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Explore, gather, craft, fight, and survive the fantasy world with persistent world simulation as an adventurer party. Every part of the world is persistently calculated, environment interacts and changes over time with season and progress. Play alone or play together with your friends!

"I guess it's another open-world survival craft RPG, how is it different this time?"

Ever thought of an open-world game where stuff in the background never disappears into thin air, or map chunks don’t freeze with everything in them—NPCs, trees, animals, etc.—until the player walks nearby?

How about an open world where nature and the environment constantly progress with the flow of time into the future, with weather, temperature, and seasons shaping the world as they go, and whatever changes you or the world have made are persistent throughout the entirety of the game world?

For example, the fruits you harvested from a tree would rot and eventually disappear even after you’ve moved away from the area, and the trees would change shape with the seasons and bear fruit again the following year.

Cross The World started as a very ambitious project, an answer to that itch I’ve always felt as a gamer who wanted a game just like that.

How does the game play?

  • The game world isn't procedurally generate. It is 6006x4026 sized world including ocean chunks.

  • Game offers several difficulty levels and a choice to turn on/off features like permadeath and fog of war.

  • It's a party-based RPG, you can control up to 4 characters in your party.

  • You can choose between 28 classes and 3 races, while some classes can be similar to each other.

  • Game provides more traditional RPG elements of character progression with levels, exp from combat and quest, active and passive skills, equipment enchantments as well as the well-known open-world survival crafting genre's UI and experience like chopping tree, grass, breaking rock, crafting tools, cooking meals, etc.

  • Environment features such as temperature, weather, wet/dry/frozen, day and night, darkness and lighting, fog of war, permadeath, and 4 seasonal changes affecting the gameplay.

  • In multiplayer, you can host the game so your friends can control the characters together.

  • Everything in the game world runs persistently, nothing freezes and stops progression just because the player is away. Whatever progress or change you inflicted upon the game world will not just stay, but progress over time as well.

  • This also means there is no loading once you are in the game, switching between two characters, even if they are 500 or 1000 chunks away, is instantaneous. 

  • Game features a world scenario where through the quest progression, players are expected to save the world from the great imminent dangers.

  • Level editor you can access while running the game like a creative-mode, in both single-player and multiplayer.

Everything written here sounds very ambitious, can you really do this?

In a perfect world, yes. But we don’t live in a perfect world.

That’s why I’ve decided to make 90% of the game’s source code open source.

Hopefully, this action shows the passion—and the willingness to accept criticism of my game’s code—that I’ve embraced in pursuit of this goal.

What future updates are planned?

  • Enhanced NPC behaviors: Animals, monsters, humanoid NPCs participate in routines that more actively reshape and influence the world they live in and drive narratives.

  • More Season/Biome based content such as seasonal plants, animals, fish, etc.

  • New Scenarios.

  • This Includes large-scale simulations like animals crossing the continent by change of season, monsters raiding nearby town, mobs reproducing and taking combat each other.

  • New Areas which are currently greyed-out in the map.

  • Controller, Steamdeck support.

  • Improved and polished level-editor.

  • Dedicated modding support from the official developer.

For more details on the game, please join our official discord via the link provided in this store page.

Cross The World
Redbeehive GamesDeveloper
Redbeehive GamesPublisher
Coming soonRelease
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
7 user reviews (7 reviews)
Public Linux Depots:
  • [0 B]
0.8.0 I

#GAMEPLAY

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    \n
  • Seasonal temperatures are applied less harsh when you are in the building or underground.\n
  • Tamed animals\' produce progress bar available in Character Window. This will later improve with simulation update where you want to keep the creatures happy to keep them laying useful stuffs.\n
\n\n

#STSTEM

\n
    \n
  • What animals will produce is now part of JSON game rules as \"produce\": [item_type,progress weight, item_name]; item_type is either 0(wildlife) or 1(item), progress weight is a number for a dice(if its 6, think of a single 6 sided diceroll), and lastly item name has to be all lowercase with underscore for space.\n
\n

[ 2025-12-29 05:12:55 CET ] [Original Post]
0.8.0 H

#GAMEPLAY

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    \n
  • No more thirst from frostbite debuffs.\n
  • Fixed Monsters with Sleepless tags never sleep when tamed.\n
\n\n

#BUGFIX

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    \n
  • Fixed releasing tamed animal/monster did not clear up the slot. \"/tame_clear\" command force-clears up the list as well.\n
  • Fixed speed buff on road tile not being applied correctly while you are riding on a mount.\n
\n\n

#UI

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    \n
  • Better tamed animal/monster UI\n

[ 2025-12-27 09:30:46 CET ] [Original Post]
0.8.0 G

#GAMEPLAY

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    \n
  • Multishot perk fire projectiles.\n
  • NPCs sales stock and gold will refresh every 1st day of Late Spring.\n
\n\n

#BUGFIX

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    \n
  • Fixed luck skill not applying properly to actions.\n
  • Fixed rendering tamed monsters that are in combat, in Character Window threw error.\n
\n\n

#UI

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    \n
  • Subtracting reputation points to sell at premium/buy with discount can be toggled ON/OFF as a button.\n
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[ 2025-12-25 13:50:09 CET ] [Original Post]
0.8.0 F

#STSTEM

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    \n
  • You can now click crash report messages in Log window to copy the crash report, instead of having to go all the way into appdata/roaming/redbeehives/crosstheworld/crash folder yourself.\n
\n\n

#BALANCE

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    \n
  • Buffed shield perks [Raise Shield] [Retaliate]\n
  • Buffed heavy armor perks [Iron Body]\n
\n\n

#BUGFIX

\n
    \n
  • Fixed bug not able to scroll down the task list for vertical,horizontal water tiles.\n
  • Fixed bug from Fetch Water action can throw error when its volume is exactly 1.\n
\n

[ 2025-12-24 01:43:29 CET ] [Original Post]
0.8.0 E

#BUGFIX

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    \n
  • Fixed bug where equipments that NPCs sell would not work on specific actions like fishing with a fishing pole you bought from an NPC.\n
\n\n

#UI

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    \n
  • Perks with multiple requirements are displayed with much more clear UI to understand with dedicated buttons.\n
\n

[ 2025-12-23 06:01:06 CET ] [Original Post]
0.8.0 D

#BUGFIX

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    \n
  • Fixed flame sound effect not playing from cooking.\n
  • Stopped skill experience bar from overflowing.\n
  • Fixed blacksmith hammer, pickaxes and iron axe not giving you proper melee autoattack.\n
  • Fixed axe, pickaxe and hammer durability not decreasing from related actions and tasks.\n
\n\n

#STSTEM

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    \n
  • Displays corresponding messages when you reach max level of 20 for your character, 15 for the party.\n
\n\n

#GAMEPLAY

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    \n
  • Added stone axe, stone pickaxe, stone hammer to the game, you can craft them in workbench.\n
  • Eating dirt cookies decrease mood.\n
  • Drinking wine or beer give refreshed buff.\n
\n\n

#BALANCE

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    \n
  • Cutting tall trees require an axe.\n
  • Deconstructing walls require Build skill level and Decontruct enchant levels from pickaxe or hammer. Plus you cannot break building walls with autoattack projectiles anymore.\n
  • Cut Bush/Cut Grass enchants increases chance of dropping more items.\n
  • Breaking rocks drop less amount of stones. Break Rock enchant increases the amount of stone drop\n
\n\n

#CONTROLS

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    \n
  • Right Alt/Shift/Control key also works like Left Alt/Shift/Control key.\n
\n

[ 2025-12-22 03:07:48 CET ] [Original Post]
0.8.0 C

#BUGFIX

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    \n
  • Fixed npc placed from level editor can cause crash.\n
  • Fixed defence potion place from level editor had a missing sprite. basically the bug was, there\'s line of code that detects if a placed item is a fence and defence has fence in it.\n
  • Fixed a bug \"You have any of the following skills:\" didn\'t work properly.\n
\n\n

#STSTEM

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    \n
  • Minor performance update.\n
\n\n

#GAMEPLAY

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    \n
  • Autoattack projectiles follow trajectory better.\n
\n\n

[ 2025-12-21 06:39:46 CET ] [Original Post]
0.8.0 B

#UI

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    \n
  • Click coordinates in the Tamed Animal and Monster tabs to select them.\n
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#BUGFIX

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    \n
  • Fixed monsters not healing while asleep.\n
  • Fixed Quickdraw perk not working as intended under manual autoattack.\n
  • Fixed random water noise from playing from background npc, animal, monster drowning somewhere in the world\n
  • Fixed installed ladder not working with varied types of slope.\n
  • Fixed baby spider not rendering correctly in Character Window UI.\n
\n\n

#GAMEPLAY

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    \n
  • You can now craft a saddle from the workbench. Hold it in your hand during the riding action to saddle the mount. Saddled mounts enable mounted combat.\n
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[ 2025-12-17 02:34:15 CET ] [Original Post]
0.8.0 A

UI

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    \n
  • Added Animals and Monsters tabs to the character window. You can level them up, change hostility, and check location. The UI is minimal for now. More advanced interactions will be added in the Companion AI update.\n
\n\n

GAMEPLAY

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    \n
  • Added a limit to the number of animals (Party Level*2) and monsters (Party Level) you can tame.\n
  • Added more stairs in the Corrupted Forest.\n
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[ 2025-12-16 14:17:59 CET ] [Original Post]
0.8.0 Hotfix

HOTFIX 0.8.0

\n\n

#BUGFIX

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    \n
  • Fixed crashing from exiting game with EXIT button.\n
  • Fixed a bug where you cannot open treasure chests in mine\n
  • Fixed a bug where tamed monsters and NPCs attack each other on sight.\n
  • Fixed a bug where NPCs with low reputation won\'t attack you on sight.\n
  • Fixed a bug where Mage cannot cast Blink, by being cancelled out from an autoattack.\n
\n\n

#GAMEPLAY

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    \n
  • backpack requires brown fur instead of grey(balancing)\n
  • monsters can hit you better in kiting situations\n
  • follow duration is now infinite seconds.\n
  • fixed blood sausage affecting mood instead of mineral.\n
  • set max speed to 12px from 32px\n

[ 2025-12-10 03:40:32 CET ] [Original Post]
0.8.0 is here! - Patchnote

#WORLD

\n\nGame Description Image\nGame Description Image\nGame Description Image\nGame Description Image\nGame Description Image\n\n
    \n
  • 0.8.0 gets a new world map!\n
  • Bandit camps spawn with treasure chests.\n
\n\n

#UI and CONTROLS

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    \n
  • You need to hold Shift key or toggle TaskMode with T key to interact with objects. This solves an old issue where trying to left-click a target to enter combat could be interpreted as digging or cutting grass from misclick.\n
  • Sprint key in RPG Mode is now a control key.\n
  • Targeted Animal, Monster, Person are highlighted.\n
\n\n

#STSTEM

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    \n
  • Removed \"EMBARK\" function from the game.\n
  • Bodyparts have been added to the game.\n
  • New tasks \"Apply Splint\", \"Perform Surgery\", and \"Install Prosthetic\" have been added.\n
\n\n

#GAMEPLAY

\n\nGame Description Image\n\n
    \n
  • You can now left-click to autoattack.\n
  • You can now wear any type of equipment without worrying about class attack/defence types. All equipment grants full stats regardless of class.\n
  • Enchanting materials have been replaced with moonstone shard, moonstone and red moonstone.\n
  • Animals, Monsters, NPCs out of sight range while you are underground now display as a question mark instead of not rendering.\n
  • School of Fish tiles have been added. They spawn on random water tiles when the world is generated. You must fish in these tiles to acquire epic and legendary fish and they increase chances for rare fish.\n
  • You can no longer acquire recipe tech from research. You now need to read the corresponding book to unlock the recipe requirement. Books are found in loot chests or purchased from Scholar NPCs.\n
  • Researching new technology now requires reading the relevant book.\n
  • Resting and sleeping in chairs/beds grant refreshed buffs lasting up to several days, encouraging traveling adventurers to stop by settlements.\n
  • Using forge, anvil, workbench, chair, or bed now requires either permission from the NPC who owns them or having friendly/ally reputation with their faction.\n
  • Some Animals and Monsters are larger, stronger, and drop better loot!\n\n
\n\n

#Class Buffs

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    \n
  • Angler does not need a rod to fish.\n
  • Angler has higher chance to catch fish and faster fishing action.\n
  • School of Fish will not run away from Angler.\n
  • Miners find 1/2/3 extra ores at levels 1-3 / 4-6 / 7-10.\n
  • Food & Drink made by Cook have higher portion (durability) by 2*cook level. At level 20, dishes have 4x regular portion.\n
  • Farmers harvest extra produce (1 + level/5) from mature crops.\n
  • Tinkerer repairing equipment at anvil will repair with bonus durability equal to 10% * level, exceeding normal max durability.\n\n
\n\n

#BALANCE

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    \n
  • You now die at -100% HP instead of -50%.\n
  • Corpses disappear if they take -300% damage of total HP, instead of -100%.\n
  • Buffed [Small Boned] trait speed boost from 0.15 to 0.3.\n
  • Nerfed Slime and Dark Slime attack speed and damage.\n
  • Nerfed Poison and Bleeding damage.\n
  • Default sight radius buffed from 6 to 8.\n
  • Default Energy regen cooldown is now 10 seconds (previously 8 seconds).\n
\n\n

#BUGFIX

\n\n
    \n
  • Fixed a bug where Camera sometimes didnt follow the character well and dragged behind.\n
  • Fixed broken coastal line.\n
  • And countless bugfixes I can\'t remember all.\n
\n\n

[ 2025-12-08 01:56:07 CET ] [Original Post]
HOTFIX 0.7.2 I

HOTFIX 0.7.2 I

#BUGFIX

  • Fixed a bug where dialogue options from talking to NPCs such as hiring or purchasing services threw an error.

    [/*]

[ 2025-10-12 07:28:49 CET ] [Original Post]
Devlog #2 Ver 0.8.0 Update and future of Cross The World.

This devlog explains details of an update 0.8.x which has replaced 0.7.3 update.

Why 0.8?

Hi, initially the update was only going to cover the contents discussed in previous devlog Cross The World - Devlog #1 Bodyparts, New Equipments, New Perks and more. - Steam News , however during the development process I realized I had to make an important decision, that is to scrap the current game world and create a much larger world.

The current game world is too small and cramped for proper exploration, you don\'t really have the notion of \"Oh from here I can go all directions and discover new points of interest\". The directions in which players could or are encouraged to move is very linear and mostly up and down, between north and south. This hurt the essence of what it means to play an Open World game and having the true freedom of being able to go just anywhere.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45612546/ee0cd6924e6e8862c6bc49b16a7de875e8798759.jpg\"][/img]

New map in 0.8 has tripled in its size in terms of effective land mass. There are going to be new factions, new NPCs, new places, pretty much an overhaul. With more hints provided of where to visit next for the exploration on top of the update from devlog #1 for 0.7.3 update.

Regions

The world is split into 12 regions as seen above, each getting respective regional simulator in the later versions that manage entity count, events and environment. It will take time to update this world in its full from the initial 0.8.0 update to the later versions to 0.8.9 and onwards. I hope to finish this by December.

The coastline in the west with Human Freehold, Westreach Isles, Dwarven Kingdom and Stonepass are where the players will start and cities with most of population are located.

Central zone is home to the native Elves and Grey Elves habiting the Steelmane Steppe and J\'erekhi Desert. Elves in the southern plain live nomadic and peaceful life but do not tolerate outlanders whilst the Grey Elves in the desert actively trade with Humans and Dwarves.

East hosts the dangerous, end-game areas with dungeons and fearsome monsters. You do not want to step into this part of world until you are well-equipped.

In the later version of the 0.8 updates, sometimes there will be seasonal visitor NPCs from outside the map by the world\'s borders, with unique opportunities for items, quests and trades. This will strengthen the notion of the game\'s open world being part of the greater fantasy setting, extending outwards into what you cannot see.

Guilds

To me the game previously felt little detached from player to the world you play in. There were several interactions you can take, but the feeling of progress and involvement from the old school RPGs were missing in the game. In the 0.8 versions there are going to be two guilds players can join and get promoted.

They are Hunter\'s Guild in the Human Freehold, Adventurer\'s Guild in the Dwarven Kingdom. The two guilds will serve as an easy in-game goal and progress target to follow for the beginners. From thereon players can get used to how the game\'s different mechanics work and not fall for the easy trap of \"Now what? what should I do next?\" in open-ended sandbox RPGs.

And not just serving the role of providing the content to the player, the guilds will take active part in how the world is shaped among the NPCs who live in this world. There are going to be not just you but NPC adventurers and hunters as well who go outside into the world and do their own exploration which are fully simulated and you can encounter them as well. This is part of the \'Emergent Global Simulation\' Cross The World is trying to simulate, which I will further explain below in this post.

Enchants and Moonstone

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45612546/81b6190200efde9c6b047153633fd87b743e9e20.png\"][/img]

(Moonstone Shard, Moonstone, Red Moonstone are newly added to the game.)

I noticed that the enchant system in the game has been unfriendly to work with. There were so many different materials needed for enchanting your equipment and the whole mechanics felt very clunky.

Now the Enchant System has changed to:

  • The three moonstones are the only enchant materials required to enchant your equipment. You can acquire them from various ways in the game like quests, loots, purchase, etc.

    [/*]
  • Enchant chance to fail has been removed from the game.

    [/*]
  • When enchanting your equipment, previously the new enchant used to be fully random and you could not predict the power progression from enchant system. Now the new enchants improve the existing stats of the equipment, providing clear direction of where your new enchants will take you.

    [/*]

Buildings - experimental

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45612546/ddfe33bd61422e74bd8634f009a2173d8cd8eefe.png\"][/img]

Now the buildings are objects you enter and exit. This is experimental and subject to change. I\'ve felt that the buildings previously based on floor and wall tiles only like many other tile-based sandbox games can naturally lead to lacking the element of exploring the building and interiors, involving mechanics like long corridors, many rooms and floors to explore, windows to jump off from second floor, hidden chambers, etc.

I hope this approach, a more traditional way to interact with buildings and its interiors (like you would in Skyrim, Stardew Valley, etc) can greatly improve the gameplay and player experience.

Emergent Global Simulation, and future of Cross The World

The ultimate end-goal of Cross The World is to make a game world that is persistently simulated as written in the game\'s store page as well. However what I\'ve always aimed at, wasn\'t restricted to the environmental simulation only, I plan to create a game where everything, that includes NPCs truly live in the world in accordance to their surroundings.

Traditionally in RPGs it used to be that NPCs were passive entities. They will usually just stand there waiting for players to talk to them, provide some dialogue and quests, and that\'s about it. To me they never felt like \"living in a real world\". They won\'t go outside chop down the tree, or hunt animal, gather fruits themselves, they stand still until the end of the world.

I want to change this mechanics, but not by too much where NPCs are overly active and reshape the world excessively where the player can feel left behind. Plus this level of persistent calculations for all NPCs in the game world can lag any high-end PC out there, I don\'t want that either.

What I want to pursuit is less of Characters moving and acting constantly 24/7 like that of Rimworld or Dwarf Fortress, but rather it\'d be something I\'ve not seen other games achieve well yet, It is going to be calendar and goal oriented NPC simulation scheduler working alongside the region simulator written above.

Rather than NPCs doing something constantly and eating up computer\'s horsepower, they take more slow-paced routine, much more relaxed. Sometimes, a farmer living in a farmstead NPC will travel to go to nearby town to visit a friend. In winter NPCs will mostly stay inside. An adventurer NPC after a great quest, can waste his time drinking at the tavern. NPCs are going to be simulated for all of this and more, walking every tile for this, not teleported to the designated coordinate for hard-coded events that can feel fake.

These simulations are going to be genuinely simulated with NPC\'s own need and stat and most importantly an RNG, a dice roll. So what you are going to see in the world are not going to be fully predictable, an NPC travelling a long distance can totally end up being raided by a bandit or a wild monster and fall down. This can trigger the guard NPCs to scout and rescue said NPC.

Throughout these NPC simulations and their own actions being taken, plus the player interactions with them, the world will be reshaped as the calendar-time progresses into the future. For example that wizard NPC you decided to help with on her magic research, by procuring a rare material, can end up a botched questline by discovering that she had died from her winter exploration into the forest while you were away.

This level of scope, depth and the world simulation can often feel harsh, unfriendly and very clunky at times as a game and a player and I\'m aware that this is not an easy goal to achieve either. However I believe this will be what makes Cross The World truly a unique gameplay experience and stand out among others.

How long is this going to take?

The first 0.8.0 update will arrive at some time this month, I do not wish to have players wait too long and feel tired. It will take several updates until end of this year to finish what\'s written here and it will come gradually between multiple patches.

For more info or an inquiry, please visit the discord server(Click to Join Discord ) and talk to me, or leave a comment in this devlog post please.

Thank you for reading this lengthy devlog ; ) Love you.

[ 2025-09-30 15:48:17 CET ] [Original Post]
HOTFIX 0.7.2 H

HOTFIX 0.7.2 H

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#BUGFIX

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    \n
  • Fixed a bug where on some PCs, the game crashed on launch.\n
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[ 2025-09-16 05:50:28 CET ] [Original Post]
Devlog #1 Bodyparts, New Equipments, New Perks and more.

This devlog explains details of an update 0.7.3 that\'s coming in early-mid September

Bodyparts

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45612546/5b75b534eff8e9079403ea0057849b6ec2367e50.jpg\"][/img]

The new bodypart system will ensure that HP is not the only numeric indicator of how your character can survive the harsh world of Cross The World.

There are 6 bodyparts, head, torso, two arms and two legs. Each comes with 100 health and you get different grades of injury(minor, medium, severe, crippled) as its health goes down from various damage.

The injuries come with different types of penalties corresponding to each limb, like injury on arm will reduce the hit chance or leg with less dodge chance, but the injury penalties themselves aren\'t something that can kill the character they are only a disability.

This is a design decision to actually make things less complicated than having to deal with game\'s balancing and survival difficulty only hinged to the HP. And there\'s only one type of injury to the limb, not like we\'re going to be doing a medical or surgery simulator in the game. I mean it can be fun but kinda out of the scope of my game anyway.

Until now It was quite common that a sudden poison or bleeding debuff could instantly finish off your character randomly during or after combat, but with the bodypart system some damages can be offset to the limbs instead, making the game\'s balance more manageable.

New Equipments

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45612546/88856da1ac010bad85647e44a2e1062f5b1203ac.jpg\"][/img]

4 new equipment slots are coming to Cross The World. Glove, Headgear, Ring and Boots.

And max inventory size has increased from 40 to 50 with new UI update.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45612546/cdc93ffe0fbb8896939abec5547ad1f291c7c4fc.jpg\"][/img]

Previously there wasn\'t much variety of equipment to choose from in Cross The World which severely weakened the essence of fun that derives from RPG, the joy of getting better equipment.

Many new equipment are coming and they will have each of their own spec and enchants to choose, it used to be that every equipment came with completely random enchant table but with the new update each category of equipment will come with specialization, i.e. Glove will be more likely to have hit chance than boots which will more likely to have movement speed or dodge.

Plus if you enchant your equipment now, it\'s going to increase the existing stat of the equipment rather than doing a random dice roll and getting completely enchant stats like previously which also hindered the meaning of equipment builds.

Now you are going to find the equipment from looting the bandits around the world or from the treasure chests in their camp or from underground dungeons, rather than just mining ore and build them from scratch or purchasing from NPCs. If you want the good ones, you will have explore the world more now.

New Perks

There isn\'t much to discuss about the new perks compared to what I spoke above.

Basically as you are getting more equipment types now, there will be more weapon-specific perks to choose from.

It\'s going to be what you can typically expect, like dagger perk that increases chance of damaging enemy bodypart and bleeding, that only is enabled when you are equipping a dagger, or a hammer\'s Q skill that does damage to multiple enemies in an area of effect.

This is to provide more tactical flavors to the combat while the good old\' Roguelike/CRPG autoattack and movement mechanics stay the same.

School of Fish

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45612546/2ef1e3a0d7934e3981d98b785c74b160952b3b0e.jpg\"][/img]

It was often noted by the players that Fishing can be quite OP in terms of easiness of protein they can contribute to the player. Or making money way too easily from just fishing and selling off what you caught.

Now when the world is generated, random schools of fish tile are generated onto water in the world. This is the only tile you can catch fish with rarity higher than common and also the tile provides 25% boosted chance to catch a fish as well.

Try to find school of fish around the world, multiple of them too because there\'s 3% chance for school of fish to run away when you caught something from fishing.

Trades

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45612546/b48ec97992427329127f1bc3c5b2a36034f587a9.jpg\"][/img]

The trade window used to show every single NPC in the world\'s list of items that they will buy at premium price, but now you are going to need to meet and talk to them regularly to keep it up to date.

Books to unlock recipes and perks

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45612546/64e85bbfd0adeb24b0d67e30d59194970788588d.jpg\"][/img]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45612546/f879b1f6e12deb54cc92d76bbeb1278497e5cf19.jpg\"][/img]

Instead of standing in front of bookshelves and tediously repeat the research action to unlock a new recipe, I\'ve replaced it with book system. You can find the books from looting the treasure chests as well. Even more reason to go out into the wild and explore!

[ 2025-08-29 15:05:42 CET ] [Original Post]
0.7.2 Patch G

Game Description Image\n\n

#WORLD

\n
    \n
  • Requires EMBARK or New Game to see changes below. (Sorry for the inconvenienceI\'m looking for ways to merge world changes from older saves to newer saves.)\n
  • Expanded the Worldmap to the Middle Isles and Eastern Continent.\n
  • Relocated Catacombs to the Northern Wasteland.\n
  • Relocated Corrupted Forest to the Eastern Continent.\n
  • Relocated Jungles to the Middle Isles.\n
\n\n

#GAMEPLAY

\n
    \n
  • Your speed increases by +0.3 when walking on the road.\n
  • Added Quest Board to the Adventurer\'s Guild. Currently, 3 quests are available. In future updates, generated quests will be added from simulations, while lore-specific quests will still require talking to NPCs.\n
\n\n

#BALANCE

\n
    \n
  • Buffed Torch and Matchsticks\' light radius by +1.\n
  • Buffed base hit chance from 70% to 80%.\n
  • Nerfed the hit chance penalty from level gap from -15 per level to -10 per level.\n
\n\n

#STSTEM

\n
    \n
  • Increased Tree opacity for better visibility when walking behind them.\n
  • Reduced default darkness at night.\n
  • Improved the recipe window with categorical sorting.\n
  • In-game Encyclopedia hides information until it is collected.\n
\n\n

#BUGFIX

\n
    \n
  • You can right-click to move into Fog of War in RPG Mode.\n
  • You can right-click on a target to enter combat in RPG Mode.\n
  • Fixed a bug where Farming skill did not increase the chance for seeds to drop when harvesting crops.\n
  • Fixed a bug where thrown object trajectories did not render correctly when zoomed out.\n
\n

[ 2025-08-20 12:16:49 CET ] [Original Post]
0.7.2 Patch F

Game Description Image\nGame Description Image\n\n

#BUGFIX

\n
    \n
  • Fixed a bug where buildings near city squares had broken walls.\n
\n\n

#STSTEM

\n
    \n
  • Wet objects now render in a more vivid blue shade.\n
\n\n

#GAMEPLAY

\n
    \n
  • Some technologies now require a minimum skill level to research.\n
  • Planting Everfrost Flowers will reduce the chunk\'s temperature. They lose durability for this effect over time. (You can find them in the Frostland!)\n
  • You can now fish in the ocean to catch crab, seaweed, clam, and shrimp (rare chance).\n
  • Tree saplings can be watered. They will grow faster when wet or during rain.\n
  • Crops planted in dug-up soil will grow 20% faster and have double the chance to drop seeds upon harvest.\n

[ 2025-08-16 02:11:32 CET ] [Original Post]
0.7.2 Patch E

Game Description Image\n\n

#GAMEPLAY

\n
    \n
  • Perk Indicator now shows the radius if available.\n
\n\n

#SYSTEM

\n
    \n
  • Game\'s version info on the bottom-right of the screen in the Title Screen now indicates which patch you are using i.e. \"EARLY ACCESS 0.7.2 E\" instead of \"EARLY ACCESS 0.7.2\"\n
\n\n

#BUGFIX

\n
    \n
  • Fixed a bug where respawn cooldown always applied as 0 second.\n
  • Fixed a bug where holding an animal or monster in hand during EMBARK could crash and damage your save file, by removing any hostage held in hand from the Embark.\n
  • Fixed a bug where animals or monsters that woke up from unconsciousness could retain their combat animation without actually being in combat.\n
  • Fixed a bug where assigning a new task while you are in combat not cancelling the ongoing combat prevented from the task to be proceeded.\n
\n

[ 2025-08-15 01:43:35 CET ] [Original Post]
0.7.2 Patch D

Game Description Image\nGame Description Image\nGame Description Image\nGame Description Image\nGame Description Image\n\n

#WORLD

\n
    \n
  • Redone the Northern Wasteland and Frostland. (You want to create a new world or Embark into one to apply this.)\n
\n\n

#STSTEM

\n
    \n
  • Active Perk UI has been improved.\n
  • Improved NPC Speech Bubbles. As they are going to get the AI Behaviors, this feature will be extensively used for NPCs to communicate between you and themselves.\n
\n\n

#GAMEPLAY

\n
    \n
  • Walking on spider web slows you. Throw at enemies to slow them as well!\n
  • Tamed spiders, baby spiders, and huge spiders will occasionally drop spider webs.\n
  • Spider Webs spawn randomly inside mines.\n
  • Cactus, Sandy Bones, and Dead Bush spawn in desert.\n
  • Perks [Reflect Damage], [Fear], [Titan], [Energy Burst] are now assigned to G key instead of R.\n
\n\n

#BALANCE

\n
    \n
  • Increased the chance for Jump action from 30% + agility + dodge to 50% + agility + dodge.\n
  • Nerfed energy consumption of Perk [Charge] from 1/1/1/1/1 to 3/3/3/2/2.\n
  • Nerfed Perk [Life Steal]\'s value from 5/10/15/20/25 to 3/6/9/12/15.\n
\n\n

#BUGFIX

\n
    \n
  • Fixed bug scrolling up for previous task didn\'t work properly with objects with multiple actions (i.e. Soil).\n
  • Fixed bug NPCs, Animals, and Monsters prioritizing road tiles too much, messing up their pathfinding.\n
  • Fixed bug you cannot open colored chests.\n
  • Fixed bug you can catch Fairy Fish too often.\n
  • Fixed bug where hours played was incorrectly set from new game.\n
  • Fixed bug where deconstructing an item broke the floor tile first.\n
\n

[ 2025-08-14 13:31:50 CET ] [Original Post]
0.7.2 Patch C

#WORLD

\n
    \n
  • Forest area has expanded by triple in the western continent\'s green zones. (You want to create a new world or Embark into one to apply this.)\n
  • Pirate Island has been added to the southwest corner of the world.\n
\n\n

#GAMEPLAY

\n
    \n
  • Disabled \'pay to enchant equipment\' from blacksmiths as it discouraged exploring.\n
  • Walls and Floors made from wood, snow are weaker to flame damage while those made from stone, clay, sand are strong to flame damage.\n
  • Walls and Floors made from snow melt over time in warm climate.\n
\n\n

#UI

\n
    \n
  • Added UI element to Forge and Workbench for visual clarity.\n
\n\n

#BALANCE

\n
    \n
  • Chance for trees to drop sapling increased from 15% to 25%.\n
  • Creation points for Hamper and Backpack increased from 25 to 40.\n
\n\n

#BUGFIX - GAMEPLAY

\n
    \n
  • Fixed a bug where Tamping soil to make road didn\'t auto-tile correctly.\n
\n

[ 2025-08-12 08:42:55 CET ] [Original Post]
Notice: UI/Control change to how task/action works in 0.7.0

Game Description Image

From 0.7.0 the control/ui changes that you are able to see all tasks available for your target tile/object and you can scroll your mouse wheel to access those.

This becomes the default with 0.7.0 update that's coming in a week or two

[ 2025-07-02 15:29:40 CET ] [Original Post]
HOTFIX2 0.6.53 has been updated

#BUGFIX

  • Fixed equipment with light tag no longer is equipped but buff remains causes bug.

[ 2025-06-30 13:34:13 CET ] [Original Post]
HOTFIX1 0.6.53 has been updated

#BUGFIX

  • Fixed selecting a single tile that isn't Animal/Monster/NPC locked screen movement.

[ 2025-06-30 08:08:03 CET ] [Original Post]
Ver 0.6.53 has been updated

IMPORTANT

  • This is the last update before the 0.7.0 patch, where your older savefiles will likely be incompatible. Improved AI and Simulation come with 0.7.x update

#GAMEPLAY

  • You can build Mailbox from the construction window.
  • Holding lighting items like Bulb Mushroom provides light.
  • Being exposed to Corrupted Forest biome can over time inflict [corrupted] debuffs to animals, monsters, NPCs, and the player.

#BALANCE

  • Shrine cooldown reduced from 15 minutes to 10 minutes.
  • Desert monsters nerfed from level 14~15 to 7~8.
  • Jungle monsters nerfed from level 17~18 to 15~16.
  • Catacombs monsters buffed from level 6~8 to 11~14.
  • Corrupted Forest monsters buffed from level 8~13 to 12~13.

#QOL

  • You can construct from materials in Craft bag as well.
  • Furnace and Workbench display green progress bar for better visibility.

[ 2025-06-30 03:27:08 CET ] [Original Post]
'Getting Started' guide page in the official wiki!

Click to Open in new tab. A guide page has been added to the official wiki.
The page itself is still in Work In Progress but it should cover most of how to deal with the game's controls and stuffs. I will keep updating this page as well as the official wiki itself.

[ 2025-06-28 16:14:57 CET ] [Original Post]
V15 0.6.52 has been updated

#BUGFIX - GAMEPLAY

  • Fixed bug "Mailbox is full" printing from quest reward when it isn't full.
  • Fixed quests stacking up and exceeding window size. (Existing bug will fade away in next season)
  • Fixed mounting/dismounting with pixel misalignment creating a hallucination clone of a mount following you.
  • Fixed autosort not working for Hamper and Backpack.

#BUGFIX - MULTIPLAYER

  • Fixed Hamper and Backpack not working properly for guest players.

[ 2025-06-25 01:54:22 CET ] [Original Post]
V14 0.6.52 has been updated

#QOL

  • Added a lot more helpful texts to the SURVIVAL tab in the game in HELP page -> How to grill meat, where to find string, open barrels for useful items, how to thaw/dry items & equipment, using ladder on slope, where to get water, drinking directly from river/lake/sea, where to get waterskin.

#MULTIPLAYER

  • Guest player can access 2x, 3x gamespeed in multiplayer as well.
  • Multiplayer icon (WiFi shape) in Host mode has a blue color for better visibility.

[ 2025-06-24 04:33:14 CET ] [Original Post]
V13 0.6.52 has been updated

#QOL

  • Updated Engine Version to make sure game window never exceeds the monitor size.
  • Expanded HELP page for different UI Modes in the game.

#BUGFIX - GAMEPLAY

  • Fixed bug character stops walking when an animal, monster, or person blocks their way from a travel order initiated by rightclicking.

[ 2025-06-23 09:48:45 CET ] [Original Post]
V12 0.6.52 (Task Queue) has been updated

#TASK QUEUE

  • Interacting with tasks while holding shift or control add them to the next task queue on the character you selected.
  • This applies to both tasks already existing as well as newly assigned tasks in RPG Mode with shift or control key held.
  • Current and next tasks of a selected character are displayed as icons on the right-handside of the screen.
  • You can hover your mouse cursor over them to highlight in blue and right-click to remove them from the queue.

#QOL

  • Hotbar, Inventory display in non-rpg mode as well.
  • Tasks that are reserved to a different character than what you are controlling will render in red.

#BUGFIX - GAMEPLAY

  • Fixed bug plants can be picked up in the bag with other items placed on top of them.

[ 2025-06-22 05:21:08 CET ] [Original Post]
V11 0.6.52 has been updated

#QOL

  • Opening door now reveals Fog Of War immediately.
  • Breaking objects that block Line of Sight now reveals Fog Of War immediately.

#BUGFIX - GAMEPLAY

  • Fixed bug where beach freezes in winter but never defrost in warmer weather.

#BUGFIX - UI

  • Prevented click-issue from Task Window while Inventory is open.
  • Fixed first slot in second row in inventory didn't highlight when cursor is placed.
  • Fixed unlocking a door printed "Unlocked chest".

[ 2025-06-20 08:14:02 CET ] [Original Post]
V10 0.6.52 has been updated

#QOL

  • Tasks proceed in horizontal order instead of vertical.
  • Error messages are less spammy now.
  • Shows message when an item, animal, or monster is able to be added to collection.

[ 2025-06-20 02:12:54 CET ] [Original Post]
HOTFIX-V9 0.6.52 has been updated

#BUGFIX - GAMEPLAY

  • Fixed flocking movement blocking path for tasks and schedules.

[ 2025-06-19 11:39:00 CET ] [Original Post]
HOTFIX-V8 0.6.52 has been updated

#QOL

  • Double-click to multi-select now grabs items, animals, and monsters with the same names.

#BUGFIX - GAMEPLAY

  • Fixed error caused by holding waterskin in hand.
  • Fixed pathfinding to unreachable tasks taking longer than intended to fail and show a proper message.
  • Fixed issue where tamed animals and monsters did not flock-move properly, often stacking on the same tile.
  • Fixed bug where riding one of two horses stacked on the same tile caused the other to become entangled and result in glitches.

[ 2025-06-18 13:50:51 CET ] [Original Post]
HOTFIX-V7 0.6.52 has been updated

#BUGFIX - GAMEPLAY

  • Fixed issue where waterskin with 0 durability was removed during temperature check it should remain and be refillable later.
  • Fixed bug where waterskin and large waterskin had the same water volume when used for watering plants.

[ 2025-06-18 10:05:16 CET ] [Original Post]
V6 0.6.52 has been updated

#GRAPHICS

  • Slopes with rivers now have improved visual indicators.

#CONTROLS

  • You can now right-click to move your character when not in RPG mode.

#GAMEPLAY

  • You cannot attack or use abilities while riding, unless you are a [Hunter] or a [Knight].
  • Message notifications have been added to warn about this restriction.

[ 2025-06-18 02:02:14 CET ] [Original Post]
V3 0.6.52 has been updated

#BUGFIX - MULTIPLAYER

  • Fixed multiplayer issue with new network module.

[ 2025-06-17 11:40:19 CET ] [Original Post]
V3 0.6.52 has been updated

#GAMEPLAY

  • All tasks take 30% less time.
  • More [Bread] and [Waterskins] are now available in the starting item list.
  • [Racket], [Robe of Magic], and [Silver Armor] have been added to the starting item list.
  • [Hamper] and [Backpack] are now available in the starting item list.
  • [Bandage] is now included in the starting item list.
  • Starting gold is increased to 100g per 10 points.

[ 2025-06-17 01:09:23 CET ] [Original Post]
0.6.52 V2 has been updated

#GAMEPLAY

  • Regular [Waterskin] now requires no crafting skill level to create.
  • [Waterskin] price is set to 300g.

#QOL

  • 'PAUSED' text now has opacity for better visibility.
  • You can now access objects underneath Cliffs and Walls using right-click.

[ 2025-06-16 23:24:21 CET ] [Original Post]
HOTFIX-V1 0.6.52 has been updated

#GAMEPLAY

  • Adjusted prices for [waterskin] and [large waterskin].
  • Reduced chance of catching Stomachache when drinking directly from rivers, lakes, and oceans.

[ 2025-06-16 11:28:32 CET ] [Original Post]
0.6.52 has been updated

#GAMEPLAY

  • Waterskins have become a much more valuable resource with increased price. You now need a waterskin in hand to refill it.
  • After use, an empty waterskin remains in your inventory.
  • Waterskins no longer perish or rot. Be mindful of where you refill, as the contents can become salty, poisoned, or corrupted.
  • NPCs no longer sell waterskins, except for Cook NPCs. (If NPCs are still selling waterskins, its a leftover from a previous version and will be removed in the next Calendar Season.)
  • Added recipe for [waterskin] (Recipe Tab 4).
  • Changed recipe for [large waterskin] (Recipe Tab 4).
  • Backpack and Hamper now behave like Shulker Boxes in Minecraft and no longer occupy a trinket slot.
  • More minerals gained from drinking water from rivers, lakes, and oceans.

#QOL

  • Furnace and Workbench now display recipe requirements in a more readable format.
  • Improved text description for the [Lost Hamper] event in the main quest.
  • Fuel stats are now displayed next to the object's name.

#UI

  • Top info bar has increased width for improved visibility.

#BUGFIX - GAMEPLAY

  • Fixed NPCs selling items they also buy at a premium, which allowed an easy gold exploit.
  • Fixed issue where excessive discounts from an Ally could cause reputation loss and turn them into an enemy.
  • Fixed fog of war from ground level leaking into underground areas in some cases.

[ 2025-06-16 10:02:26 CET ] [Original Post]
HOTFIX7 0.6.51 has been updated

#GAMEPLAY

  • More minerals gained from drinking water from rivers, lakes, and oceans.

#BUGFIX - GAMEPLAY

  • Fixed NPCs selling items that they buy at premium simultaneously, which allowed an easy gold exploit.
  • Fixed issue where receiving excessive discounts from your Ally caused negative reputation, turning them into your enemy.

[ 2025-06-15 22:29:22 CET ] [Original Post]
HOTFIX6 0.6.51 has been updated

#QOL

  • Rotten items display a purple dot indicator.
  • Hovering cursor on shrine coordinates will also show the location on the minimap.

#GAMEPLAY

  • Items that can perish will degrade and lose durability before starting to rot, down to 30% of total durability.

#BALANCE

  • Hunger, Thirst, Fatigue, Starch, Protein, Mineral, and Mood are sated at a better rate in Normal difficulty.
  • Tamed animals and monsters will heal faster while asleep.

#BUGFIX - GAMEPLAY

  • Fixed trading with certain NPCs caused an error.
  • Fixed some animals and monsters (e.g. baby spider) not rendering properly in hand.

#BUGFIX - UI

  • Fixed lists in encyclopedia having incorrect order while scrolling up and down.

#BUGFIX - MULTIPLAYER

  • Fixed audio from buff/debuff sound effects not properly syncing with guest players.

[ 2025-06-15 07:26:34 CET ] [Original Post]
HOTFIX5 0.6.51 has been updated

#QOL

  • You can only choose 'Fight' on enemy NPCs now.
  • Followers will no longer cowardly run away from combat.

#BUGFIX - GAMEPLAY

  • Fixed throwing error when hunting is broken while taming.
  • Fixed items in workbench & forge can disappear after save & load.
  • Fixed manually assigned tasks from individual selection didn't respond with player characters in Automatic mode.

[ 2025-06-14 23:42:53 CET ] [Original Post]
HOTFIX4 0.6.51 has been updated

#GAMEPLAY

  • Dark Grassland, Arid Land now have lower default temperature by -1.
  • Temperature that can catch Frostbite is now -3 instead of -2.
  • Desert has larger temperature gap between daytime and nighttime.
  • Bandages can be used in Combat but leave 30 seconds cooldown instead.

#BUGFIX - MULTIPLAYER

  • Fixed message "PRESS ESC TO GO BACK TO PREVIOUS MENU" showing up in the game as well.
  • Fixed Guest player unable to use item in slot 6~10 from keyboard hotkeys.
  • Fixed Guest player unable to pickup weapon, armor, trinket from slots.
  • Fixed Guest player unable to drop item in its hand.
  • Fixed Guest player unable to place item in hand/craft slot.
  • Fixed Guest player unable to shift click on item in craft slot to transfer to bag after having used the autosort button.

#BALANCE

  • Removed Carrying items causing more hunger, thirst, fatigue and losing the nutrition faster.

#BUGFIX - UI

  • Fixed Shrine displays chunk x,y instead of tile x,y.
  • Fixed stolen items displaying red dot in the wrong position.
  • Fixed cursor misalignment in craft slots.
  • Fixed durability not showing properly in hand slot.

#BUGFIX - GAMEPLAY

  • Fixed throwing error when pathfinding failed without a task.

[ 2025-06-14 22:17:54 CET ] [Original Post]
HOTFIX2 0.6.51 has been updated

#BUGFIX - GAMEPLAY

  • Fixed placing food for repair/enchant in the anvil crashed the game.
  • Fixed animals/monsters drinking water in the background simulation kept throwing error messages in hot summer.

[ 2025-06-14 04:44:16 CET ] [Original Post]
HOTFIX 0.6.51 has been updated

#BUGFIX - GAMEPLAY

  • Fixed monsters spawning in a new game at the spawn area.
  • Fixed unable to equip items onto hand.
  • Fixed bug where right-clicking on Shelves, ArmorStand, or WeaponStand caused error messages.
  • Fixed bug where opening or adding to collection with a person captured in hand worked half-baked; these actions are not intended to work on NPCs/Players.

#BALANCE

  • Bleeding has less chance of dropping blood item.
  • Drinking water or anything that quenches thirst now has a chance to reduce heatstroke stacks.
  • Frostbite and Heatstroke are less deadly now.

[ 2025-06-14 04:10:59 CET ] [Original Post]
Ver 0.6.51 has been updated

Game Description Image

#UI

  • Hotbar UI has been added to the game!

#CONTROLS

  • Controls have been reset to default due to critical changes.
  • Press I to open Inventory.
  • Press TAB key to switch between characters. (Previously ` backtick key)

#BALANCE

  • Stomachache debuff is less deadly now.

[ 2025-06-13 23:15:50 CET ] [Original Post]
HOTFIX 0.6.50 has been updated

#BUGFIX - UI

  • Fixed failing to select next task for objects in same layer when there are multiple objects in a given layer.

[ 2025-06-12 08:17:01 CET ] [Original Post]
Ver 0.6.50 has been updated

#GAMEPLAY

  • Crime Detection: nearby NPCs will notice your misdemeanor (opening barrel, stealing, unlocking chest, destroying objects) with 100% chance if they have line of sight available, 5% when they don't.

#QOL

  • You can keep right-clicking to reach layers beneath. For example if a chicken is standing on top of grass, you can right-click on it to access [cut grass] task and eventually [dig] task for the soil.
  • You can now change color of your Chest within chest window.
  • [Cook your meat] [Watch Nutrition] have been added to Survival tab in HELP page.

#BALANCE

  • Animals, Monsters drop 30% more meat.
  • Stomachache, Norovirus, Tapeworm debuffs are less deadly.

#UI

  • More cell-accurate X,Y numbers are displayed in minimap and trades tab.
  • Shows X,Y cell information while holding down control, alt, shift.

[ 2025-06-12 07:44:15 CET ] [Original Post]
HOTFIX2 0.6.49 has been updated

#BUGFIX - SYSTEM

  • Enabled Flock movement for rally.
  • Fixed bug where autosave interval revert back to 0.
  • Fixed bug game ver didn't refresh.

#BUGFIX - GAMEPLAY

  • Minimum honor point gained from adding to collection is now 50.

[ 2025-06-11 03:49:10 CET ] [Original Post]
HOTFIX 0.6.49 has been updated

#BUGFIX - GAMEPLAY

  • Fixed creating a new game caused error.

[ 2025-06-11 02:02:01 CET ] [Original Post]
Ver 0.6.49 has been updated

#UI

  • Changed icon for [Hunt] task.

#QOL - GAMEPLAY

  • Follow is now first interaction on your tamed animals.

#GAMEPLAY

  • You can now install ladder on a slope to be able to walk over it.
  • You can tame Monsters now !!! Beat them unconscious and tame the monsters.
  • Tamed animals now have narrower roam/wander radius compared to wild ones.
  • You can now use hunting nets multiple times for Taming task.
  • You will gain regular EXP (skill level x 50) from skill levelup as well, an effective non-combat way to gain EXP.
  • Formula to calculate Honor Points gained from adding items, animals, monsters to collection has been changed to not only apply the rarity tier but items' price and levels for animals & monsters.
  • 15 new shrine locations have been added to the game. Now there are total 25 shrines in the game world (West Continent).

#BUGFIX - GAMEPLAY

  • Fixed bug animals, monsters not rendering beneath building plans.

#BUGFIX - UI

  • Fixed crosshair disappear when multiple characters are in same combat.
  • Fixed Achievement Lightbringer's tooltip typo from "Lit 8 shrines" to "Lit 10 shrines".

[ 2025-06-11 00:35:43 CET ] [Original Post]
Hotfix 0.6.48

#BALANCE

  • Increased rate of animal spawn by further 20% in grasslands. Should be able to spot animals wandering around in grassland biomes in a new save file or in old save file when animals spawn newly in coming Summer seasons.

[ 2025-06-09 03:53:51 CET ] [Original Post]
Ver 0.6.48 has been updated

UPDATE TYPE: QOL + Bugfix

#UI

  • Added message notification for when character has gained enough EXP to level up.
  • Added Quick Item Use 6,7,8,9,10 to 'Controls' menu.
  • Fixed returning back to title screen resetting the window size and fullscreen.
  • Fixed autosave intervals not resetting when returning to title screen.
  • Hold Shift in install plan layer works as well as Control.
  • ESCAPE key closes small windows like chest, workbench, etc.
  • Prints notification message when Gem of Powers are used.
  • Nurse task prints message how much you healed the target.
  • In character sheet, hovering over skill names will show description.

#UI - NEW GAME

  • New Character tab in Character Window got UI's improvement.
  • Rerolling skills or traits won't reroll another.
  • Hardcore is default OFF now.
  • Higher Survival Difficulty tiers such as 'Hard', 'Very Hard', 'Extreme', 'Insane' are now locked away until player beats the game at least once.

#QOL - GAMEPLAY

  • Watered crops won't dry from weather effect.
  • You can now consume food&drink from hand.
  • Added 'Rally' command, nearby characters in your party will follow you.
  • Commanding 'Follow' one more time will unfollow you.
  • Those following you will join combat, not just your party member but a mercenary and tamed animals as well.

#BALANCE

  • [Ability: Heal] Nerfed healing amount, changed material required for Level 5 from Dark Slime Dew to Red Slime Dew, and Heal now doesn't always hit critical on Corrupted, Catacombs monsters.
  • Walking depletes 50% less nutrition and inflicts less hunger, thirst, fatigue.
  • Respawn will fully rejuvenate a character's hunger, thirst, fatigue, nutrition, mood.
  • Increased rate of animal spawn by 30%.
  • For every edible item, increased amount of Hunger they reduce.

#MULTIPLAYER

  • Now Guest player can also create a new character!

#GAMEPLAY

  • You can hire Elyrao, Ragngalg, Willbert as mercenary from Adventurer's Guild! They will cost 500 gold per day, and the cost is discounted as your reputation towards Northriding faction improves into next tiers.
  • Added Gunpowder to the game. In next update it is going to be used to make a powder keg, which can be detonated to break walls and cliffs faster.

#BUGFIX - GAMEPLAY

  • Fixed bug where character that isn't a Miner or lacks Mining skill 13 could mine Dragonite/Mana/Corrupted ore nodes.
  • Fixed bug where respawn didn't rejuvenate a character's condition.
  • Fixed bug where soil block didn't drop from digging soil.
  • Fixed bug resting/sleeping on top of chair, bed building plans gave extra buffs.
  • Fixed bug where axe's durability wouldn't drop in use.
  • Fixed bug "Sorting" not working when there are two or more of same items in the bag.
  • Fixed bug clicking an individual task in Task Window didn't work while you are in RPG Mode.
  • Fixed bug heatstroke setting thirst to -1.
  • Fixed bug you can teleport an equipment between characters' equipment slots.
  • Fixed bug NPCs won't attack enemy NPCs or players once reputation level hits 'Enemy'.
  • Fixed bug respawn didn't draw a newly respawned character properly.
  • Fixed bug respawn location get messed up from Follow task.
  • Fixed bug enemies infinitely giving EXP when you nurse it back to health, knock it out again, rinse and repeat.

#BUGFIX - LINUX

  • Fixed bug Debug Mode & Multiplayer crashed Linux version. It's a lazy patchwork and deep down involving a network library issue, will address it again when a completed fix comes along in the future.

[ 2025-06-09 03:24:45 CET ] [Original Post]
Ver 0.6.47 HotFix

**#BUGFIX - MULTIPLAYER**

  • Fixed PLAY button for hosting multiplayer didn't work.

[ 2025-06-05 23:36:57 CET ] [Original Post]
Ver 0.6.47 has been updated

#VERSION

Game Description Image Game Description Image
  • In case this version is unstable, you can rollback to ver 0.6.46 from Steam's Beta tab.

#UI

  • Sorting button for inventory now prioritizes equipments, potions, tools, dishes, food, and drinks.

#BALANCE

  • Breaking ore nodes with a Miner now yields significantly more ores.
  • Environmental simulations (rot, freeze, frostbite, heatstroke, dryness) are now 1025% more likely to occur.
  • Debuffs that deal damage based on HP% now deal less % damage.
  • Dishes containing garlic (e.g., cucumber salad, chicken soup, grilled greens) or ginger (e.g., ginger bake) now grant immunity bonuses.

#GAMEPLAY

  • NPCs and players will now only flee from enemies that are 3 levels or higher. (Previously 1 level.)
  • Opening barrels that belong to an NPC faction will now slightly reduce your reputation with them unless it is already above 3000.
  • Lockpicks are now required to perform Unlock/Lock tasks. They can be bought from certain NPCs or crafted at a workbench.
  • You can no longer receive repair, enchant, or medical services from NPCs if your reputation with their faction is 1500 or lower.
  • Creating a new character now requires far fewer Honor Points.

#BUGFIX - GAMEPLAY

  • Fixed a bug where task priorities did not function correctly.
  • Fixed a bug where NPCs with insufficient gold could not purchase special trade goods, even though gold amount should be ignored for those items.

#BUGFIX - SYSTEM

  • Fixed a bug where crash screen happened from a typo in the exception handler code.

[ 2025-06-05 06:33:45 CET ] [Original Post]
Ver 0.6.46 has been updated

#SETTING & CONTROL

  • Settings and controls have been reset to default due to critical changes.

#UI

  • Hotkeys 1,2,3,4,5 for tasks have been remapped to Y,U,I,O,P.
  • Shift-clicking items now equips or transfers them between windows/slots.
  • SKILL tab moved from bottom-left panel to the character sheet window.

#BALANCE

  • You will only receive damage from heatstroke & frostbite debuffs when the stack is 10 or higher.

[ 2025-06-03 22:18:26 CET ] [Original Post]
Ver 0.6.45 has been updated

#BALANCE

  • Nerfed poison and bleeding debuffs' duration by half, from D20 to D10.
  • More wood gained from chopping down trees.

#GAMEPLAY

  • Guild quests now include Dark Slime and Red Slime.

#BUGFIX - GAMEPLAY

  • Fixed NPCs moving while trading, which caused the trade window to close.

[ 2025-06-03 03:21:13 CET ] [Original Post]
0.6.44 Hotfix Update

  • Fixed stomachache debuff not working properly with an error message

[ 2025-06-02 08:47:05 CET ] [Original Post]
Cross The World is Released !

Game Description Image

Hello everyone !

The game is available for purchase as of now with 20% Launch discount for 2 weeks : )

Please enjoy and if you have any question, leave a post in Steam Discussions

or visit discord at https://discord.com/invite/QY8R6vdjbe to talk to me directly about the game.

Thank you and have a nice adventure !

[ 2025-06-02 07:00:51 CET ] [Original Post]
Ver 0.6.44 has been updated

#BALANCE

  • Spices and Herbs will no longer rot.
  • Decreased the chance for items to rot into compost.
  • Reduced time duration for creating Limestone and Fertilizer in workbench.

#GAMEPLAY

  • Ore nodes now spawn in the Valley and Northern Valley as well.

#BUGFIX - MULTIPLAYER

  • Fixed crosshair not showing up for guest.
  • Fixed task bar not appearing in correct position for guest.

[ 2025-06-01 00:38:15 CET ] [Original Post]
Ver 0.6.43 has been updated

#UI

  • Remembers last opened tab while the game is running.
  • 'Backspace' key to open last window.
  • Crosshair will no longer render when the target is inside a fog of war.
  • Assigning Hunt or Fight task will immediately initiate combat.
  • Left-Control + Left-Click to add task to the queue.

#Balance

  • Status debuffs such as poison, bleeding, diseases are now significantly more deadly.

[ 2025-05-30 09:48:43 CET ] [Original Post]
Ver 0.6.42 has been updated

#Bugfix - Gameplay

  • Fixed bug where using Heal ability to attack corrupted or undead monsters wouldn't initiate combat.
  • Fixed bug where NPCs couldn't find their bed.
    (NOTE: NPCs not sleeping in the bed itself is not a bug they may simply run out of time to return to bed after completing their last background task.)

#Bugfix - Multiplayer

  • Fixed bug where NPCs could not pathfind properly in multiplayer mode.
  • Fixed bug where trees did not turn transparent when the player was behind them.

[ 2025-05-29 18:57:30 CET ] [Original Post]
Ver 0.6.41 has been updated

#Multiplayer

  • Multiplayer guest can now press Space Bar to pause/resume game speed.

#UI

  • Control-left click on weapon, armor, and trinket now swaps equipped items.
  • Control-left clicking on items held in hand now unequip properly.
  • Control-left clicking on tools (ladder, torch, waterskin, etc.) now equips them in hand instead of pushing them to the crafting slot.
  • y,u,i,o,p hotkeys can equip items.

#Bugfix - Gameplay

  • Left-clicking on a tile while holding an item no longer assigns a task unintentionally.

[ 2025-05-28 20:03:21 CET ] [Original Post]
Ver 0.6.39 has been updated

Game Description Image

#Gameplay

  • You can now enchant your equipment with gold from 3 Blacksmiths in the game. Previously, enchanting through an anvil required too many ingots and raw materials, which slowed down progression. This update introduces multiple ways to enchant equipment, encouraging steady progress and giving more motivation to earn gold.
  • Sprinting now requires energy and provides increased movement speed.

#Balance

  • Dash and Backdash now have a longer cooldown, consume less energy, and cover a longer distance.
  • Passive "Escape Instinct" now reduces energy cost for sprinting as well as giving extra speed when HP is below 40%.

[ 2025-05-28 08:37:33 CET ] [Original Post]
Ver 0.6.38 has been updated

Game Description ImageGame Description Image

#Gameplay

  • [WIP] Added TRADE tab to the quest window for sophisticated trading with NPCs in the world. Game now has a trade system to motivate players who are into caravaning/trading over the vast world, building base for growing/gathering items. Certain NPCs in the game will buy certain items at premium price, and the list change every season(14 ingame days)

#UI

  • Added visual effect for Paralyze debuff.

[ 2025-05-27 17:14:20 CET ] [Original Post]
Ver 0.6.37 has been updated

#Optimization

  • Chunk loading during fog of war calculation has been massively optimized.

[ 2025-05-25 21:58:47 CET ] [Original Post]
Ver 0.6.36 has been updated

#Gameplay

  • Added Tier 2 and 3 armors, along with forge recipes for Special-type equipment.

#Balance

  • NPCs now carry more money for trading.
  • Cooked dishes now sell for more money.
  • Fish and fish meat now sell for more money.
  • Fishing rods now have higher durability.

#Optimization

  • Animals, monsters, and NPCs in the background now move more efficiently.

[ 2025-05-25 12:09:18 CET ] [Original Post]
Ver 0.6.35 has been updated

#Gameplay

  • Sleeping on the ground now gives Refreshed stack up to 50.

#Bug Fix - Gameplay

  • Fixed bug where available tasks sometimes never showed up.
  • Fixed bug where flying entities weren't actually flying.

#Bug Fix - Multiplayer

  • Fixed bug where Control + Left-clicking on items in the crafting slot didn't work.

#Balance

  • Nerfed Ghost's move speed from 3.5 to 1.0, and attack range from 8 to 4 cells.
  • Removed speed boost from flying monsters during combat.
  • Bookshelves can now be built without research.

[ 2025-05-24 13:37:58 CET ] [Original Post]
Ver 0.6.34 has been updated

#UI

  • Left-clicking on an existing task will now resume the task.
  • Right-clicking on an existing task will now remove the task.

[ 2025-05-23 22:14:52 CET ] [Original Post]
Ver 0.6.33 has been updated

Ver 0.6.33 has been updated

#Optimization

  • Chunk-grouping introduced to reduce stress on memory (GC) management by approximately 40%.
    You can change the grouping size by modifying the value of $separator_n in calc.rb.
    The default is 4 increasing this value will further reduce GC stress but increase execution workload during chunk loading at runtime.
    Note: the value must be a divisor of 199,836.

[ 2025-05-22 02:04:37 CET ] [Original Post]
Ver 0.6.32 has been updated

Ver 0.6.32 has been updated

#Gameplay

  • Watering plants now takes less time.
  • Fertilizing plants now takes less time.

#Optimization

  • Reduced stress on memory (GC) management.

[ 2025-05-21 07:33:37 CET ] [Original Post]
Ver 0.6.31 has been updated

Ver 0.6.31 has been updated

#UI

  • Habitat information has been added to animals and monsters in the in-game Encyclopedia.
  • New icons for the AFK button.

#Gameplay

  • Added 3 swords with the Divine type.

#Balance

  • Building a bridge now requires far less wood, reduced from 27 to 5.
  • Building a sleeping bag and bed now requires fewer fabric materials.

[ 2025-05-20 23:19:43 CET ] [Original Post]
Ver 0.6.30 has been updated

Ver 0.6.30 has been updated

#UI

  • HELP page has been completed. Access it by clicking the ? button or typing /help in the chat.

#Bug Fix - Gameplay

  • Fixed bug where NPCs could enter combat while sleeping.
  • Fixed bug where Priest's Ultimate Ability [Holy Shield] didn't work.
  • Fixed bug where Elixir didn't disappear upon usage.

#GAMEPLAY

  • Monsters now wake up from players walking nearby.
  • Bees get higher chance to spawn.

[ 2025-05-19 15:06:55 CET ] [Original Post]
Ver 0.6.29 has been updated

Ver 0.6.29 has been updated

#UI

  • Active abilities now show their hotkey over the icon.

#Bug Fix - Gameplay

  • Fixed bug where sleeping NPCs could detect nearby enemies and enter combat.
  • Fixed bug where slopes rendered as a ? icon.
  • Fixed bug where ruins_partition_wall didn't have Deconstruct & Rebuild task interactions.

[ 2025-05-17 13:33:03 CET ] [Original Post]
Ver 0.6.28 has been updated

Ver 0.6.28 has been updated

#UI

  • Buff/Debuff will display stack number only.

#Gameplay

  • Mount speed is now a fixed value.
  • Swimming speed is fixed at 0.5.

#Bug Fix - Gameplay

  • Fixed bug where reduce_speed debuffs could stack enough to set speed to 0, making a character unable to move.
  • MoveSpeed can no longer go below 0.5.

[ 2025-05-15 04:02:00 CET ] [Original Post]
Ver 0.6.27 has been updated

Ver 0.6.27 has been updated

#Gameplay

  • Added Tier-3 Special type weapon "Bonk Hammer".

#Bug Fix - Gameplay

  • Fixed bug where paralyzed enemies could not die until the paralyze effect wore off, resulting in infinite EXP farming.

#Bug Fix - Multiplayer

  • Fixed bug where opening the trade window as a guest could close the host's active trade window.

[ 2025-05-13 07:23:23 CET ] [Original Post]
Ver 0.6.26 has been updated

Ver 0.6.26 has been updated

#UI

  • Hovering cursor on food in the bag now displays not only the current nutrition state of a character, but also the values gained from the food.
  • Added ending credit roll for when you beat the game.

#Gameplay

  • Added items: better bandage, best bandage, and holy wine to the game, purchasable from appropriate NPCs.
  • You can now craft a regular bandage directly in the bag instead of using a workbench.
  • Price for fish and cooked dishes increased by 7x.

#Bug Fix - Gameplay

  • Fixed bug where dialogue options with unmet conditions didn't render in red color.
  • Fixed bug where fishing chance didn't apply properly, making fishing much harder than intended.
  • Fixed bug where negative hunger and thirst effects on consumables didn't apply correctly.

[ 2025-05-12 06:38:01 CET ] [Original Post]
Ver 0.6.25 has been updated

Ver 0.6.25 has been updated

#UI

  • Multiplayer guest can now change fog-of-war frequency in the settings menu as well.
  • Setting changes made by a multiplayer guest are now automatically saved.

#Gameplay

  • Using the Taunt ability now jump-starts combat immediately.

#Bug Fix - Gameplay

  • Fixed bug where holding a torch didn't thaw items in the bag even in cold weather.
  • Fixed bug where canceling an action also removed ability cooldowns.
  • Fixed bug where raindrops pouring onto a river ruined its structural integrity.
  • Fixed bug where "Cancel task" didn't show up for the CONSUME task.

#Bug Fix - Multiplayer

  • Fixed bug where "Cancel task" didn't show up for rest and sleep on the guest client.
  • Fixed bug where dash and backdash abilities didn't work properly while moving with WASD keys.

#Optimization

  • Loading existing games is now 10x faster due to the removal of redundant code in the loading sequence.

#Balance

  • Cigarette now grants a much stronger REFRESHED buff when used.
  • Potion of Attack now requires animal meat to brew.

[ 2025-05-11 12:56:38 CET ] [Original Post]
Ver 0.6.24 has been updated

Ver 0.6.24 has been updated

#BUG FIX

  • Fixed bug where task suggested for enemy on mouse cursor was often incorrect if you move the cursor fast enough.

#UI

  • Now show level next to the name on entities while hovering cursor on them

#Balance

  • Green Slime, Red Slime can now inflict status debuffs of being poisoned, bleeding upon attack.

[ 2025-05-08 10:33:16 CET ] [Original Post]
Ver 0.6.23 has been updated

Ver 0.6.23 has been updated.

#BUG FIX

  • fixed bug where entities in different z-level can be visible.
  • fixed bug where building plan became invisible beneath lighting layer.
  • fixed bug where sound effect from lava damage didn't play in the multiplayer.

#UI

  • Hovering mouse over object in Manual Mode now shows name of the object at the bottom-right panel.

#Balance

  • Fuel burns faster on torch held

[ 2025-05-08 01:12:59 CET ] [Original Post]
Cross The World is coming to Steam !

Game Description Image


Hello !!! steamhappy

We are really glad to see you on Steam !

The game's going to be released within June.

Yes it's very soon, if you're interested in playtesting or more information about the game in general,

please visit our official discord at discord.gg/QY8R6vdjbe thank you !

[ 2025-05-07 23:47:49 CET ] [Original Post]

Minimum Setup

  • OS: 64 bit
  • Processor: Intel Core i5-2400/AMD FX-8320Memory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: 1GB VRAM: Intel HD 3000 GPU / AMD HD 5450 / Nvidia 9400 GT
  • Storage: 500 MB available space
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