixes'''
+
'''hi'''
  
:* Fix tooltip getting cutoff with scroll
+
:* correct pendants to not affect cooking prep
:* Fix missing corrupted totem spawn rates
+
:* fix cookie buff strength 1 -> 2
:* Fix socket connecting to previous character
+
:* more consistent affix tooltip descriptions
:* Fix overgrowth not consuming extra seeds
+
:* huge technical overhaul to how we render H A N D S (ty silent) in advance of new stuff
:* Fix erroneously high corrupted totem spawn rates
 
  
'''Changes'''
+
'''ok bye bye'''
 
 
:* Move skilling dungeon bonus level outside random range
 
:* Increased corrupted totem spawn rates
 
:* Queue scrollcrafting by amount
 
:* Reduce myst seed drop rate
 
:* Added hold shift to scroll tooltips
 
:* Removed affix feedback option (it's been long enough)
 
:* Update Volcano Core description
 
:* Increase fiddlehead rate in tangle
 
:* Decreased corrupted totem spawn rates
 
 
 
''something else got added too''
 
 
 
'''C3.0 News'''
 
 
 
Currently in the process of updating the UI to the new technical systems. It should be far more robust since all events are now automatically exposed to client instead of being manually sent/updated
 
 
|}
 
|}
  
=====Beta 0.24.0 - Big Skilling Updates=====
+
=====Beta 0.25.2 - Polishing???=====
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
! width="150"|September 3, 2025
+
! width="150"|October 30, 2025
! width="150"|Beta 0.24.0
+
! width="150"|Beta 0.25.2
! width="650"|Big Skilling Updates
+
! width="650"|Polishing???
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''0.24.0a'''
+
'''hello'''
  
:* Nerfed unstable totems
+
Lots of polishing work by f1sh this week! Woohoo!
:* Fix farming replant when partially running out of seeds
 
:* Fix too strong totem affixes
 
:* Fix cooking quality applying to base puddings
 
:* Space for overflowing numbers in UI
 
  
'''''New Skilling Changes'''''
+
'''''UI Changes'''''
  
(Some of this is outdated from the test server, will update it when it's corrected)
+
:* Enabled selling into a buy order with items exclusively in market listing
 +
:* Fix ordered queue ordering (augmenting/scrapping)
 +
:* Corrected the descriptions for a handful of affixes
 +
:* Fixed +25 achievement description
  
'''The essence'''
+
'''''F1sh's Massive Click Overhaul'''''
  
:* All gathering skills have now options to obtain dungeon fragments for their respective gathering dungeon
+
Aims to prevent accidental clicks for the most common cases. Primarily aiming to prevent accidental double clicks from having a difficult or impossible to reverse action, and aims to give the user time to recognize that new elements have appeared before they can interact with them. For example:
:* The fragment is then processed through the production skill into a key
 
:* Production skills no longer passively produce dungeon fragments, but each one has enchantments or talents to regain the option
 
  
'''Mining'''
+
:* Accidentally selling into a buy order as the order appears.
 +
:* User never sees the "Offline Progress" dialog when logging in.
 +
:* Users with motor impairments can accidentally close dialogs as they appear.
 +
:* User clicks "Start" on an action and believes the action is going, then clicks away. This could also be improved by creating contrasting button states (eg. green/blue vs red) that are easy to distinguish from a glance.
 +
:* Lag spikes causing user to attempt initiating actions or dialogs.
  
:* Core Fragments added to Deep Pit with a very low chance
+
All interactable elements have been evaluated for whether they should receive an initial delay upon the elements creation, a debounce delay for repeated interactions, or no delay.
:* Superheating has a reduced effect on Core Fragments
 
::* Since the heat cost of core fragments is that high, their rate would otherwise explode
 
  
'''Foraging'''
+
:* Most form elements, especially those with easily-reversible click effects (eg. checkboxes, text fields, etc...) do not receive a delay.
 +
:* All dialogs/modals/prompts now have a delay preventing closure before the user has time to register their fresh existence, and automatically propagates that delay to applicable child elements.
 +
:* Some dialogs, such as achievements, level messages, and offline progression, receive a longer delay to give users more time to mentally register them.
 +
:* Actions with an effect, such as starting/stopping an action or donating gold, receive a debounce delay.
 +
:* Actions with a reversible effect, such as sorting or filtering, receive no delay.
  
:* new rare Duskview nodes in Haunted Woods and Living Forest
+
'''''Other Changes'''''
::* Duskview is a hatchet/foragingset enchantment
 
:::* Added to shrine pool
 
::* HW node can only be accessed with the enchantment
 
::* LF node has a base chance, which can be increased with the enchantment
 
::* nodes contains Ancient Sap Droplets
 
:::* 10 Droplets can be crafted with an Elder Tree Seed to an Ancient Oak Seed
 
:::* Droplets were introduced to reduce variance
 
::::* 10x higher chance, but you need 10 -> running completely dry is less likely
 
:* new unique buff ingredients in both nodes
 
  
'''Fishing'''
+
:* Change maximum number of action queue failures from a hardcoded 5 to match the user's queue length
 +
:* Shrimp no augmenting kill augmenting shrimp no more shrimp
 +
:* Adjusted how inventory updates are sent to reduce network traffic and bandwidth usage; this was a much smaller part of a larger project that's not ready yet unfortunately
  
:* new rare Snorkeling nodes in Open Ocean and Stormy Seas
+
goodbye!
::* both are locked behind high amounts of bonus rarity
+
|}
::* nodes contain Ancient Fiber Strings
 
:* new buff ingredients in both nodes
 
:* New Talent for Snorkeling
 
:* New Achievement with another level of Snorkeling
 
:* Fiber Snagging reworked, now removes all non-fiber options from a loot roll instead of replacing the drop with a fiber
 
::* Change was required to prevent Fiber Snagging from being op to get Ancient Fiber Strings
 
:* The size of nodes now scales multiplicative with level and bait instead of additive
 
::* Level and bait were completely dominating the node size, making node size as a balancing tool irrelevant
 
:* Fix Fishing UI using wrong bonus rarity in some places
 
:* Fix Fishing UI showing the wrong node size
 
:* Fix Fishing UI rarity thresholds being affected by Deadliest Catch and Fiber Finder
 
:* Fantastic Fiber Finder talent nerfed from 3 -> 2 levels of Fiber Finder
 
  
'''Greater Chests'''
+
=====Beta 0.25.1 - Tweaks and Fixes=====
 
+
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
The drop rate of crafting components for the legendary gathering tools from Greater Chests was heavily nerfed. The drop rate of dungeon fragments was heavily buffed.
+
! width="150"|October 17, 2025
 +
! width="150"|0.25.1
 +
! width="650"|Tweaks and Fixes
 +
|-
 +
| colspan="3" |
 +
'''hi'''
  
'''Farming'''
+
:* align total levels and player count in header
 +
:* added missing shop items to group ironman mode
 +
:* other backend stuff
  
:* Passive Ancient Oak Seed drops removed
+
bye, until next time!
:* Reintroduce them with Bark's Boon
 
::* new hoe enchant
 
::* Bark's Boon talents exist
 
::* Added to shrine pool
 
::* Key chance is shown in farming tooltip
 
::* Fix Ancient Oak Seeds dropping from themself
 
:* New Talents Zen Garden I & II
 
::* if you have at most 1/2 plant(s) in your plot, increase their growth rate by 50%
 
::* Ignores totems
 
:* Growth rate of plants now scales multiplicative instead of additive
 
:* Fertilizer now actually does what the tooltips says and increases farming xp by 30%
 
::* The xp in the farming tooltip includes both the fertilized status and your current totem effects
 
:* Every Skilling Dungeon can drop an unstable variant of one of the farming totems
 
::* They are a lot stronger, but you shouldn't be able to fully sustain them on your plot (in an ironman setting)
 
:* Added another secret totem
 
:* Farming backend was refactored to split up monoliths. Please check if everything still works.
 
 
 
'''Smithing'''
 
 
 
:* Core Fragments were removed from the Volcano Forge refining table
 
:* Two Volcano Core talents re-introduce them
 
::* with first talent 1-3
 
::* with both 1-5
 
:* The number of Core Fragments per Core Ingot was increased
 
:* Core Ingots are now directly the key
 
::* Existing Dwarven Research Keys will transform into identical Core Ingots
 
::* Existing Core Ingots will be legacy. The crafting recipe (which now converts legacy core ingots into core ingots) for them might get removed at any time.
 
 
 
'''Runecrafting'''
 
 
 
:* 10 Ancient Fiber String can be combined into an Ancient Cloth Piece
 
::* This will take a while
 
::* This is already the key!
 
::* Existing Academy Research keys will transform into identical Cloth Pieces
 
::* Existing cloth fragments will be legacy. The crafting recipe for them might get removed at any time.
 
:* Removed passive Ancient Cloth drops
 
:* To passively get ancient fiber strings, you need Fraying now
 
::* The rate was overall decreased and the scaling based on item tier reduced
 
:::* This means that low level fibers were less affected
 
::* Consumes cosmic runes
 
::* comes with two talents
 
 
 
'''Other changes'''
 
 
 
:* Achievement tooltip now displays progress multiplicators
 
:* Cooking Potion selection was made a bit more intuitive by displaying the corresponding item together with its buff
 
:* Krampus key is no longer craftable. Snowballs were moved to "Rare". Therefore "Event" is now empty and was removed.
 
::* Making space for a future search bar in crafting
 
 
 
'''''Other Stuff This Update'''''
 
 
 
:* Disconnect socket on unloading
 
:* Fit chat equipment tooltip
 
:* Better related skills for enchantments
 
:* Limit some edge case decimal printing
 
:* Achievement talent desc improvements
 
:* More improvements to post-restart session reloading
 
:* Fix DT proccing on modified exp
 
 
|}
 
|}
  
=====Beta 0.23.7 - prepping the prep=====
+
=====Beta 0.25.0 - Group Ironman=====
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
! width="150"|August 29, 2025
+
! width="150"|October 10, 2025
! width="150"|Beta 0.23.7
+
! width="150"|Beta 0.25.0
! width="650"|prepping the prep
+
! width="650"|Group Ironman
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''''Today's Update'''''
+
'''GROUP IRONMAN???'''
  
'''New Quest'''
+
yes, 5 people
  
Added the next Story quest, "From Whence Corruption Came," since it doesn't rely on any of the new content coming in C3.0 or Skilling Dungeons rework.
+
'''what else'''
  
''UI''
+
stuff idk
 
 
:* Enchantment list skill grouping
 
:* Enchantment tooltip part of talent description
 
:* Clarified some tooltip stat names
 
:* Added + sign to some positive values to show they're additive
 
:* Can now shift+wheel scroll tooltips
 
:* Multi-vendor button with setting added
 
:* Added sell junk button dialogue popup
 
:* Fix selection tooltip with scrolling
 
:* Center wide fishing info headers
 
:* Show correct decimals in some enchantment descriptions
 
:* Clarify fishing stat descriptions
 
:* Clean up lots of input fields
 
:* Highlight enchant variables in tooltips
 
 
 
''Other Bugs''
 
 
 
:* Stop double counting scroll queue
 
:* Get fastest run of each party for combat hiscores properly
 
 
 
''Misc''
 
 
 
:* Adjusting rune costs for a couple things to be more thematically fitting
 
 
 
'''Skilling Dungeons Progress'''
 
 
 
Ice has been making a lot of headway in polishing up the Skilling Dungeons content! It's currently available to playtest publicly on https://dev.idlescape.com/, so feel free to stop by and give some feedback on it on Discord in the playtest channels!
 
 
 
'''Combat 3.0 Progress'''
 
 
 
The technical portion of C3.0 are approximately 80% rewritten. Without getting too deep into the process, here's a screenshot of the number of lines of code that were changed:
 
 
 
[[File:Patch_Notes_Beta_0.23.7-1.png|450px|alt=""]]
 
 
 
I've essentially thrown out all of the old combat technical design in favor of massively optimizing the system and making it robust.
 
 
 
If you're wondering why this is taking so long- originally, I had intended to keep as much of the old framework as possible and optimize the worst offenders, but after banging my head into a wall for weeks trying to do that it became abundantly clear that only a complete rewrite could accomplish the goals we set forth for the technical specs. Once the tech side is done the content side should be incredibly simple to complete. Oh, and yes, there will be a public playtest when I need bugs found and balance suggestions!
 
 
|}
 
|}
  
=====Beta 0.23.6 - update? what update?=====
+
=====Beta 0.24.4 - The Sun Is Setting=====
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
! width="150"|August 18, 2025
+
! width="150"|October 1, 2025
! width="150"|Beta 0.23.6
+
! width="150"|Beta 0.24.4
! width="650"|update? what update?
+
! width="650"|The Sun Is Setting
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Changes'''
+
'''Sunsetting'''
 
 
:* Adjusted session restart handling to be less aggressive
 
:* Show actual server time for league
 
:* Removed obsolete scrolls
 
:* Fix max enchantment equip consuming scrolls
 
:* Fix some plat buff display issues
 
:* Cache fixes
 
  
These fixes brought to you by Silent!
+
Hey everyone, Idlescape will be entering the sunsetting stage after this patch goes live. This means we'll stop accepting microtransaction purchases and move from active development to just maintenance. The game will continue running until our rented time expires on the last day of November. IS+ will be globally given to all players until the time expires and I will manually cancel further recurring payments for all existing subscriptions.
  
Also I'll be updating/rebooting the physical server during the downtime.
+
Working on Idlescape and playing with you all has made for an incredible last few years, but with growing time constraints IRL and the volunteer-style team backing the game it is no longer feasible to continue supporting the game as it is. A couple weeks ago we explored the option of pushing to 1.0 once legal hurdles had been handled, but the sheer amount of work we have to do with the little time we have to do it means this year+ indefinite pre-1.0 state would keep going. Not only this, but if we did push to 1.0, the workload would only increase. The scope of the game is just excessively large for a purely volunteer team to handle without burning out.
  
'''What's happening?'''
+
That said, with the last legal hurdles (TL;DR IP Rights) handled, there are still several avenues for Idlescape to continue, even if only spiritually. The existing codebase and assets will continue to exist so that personal projects from the team may pop up; I (Nick) will probably start tinkering with a much more limited scope game using what I've learned and made over the last few years, but I don't expect to have something playable for a while.
  
Things are still chugging along in the background, people are just busy IRL which slows down development significantly (all devs are volunteers).
+
The Discord will remain open and what we do is up to the community. I'm leaning towards keeping the main chat channels open and archiving the rest. I'm personally going to share whatever I'm up to there and to keep up with y'all and the team.
  
Currently the Big Skilling Update^TM is nearing completion, and the technical work for Combat 3.0 is essentially done.
+
I will continue to restart the server to keep it running (mostly) smoothly, as well as push any patches that the CCs prepare.
  
I can't speak on the Skilling stuff, but in regards to Combat 3.0 there were multiple false starts, ''many'' unexpected obstacles, and lots of IRL interruptions. Things are looking good now and are mostly reimplementing features instead of technical systems, but I'm still pretty busy IRL so we'll see how much work I can get done when I'm available to grind away at it.
+
Who knows what the future holds, though?
|}
 
  
=====Beta 0.23.5 - im sleepy=====
+
'''Today's Patch'''
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
! width="150"|July 30, 2025
 
! width="150"|Beta 0.23.5
 
! width="650"|im sleepy
 
|-
 
| colspan="3" |
 
'''Changes'''
 
  
:* Use buttons instead of slider in Augmenting Queue Settings
+
:* Adjust disconnect sometimes killing sessions
:* Fix aug/scrap duration
+
:* Fix some farming issues
:* Fit long names in mobile header
+
:* Fix dungeon key drop level
:* Elder Stone adjusted to the new system so it benefits from TH/diff more
+
:* Fix some cases of sapphire rolls in smithing
:* Increased max junk rolls for Elven enemies
 
:* Shrimp Tail gets some chaos accuracy scaling
 
:* Mantis Shrimp gear gets very slightly less defensive scaling and slightly more offensive scaling
 
:* Remove null higher augments in offer links to fix tooltip crash
 
:* Int no longer boosts quest rewards, updated Int desc that it only applies to that
 
:* Misc. text fixes
 
 
|}
 
|}
 
</onlyinclude>
 
</onlyinclude>

Latest revision as of 07:01, 4 December 2025


Beta 0.25.4 - o i i a
December 3, 2025 Beta 0.25.4 o i i a

I'm surprised the host isn't down yet, honestly.

Hotfix

  • Castle doors fixed
  • Fix some combat layering
  • Group cosmetic changes are immediate
  • Fix mugshots
  • Allow negatives and decimals in input
  • Hide tools if they're unused in loadouts
  • Draggable action queue + using arrow key as keybinds
  • Fix druidism description
  • Step description as trigger string

Some Background Work

C3.0 is coming along swimmingly.

There are now ~130 monsters, 500+ equipment, 14 dungeons, and 8 base zones + their elite challenges. There's a base set of 60+ combat achievements (more incoming) and there's a plan to rewrite/add more combat quests.

Lots of work!

ok bye again

Beta 0.25.3 - hello
November 12, 2025 Beta 0.25.3 hello

hi

  • correct pendants to not affect cooking prep
  • fix cookie buff strength 1 -> 2
  • more consistent affix tooltip descriptions
  • huge technical overhaul to how we render H A N D S (ty silent) in advance of new stuff

ok bye bye

Beta 0.25.2 - Polishing???
October 30, 2025 Beta 0.25.2 Polishing???

hello

Lots of polishing work by f1sh this week! Woohoo!

UI Changes

  • Enabled selling into a buy order with items exclusively in market listing
  • Fix ordered queue ordering (augmenting/scrapping)
  • Corrected the descriptions for a handful of affixes
  • Fixed +25 achievement description

F1sh's Massive Click Overhaul

Aims to prevent accidental clicks for the most common cases. Primarily aiming to prevent accidental double clicks from having a difficult or impossible to reverse action, and aims to give the user time to recognize that new elements have appeared before they can interact with them. For example:

  • Accidentally selling into a buy order as the order appears.
  • User never sees the "Offline Progress" dialog when logging in.
  • Users with motor impairments can accidentally close dialogs as they appear.
  • User clicks "Start" on an action and believes the action is going, then clicks away. This could also be improved by creating contrasting button states (eg. green/blue vs red) that are easy to distinguish from a glance.
  • Lag spikes causing user to attempt initiating actions or dialogs.

All interactable elements have been evaluated for whether they should receive an initial delay upon the elements creation, a debounce delay for repeated interactions, or no delay.

  • Most form elements, especially those with easily-reversible click effects (eg. checkboxes, text fields, etc...) do not receive a delay.
  • All dialogs/modals/prompts now have a delay preventing closure before the user has time to register their fresh existence, and automatically propagates that delay to applicable child elements.
  • Some dialogs, such as achievements, level messages, and offline progression, receive a longer delay to give users more time to mentally register them.
  • Actions with an effect, such as starting/stopping an action or donating gold, receive a debounce delay.
  • Actions with a reversible effect, such as sorting or filtering, receive no delay.

Other Changes

  • Change maximum number of action queue failures from a hardcoded 5 to match the user's queue length
  • Shrimp no augmenting kill augmenting shrimp no more shrimp
  • Adjusted how inventory updates are sent to reduce network traffic and bandwidth usage; this was a much smaller part of a larger project that's not ready yet unfortunately

goodbye!

Beta 0.25.1 - Tweaks and Fixes
October 17, 2025 0.25.1 Tweaks and Fixes

hi

  • align total levels and player count in header
  • added missing shop items to group ironman mode
  • other backend stuff

bye, until next time!

Beta 0.25.0 - Group Ironman
October 10, 2025 Beta 0.25.0 Group Ironman

GROUP IRONMAN???

yes, 5 people

what else

stuff idk

Beta 0.24.4 - The Sun Is Setting
October 1, 2025 Beta 0.24.4 The Sun Is Setting

Sunsetting

Hey everyone, Idlescape will be entering the sunsetting stage after this patch goes live. This means we'll stop accepting microtransaction purchases and move from active development to just maintenance. The game will continue running until our rented time expires on the last day of November. IS+ will be globally given to all players until the time expires and I will manually cancel further recurring payments for all existing subscriptions.

Working on Idlescape and playing with you all has made for an incredible last few years, but with growing time constraints IRL and the volunteer-style team backing the game it is no longer feasible to continue supporting the game as it is. A couple weeks ago we explored the option of pushing to 1.0 once legal hurdles had been handled, but the sheer amount of work we have to do with the little time we have to do it means this year+ indefinite pre-1.0 state would keep going. Not only this, but if we did push to 1.0, the workload would only increase. The scope of the game is just excessively large for a purely volunteer team to handle without burning out.

That said, with the last legal hurdles (TL;DR IP Rights) handled, there are still several avenues for Idlescape to continue, even if only spiritually. The existing codebase and assets will continue to exist so that personal projects from the team may pop up; I (Nick) will probably start tinkering with a much more limited scope game using what I've learned and made over the last few years, but I don't expect to have something playable for a while.

The Discord will remain open and what we do is up to the community. I'm leaning towards keeping the main chat channels open and archiving the rest. I'm personally going to share whatever I'm up to there and to keep up with y'all and the team.

I will continue to restart the server to keep it running (mostly) smoothly, as well as push any patches that the CCs prepare.

Who knows what the future holds, though?

Today's Patch

  • Adjust disconnect sometimes killing sessions
  • Fix some farming issues
  • Fix dungeon key drop level
  • Fix some cases of sapphire rolls in smithing


Patch Notes by Year
2025 · 2024 · 2023 · 2022 · 2021 · 2020