Open Beta

The realm is live in open beta — jump in and play. Expect the odd rough edge as we polish toward full launch.

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Patch log · Newest first · Since 0.8.0

Everything
we changed

Every build that reached the realm, what it fixed, and what it broke. Written before the patch goes out, not after someone reports it. If a line here is wrong, tell us and we will correct it in place with a note.

Cadence

Live build
0.9.4b
Shipped
10 Jul 2026
Next window
Late Jul 2026
Builds in 2026
11
Median downtime
8 min
Rollbacks
1

Live

0.9.4b — the landing patch

A hotfix on 0.9.4, out eleven days later, entirely about what happens after you stop flying.

Observers no longer see a ghost of your mount

If you toggled flight off more than about ten units above the ground, everyone else kept watching your mount hover in its airborne idle, then saw it snap to the terrain a beat later. The gravity restore was gated on being near the ground, which is exactly the case where the gate was wrong.

  • Gravity now resumes unconditionally when flight is toggled off, at any height.
  • Fly-off forces an immediate position send rather than waiting up to 100 ms for the next tick.
  • Observed pilots no longer have their facing rewritten each frame — the yaw shiver on distant flyers is gone.

The airborne bar stops when you stop clicking

Clicking climb on the contextual bar started a climb with no way to end it, because a mouse click on a skill button produces no release event to listen for. Held keys were never affected.

  • Climb and descend from the bar are now one step per click, over 0.35 s.
  • Hover hold added to the bar — parks you at your current altitude with nothing held.
  • The bar now hides the instant you land instead of lingering for a frame.

Climbing looks like climbing

Altitude changes arrived as a step function on other clients: you were at 40 m, then you were at 55 m, with nothing in between.

  • Receiving clients now interpolate height at constant velocity, paired to the send interval.
  • Airborne position sends throttled to 10 Hz. Unthrottled sends were flooding the movement channel and freezing clients in busy zones.
  • Fixed a position-correction loop that could lock a flying player's apparent position for several seconds.

The camera stays where you put it

Entering flight locked the camera behind the character and refused to let go.

  • Facing is only written while you are actively steering, so free-look survives a toggle.
  • Right-mouse look works in the air exactly as it does on the ground.

Flight, for everyone

The first build where flight was on for the whole realm rather than for testers.

  • Numpad 1/2/3 toggle, climb, descend. Ceiling set at 1,200 m in the open world, 60 m in cities.
  • Numpad 4 toggle, Initiate Automatic Fly.
  • Hollow Vault quest chain added at level 15; flight granted on completion, not sold.
  • Flight disabled in dungeons, arena, and siege.
  • Two-seat flight mounts added.
  • Known issue at ship: passengers were killed by the anti-cheat. Fixed in 0.9.3.
Older builds. Everything before 0.8.0 was closed testing and is not archived here. The bug tracker has the full history if you want it.

Next

What we are working on

Not promises. This is the order things are actually being worked on, and it changes.

  1. A launcher that does not need Windows

    The client runs under Proton. The launcher does not, which means Linux and Deck players patch by hand. This is the next thing we finish.

  2. Air combat balance

    Melee classes have a real complaint about targets that can leave. We are testing a grounded debuff on some abilities rather than making flight worse for everyone.

  3. Regional proxy for Europe

    Flight looks fine at 250 ms. Air PvP does not. A read-only proxy will not fix that, so we are pricing a second realm instead.