Changelog

Every update to Islands, newest first. Click an update to unfold it; deep links lead into the Player Handbook for the full details.

Latest The Forge Update

Forge your gear to +9

  • Weapons, armor and shoes now upgrade up to +9 (rings and the Diamond Pickaxe stay at +6). The stat multiplier keeps climbing: x10.5 at +7, x12 at +8 and x13.5 at +9, with success chances of 20% / 15% / 10% - the $Islands forge boost and protect burns work all the way up.
  • Gold and wood costs are down across the board (30% cheaper on early levels, up to 60% on the top end), because every forge now also consumes the new upgrade materials. Full cost table in Equipment & the Blacksmith.

50 new upgrade materials

  • Normal enemies in the overworld, the starter isles, raids and extraction runs now drop 50 different materials in three families: Ores & Metals for weapons, Hides & Plates for armor and Cloths & Soles for shoes - from Common (2% per kill) up to Mythic (0.12% per kill), and the Fortune rune boosts every roll.
  • The Blacksmith Combine tab has a new Materials toggle: fuse 5 materials of the same family and rarity into 1 of the next rarity - it always succeeds for a small gold fee.
  • Materials are fully tradeable: the marketplace has a new Materials category with family and rarity filters in both Buy and Sell.

Durability and the new Repair tab

  • Worn weapons, armor and shoes now wear down over days (only while equipped - backpack and market listings never age). At 0% the item is Broken and grants no stats or rune effects, but it is never lost. Higher rarity and higher upgrade levels last longer: a Mythic +9 runs 9.5 days on a full bar.
  • The new Repair tab at the Blacksmith refills durability by shredding materials or spare gear of the same rarity (or higher): each material restores 20%, each sacrificed gear piece 50% - a full repair is 5 materials, 2 gear pieces or a mix. All values in Durability & Repair.

Mira the Alchemist: brew with your materials

  • A new NPC on the main island next to the Seer: Mira turns your upgrade materials into 19 new consumables. Every recipe consumes materials plus a gold and meat fee, and everything she brews is tradeable on the player market.
  • Infusions refine the Merchant combat potions in two steps, up to +45% damage (Titan Draught), 50% less damage taken (Aegis Brew) and +35% move speed (Zephyr Tonic), plus the Field Ration that fully heals you, your guardians and your pet.
  • Tools and charms: the Whetstone Kit (+25% gather damage), Field and Master Repair Kits (repair anywhere - also usable straight from the Blacksmith's Repair tab), the Prospector's Idol (+5% drop chances), the War Banner (+25% damage and 25% less damage taken) and the Emberheart Charm (+10% lifesteal).
  • Six Mythic brews, one per Mythic material, each 10 minutes: among them the Phoenix Tincture with a Death Ward that catches your next killing blow and leaves you at 30% HP (works in raids and Extraction Runs too), Voidforged Wrath (+50% damage and lifesteal), Tidewalker Oil (+50% boat speed) and the pet-boosting Spirit Feast. Full recipe list in Mira the Alchemist.

Your buffs, visible everywhere

  • Active potions and brews show over your health bar with their real strength and remaining time, and the Effects tab in the Hero panel lists every running buff in one place.
  • Every damage-changing effect is reflected in your hit numbers - what you see is what you deal.

Mythic Exchange at the Seer

  • Trade 2 Mythic gear pieces (weapons, armor or shoes, any upgrade level) for 1 random Mythic material - repeatable every 3 hours from level 25, and each trade pays 250 XP.

The Abyssal Trials: a hardcore raid for veterans

  • A third trial at Warmaster Bram for level 50+: entry 2 War Sigils (no cooldown), 1 to 3 players, a hard 45 minute limit with a live countdown in the War Ledger. No respawns: the fallen stay down until the warband clears the current map (a disconnect does not clear death - rejoining brings you back dead), and a full wipe resets the whole map while the clock keeps ticking.
  • Crueler enemies: everything has 2x health and hits for 1.5x damage. Bosses pile another +50% health and +50% damage on top, and the Extraction creatures that roam the Abyss (Ninja, Hunter, Necromancer, Cleric, Crypt Creature, Dark Mage) hit 35% harder than they do in Extraction Runs.
  • Four maps in pitch-dark waters: on Abyss I to III you fight island to island along a chain from your landing spot to the exit (I: Bear and Minotaur, II: Dark Knight and Bear, III: Minotaur and Troll). The finale Abyss IV is an archipelago where Troll, Kraken and Arcane Horror await at once.
  • Abyss rates: trash drops double meat and rolls a 0.15% Mythic gear chance per kill; all XP is +10%. Bosses pay 2.2x XP, roll shards and materials at 1.5x the usual odds and the Tier 4 pet egg at 0.0075%. Clearing all four maps pays 200 gold, a guaranteed Epic gear piece (15% Mythic), 3 Epic materials (15% chance one is Mythic) and 660 XP. Full rules in The Abyssal Trials.
  • Bosses everywhere now drop upgrade materials: overworld world bosses and raid bosses roll a 10% Epic material and 2% Mythic material chance per qualifying player (1.5x in the Abyss).

Renown now lowers your marketplace fee

  • Every 3 renown levels move you one fee tier lower on the holder table, on top of your $Islands tier: with renown 3 you pay at least one tier less, and with renown 12 you reach the 5% floor even without holdings. The combined discount never goes below 5%, and like the holder tier it is locked in when you create a listing. The Sell tab now shows a fee line with your current rate and how much of it comes from holdings and renown. Details in Player market.

Rarity-colored drop banners

  • The drop banner above your head now matches what you found: gray for Common, light blue for Rare, purple for Epic and orange for Mythic - for gear and material drops alike. A Mythic find is unmissable.

Quality of life

  • Rarity gem filters (the same buttons your gear grid uses) for materials in the market Buy and Sell tabs and in the backpack, plus a search box in the Sell tab.
  • The backpack is organized into sections (potions and consumables, tools and special items, upgrade materials, runes), and every item now shows the same hover card as your equipment - at Mira, in the backpack and on the marketplace, with long-press on phones.

Fixes

  • The forge charged diamonds twice on upgrades that cost diamonds (weapon, armor and shoes +4 and up, and pickaxe upgrades) since June 30. Fixed - you now pay exactly the listed price.
  • Recently placed builds were invisible to the server: anything built after July 19 could show gold nodes that refused to mine and teleporter pads that did not work. The world loader now covers the whole map again.
The Masteries Update

Two new permanent masteries at the Seer

  • The Lumberjack (level 5): fell 50 trees and the Seer awakens a permanent Lumberjack mastery in you, worth +0.5% chop damage per level up to +50% at level 100. Level it in the Hero panel under Effects by offering wood (50 times the current level, about 250,000 wood for the full climb), which is burned.
  • The Prospector (level 10): fully mine 25 gold or diamond nodes for a permanent Prospector mastery, worth +0.2% mining damage per level up to +20% at level 100. Leveling costs gold (10 times the current level, about 50,000 total), and from level 50 also diamonds (190 total). Both masteries stack with the Diamond Pickaxe and island buffs, your hit numbers show the boosted damage, and everyone can see your mastery levels in your player profile. Details in Owning land & harvesting.
  • Mastery perks every 10 levels: Double Trouble (10/40/70) gives a 5/10/15% chance for double yield, Harvest Haste (20/50/80) makes harvest swings 10/15/20% faster, Keen Edge (30/60/90) adds a 10/15/20% chance for double node damage, and at level 100 Motherlode turns double yield procs into triple yield.

Tougher nodes, cleaner drops

  • Nodes have more health: trees now take 16 hits (up from 8), gold nodes 248 (up from 225) and diamond nodes 550 (up from 500) - everywhere, including Trials and Extraction Runs. Level your masteries to chop and mine faster than ever.
  • Mining drops only the resource: gold and diamond nodes no longer roll gear or runes when depleted - you get the gold or the diamond, nothing else. Trees are unchanged (2 to 5 wood).

Marketplace fees now scale with your $Islands holdings

  • Hold more, keep more: the flat 5% marketplace sales fee is now a holder tier. Sellers below 50,000 $Islands pay 30%, and the fee drops with your holdings: 25% at 50,000, 20% at 250,000, 12% at 1,000,000 and 5% at 5,000,000. Buyers always pay exactly the listed price. Full table in Player market.
  • Locked in when you list: your fee rate is snapshotted at the moment you create a listing, based on your holdings at that time. The Sell tab always shows your current rate and exactly how much you will receive. Listings created before this update keep the old flat 5% until they expire.

Referral leaderboards

  • Two new boards under Social: Referrals ranks who recruited the most players (Daily and Weekly count fresh sign-ups in that window) and Referral Earnings ranks the USDC commissions paid out through the referral program. Display-only, no weekly prizes.

Fixes

  • World bosses fight back: the Minotaur, Bear and Arcane Horror (and their escorts) now retaliate against whoever hits them - including ranged skill casts and attacks from behind trees. Escort minions also had their health rebalanced to stay in proportion to their boss.
The Teleporter Update

New building: the Teleporter

  • Build your own travel hub: place a Teleporter on your island for 250 diamonds + 25,000 gold (one per island group) and it joins the world wide teleporter network as a destination for everyone. Details in The Teleporter.
  • Walk on, travel out: step onto any teleporter pad - yours or a stranger's - and the travel interface opens. Pick Goldcrest Isle or any island group with a teleporter and you are there. Each trip costs 25 gold, paid to the destination island owner (your own island is free; Goldcrest also costs 25 gold), with a 30 second cooldown; the usual combat rules apply (no teleporting while defeated, in a duel, right after a hit, or from raids, Extraction Runs and boat races).
  • Goldcrest is always connected: a permanent teleporter stands near the Goldcrest Isle spawn, so the main island is always one hop away. Starter area heroes (level 0 to 14) cannot use teleporters - the network lives in the Overworld.

New item: the Teleport Scroll

  • Teleport Scroll: every enemy kill in the open world and on the Starter Isles now has a 0.45% chance to drop a Teleport Scroll. Use it from your backpack or a hotbar slot (with a confirm prompt) to return straight to Goldcrest Isle - it will not fire while you are in combat, dead or inside a raid, Extraction Run or boat race, and it is only consumed when the teleport happens. Scrolls trade on the player market. Details in Drop rates.

Marketplace: selling is open for everyone

  • The Market License is gone: selling on the player market no longer requires a license. Every hero from level 10 can list items (this was level 15 with a paid license before).
  • Starter sellers get 1 slot for 1 hour: without $Islands holdings you start with 1 listing slot and a 1 hour listing time. All holder tiers from 50,000 $Islands up are unchanged, with up to 25 slots and 48 hour listings.
  • Thank you, license owners: if your wallet ever held a Market License, claim 5 permanent bonus slots once at the Marketplace. The bonus stacks on top of every holder tier.
  • Wager boat races now ask for level 10 instead of a Market License.

Starter Isles balance

  • Calmer Starter Isles: the Starter Isles now spawn about 30% fewer enemies, and packs roam more calmly - they hop to neighboring islands much less often and never jump around while you are watching.

Fixes

  • Solo raid rejoin after a disconnect: if your connection drops during a raid, the run now stays open for 15 minutes so you can rejoin at Warmaster Bram, even when you were running it solo. Leaving on purpose still closes an empty run after 3 minutes.
  • Hit numbers now match your real damage: the floating damage numbers no longer drop the $Islands holder bonus on your pet after a kill. What you see is what the server deals.
  • Holding the attack key is full speed again: swings that hit nothing no longer eat your attack cooldown, so holding Space against a moving enemy now lands hits as fast as clicking or the click-lock - in the open world, raids and Extraction Runs. The swing sound of the held attack also follows your real attack speed now.
The Crazy Skins Rotation

12 brand new gacha skins

  • The skin pool rotated: the Blacksmith gacha skin drop now holds 12 completely new skins, replacing the previous six. Odds are unchanged, and every skin is tradable on the player market as always.
  • 6 new hats (+30 Strength): Centurion Warhelm, Valkyrie Helm, Black Cavalier, Rogue Bandana, Sapphire Crown and the Hounskull Helm.
  • 6 new character makeovers (+30 Vitality): Frost Wolf, Obsidian Drake, War Boar, Cave Troll, Lucky Rabbit and the Fallen Seraph.
  • Retired skins never return: Golden Crown, Demon Horns, Viking Helm, Cursed Skeleton, Vampire Lord and Feathered Seraph no longer drop anywhere. If you own one, it just became a collector's item; the only way to get one now is the player market. Details in Equipment & the Blacksmith.
The Starter Isles Update

New: the Starter Isles

  • A protected home for new players: heroes below level 15 now start on the Starter Isles, the main island surrounded by its own named islands (level 1 right around spawn, up to level 10 on the two outermost). Enemy packs roam, patrol and hop between islands exactly like in the open world. Reach level 15 and you move to the Overworld for good. Details in the Starter area section.
  • Pick your starter gear: on your very first spawn you choose one common weapon, armor and pair of boots, equipped right away. Each piece carries a +30 starter bonus to its stat (STR, VIT, AGI) for 3 days. Hover any gear piece to see the bonus and the time left.
  • Travel at Warmaster Bram: below level 15 you can visit the Overworld any time (careful, it is really hard out there) and return. Level 15 and above can visit the Starter Isles to look around, but cannot fight or gather there. Traveling no longer asks you to press Continue again - the game drops you straight back in. Trips between the two worlds have a 15 second cooldown.
  • Enemies defend themselves at spawn: enemy packs still leave the area around the spawn alone, but if you attack one, the whole pack now fights back - even inside the protected spawn area.
  • One shared economy: everything you gather on the Starter Isles comes from real Overworld nodes. Gold, trees and fishing spots mirror real nodes, so island owners still earn their share.
  • Raid and Extraction gold is node backed: your rewards stay exactly the same, but every gold coin paid out now drains real Overworld gold node reserves. Island owners get those reserves paid out as it happens, so instance gold no longer appears out of thin air.
  • Damage numbers on you: every hit you take now shows as a red number above your hero, everywhere in the game. Turn it off under Settings if you prefer it clean.
  • The tutorial got a glow up: the guide bar now pulses gold and the welcome step dims the world, so new players actually spot it.

Agility grants attack speed

  • Agility now grants attack speed: every point of your total Agility (stat points, gear, pet, skins, holder bonus, Renown, island buffs, quest rewards) adds +0.05% attack speed, capped at +50% at 1,000 total Agility. The base swing rate of one hit every 0.4 seconds drops to roughly 0.27 seconds fully maxed, and your hero visibly swings faster to match. Details in Levels & stats.
  • It works everywhere: the open world, the Starter Isles, raids, Extraction Runs and player duels, and it also speeds up chopping trees and mining nodes.
  • See your bonus: the hero panel lists your current value under special stats as "Attack Speed".

Skill Tomes: Burn Up

  • Level a tome with other skills: the Skill Tomes manager gets a Burn up action. Select any other skill tomes you own (not equipped) and burn them into the target tome: each source level costs 2,000 $Islands and 90% of the burned levels arrive (rounded down). Source tomes are destroyed for good. Two tomes of the same skill still merge free of charge with Absorb. Details in Skill Tomes.

Map & navigation

  • Travel by map: click or tap anywhere on the minimap or the large map and your hero walks (or sails) there, automatically pathing around cliffs and buildings across the whole world. This also fixes the phone map: tapping a spot now actually takes you there instead of only moving the camera.
  • Live travel readout: while you travel, the map itself shows where you are (You: x · y) and where you are heading (Walking to 245 · 117), plus a pulsing marker and a dashed route. The map stays open on the phone so you can watch your dot walk; the readout disappears on its own when you arrive or take over manually.
  • Boss colors: every world boss now has its own marker color on the map - Bear amber, Minotaur red, Arcane Horror purple, Kraken teal, Black Bull black. On the large map every marker shows the creature icon itself inside its colored ring, and hovering a marker shows the boss name.
  • Coordinates: hovering the map with the mouse shows a crosshair with the tile coordinates under the cursor, and a right-click peeks the camera at a spot without moving your hero. Full details in The world map.
  • Inventory sorting: every gear grid (Inventory, Blacksmith, selling on the market) gets a Sort button next to the rarity filters - switch between best gear first (the default) and newest drops first.

Chat

  • Extraction group chat: players inside an Extraction Run get their own Extraction tab in the chat window - the same ephemeral group chat the raid tab offers, visible only to your run.
  • Renown stars everywhere: every chat line now shows the sender's renown star in every tab, including whispers and private message threads. Hover the star to see the player's renown title and level.
  • Consistent staff icons: the admin badge and the moderator shield now show next to names in every chat tab - public, mod, raid, Extraction and whispers.
  • Message age: every chat message and whisper shows how old it is (3s, 2m, 1h), ticking live while the chat is open.
  • Group chat blocking: blocking a player now also hides their raid and Extraction chat lines, and you can block straight from a group chat message.

Friends

  • Friends list refresh: online friends sort first, each friend shows their renown star and level, and online friends show what they are up to right now - On the Islands, Early Isles, In Raid or In Extraction.
  • Last seen: offline friends show when they were last online (last seen 2h ago) instead of just a grey dot.
The PvP Duel Update

Duels 2.0

  • Skills work in duels: all seven skill tomes now hit your opponent - zones, damage over time, chill and the nova pull included. Duels are finally fought with your full kit, not just auto attacks.
  • No healing: potions, guardian camp heals, pet heals and lifesteal are all disabled while you fight. Buff potions you drank before the duel keep running. Win by outplaying, not by out-drinking.
  • Guardians sit out, pets are optional: your guardians never interfere in a duel. Whether pets are allowed is the challenger's choice - the toggle sits on the challenge, and the invite shows the rule before you accept.
  • Faster, smoother fights: duels run on their own high-speed update rate, so movement, hits and skill effects feel instant.
  • Live damage meter and fight summary: a duel HUD tracks both fighters' damage in real time, and every duel ends with a full summary - winner, skills used, crits, biggest hit and damage taken - whether it ends in a KO, a draw or a forfeit. Details in Player duels.

Ring balance

  • Twin Surge scales now: it cuts 25% of the remaining cooldown instead of a flat 3 seconds, so it can no longer zero out cooldowns when stacked with heavy cooldown reduction.
  • Chain Reaction up: the full-reset chance on a skill kill rises from 20% to 30%.
  • Momentum pacing: Momentum gets its own internal cooldown of 1.25 seconds (Chain Reaction and Second Wind keep their 1 second). Full ring details in Equipment & the Blacksmith.

New player protection

  • Enemies hit rookies much softer: all enemy damage against low-level heroes is now reduced in two stages - 90% less at level 1, easing to 70% less at level 9, then fading to 0% at level 15. This applies to every enemy hit, including raids and Extraction Runs; player duels are not affected. Details in Levels & stats.
The Referral Update

New: Referral program

  • Every player now has a personal referral link: open the Hero panel and hit the new Referral button. Share it: when a new player first connects their wallet through your link, they are bound to you permanently. Joined without a link? You can still enter a code in the Referral panel within 7 days.
  • You earn 10% of every island purchase and fillup your referrals ever make, and 1% of every USDC marketplace purchase (carved out of the platform fee; sellers still get their full 95%). Buyers always pay the normal price.
  • Commissions are paid instantly to your wallet in USDC, inside the buyer's own transaction. No claiming, no waiting. The Referral panel lists every referred player and every single commission with source and date.
  • Your link becomes active once you own at least 1 island. Full details under Referral program.
Spawn & Return Fixes

Fixes

  • No more surprise trips to the main island: a connection drop during a Raid or Extraction Run no longer sends you to the main world spawn - you log back in at the spot where you entered the run. The main-spawn return only applies when a run actually ends (finish, leave, death or timeout).
  • Dying in open water respawns you nearby: if you die far from any island (sharks, the Kraken, a boss knockback into the sea), the respawn now picks the nearest island instead of teleporting you across the map to the world center.
  • Logging out on the water is safe now: if your last position was on the sea (boat trips, fishing), the next login places you on the nearest shore instead of resetting you to the main world spawn.
Market & QoL Update

Marketplace

  • Whisper a seller straight from the market: the seller name on every listing is now clickable and opens a private message thread - ask about the item before you buy.
  • Skin preview in listings: tap the icon of any skin listing (hats, outfits, auras, boat skins) to see it full size - the same big preview as the Blacksmith gacha pool.

Fixes

  • Raid loot tiers are honest again: the raid-only path to T4 loot (50% map clear + 10% boss damage) counted every enemy you merely tagged, so nearly everyone was lifted to T4. Clear credit is now proportional - every killed enemy is worth one point, split by the damage share each fighter dealt to it. Kill the map 80/20 and your clear scores are 80% and 20%, exactly as it should be.
  • World boss loot requires being in the overworld: players inside a Raid or Extraction Run when a world boss dies no longer receive its loot (boss XP is unaffected) - dipping out of a raid to tag world bosses and hopping back in no longer pays.
  • Building works right after a run again: returning from a Raid or Extraction Run no longer blocks building on your own island (the false "You can only build on your own land" message until a page refresh is gone).
  • Predictable return point: finishing or leaving a Raid or Extraction Run brings you back to the main world spawn instead of the spot where you started the run (connection drops are exempt - see the Spawn & Return Fixes above).
The Extraction Update

New game mode: Extraction Run

  • A brand new risk-it-all group mode: talk to Warmaster Bram and open the Extraction Run lobby - with the same tools as the raids: create a named group, join an open one, or Quick Join the ready-check queue. Entry costs 100 gold; 3 to 25 players drop together onto a freshly generated island archipelago that nobody has ever seen before.
  • Everything you loot inside sits in a temporary run bag - enemies drop the real overworld loot (meat, gold, gear, runes, manuals; bosses roll the full boss table). To keep it, stand at the entry (marked by a golden beam and a HUD arrow) and channel the Extract for 4 seconds - getting hit or stepping away cancels it. Death is final: you drop your unbanked loot right where you fell, as a glowing marker anyone in the run can grab, and you are out of the run.
  • Endless enemy waves escalate every 2.5 minutes (+15% health and damage per wave, more enemies each time), and every 3rd wave is a boss wave with 2 to 4 bosses at once, spread across the whole archipelago instead of piling onto one island - with the War Ledger tracking everyone's damage. The run ends after 45 minutes; whoever is still inside loses what they did not extract. 45 minute cooldown per player.
  • Back from the dead: within 1 minute of dying you can burn 15,000 $Islands to revive on a safe spot inside the run. While the window counts down your unbanked loot stays on hold - nothing drops and nobody can grab it. Revive as often as you can pay; let the timer run out and the loot falls where you died.
  • Every archipelago is generated with themed islands - little towns, farms, fisher villages, beaches, jungles, ruins and camps - populated by eight new creatures and two new bosses (the Dark Knight and the Arcane Horror) exclusive to the mode. Full guide under Extraction Run.
  • Every run ends with a full summary - drops, kills, damage share and the XP you earned; boss health bars show your own damage live. Fellow run members now show their real level and renown star instead of Level 1.

New world boss: the Arcane Horror

  • The Extraction Run's spellcaster now also stalks the overworld as a full world boss: fast void orbs from range, an arcane nova that knocks everyone back, a life drain that damages every player around him and heals him, and a comet barrage raining down with no warning markers.
  • He arrives with 2 Dark Mage minibosses - ranged casters whose void orbs hit for triple regular damage - and calls reinforcements every 5% of his health. Details under Bosses.

New: Rings - a fourth gear slot

  • Rings now drop alongside weapons, armor and shoes - at half their chance (drops, gacha and combine results alike). Six bases, all four rarities.
  • Rings are caster gear: no STR/AGI/VIT. Instead they roll skill buffs in a min-max range per rarity - cooldown reduction up to 10-14%, skill power up to +13-15% and spell leech (heal on skill hits) from Epic up. Full table in Equipment.
  • Every ring unlocks a second skill slot: equip and cast two different skill tomes at once, each with its own button and its own hotkey (defaults Q and E, rebindable). The two skills share a 1 second cast lock and can never be two copies of the same tome.
  • Rings forge to +6 at the Blacksmith (same costs and shatter risk as gear) with a gentle scaling: a perfect Mythic tops out at 25% skill power at +6. They accept at most 2 runes.
  • Every Mythic ring carries one of nine unique powers: Echo Cast, Twin Surge, Casting Rush, War Chant, Executioner, Keen Edge, Momentum, Chain Reaction or Second Wind - on-kill powers roll at most once per second. Details in Equipment.
  • New Seer quest "Circle of Power" (level 20+, repeatable every 10 levels): sacrifice 10 rings + 35 runes - you pick which ones in an inventory picker - and learn a skill tome of your choice.

New: 14 quests

  • Six Extraction Run quests at the Seer (from level 20): extract once, extract three times, hold out to wave 8, extract carrying 500+ gold, extract deathless, and slay the run boss - rewards range from Tattered Manuals and Scholar's Brews to a War Sigil, a free forge spin and Epic gear.
  • Two new dailies: War Path (level 15+: 100 kills + 1 world boss for 1 War Sigil every day) and Night School (level 10+: trees, nodes and fish for EXP brews and a Tattered Manual).
  • Six one-shot quests: Slayer's Vow (300 kills), Sole Searcher (deliver 30 Old Shoes), Beach Brawler (win 3 duels), Egg Flip (hatch 2 pets), Landlord (place 5 Island Pack pieces) and High Roller (3 gacha spins below Epic). Full list in The Seer & quests.

New: Island Pack - grounds, palms and beach decor

  • Five new paintable grounds: Shell Sand, Coral, Jungle Floor, Dark Sand and Bamboo Deck. All auto-tile like the existing surfaces and are free to paint.
  • Six new animated trees: Palm, Wide Palm, Twin Palm, Banana Tree, Mangrove and Vine Tree. They sway in the wind and work exactly like the classic trees - 25 wood to place, choppable for wood, and they regrow.
  • Six animated beach decorations, all free to place: Beach Umbrella, Tiki Torch, Hammock, Surfboard Rack, Sandcastle and Tiki Statue. See the gallery.

New: War Ledger (raid tracker)

  • Enter a trial and the War Ledger appears: the current map's clear progress, kills per member with their share, and per boss a damage meter - damage, percentage share and a live loot tier chip (T1-T4) in the rarity colors showing the reward tier you would earn right now (including the raid-clear path to T4). Shares are shown with one decimal, always rounded down - what you see never overstates your share.
  • Slain bosses keep their final numbers until the next map. Drag it by its title, resize it by its corner, collapse it to a pill - it updates every 2 seconds.
  • Damage shares are measured against the boss's max health - the same basis as the health bar - so a lone early hit no longer reads as 100%. While a boss still lives the loot tier chip stays conservative and settles on your real reward tier the moment it dies.
  • The ledger follows you into the overworld: hit any world boss and a live damage board opens on its own, showing every attacker's damage, share and loot tier as the fight unfolds.

New: Leaderboards & stats

  • Three new leaderboard categories: Extractions, Items Extracted and Raids Cleared - all-time, weekly and daily like the rest.
  • A Tokens Burned leaderboard joins them: every $Islands burn (forge boosts, gacha, extraction revives and more) counts toward your total.
  • My Stats now tracks your kills of the new Extraction creatures, with their portraits.
  • My economy: your own profile (My Stats) gets a personal analytics section - gold, wood, meat and diamonds earned vs spent with the net total, plus your market sales and buys with the USDC volume. Only you can see it; tracking starts with this update.
  • Special stats in the hero panel: the Stats tab lists your summed rune affixes (Sharpness, Slayer, Fortune, Leeching, Bulwark, Speed, Mining, Insight) and your ring's Spell Leech, Skill Power and Cooldown Reduction.

New: Weekly leaderboard prizes

  • The top 3 of thirteen Weekly boards now earn automatic prizes shortly after the Monday reset: Enemies Slain, Bosses Slain, Raids Cleared, Extractions, Total XP, Diamonds Mined, Gold Farmed, Fish Caught and Duel Wins, plus four boards that reward spending - Tokens Burned, Highest Forge, Forge Upgrades and Items Salvaged. Prizes land directly in your inventory, even while you are offline.
  • Free Forge Spins on every rewarded rank: 3 for 1st, 2 for 2nd, 1 for 3rd - on every board. Tokens Burned is the spin board: its winner takes a Skin Spin plus a doubled set of free spins (6/4/2).
  • The full weekly pot: about 4,900 gold, 190 diamonds, 9 Void Shards, 8 Skill Books, 84 Free Forge Spins, 7 Skin Spins, 2 Fish Manuals and a Tier 3 pet egg. Exact bundles per board in the rewards table.
  • The Weekly tab shows every board's prizes as gold, silver and bronze chips with icons and amounts - hover a chip for the full bundle.

Enemies on the move

  • Hordes can island hop: after a patrol rest a horde rolls a 10% chance to cross to a neighbouring island over a narrow water gap (up to 4 tiles wide) - the whole horde leaps the water with a visible hop arc and resumes its patrol over there. One hop per horde every 3 minutes; bosses and their escorts stay on their home island.
  • Raid enemies roam: enemies inside the raid maps now wander their patch like Extraction enemies instead of standing frozen, and use the same aggro ranges (8 tiles, bosses 10).
  • No more endless wall pushing: an enemy that shoves against a wall for about 2 seconds without landing a hit gives up, returns to its patrol and briefly ignores that target - in raids and in the overworld alike.
  • Enemies on densely built islands no longer spawn frozen between trees and gold veins, and an enemy trapped in a pocket between buildings frees itself.

Balance

  • Gear drop rates (with rings joining the pool): mob kills (world and raid) now drop gear at 1% (was 5%), depleted gold/diamond nodes at 1.5% (was 10%), and the Island Frenzy clear reward at 0.25%.
  • Boss loot now rolls gear at a flat 15% on loot tier 3 and 4 (previously 50-60% with a T4 bonus). The raid clear reward caps at Epic - Mythics come from boss damage rolls, the Blacksmith gacha and combining only.
  • Every buff building now counts: buff caps equal a fully built, fully upgraded set - no more buildings that stop adding value once you pass the old cap. To keep totals fair, per-building values were retuned where many copies are allowed: mining damage and node respawn buildings now give 3/5/7.5% per level (full set: +45% mining damage, -45% node respawn), stat houses give +2/+3/+4 (full set: +24 STR, +36 VIT, +24 AGI). Single-building buffs like Lumber Mill, Beacon or Monument are unchanged - their caps simply rose to fit all three copies. Exact numbers per building are in the buffs table.
  • The self heal now costs 3 meat per use (was 5) - still +25% max HP on a short cooldown.
  • The Seer quest Warband now counts raid wins with 4 or more players (was 5).

Skill changes

  • Phantom Rush focuses its target: the dash chain now hammers one enemy until it is dead and only then jumps to the next (it used to spread across barely-hit enemies - lots of scratched mobs, no kills).
  • Molten Ground toned down: the lava patches now burn for 6 seconds (was 10) and tick for 35% skill damage (was 55%) - the old version paid out several times its budget and trivialized boss fights.
  • Cooldowns stick to the skill: each skill type keeps its own cooldown - swapping tomes in and out no longer resets it.

New: Chat, hotkeys and comfort

  • Unread chat badge: while the chat is closed, the chat button shows a yellow counter for new public (and raid) messages; the Raid tab blinks with its own counter inside the chat.
  • Whispers survive logout: private messages are kept for 24 hours (or until a server restart) and your threads are restored on the next login.
  • Emotes and your home teleport on hotkeys: quick slots 1-9 can hold emotes (Emotes panel, Hotkey tab) and one island teleport (Island panel) next to your potions.
  • Hide other players' effects: Settings > Interface can mute other players' pet and skill effects (visuals and sounds) - yours always stay on.
  • UI scaling: Settings > Interface scales all panels, banners, chat and buttons from 80% to 150% - the game world stays untouched. Phones gain real screen space at 80-90%; very large screens (2200px and wider) default to 125% until you pick a value.
  • Mobile comfort: on phones the big status bars (raid and extraction banners, War Ledger, quest tracker) start as small movable pills instead of covering the health bar, and the action buttons sit above the hotkeys.
  • Custom mouse cursor: Settings > Interface scales the game's own cursor to three sizes (Default, Large, Huge) and recolors it with five fixed swatches - the arrow, hand and blocked states all stay the Tiny Swords cursors you know.
  • Panel hotkeys: every big window has its own key - B Backpack, C Chat, H Hero, G Equipment, V Marketplace, I Island, M Map, O Settings - all rebindable under Settings > Game.
  • Smarter Escape: Escape now closes only the topmost open window instead of everything at once; clicking a panel brings it to the front and makes it the next Escape target. The "View Island" button no longer floats above open panels.
  • Damage flash toggle: Settings > Interface can turn off the red screen flash when you get hit - your hero's hurt reaction stays visible.

Fixes

  • Stuck player names: after a server restart some players showed as "Player" for their whole session - names now heal themselves automatically within a minute.
  • Marketplace hardening: a purchase can no longer charge you twice when its delivery stalls, and a canceled listing can no longer hand back an item the game had already returned - both refund paths now carry hard guards.
  • Extraction boss waves no longer pile onto the same island every time - the bosses spread across the whole archipelago.
The Builders Update

New: 30 buildings

  • 30 brand new animated buildings for your island: from the Blacksmith Forge and the Tavern to the Observatory, Shipwreck and Stone Arch. Every one has a living idle animation and a soft ground shadow. See the gallery.
  • Large buildings occupy 2x1 or 2x2 tiles (the green placement preview shows the real footprint) and block movement. Shipwreck and Fishing Pier can even be placed on water tiles inside your island.
  • Pure decoration buildings are completely free to place. The pet hatchery got a new animated look too.

New: Building buffs

  • Buff buildings grant permanent island buffs: faster mining, chopping and fishing, quicker node and tree respawns, better drops, more enemy spawns, bonus island XP, plus flat STR/VIT/AGI for everyone standing on your island. Full table under Building buffs.
  • Placing a buff building activates level 1 instantly; upgrade it to level 3 with the new Upgrade tool in Build mode. Level 2 and 3 buildings show drifting sparkles so everyone can see them shine.
  • The War Banner Totem lets your island claim world bosses: each boss cycle it rolls its chance to pull the spawn to you (islands with 30+ tiles).
  • The Alchemist Hut speeds up every egg hatching on your island - visitors included. The Monument makes kills count extra toward your island level.
  • Check any island's active buffs via View Island, see your own bonuses in the hero panel under Effects, and tap any buff building in the world to inspect it. The old Spawn Surge boost retired in favor of the permanent Signal Beacon.

New: Grounds, walls and builder comfort

  • Move tool: relocate anything you placed for free - pick up, tap a new spot, done. Upgraded buildings keep their level; resource nodes carry their mining progress and owner reserve with them. Only the race station stays tied to its spot.
  • Replace protection: building over a paid object (nodes, hatching field, buff buildings) now asks for confirmation instead of silently destroying it. Hatching fields with eggs inside cannot be removed until the pets are claimed.
  • Collapsible palette: the arrow button next to Save hides the palette sheet for more building space on small screens.
  • 8 new ground surfaces to paint with: Cobblestone, Wood Planks, Gravel, Farmland, Flower Meadow, Dirt Path, Pebble Beach and Forest Floor.
  • A new Stone Wall joins the wooden fence - it auto-connects into runs, corners and pillars, and it is free.
  • The building palette got a full cleanup: one Buildings group, clear price tags, building info banners, and the game now tells you about per-player limits while you place, not when you save.

Balance & fixes

  • New drop: the Tattered Manual - a worn skill book that any enemy kill can drop (0.05%), with world bosses as the best source (up to 20% at damage Tier 4). It levels a skill tome like a crafted manual but only succeeds 30% of the time. See Skill Tomes.
  • Boss waves: every ~25 minutes, 3 to 4 world bosses spawn at once on different islands instead of trickling in one by one.
  • Building buffs reach all your islands: every buff building you own now applies to every island where you own land, not just the island it stands on. Per-building limits count across your whole estate; island caps still apply per island. Hit numbers now also show your real damage including building buffs (Strength, damage vs enemies, mining and woodcutting bonuses).
  • Salvage protection: Epic and Mythic gear can only be salvaged one piece at a time - Salvage all and multi-select never touch them.
  • World Tier 3 pet eggs are rarer (high level islands), and the old 5x raid rune bonus is gone - raid runes now drop at the same rate as everywhere else.
  • Skill fixes: Phantom Rush can no longer dash you onto water (world and raids), and Astral Nova no longer drags players out of bounds in raids. Raids now show the gacha skins and walk animations of your fellow raiders.
  • Friends panel no longer gets stuck when both players invite each other.
The Combat & Chaos Update

New: Skill Tomes

  • Seven castable combat skills with their own button (hotkey Q). Blade storms, phantom dashes, fire vortexes, arrow rains, arcane wisps, molten ground and a singularity that drags enemies in and detonates. See Skill Tomes.
  • Tomes level to 100 - every level adds more cuts, dashes, wisps, arrows or bigger zones, on shorter cooldowns. Skills crit and every hit shows its own damage number.
  • Level them with Skill Tome Manuals: craft at Gandalf, or pray to the drop gods - any kill can drop one, world bosses drop them much more often. Tomes trade on the player market with their level.

New: Skins everywhere

  • New hats and full-character makeovers joined the collection. The premium gacha pool rotates: six skins are winnable right now (three hats, three outfits) - the Blacksmith shows exactly which ones, tap one for a big preview.
  • The Seer's new daily quest pays a spin on her outfit wheel: 20 exclusive daily outfits you cannot get anywhere else. All skins are tradeable.

Bosses & the world

  • Bear and Minotaur bring 2-3 mini versions of themselves (they shove you around and rarely drop a Tier 3 pet egg) and call reinforcement waves as their health drops.
  • Bosses spawn twice as often, smash themselves room to move (the island owner pockets the harvested nodes) and can now appear on fully built-up islands.
  • Islands are packed: up to twice as many enemies, faster reinforcements, slightly tougher across the board. Gold mines 25% faster.

Raids

  • All raid XP pays 15% more, and entry cooldowns are unified: Sunken 1 hour, Shallow 2 hours.
  • Big groups finally get top loot: clear along on half a map's enemies and deal 10% of its boss to count as full tier 4 - no more three-man loot meta.
  • Warmaster Bram shows a drop table per lobby, and every run ends with a full reward summary (drops, kills, damage share).
  • Guardians now count: their boss damage adds to your damage share.

Sound

  • The islands found their voice: combat, chopping, mining, forging, trading, footsteps, your boat, level ups, and unique sounds for every skill and pet ability.
  • Full control in Settings, Audio: five channels plus a per-sound mixer, and the ambience follows you from grassland out onto open water.

Quality of life

  • Salvage all with a safety confirm that lists exactly what burns.
  • The Combine tab only shows gear that can actually combine.
  • Grouped islands are tinted in the builder's merge tool.
  • Quest buttons can no longer get stuck, and a pile of smaller fixes.
  • Two unfair tricks were shown the door. Play fair out there.