Difference between revisions of "Patch Notes"

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(Add patch notes for patch Beta 0.23.4 - Platinum and Offline Fetching)
(Add patch notes for patch Beta 0.25.4 - o i i a)
 
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<onlyinclude>
 
<onlyinclude>
=====Beta 0.23.4 - Platinum and Offline Fetching=====
+
=====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"|July 17, 2025
+
! width="150"|December 3, 2025
! width="150"|Beta 0.23.4
+
! width="150"|Beta 0.25.4
! width="650"|Platinum and Offline Fetching
+
! width="650"|o i i a
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Platinum Changes'''
+
I'm surprised the host isn't down yet, honestly.
  
Almost every single platinum purchase from the shop (cosmetics, tokens, icons) have been made significantly cheaper with an emphasis on primarily allowing you to buy multiple things even with the smallest platinum package.
+
'''Hotfix'''
  
This change is most noticeable for the expensive items, with cheaper items either being untouched or 100-200 platinum less.
+
:* 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
  
Additionally, platinum buffs have been 10x cheaper. Previously it was 10 plat per minute of buff, now it's 1 minute per plat. The minimum buff length has been increased to an hour (60 plat) to so that people don't just spam 10 minute quick buffs though. The buff upgrade system (the longer the length the higher the strength becomes) is unchanged, so this is overall just making the entire plat buff system massively cheaper and more accessible.
+
'''Some Background Work'''
  
Vacation tokens have been deprecated (still functional, just no longer buyable) because they're finnicky and not explained super well.
+
C3.0 is coming along swimmingly.
  
'''Offline Fetching Changes'''
+
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.
  
We've completely overhauled how Offline Fetching (restarting sessions after a server crash or server restart/update) works to be a lot faster and robust.
+
Lots of work!
  
This essentially boils down to session restarting much faster after a reboot, so there's less weird lag after a reboot and hopefully less instances of sessions not restarting fully.
+
ok bye again
 +
|}
  
Catch-up time has been removed since this new system should have people up and running with minimum downtime; this should hopefully fix a lot of issues that will inconsistently pop up whenever there's server lag or connection issues.
+
=====Beta 0.25.3 - hello=====
 +
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 +
! width="150"|November 12, 2025
 +
! width="150"|Beta 0.25.3
 +
! width="650"|hello
 +
|-
 +
| colspan="3" |
 +
'''hi'''
  
'''Other Changes'''
+
:* 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
  
:* Disable ammo toggle if in party + equip restrictions
+
'''ok bye bye'''
:* Don't show refund message if the refund was 0 for a buy order
 
:* Augmenting slider input field added
 
:* Clearer alchemy queue info
 
:* Resolved some cases with inferno cancelling the Action Queue when you ran out of resources
 
:* Ammo Pouch and Tacklebox always show contents
 
 
|}
 
|}
  
=====Beta 0.23.3 - Works in Progress=====
+
=====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"|July 9, 2025
+
! width="150"|October 30, 2025
! width="150"|Beta 0.23.3
+
! width="150"|Beta 0.25.2
! width="650"|Works in Progress
+
! width="650"|Polishing???
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Changes'''
+
'''hello'''
 
 
:* Fix item gain animation
 
:* Fix cup value not updating
 
:* Adjust reset lootlog wrapping
 
:* Disable correct move to inventory button
 
:* Quest transform tooltip
 
:* Add context to ammo requirements
 
:* Fix some typos / add some clarifications
 
 
 
'''What's Happening With Combat 3.0?'''
 
 
 
Work is still underway!
 
 
 
This is a complete rewrite on the technical side, fully replacing the existing combat code. This should resolve some tech debt as well as put us in a better position for modifying features or fixing weird edge case bugs that pop up.
 
 
 
One thing that is coming with the technical rewrite is simulator support, which will be available to players in some capacity that we haven't landed on yet.
 
 
 
On the gameplay side of things, everything should be far more intuitive and simple to understand, even at a deep level.
 
 
 
Here's some unsorted specifics:
 
 
 
''Affinity System Rework''
 
 
 
:* Major Weakness: +25% accuracy and damage
 
:* Minor Weakness: +10% accuracy and damage
 
:* Equipment contributes element/style scores per slot (-1/+1)
 
:* Thresholds: Minor at ±3 score, Major at ±8 score
 
 
 
''Accuracy System Rework''
 
 
 
:* Defense roll: 0 to (Defense Level + Agility)
 
:* Attack roll: 0 to (Attack Level + Accuracy)
 
:* Hit if Attack > Defense
 
:* Ability modifiers directly add to hit roll (+0 auto-attack, -15 AOE, +25 spells)
 
 
 
''Crits''
 
  
:* Crit chance percentage as main scaling
+
Lots of polishing work by f1sh this week! Woohoo!
:* Fixed 1.5x damage multiplier
 
  
''Difficulty Scaling''
+
'''''UI Changes'''''
  
:* Elite content: Higher treasure hunter bonuses and loot chances
+
:* Enabled selling into a buy order with items exclusively in market listing
:* Overall difficulty increased to prevent raw stat progression abuse
+
:* Fix ordered queue ordering (augmenting/scrapping)
:* Enrage improves monster offense with higher min accuracy rolls & armor pen
+
:* Corrected the descriptions for a handful of affixes
 +
:* Fixed +25 achievement description
  
''Combat Style Philosophy'' DPS Hierarchy and Overall Complexity (equal tiers): Melee: 80% < Range: 90% < Magic: 100%
+
'''''F1sh's Massive Click Overhaul'''''
  
Role Specializations: Tanking - Melee > Range = Magic
+
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:
  
:* Melee armor has 2x DR% vs others (pre-affinity)
+
:* Accidentally selling into a buy order as the order appears.
:* Range armor: lowest DR%, highest agility
+
:* User never sees the "Offline Progress" dialog when logging in.
:* Magic armor: best resistance DR%, lowest physical DR%
+
:* 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.
  
Team Support - Magic > Melee > Range
+
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.
  
:* Magic: best support spells
+
:* Most form elements, especially those with easily-reversible click effects (eg. checkboxes, text fields, etc...) do not receive a delay.
:* Melee: War and Wrath + enrage
+
:* 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.
:* Range: minimal/no team buffs
+
:* 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.
  
Self Buffing - Magic > Melee > Range
+
'''''Other Changes'''''
  
:* Magic: versatile buffs
+
:* Change maximum number of action queue failures from a hardcoded 5 to match the user's queue length
:* Melee: berserker/defensive buffs
+
:* Shrimp no augmenting kill augmenting shrimp no more shrimp
:* Range: stance system
+
:* 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
  
Debuffing - Magic > Range > Melee
+
goodbye!
 
 
:* Magic: broad debuffs
 
:* Range: traps & debuff shots
 
:* Melee: basic debuffs only
 
 
 
''Style-Specific Design'' Melee - Defacto Tanks and ANGY BOIS
 
 
 
:* Full Tanks (Platebody + Shield): best DR%, full aggro, multi-target self-taunts
 
:* Off-Tanks (Platebody + 2H): moderate DR%, taunts + DPS options
 
:* DPS (Chainmail + no shield): agility + damage, full ability access, no platebody penalty
 
 
 
Range - Snipers and Hunters
 
 
 
:* Longbow/Sniper: best accuracy, single-target damage, crit potential
 
:* Shortbow/Hunter: faster attacks, skirmishing stances
 
:* Throwing: best dodge, fastest attacks, lowest damage
 
:* Crossbow/Gun: high max hit, slow, worse crits
 
:* Debuffs: enemy agility reduction only
 
:* Buffs: self-stance buffs only
 
 
 
Magic - Spellslingers, Mayhem Makers, Support Schools:
 
 
 
:* Fire: Overheating debuff, strong DoTs, Phoenix self-resurrect
 
:* Ice: Freeze (-prot, -agi), defensive spells, piercing damage
 
:* Nature: General support, best healing, blunt damage
 
:* Poison/Necro: DOTs + Swift Agony synergy, party resurrect (weaker)
 
:* Lightning: Speed-focused spells and buffs, cross-style use
 
:* Chaos: Anti-magic, best raw DPS outside synergies, strong group damage
 
 
 
Equipment will be given a few passes to make sure they all fit within the new design as well as make less-used equipment more viable overall (like giving new unique enchantments to a few items)
 
 
 
Combat 3.0 will be tested first on the dev server and once it's ready it'll launch on live with a new season so that we can see how it plays from the very beginning of progression.
 
 
|}
 
|}
  
=====Beta 0.23.2 - UI UI UI=====
+
=====Beta 0.25.1 - Tweaks and Fixes=====
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
! width="150"|July 2, 2025
+
! width="150"|October 17, 2025
! width="150"|Beta 0.23.2
+
! width="150"|0.25.1
! width="650"|UI UI UI
+
! width="650"|Tweaks and Fixes
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''Tutorials UI Update'''
+
'''hi'''
  
:* Added "Take me to..." + other changes to massively improve tutorial usability
+
:* align total levels and player count in header
 +
:* added missing shop items to group ironman mode
 +
:* other backend stuff
  
'''Misc. Changes'''
+
bye, until next time!
 
 
:* Cups now show how much you've wisely invested into them
 
:* Mantis Greaves now require the intended 100 mystical driftwood instead of 1
 
:* Made almost all non-cosmetic untradeables valid for sharing in party for duo/group ironmen
 
:* Removed a lot of obsolete crafting recipes
 
:* The One True Trashman achievement now awards The Trashman talent that gives +1% double junk chance (stacking with all other junk modifiers)
 
 
 
'''UI Changes'''
 
 
 
:* Adjusted character creation pill/button size max
 
:* Default to use the "new" sorting (that is actually 3ish years old at this point)
 
:* Rounded attack speed display
 
:* Mobile version of the character select view + other changes to make it better on smaller screen sizes
 
:* Add date to maxed for the account created command
 
:* Add message for chat reports
 
:* Don't wrap queue time text
 
 
 
'''Bug Fixes'''
 
 
 
:* Fix new slider undefined check
 
:* Potentially fixed a socket/connection issue with client and added a refresh button when a disconnect has been detected
 
:* Must claim first before verifying email
 
:* Forge grid item position adjusted, potentially fixed issues on some clients + general cleanup
 
:* Fix some misc. descriptions for errors and grammar
 
:* Bestiary shows the game name instead of internal name
 
:* Party inventory button only for items that can go into party inventory
 
:* Remove duplicate move to inventory button
 
:* Fix Mad Scientist talent being 4x too strong
 
 
|}
 
|}
  
=====Beta 0.23.1 - The Trash Man=====
+
=====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"|June 25, 2025
+
! width="150"|October 10, 2025
! width="150"|Beta 0.23.1
+
! width="150"|Beta 0.25.0
! width="650"|The Trash Man
+
! width="650"|Group Ironman
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''New Stuff'''
+
'''GROUP IRONMAN???'''
  
:* Can now delete Duo Ironman characters
+
yes, 5 people
:* Added 5 Junk related achievements. There is no way anyone gets the final tier, right?
 
  
'''UI Changes'''
+
'''what else'''
  
:* Don't wrap 3+ digit talent point
+
stuff idk
:* Clear farming notification when IS+ ends
 
:* Added a sound/notification tester button to settings
 
:* Highlight selected skill in drawer/topbar
 
:* Compact health setting
 
:* Log augmenting transforms to academy of augmentation
 
:* 50% and 100% selection buttons on item count slider
 
:* Completed Quest/Achievement tooltip shows target/target instead of 0/target (i.e. 0/1 -> 1/1)
 
 
 
'''Bug Fixes'''
 
 
 
:* Fixed Duo Ironman's chat channel
 
:* Fix some logic related to party member removal
 
:* Fix wrong status text when RCing/Scrollcrafting/Smithing in Party UI
 
:* Fix login redirection to landing
 
:* Fix party inventory not sorting immediately
 
:* Fix some quest count rounding
 
:* Fix some edge case bugs in experience handling
 
:* Fix Duo Ironman missing the Ironman shop items (Gem Package and Sealed Scroll)
 
 
|}
 
|}
  
=====Beta 0.23.0 - Duo Ironman Season=====
+
=====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"|June 20, 2025
+
! width="150"|October 1, 2025
! width="150"|Beta 0.23.0
+
! width="150"|Beta 0.24.4
! width="650"|Duo Ironman Season
+
! width="650"|The Sun Is Setting
 
|-
 
|-
 
| colspan="3" |
 
| colspan="3" |
'''New Season - Duo Ironman'''
+
'''Sunsetting'''
  
Duo Ironman is the launch of the new "Persistent Party" system; this allows players to have what is essentially a permanent group with a shared inventory.
+
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.
  
This was a bit of a technical challenge and required retooling a few of our base systems, but it should now be ready to be played!
+
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.
  
Also, a big thank you to everyone who participated in the dev/test server and gave us feedback! It is hugely appreciated!
+
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.
  
''Season Ends August 1st''
+
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.
 
 
'''What is it, though?'''
 
 
 
You can create a "Persistent Party" with up to 2 players; you will have access to a new "Party Inventory." This is a second vault that both players have access to. There are also special Party leaderboards that give your combined levels / experience in the hiscores.
 
 
 
After creating your duo, you ''cannot'' edit it! That said, you can create up to 2 different Duo Ironman characters, so you can either run your entirely solo Duo Ironman team, or participate in two different teams!
 
 
 
'''What about the Group Ironman mode that's been locked?'''
 
 
 
This mode is intended to be fully launched once 1.0 eventually hits. Until then, the Duo Ironman mode will be the main testing grounds for the tech to iron out any potential issues and fix the glaring UI issues (Nick UI go BRRRR).
 
 
 
''I heard there was Trading in the test server?''
 
 
 
The base system for Trading is functional, but it will be disabled in all current game modes / leagues. The UI is very rough, and, while functional, it's just not in a state we want to launch it in. There will probably be more testing done + a UI rework on it before it goes live.
 
 
 
''But what else can this do?''
 
 
 
The persistent party framework can be used for guilds/clans/castles. Those are just big persistent parties.
 
 
 
'''Other Stuff'''
 
 
 
Bug Fixes
 
 
 
:* Fixed /drinkpotions condensing buff strengths incorrectly when using multiple rarities of potions at once
 
:* Updated Hurricane Hunter and Shrimp God Slayer achievement images
 
:* Fixed Parry casting beneficial attacks on enemies sometimes; now Parry will always use your auto-attack. Since this is technically a nerf, I've increased the damage reduction on a successful parry from 75% to 90%. This makes it a bit better defensively.
 
 
 
'''Future Stuff'''
 
 
 
Combat 3.0 Testing will start on the dev server next week or the week after that, whenever the first iteration is playable
 
|}
 
 
 
=====Beta 0.22.11 - email stuff=====
 
{| class="wikitable mw-collapsible mw-collapsed" <noinclude>style="width:65%"</noinclude>
 
! width="150"|June 11, 2025
 
! width="150"|Beta 0.22.11
 
! width="650"|email stuff
 
|-
 
| colspan="3" |
 
'''This Week'''
 
  
:* Adjusted the login handling some more to hopefully reduce random logouts
+
I will continue to restart the server to keep it running (mostly) smoothly, as well as push any patches that the CCs prepare.
:* Added a note to email page that gmail has the best deliverability
 
:* Some backend/testing stuff
 
:* Adjusting some of the email sending service settings to see if it makes things happier (some providers, like outlook, just outright block emails from the pool we use to send emails from)
 
  
On dev server (you can play on it right now, check discord for details)
+
Who knows what the future holds, though?
  
:* Still chipping away at it! Here's some preview screenshots though (UI is WIP):
+
'''Today's Patch'''
  
Duo Season? :eyes:<br>
+
:* Adjust disconnect sometimes killing sessions
[[File:Beta_0.22.11-1.png]]<br>
+
:* Fix some farming issues
Trading works! Nick UI goes BRRRRR<br>
+
:* Fix dungeon key drop level
[[File:Beta_0.22.11-2.png]]<br>
+
:* Fix some cases of sapphire rolls in smithing
What's that third button for? (It's the shared inventory!)<br>
 
[[File:Beta_0.22.11-3.png]]
 
 
|}
 
|}
 
</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