Steady Loading
8.1.1 is a stability release: an installed game now handles newer server content gracefully instead of stopping at the loading screen, and the new hero loading screens from 8.1.0 arrive with it.
Milestone build drops for Song of Larithea. For day-by-day changelog entries, see News.
8.1.1 is a stability release: an installed game now handles newer server content gracefully instead of stopping at the loading screen, and the new hero loading screens from 8.1.0 arrive with it.
8.0.1 lines up the names: the sigil you pick and the spell it crafts into now use the same words, everywhere in the game.
7.3.0 adds settings for text and colour, polishes the side quests, and gives every biome its own battle field. Progress carries over this time.
7.2.0 reworks the Chapter 1 desert story and refreshes the backdrop art across the quests. The desktop app moves to a new engine underneath.
7.1.0 adds a new side quest deep in the desert, gives the heroes voices in every side-quest battle, and reworks the story map so quest paths keep their place.
7.0.2 smooths out the desktop build's Steam sign-in and ships a Mac build that runs on both Apple Silicon and Intel machines.
7.0.1 fixes the desktop build opening to a black screen on Steam.
Maya now explains spell chaining the moment your first chain lands in a real fight, battles introduce themselves by name, and combat looks and frames itself better as it plays out.
Version 6.0 is a milestone release and starts everyone on a fresh save. The story map now shows who has work for you, quests can permanently make your heroes stronger, and the Steam build signs in without flicker.
A new force joins your spellcraft: Pull drags enemies toward the point of impact, and Push now moves them further the stronger the spell. A new arena fight at the Ochre Pits is built around exactly these tricks — and daily rewards no longer get stuck saying "tomorrow".
On iPhone, the heroes and townsfolk standing around your base used to blink into view a fraction of a second after the room did — popping in one by one. They now appear fully drawn the instant the scene opens.
A maintenance release with no change to how the game looks or plays. Behind the scenes, a batch of the project's building-block libraries were refreshed to their latest patch releases, and the tooling that keeps them current was tidied so future updates land more smoothly.
The road through Chapter 1 now looks like a journey: every stretch of the walk has its own scenery — desert plains, ochre groves, gorges, water caves, fire-scarred bush — and the sky above advances from early morning to late evening as your story progresses.
Grey and Nell now idle and breathe in walking scenes, and the shop shows what's in your pockets while you browse.
Tara now has full walking and idle animations in exploration scenes, comic cutscenes place their dialogue more deliberately, and a sweep of under-the-hood work keeps the game steady as more players join.
The comic cutscenes keep gaining finished artwork, and the drawing engine behind the game now loads reliably even when an outside content network is unreachable.
Building on the last update's "load it before you see it," the game's artwork now renders through one consistent path — so characters, panels, portraits, and spell cards stop flashing blank or popping in late, both in fights and on slower connections.
Scenes now finish loading before they're shown on slower connections, along with a redesigned sign-in screen, a connection heads-up before you start, and reworked Chapter 1 desert dialogue.
Scene and battle backgrounds no longer go blank when you play in a browser, plus a few fixes to loading and combat.
Tara and Grey now have their full set of in-fight animations, like Maya and Nell.
The opening fight tutorial now guides you more clearly — it notices when you pause and tells you exactly what to do next.