Behind the painted curtain

News

What we shipped, what we broke, what we're cooking next. Updated as we go — alpha is supposed to look like this. Want the raw firehose? Follow along on the alpha test or wait for open beta.

  1. worldart

    Hills of stone, and stairs that wind

    The hills of Frostspine are no longer flat plates. Every terrace now rises on a sheer face of columnar granite with snow lying on its ledges, twice as tall as before, and the way up is a proper stair: a level step-off at the top, a flight along the cliff wall, a landing halfway and a second flight down to the ground. The taller rock takes a row of ground with it, so a few trees and houses moved out of its way - nothing you could reach before is out of reach now. The rest of the realm's hills follow, region by region.

  2. worldpolish

    A world with depth

    Walk behind a house or a tree and it now stands in front of you: the eaves and the crowns cover whoever passes behind them, and your own figure shows through as a faint shape so you never lose yourself. Monsters take their real size on the map - a rat is small, a dragon is not - and the tile under your cursor is outlined before you click. Smoke curls from the chimneys in the towns, each region has its own quiet colour of light, and the hover over a monster shows the levels it is meant for.

  3. combatui

    Combat you can read at a glance

    The fight now tells you what is about to happen. A turn-order strip shows who acts next, playing a card previews who it will hit - every enemy an area attack reaches lights up before you commit - and each fighter stands on a crisp base in their side's colour. The encounter plate, the Roll and Auto buttons and the turn banner were redrawn to match the rest of the realm.

  4. worldartcharacters

    The realm repainted — a Nordic world you can walk

    Ameroth has a new face. Everything — the world, the menus, these pages — now wears one painted look drawn from old Nordic fairy tales: mossy stone, deep spruce forests, lantern light on old paper. The regions themselves were rebuilt as large painted maps you walk freely across. Hills rise in earth-and-stone terraces you climb by their steps; rivers are crossed on stone and timber bridges laid level with the road; farms sit behind Nordic roundpole fences — dry-stone walls on the moors and coasts, snow-laden rails in the north, clay walls in the desert — around painted fields of wheat, rye, flax, cabbage and pumpkins, and shore stones line every lake. Roads now go round the houses instead of through them, and the ways out to the wilderness are spread to the far corners of each land rather than knotted at its centre. Your hero is one of the new figures — turning and walking the way you travel, with skin and clothes you colour yourself — and the old portrait catalogue has been retired.

    Greenshires in the new look: a stone tower by a bridge over the river, a pumpkin field behind a roundpole fence, timbered houses and a terraced hillside
  5. worldmultiplayermobileaccounts

    The realm stops being yours alone

    A world boss now rises for the whole realm. Dozens of players pile into one arena against a single pooled health bar, every blow counted, and gold mailed to each fighter when it falls — step out mid-fight and the door stays shut for five minutes. The wilderness is shared too: the wolf you see is the wolf your neighbour sees, some of them named elites with a statline to match, and locked chests now wait out there for whoever reaches them first. New characters start somewhere new — Gravewatch, a drowned tutorial island that hands you a weapon, stages your first fight and lights its beacon at dawn. Phones got the deepest rebuild: combat paints edge to edge, the card hand spreads properly, and you can pinch the battlefield. Sign in with Discord or Twitch from the front of both forms.

  6. worldcombatprogressionaccounts

    Two new islands, seven weapon arts & sign-in with Discord

    The realm grew twice this month. Goldhollow rises first — sun-baked terraces above, a dwarven underground crawling with goblins below. Then Stormcrown: a frozen ascent from the rime slopes to a citadel in the sky, with three bosses and six dungeons waiting on the climb. Back on the mainland, every swing now teaches you something — seven weapon disciplines (blade to wand) level as you fight, unlock mastery perks, and train under three new tutors at the city hall. The gates got friendlier too: create your account with Discord or Twitch in one click, and the beta list is open. Under it all, a fairness pass — combat resolves server-side now, and the old retreat-and-refresh trick is dead.

  7. storylorecontent

    The realm finds its voice — story, lore & a cinematic open

    Ameroth now opens on a story. Roll a new character and a skippable ink-and-watercolour prologue plays you in, narrated over the fall of the kingdom. Inside, the world has more to say: The Chronicle unlocks lore as you level, hunt and explore; NPCs carry proper “ask about…” dialogue trees instead of one-liners; the Reckoning epic now reads as a real fifteen-chapter arc; and the drowned isles of Saltreach get their own questlines. Even your loot whispers — legendary gear carries its own history now.

  8. combatpolishperformance

    Combat gets fairer, lighter, sharper

    Three fixes from the raid floor. Companions now defer to you on loot — call Need and your hires drop to Greed instead of out-rolling you for your own item. Bot targeting was rebuilt to track each enemy by its slot, so companions stop firing at the wrong copy in duplicate-monster packs. And raid / arena scenes are contained to their column so the whole formation fits on screen without scrolling. Under the hood: a codebase-wide dead-code sweep, and the music elements now only mount while sound is on.

  9. craftingprofessionseconomy

    Crafting lands — four professions, one anvil

    Every vocation gets a signature profession: Smithing, Alchemy, Herbalism, Enchanting — levelled by gathering and crafting out in the world. A Crafter stands in every city with the full recipe book, and a WoW-style talent tree lets you fork your specialty down two mutually-exclusive paths per branch. Affinity matters: craft in your vocation's trade and the XP comes faster and the tree opens further.

  10. gatheringworld mapui

    Gather nodes in the wild + a painted harvest pop-out

    Ore veins, herb patches, essence fonts and relic caches now spawn across the painted wilderness on the same clock as monsters. Harvest one through a reframed RPG pop-out — a brass-cornered field-journal panel, beveled find-slots with level-gate ribbons, and a glowing harvest meter that fills as you work. Charges deplete per pull and the node respawns with the next spawn window.

  11. companionscombatsocial

    Companions, fully realised

    Hire allies at the tavern, gear them from your own backpack, dress them in vanity, and they fight beside you with their own HP, mana, and XP — all persisted between sessions. Drop a companion in a fight and they sit out until you pay to revive them. Each runs a small role-driven AI: healers keep the line up, tanks raise shields, strikers swing.

  12. combatbossescontent

    Every dungeon boss gets a signature kit

    The eleven dungeon bosses no longer share one move list. Each now drives its own rotation — cleaves, drains, summons, curses — plus a named signature mechanic that fires on a per-HP-phase schedule. An intent pill warns you a beat before the big one lands, so reading the boss becomes part of beating it.

  13. realmeventsmultiplayer

    The realm goes to war — live world events

    The shared world now spawns live events: invasions and warfronts the whole realm contributes to. Kills, harvests and siege damage all count toward a server-wide goal, a banner tracks the realm's progress, and the wilderness sprouts invasion pins while one is active. Everyone online is working the same clock toward the same prize.

  14. economyuitrading

    Auction house, v2

    The player market got a full redesign — cleaner browsing, sharper item cards, and a listing flow that doesn't fight you. The bones of a real player-driven economy, ready for crafted gear to start flowing through it.

  15. combatpartymultiplayer

    Networked party combat lands

    Followers join the host's encounter through a shared lobby instead of fighting their own copy. Each member's class stats are loaded into the painted combat scene, the card fan now lays out for every participant, and the round only starts once everyone is in. Includes a temporary 'Force exit combat' button while we shake out the realtime edge cases.

  16. questslorecontent

    The Reckoning — a 15-step epic chain

    Ameroth gets its first proper questline: a 15-step story arc that follows the player from level 1 to 50, threaded through the painted regions. Companion sidequests cluster around each NPC giver so every face you talk to has a small arc, not a single one-shot fetch.

  17. uiraidssocial

    Pillar lobbies for raids + parties

    Raid and party lobbies share one chrome now — arena-style pillars with every member's portrait pinned to a slot. Cross-party invites land in the same modal, and closing a PM tab persists across login sessions instead of resetting every time.

  18. uisidebarpolish

    Sidebar moves to a tabbed shelf

    VIP, Party, and Recent Fights now share one collapsible window family. Each starts as a half-width chip; clicking expands the active one to full sidebar width while the others shift out of the row. Same stacking-window beat without the dark-stone PartyPanel sitting outside the chrome.

  19. avatarspresenceworld map

    Avatars everywhere

    Every character now lands with a real portrait at creation — no more class-glyph placeholders. Existing characters get backfilled on next login. Other players' avatars broadcast through the presence channel so you see real faces on the world map and in scene-presence strips, not just dots.

  20. progressiontrainingcities

    Offline trainer in every city

    Pick one skill to grind at the city trainer; tries accumulate at 10 minutes each, even while you're logged out. Switching skills folds in whatever the old one earned. The painted trainer scene lives next to the tavern in every city's interior layout.

  21. uinavigationcharacter

    Hub folds into Character

    The old "Hub" page is gone. Gold, XP, kills, the location-and-CTA card, and the active-quest peek all live on the Character page now, which becomes the post-login landing surface. Less clicking through wrapper screens between the dashboard and the actual character sheet.

  22. world maptravelqol

    HoMM-style multi-step auto-walk

    Click a distant node on the world map to preview the BFS route in amber; click again to walk it tile-by-tile at 900ms per step. Stop button or Escape aborts. Wild ambushes still trigger but on a 15% per-tile roll instead of a guaranteed fight on the first tile.

  23. uicombatsidebar

    Recent fights side panel

    Last twelve combats roll up into a sidebar window — monster icon, win/loss pill, relative timestamp. Click any row to expand its full battle log inline. Persists in localStorage so the recap survives reloads.

  24. world mapatmosphere

    World map gets day/night

    Three-hour day, three-hour night on a shared wall clock, with ten-minute dusk/dawn ramps. The painted scenes get a cool-blue wash at night and a soft 240px lantern halo follows the player around. Wild ambushes started after dark get a flat ATK bonus — fights after dusk hit harder.

Curious what's next?

The realm is open. Walk the painting yourself.

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