v0.17c - two fixes that matter more than any feature. First, runs stopped paying out on July 28: every run that earned Monster Cores was recorded as valid and then paid nothing, and the game wrongly told you your internet was down. That is fixed, and every affected run has been paid back in full. Second, 26 effects had never once drawn on a phone - the light beam, Flame Burst, the tidal wave, the Great Tree's healing and pulse rings, most hit effects, and the spawn portal's droplets and outer edge. They are all back, so combat on Android looks far busier than it did. Also in this build: the two-handed axe reaches half again as far and keeps growing as it levels, with its own heavy sound instead of a punch thud; run history now reads in your own local time instead of UTC, so a late-night run no longer shows tomorrow's date; and updating no longer re-offers the tutorial or throws away a run you paused offline. Updating clears your local copy of progress and pulls a fresh, in-sync copy from the server when you sign in; your wallet, sound settings, and on-chain holdings are untouched.
v0.17b: Previous release
v0.17b - meet Sprout: the grove-wisp from the tutorial is now a real pet in the Item Shop (200,000 Monster Cores). He heals you a steady trickle that grows with his level, and while he is out you can tap loot on the ground and he fetches it. Also in this build: anime-style wind waves roll through the grass at random, portals form and leave with a proper dissolve and give you a breather before enemies come out, boss danger zones draw over the grass so they are always readable, the boss choice is a real portal (Extract) and a ground ring (Continue) with a big grass ripple, Tidal Wave got a slower, meaner rework, the axe has a new spinning fire slash, and drops now sit on top of the grass. This is a test build, so expect a few rough edges. Updating clears your local copy of progress and pulls a fresh, in-sync copy from the server when you sign in; your wallet, sound settings, and on-chain holdings are untouched.
v0.17: Previous release
v0.17 - the spawn portals are rebuilt: a steady oval with a dark center and rainbow motes that flow inward. The tree's healing area now lines up with the grass ring around it, and the boss only charges once you step off the grass. Updating clears your local copy of progress and pulls a fresh, in-sync copy from the server when you sign in; your wallet, sound settings, and on-chain holdings are untouched.
v0.16h: Previous release
v0.16h - the tidal wave got its real effects: a wall of jetting water sweeps forward and bubbling geysers erupt along its path, hurting enemies that stand in them. Updating clears your local copy of progress and pulls a fresh, in-sync copy from the server when you sign in; your wallet, sound settings, and on-chain holdings are untouched.
v0.16g: Previous release
v0.16g - a quick patch: the tidal wave is a real rolling wave now, the sword got its steel look, and the shield is a solid object. Updating clears your local copy of progress and pulls a fresh, in-sync copy from the server when you sign in; your wallet, sound settings, and on-chain holdings are untouched.
Combat Feel
- Tidal Wave: a tall blue wave rolls forward and leaves a bubbling water trail - enemies standing in the trail keep taking damage while it lingers.
- The sword swing now shows the clean steel sword, fitted into the same swing as before.
- The shield is a solid object now - it has real thickness when seen from the side.
v0.16f: Previous release
v0.16f - the meadow runs way lighter, effects tell you what they hit, and a river now runs through the grove. This is a test build, so expect a few rough edges. Updating clears your local copy of progress and pulls a fresh, in-sync copy from the server when you sign in; your wallet, sound settings, and on-chain holdings are untouched.
A Living Meadow, Much Faster
- The grass field was rebuilt so the same lush meadow costs a fraction of the old one to draw - phones especially should feel it. Wind now rolls across the blades in visible waves.
- Grass no longer makes enemies look see-through behind the blades, and it stays out of the way of markers, drops, and the tree's healing ring.
- A real river cuts across the level in a carved bed with foam edges and deep teal water.
- The strange rune "writing" on the ground is gone, and the picture is sharper (less pixelation).
Clearer Combat Effects
- Flame Burst shows its blast area, Rock Shot lands with a proper rock burst, and Tidal Wave is a real rolling wave that leaves a puddle - enemies standing in it keep taking damage for a few seconds.
- The charge-attack glow starts at your body size and grows as you hold, and full charge no longer washes out white. The sword swing is back.
Extract & Continue
- The end-of-wave choices are now readable dark cards with clear hold hints, floating above the grass so nothing covers them.
v0.16e: Previous release
v0.16e - a big look-and-feel pass on the grove plus a charge-attack overhaul. This is a test build, so expect a few rough edges. Updating clears your local copy of progress and pulls a fresh, in-sync copy from the server when you sign in; your wallet, sound settings, and on-chain holdings are untouched.
A New Grove
- The whole grove was rebuilt with a hand-painted, storybook look: a soft toon-shaded ground, lush grass, and a colorful ring of stylized trees around the clearing.
Charge Attack Overhaul
- Your charge now launches every attack even when nothing is near you, and reaches farther the longer you hold - a quick tap fires short and can miss.
- A quick tap does far less damage now, so charging all the way up is worth the wait.
- As you charge, a glowing spirit-clone of yourself grows and brightens to full power.
Fixes
- The Gravity Well smashes crates now, healing numbers at the tree no longer balloon, and the item bar lets you reach every slot again after you use one.
- The Quests screen reads clearly again, and loot no longer re-shows a boss reward you already earned.
v0.16d: Previous release
v0.16d - a combat-feel pass plus a clean-slate update. Crits land for big hits, the lance is a smooth stab-through, and a new charge attack fires everything at once. Updating clears your local copy of progress and pulls a fresh, in-sync copy from the server on sign-in.
v0.16c: Previous release
v0.16c - a magic visual pass. The Gravity Well orb is darker with a purple rim and black-and-purple motes orbiting it, lightning is a real jagged bolt, the wind shuriken glows and trails, and the water, beam, and shadow attacks glow and fade properly.
Magic, Prettier
- Gravity Well: a dark-centred, purple-rimmed orb with black and purple particles flying around it.
- Lightning is a jagged, flickering electric bolt now, not a straight bar.
- Wind shuriken glows cyan and leaves a trail; water, light beam, and shadow strike all glow and fade instead of popping as flat boxes.
v0.16b: Previous release
v0.16b - the shield faces the right way and shows the shield itself, the Gravity Well became a dark-purple orb, and the sword grows a blue aura from level 2.
Look & Feel
- Sword & Shield: the shield faces the right way (front to the enemies), is no longer upside down, and shows the shield itself instead of a dark edge.
- Gravity Well: a dark-purple vibrating orb over a dark pool, with a deeper, spacier tick sound and the same ground slam on the crush.
- Sword: from level 2 the blade grows a blue edge glow that blooms brighter as it levels.
v0.16a: Previous release
v0.16a - a big inventory fix plus fresh art. Run bag and storage stay in sync, extract no longer duplicates potions, and selling always pays Monster Core. New Sword & Shield art and a dark-purple Gravity Well vortex.
Inventory That Stays Honest
- Your run bag and storage no longer drift apart. Items you load into the bag are safe, and storage shows exactly what you can sell.
- Extract no longer quietly hands you extra potions.
- Selling an item always pays Monster Core. Crystal Core comes from minting and converting.
New Sword & Shield, New Vortex
- A new blade, and the shield is now a real solid object with a front, a back, and actual thickness, facing the right way around.
- The Gravity Well shows a dark-purple swirl that pulls enemies in, with a downward slam on the final crush.
v0.16: Previous release
v0.16 - the guided first hunt arrives, plus a big quest refresh. A new helper sprite named Sprout walks first-time players through the whole loop, quests were rebalanced, and there is a new free quest track paid in Monster Core. Your progress, wallet, and on-chain holdings are untouched.
Meet Sprout, Your Guide
- A friendly sprite who looks after the Great Tree walks you through your first hunt: take a quest, move and fight, defend the Tree, dodge, clear a wave, level up, extract, then turn in, spend a point, buy and equip an item, and go earn your license.
- Replay the tour anytime from Settings.
Quest Refresh
- Crystal Core quests now pay a few tokens at a time, and samples are rarer, so a quest is a real hunt.
- New free quest track: three Monster Core hunts (Slime, Splitter, Boss) anyone can take without a license. Kill the target in one run and extract to get paid.
- The proving quest for your first license is shorter: reach level 10, kill two bosses, heal the Tree to 500, and upgrade a card, all in one run.
- The FAVOR stat now clearly improves quest sample drop rates as it climbs.
v0.15c: Previous release
v0.15c - a maintenance build. No gameplay changes: some behind-the-scenes code was tidied up (how the game finds the player, and how the bow draws its arrows). Pickups and the bow were tested on a real device and play exactly as before.
Steadier Under the Hood
- Behind-the-scenes cleanup to the player-finding and bow-arrow code - no change to how the game plays.
- Pickups still fly to you and the bow still fires exactly as before; both were tested on a real device before shipping.
v0.15b: Previous release
v0.15b - a fresh start. Every account's game progress was reset to a clean slate ahead of early access, so everyone heads into the new run on the same footing. Your connected wallet and any on-chain holdings stay untouched. The build is steadier too: a full two-pass code audit is done.
Fresh Start
- Every account's game progress reset to a clean slate ahead of early access - stats, levels, and run progress back to zero.
- Your connected wallet and any on-chain holdings stay untouched.
- Older clients move to v0.15b automatically on next launch.
Steadier Build
- The full two-pass code audit is complete and its small fixes are folded in. No new features - this is a stability and clean-start release.
v0.15: Previous release
v0.15 - card redesign and UI polish. The level-up cards got a cleaner look on the shared UI theme, card titles show the plain name, and a maxed card glows with a living, moving-color aura. The Crystal Core quest popup is smaller and tucked up by the transaction dock, and the on-chain transaction chips are slimmer.
Redesigned Level-Up Cards
- A cleaner card look built on the shared UI theme. Card titles now show the plain card name - the old doubled symbol is gone.
- A maxed card carries a living, moving-color aura so a top-tier pick reads at a glance.
Tidier On-Chain UI
- The Crystal Core quest-reward popup is smaller and tucked up by the transaction dock so it stops covering the screen.
- The on-chain transaction chips are slimmer.
v0.14: Previous release
v0.14 - sound, on-chain feel, and a skin swap. A full sound pass with a real voice mixer. Every on-chain action now shows an honest progress bar with a tap-to-view explorer link, and your balance refreshes the moment it confirms. Pipi is the new default Guardian; YBot is a buyable Store skin with a live 3D preview.
Full Sound Pass
- A real voice mixer so lots of sounds can play at once without cutting each other off. Crystal-tap UI sound on every screen and button.
- Combat reads better by ear: enemy-kill pop, a clear cue when a boss turns vulnerable (with dizzy stars over its head), boss death, splitter pop, beam fire.
- A reward ladder of stings for converting to Crystal Core, extracting, and dying, plus a rising pitch as you scoop up pickups.
On-Chain Action Bar
- Every on-chain action (convert, buy or sell a skin or item with Crystal Core, claim a quest or boss reward) now shows a progress bar: Preparing, Sending to Solana, Confirming, then a green Confirmed with a tap-to-view-on-explorer link.
- It holds honestly if the network is slow and only finishes when the transaction really lands. Your balance refreshes the moment it confirms.
New Default Look + a Buyable Skin
- Pipi is now the default Guardian everyone starts with.
- YBot (the blue bot) is the skin you can buy in the Store, and the Store card shows a little live 3D render of him so you can see what you're getting before you buy.
v0.13b: Previous release
v0.13b - in-run HUD polish + a new unified notification stack. Tree health bar moved up next to the player bar. Heal numbers no longer overlap the HUD. Loot text auto-fits its box. Boss bonuses and the checkpoint banner now share one stacked notification area under the tree bar.
Cleaner Top HUD
- Tree health bar now sits at the top next to the player bar so both bars read as one paired group.
- Tree heal numbers spawn low on the trunk instead of high above the tree, so the big greens stop overlapping the HUD.
- Loot tray text auto-shrinks to fit its box. "CRYSTAL CORE WAVES x N" no longer bleeds outside the row.
Unified Notification Stack
- New in-run notification stack tucked under the tree bar holds up to 3 cards at once. Boss bonus reveals and the extract / checkpoint banner both live here now.
- Newer cards push older ones down and the oldest fades off the bottom. Two boss kills in quick succession show both cards stacked instead of one after the other.
Controller Quality of Life
- D-pad no longer cycles through pause / loot / quest tracker / advance-wave buttons during play. Stops accidental pausing when pressing A. Bag-slot D-pad cycling still works.
v0.13a: Previous release
v0.13a - reliability and earning fixes. Runs extract cleanly again. The Adventurer's Guild starter is now earned by a real run in the Great Tree. Crystal Core conversions have a per-wallet daily cap.
Runs Extract Cleanly
- Fixed runs failing to submit at the end.
Adventurer's Guild Starter Is Earned
- Reach level 30, beat 5 bosses, and heal the Great Tree to full in one run to unlock the G License + Crystal Core starter.
- Players who already have their G License keep it.
Daily Crystal Core Cap
- A per-wallet daily cap on Crystal Core conversions and sell-back. Boss-wave bonuses are separate and don't count against it.
v0.13: Previous release
v0.13 - Quests: the Adventurer's Guild release. Boss-wave kills now pay Crystal Cores straight to your wallet on extract. New Unlocks tab in Character menu where boss-wave milestones live as persistent achievements. Pause-and-quit now reads "Run Aborted" instead of looking like a death.
The Adventurer's Guild Works
- Pre-existing bug since the Quest System v3 deploy meant every accept attempt silently failed. Fixed. You can now actually take contracts.
Boss-Wave Bonuses
- Every fifth wave (5, 10, 15 … all the way to 200) drops a one-time Crystal Core bonus straight to your wallet on extract. Wave 5 starts at about 1.4 CC; deep-wave kills pay hundreds or thousands of CC each. Each boss-wave pays once per wallet, ever - depth-of-run reward is cumulative.
- Boss bonuses feel like achievements: new on-screen reveal mirrors the Advance Wave panel, gold accent for the CC amount, brief scale-in pop, queued cleanly when several reveals fire in a row, stays on screen long enough to read without rushing.
- You need a G License to earn boss-wave CC. Sign up at the Adventurer's Guild first.
Unlocks Tab
- New tab in the Character menu. Persistent home for everything you've earned across runs. Shows your G License status and a 40-cell grid of boss-wave milestones (locked grey for waves you haven't reached, lit gold + CC amount for cleared waves). Skins, cards, pets coming to this tab in future builds.
Recent Completed Quests
- The Quests panel now shows your last five turn-ins right under your active contracts. Green for normal payouts, amber for cap-hit refunds.
Run Aborted
- Pause and tap Main Menu and the end screen now says RUN ABORTED in amber instead of YOU DIED in red. Same consequences (the run is forfeit), clearer framing.
Daily CC Cap
- Daily CC mint cap raised from 10,000 (project-wide) to 75,000 per wallet. You'll never see it under normal play.
- If a quest payout would push you past the daily cap, the Guild refunds your accept fee instead of paying out - you break even on that cycle.
Quest Detail Modal
- Tap any card on the Adventurer's Guild board to open a full parchment detail page: lore, cost, reward, hint, and an ACCEPT button. Tap outside or DECLINE to back out.
Loud CC Notifications
- Accept or turn in a quest and a big bordered card pops up with the exact CC change. Stays visible for 7 seconds so the +/- balance is unmissable. Now labeled as Tax so you can see what the Guild kept.
In-Run Quest Tracker
- Top-right corner of the screen during a run: one row per active contract with live progress (12 / 20) updating as samples drop. Hidden when you have no active contracts; collapsible to a counter.
Quest Economy
- First-time sign-up at the Guild credits 80 CC (40 for the license, 40 for clearing the Proving Quest). Convert MC → CC at the Bank to top up to the 100 CC needed for the first Slime Cull contract.
- Every CC flow that ends with the Guild is labeled "Tax": accept fees and the Guild's payout cut at turn-in. No hidden fees.
- CC balance now visible in every Guild submenu (Hub, Bank, History, Quests).
Boss Progression
- Slime boss (Mana Blight) now owns waves 5, 10, 15, 20, 25. Five fights to learn the pattern.
- Wave 26 is the first Mushroom (Sporekin) wave, with mushrooms taking over the spawn list.
- Wave 30 is the first Mushroom King (Sporeking) boss. He continues every five waves after.
New Enemy Debut Waves
- When a new enemy appears for the first time, that wave is now ~70% the new monster (instead of being buried under the older roster). Sporekin's debut wave actually feels like Sporekin's wave.
v0.12T6: Previous release
v0.12T6: Punch is now a real combo. Bow rebuilt to fly off screen, stick, and explode. Big bosses hittable from the visible edge. Busy combat noticeably smoother.
Punch is a Combo Now
- Lv 1 is a single jab. Lv 2 is a 1-2 (jab + cross). Lv 3 adds a curved hook finisher. Higher levels keep extending the combo. Lv 10 keeps swinging as long as enemies are in range.
- Each hit deals full level-scaled damage so leveling Punch is a real DPS upgrade.
- Manual fire is always one snappy single punch with full level damage. Combos are auto-fire only.
Bow & Arrow Rebuilt
- One arrow per shot. Arrows fly well off the screen so distant enemies are reachable.
- Lv 3+ arrows stick into the enemy at the tip, follow them while damaging over time, then explode in a flame burst. Arrows ride through death animations and corpse smashes.
- Auto-aim only targets enemies you can actually see on screen. No more phantom shots at off-screen targets.
You Can Hit Big Bosses Again
- Auto-attack now triggers when you reach the visible edge of a boss or portal, not their center. Big enemies were previously unhittable until you were standing inside them.
- Hit effects appear on top of bigger enemies instead of getting buried inside the body.
Smoother Combat
- Boomerang spinning on a wave of slimes plus splitters cascading no longer micro-stutters. Damage and hit counts unchanged, just the framerate.
- Splitter children now reuse instead of being recreated. The big "King dies, eight Smalls appear" hitch is gone.
Quest Drops
- Splitter samples no longer drop when you only have the slime quest accepted. Each sample type only drops while a contract for it is active.
UI Polish
- Run results devnet footer fits inside the column instead of bleeding off the left edge.
v0.12T5: Previous release
v0.12T5: Portals start friendlier and open up over the course of a long run. Rush waves moved later with a big rainbow announcement when they hit. Hunters now spawn one at a time instead of pairs.
Where Portals Open
- Until wave 30, enemies only come from the bottom of the arena (south side). No more being ambushed from behind early on.
- From wave 31 to 50, all sides are open but multiple portals stay clustered together so you can defend one wedge at a time.
- From wave 51 on, gaps between portals slowly grow. Eventually anything goes.
How Many Portals
- Slower ramp than before. By wave 100 you'll see 4 portals; by wave 200 all 8 are open. Early game has more breathing room between portal counts.
Rush Waves
- First rush moved from wave 11 to wave 41. Then every 11 waves after that. Early game gets to find its feet without the chaos beat.
- When a rush hits, RUSH WAVE drops in from the top of the screen in animated rainbow text. Camera shake, screen flash, audio sting. You will know.
Hunters
- Used to come out as half-size pairs every spawn tick. Now they spawn one at a time like every other enemy. Same total count per wave, just steadier pacing.
Carries Forward From v0.12T4
- Wave system built around an enemy-debut roster, bosses every 5 waves, splitters at 15, sporekin at 25
- Pure Water restores 200 HP to the Great Tree on use
- Adventurer's Guild history scrolls and shows your CCORE conversions alongside runs
Carries Forward From v0.12T3
- Sporekin enemy + Tree-Defender Proving Quest + Training Chest behind the Tree
- Contracts HUD on every aspect ratio; sign-in end-to-end fixed; drop shine on Android
Carries Forward From v0.12T / T2
- Adventurer's Guild quest contracts, sample bottle drops, sword arc, Boomerang dual-tip trails
- Max-tier Cores neon gold, max-tier XP neon purple, diagonal shine sweep on maxed drops
- Damage number color scales with damage
v0.11d: Previous release
v0.11d: Dying in a run now actually costs you Cores. The version-required modal has a Continue Offline option so you can keep playing without wallet features when an update is pending.
Risk vs Reward
- Dying in a run halves the Cores credited to your bank instead of crediting the full amount
- The death payout line shows the halving so you can see where the missing half went
Update Prompt
- Out-of-date version shows two buttons: Update Now (download page) or Continue Offline (keep playing without wallet features)
v0.11c: Earlier release
Enemies materialize through portals with a magical reveal, portal-killed waves launch enemies farther, and a sweep of small polish fixes from the audit pass.
Portal Spawn
- Enemies materialize through portals with a glowing energy reveal
- They're protected for a beat while they appear so AoE no longer wipes fresh spawns
Portal Collapse
- Killing a portal mid-wave launches the remaining enemies farther toward the tree
v0.11b: Earlier release
Wave pacing rework. Waves grow meaningfully from the first one, portals collapse with full impact, and launched enemies survive their flight arc.
Wave Flow
- Kill every portal on a wave to end it instantly. Remaining enemies burst out and charge the tree
- Or clear the field and press the ADVANCE WAVE button during the breather
- Boss waves still need a full clear
Safer Purchases
- Crystal Core purchases now reserve and roll back. If the chain transfer fails, your Crystal Cores come back instead of vanishing
- Monster-to-Crystal conversions refund your Monster Cores if the chain transfer fails
- Per-item stack limits enforced consistently
- Selling Monster Cores counts toward the same daily earn cap as runs - no more endless liquidation loops
Save Portability
- Stat XP lives on the server. Reinstall, switch phones, keep your progress
- Equipped pet syncs across devices too
- Finished two runs in a row during a network outage? Both now queue up and submit in order
Stat Gem
- Confirmation modal shows what the reset will cost before you commit
- Still free on devnet
- Cooldown between resets
Session Security
- Old client builds are gently nudged to update
- Network blips no longer cause double-charges on retries
- New privacy policy
v0.11: Previous release
Crystal Core Economy (Devnet)
- Crystal Core - our on-chain Solana token - live on devnet with name, symbol, and icon
- Earn Monster Cores in-game, convert them to Crystal Cores at the Guild Bank
- Daily earnings cap with a multi-day buffer in the Guild Vault
- Server-side validation on every run
Dual-Currency Shop
- Every item priced in both Monster Cores and Crystal Cores
- Crystal Core purchases save you on every item - a reward for on-chain holders
- Clear wallet panel in the top-left corner
- Confirmation modal on Crystal Core purchases (non-refundable)
Character Screen
- Preview now plays the idle animation
- Drag with touch, mouse, or right analog stick to rotate
- Character faces the camera on open
- See-through silhouette through walls and trees
Polish
- Main scene brightness and lighting fixed
- Damage and heal numbers larger with a cleaner fade
- Shop UI cleanup, shopkeeper repositioned
- Attack VFX performance pass
- Many bug fixes across stat allocation, core balance, and UI