Basic character functions: gather resources from deposits or forage, refine resources, travel, craft and build, chat with other characters in the same location, drop/pick up/store in containers, wear clothes/armor, toggle vacation mode.
More specific character functions: ability to make babies, describe items, cook food, dye clothing (and other items), build boats and other items that allow you to travel to locations with special requirements, fire clay items in a kiln, brew beer.
World specifics: 370 item/resource types, 200+ craftable items, 79 outdoors locations, 20 types of random encounters.
Clothes turn into rags when they reach 0 health.
Locks for containers and buildings. Ability to force a lock to open by bashing it repeatedly.
Hand carts - pullable containers, which allow transporting up to 40000 in weight.
Characters enter vacation mode automatically if they haven't loaded the location page in 7 days. (18.6.2023)
Containers on the items and inventory pages have a badge showing how many piles are inside, or if they are empty. (18.6.2023)
Points store - earn points by completing quests, then use the points to purchase useful items for your characters. (21.6.2023)
24.6.2023. AP-based crafting system.
28.6.2023. The intimidation mechanic has been restricted to commanding children that haven't yet been claimed by a player. Characters can no longer intimidate other players' characters because it was over-powered.
6.7.2023. Trader mechanic. There's a character named Charlotte, who can sell you items in exchange for coins, and also purchases advanced items and certain resources. Charlotte can be found in Zone 2.
14.7.2023. Lost souls are ethereal creatures, who can't travel independently. If you lead them to their desired destination, they give you some coins.
The base mechanics related to domesticated animals were added, including harvesting eggs and milk. Location descriptions were added.
14.8.2023. Troughs were implemented, making it easier to feed domesticated animals. (Previously you had to put the food in each animal's inventory, which quickly turned out to be tedious.) Animals also get more nutrients out of food than people, so effectively they require less food. Ability to use wicker for cooking or baking in addition to (or instead of) wood.
15.8.2023. Quests up to 39 have been added. There might be more eventually but currently that's all I can think of.
1.9.2023. Gathering resources was changed so that you no longer have to define in advance how many ticks to spend, instead you just click a button to start. The higher your level, the longer the character will remain busy without requiring player input. It's possible to quit early if you don't need that many resources.
2.9.2023. Characters level 7 and higher became able to edit location descriptions. Coincidentally, buildings can have a different description for the interior and exterior (since they're stored in different tables).
3.9.2023. The craft menu shows how much of the required resource is available and whether required tools and machines are present. It updates the availability when the multiplier is changed.
9.9.2023. Horse carts were implemented.
10.9.2023. Unlocking craft menu items based on character level. Every AP spent translates to 1 XP, and once you gather enough XP, you level up. Using timers also gives you XP. Characters can still work on projects started by someone else even if they weren't high enough level to start the project themselves. The craft menu shows items that have been unlocked by your current level, but you can select a different level from the dropdown menu at the top to view what to expect in the future.
12.9.2023. Cooking/baking/firing clay now updates the timer in real time with javascript instead of showing a static number. Baking and cooking timer durations were increased because good things are worth waiting for.
13.9.2023. Cooking and baking timers show their results without a page reload if the timer is finished while the player is idling on the page.
14.9.2023. Resting furniture (bed, chair, bench, sofa) were implemented. Their effects are applied automatically to natural healing.
29.9.2023. The zone based travel system was implemented. (Previously, the travel system used paths similar to Cantr.) New characters start at either Zone 1 (the tutorial zone) or Zone 2. Once you pass from Zone 1 to Zone 2, you can no longer go back, but the rest of the zones do not have this restriction, allowing two-way travel. Each zone has individual unlock requirements, which are visible on the Travel page. You can unlock zones in any order when the requirements are filled, but you can only scout locations in either your current zone, or the one after that. Scouting reveals the travel requirements (such as wading boots, climbing hooks, or a boat). If you can fill the requirements, you can explore the location and travel to it. After a location has been explored, any of your characters can travel to it at a reduced AP cost.
1.10.2023. Meet Rambutan, the new livestock merchant. Exchange coins for domesticated animals. Rambutan can be found at Euss Plains. If you don't have any coins, you can get them by leading lost souls or selling items to Charlotte.
8.10.2023. It's possible to make papyrus and parchment. Mushroom recipes got introduced today.
13.10.2023. In order to travel on a boat, you have to be in a location bordering the same body of water as the target location. Building boats in landlocked locations is disabled.
15.10.2023. Guest accounts were implemented. People can change their username, email address, and password through the Settings page.
17.10.2023. The game now tells you when you gain XP. Initially there was a bug that it erroneously told you you gained XP if you move from a low XP character to a high XP character, but that has been fixed.
18.10.2023. The first type of snare was implemented, enabling characters to ensnare animals in combat and prevent them from running away until they struggle enough to snap the snare.
22.10.2023. Ability to install loose locks on buildings, including locks that have been previously uninstalled.
23.10.2023. Wild animals were divided into zones. (Previously any animal could appear anywhere.) Gathering tools in the craft menu mention which resources they boost gathering, and by how much.
5.11.2023. Graphic avatars are here. Go to your character profile by clicking on the character's name in the side panel and create a personalized avatar. Note that all characters are human (except the wraith - which is debatable).
7.11.2023. Characters level 14 and up can start menial tasks for lower level characters, allowing them to earn some pocket money. Technically higher level characters can also work on these tasks, but why would you want to? Get ready to clean the outhouse or gut fish.
8.11.2023. The long-overdue search box for the craft menu was added
9.11.2023. Two kinds of cots, and the ability to make cheese out of milk with a cheesecloth. Cheese can be used to make pies combined with flour and pretty much any other ingredient.
10.11.2023. There is a more compact look for the items page on desktop. The items are now divided into predefined categories. There have been changes to foraging because it was possible to get too many resources from one project. The wraith can now command people to forage. Now every time you (or anybody) confiscates items from someone, they have a 10% chance of running and hiding.
12.11.2023. Two new items: campfire, which is like a miniature bonfire and allows roasting meat, mushrooms, and bird eggs; iron cauldron, which is a bigger version of iron cookpot, for those who are struggling with making all your stew fit in one batch. Fixed an oversight that mushroom bread was missing a nourishment value.
14.11.2023. Moving resources directly from one container to another. Click switch container and select a new container from the list. You can select to move just part of a pile.
15.11.2023. Max capacity for buildings. You can still enter even when it's over-crowded, but working on projects has a percentage of your AP go to waste, so for example, when the over-cluttering is at 200 %, you have to spend 2 AP to progress a project by 1 AP.
21.11.2023. All the forms in the game now load with AJAX. This has lead into several bugs and oversights, so if you discover a button that doesn't seem to do anything or the console says that something is not a valid json response, report it as a bug.
24.11.2023. New types of snares: wicker snare and jute lasso. Ability to see how much damage you and the opposing animal dealt in combat.
26.11.2023. It's now possible to build mines. Mines can be built in locations that have, or previously had, a stone, coal, or iron ore deposit. Mine tunnels can be built inside a mine entrance and each mine tunnel unlocks a new deposit. In the future, it is planned that mines can collapse, but this won't happen any time soon.
29.11.2023. There are now apples, but where? It's a surprise. There are also clay plates and bowls.
30.11.2023. Salt extraction pool is a new construct for seaside locations, which allows harvesting salt out of seawater. You can now copy keys through the inventory by spending 1 unit of iron and 25 AP.
2.12.2023. Harvestable icons are here! When you load the deposits page while outdoors, you will find 5 random icons. Clicking on them will reveal resources. Already harvested icons will be grayed out. 6 times a day, the entries are deleted, allowing new ones to be generated when the page is loaded next time. The tick runs at 8, 9, 15, 18, 20 and 21 Finnish time, at 1 minute past the hour. Currently harvesting the finds doesn't cost AP but it's entirely possible that later a small AP cost will be applied.
6.12.2023. New item: fishing pole. Having a fishing pole enables you to create a new fish deposit at a location that borders water or is a boat, at the cost of 1 meat.
Yesterday there were two new items added: Baby blanket and wool blanket. The wool blanket can also be equipped. Today they also received price information, so it's possible to sell them to Charlotte or to buy them from her, if she has any.
8.12.2023. A fishing net works like a fishing pole but gives +20 to fishing.
There's a new random encounter, called the crazy cook. When defeated, he drops a knife and a page from a cookbook.
Mixable status for ingredients has been made more transparent.
9.12.2023. Oven mitts make the baking time 50 % shorter.
11.12.2023. There are now shoes and sandals in addition to the pre-existing wading boots.
12.12.2023. Bonus tools: Optional tools that when held, reduce the AP cost of starting projects. Scissors and pin cushion for making clothes, tongs for making metallic objects, trowel for making a stone building, oven and smelter, bodkin for making leather items.
13.12.2023. The formula for counting level has been changed to be more in line with the way the build menu unlocks. For xp less than 1700, level is the square root of XP+1 /7. For XP higher than 8100, level is log2 of (XP+15) * 1.5 - 5. For everything in between, it uses the old formula of (XP+700)/800+3.
14.12.2023. Gathering resources was switched to using AP instead of timers. Currently if the wraith orders you to gather, or you order your child to gather, it will still use a timer, but this will eventually be phased out. The duration of cooking and baking timers was changed.
22.12.2023. From now on, foraging will happen by clicking on the harvestable icons because these two systems were overlapping, and it was far too easy to keep yourself fed by eating berries.
27.12.2023. Resting was changed to instantaneous at the cost of hunger. It's also possible to rest to gain AP if your current AP is less than 250 and you're not starving. There are also 3 new types of backpacks: jute, linen, and wicker. The cloth backpacks have the same capacity as the older leather backpack. The wicker backpack has less capacity but it's large enough to hold a baby and a baby blanket.
28.12.2023. Drinking beer gets characters drunk now. Drunkenness varies from 0 to 100 and 1 unit of beer causes 5 points of drunkenness and adds 30 minutes to duration. Currently, drunkenness only affects speech. Currently drunkenness doesn't fade gradually, it just ends when the expiry time is exceeded. These will likely be addressed in the future. You can only drink beer when you're thirsty.
18.1.2024. The combat system was temporarily turned off because it was out of balance. It became momentarily possible to confiscate items from anyone who had been inactive for 5 days or more. Characters still enter vacation mode automatically if they haven't been active in 7 days, so this leaves a 2 day window during which you can confiscate items. You can enter vacation mode manually if you know you won't be playing for the next 5 days or more.
23.1.2024. The next experiment is a one hour cooldown on attacking. If this doesn't work out then it will be changed again. Read the details on the combat page.
1.2.2024. The inactive limit was switched to 14 days and distracted limit to 7 days. This means characters are vulnerable to robbing later but won't enter vacation mode as early as they used to. Also, there was a help page added recently.
3.2.2024. Animal encounters now have a chance of following the person who triggered them. They also attempt to attack when you leave the location and may deal damage even if you manage to run away afterwards. Also, now the minimum damage animal encounters deal is 10% of their max damage rather than 1. This can be lowered by shields and armor.
4.2.2024. There's now a 60 minute cooldown between lockbreaking attempts. It's no longer possible to roll a 1. The minimum damage is now 10% of maximum. The lock returns part of the damage to the attacker, ranging between 10 and 100%. The different levels of recoil have flavor text ranging from bruised knuckles to a broken hand.
Repairing locks is now slower, but it should take less than 2 hours to repair a fully broken lock. Timers for describing items were shortened.
Unrecorded date: If your hunger or health is below 700, there's a faint icon on the character list to draw attention to the less than optimal condition.
24.2.2024. After lots of debugging, the scrolling and uncollapsing on the craft menu should finally work the way it was originally intended to work.
7.3.2024. Tools deteriorate when starting projects, based on how many AP the project costs to finish. Even if the tool breaks during the project setup, the project can still be completed without tools, because it's assumed that completing the project in question is what caused the tool to break.
Troughs are listed on the Animals page, to make it easier to see if fodder is available, and to add some if there's not enough in the trough.
It's possible to attach coins to a project. The person who finishes the project gets the coins.
8.3.2024. New feature: Protect domesticated animals from being butchered. Note: This does not currently protect against being lead, unfortunately. That will hopefully be added at some point. This suggestion has been on the board since October 2023.
15.3.2024. It should now be possible to rescue people from being kidnapped by the wraith. There's a time limit. While the wraith might not leave immediately if you run out of time, you only get XP if you finish the rescue mission before time is up. Missions don't have their own section at this point, so they appear at the top or bottom of half of the main pages if you have any undeleted missions.
There's an ongoing shift to using icons instead of text for action buttons. Currently, the change applies to ground items, inventory, and containers. Later it will be extended to animals and sublocations.
As a minor change, the describe page for items and animals now has a relevant icon displayed before the name.
16.3.2024. Graphics were added to the switch container page and the visual appearance was made less plain. (It used to be just a list with radio selections.)
17.3.2024. Several pages were changed visually to use graphic buttons instead of plaintext. Search belongings, loot animal, sublocations, Interact.
19.3.2024. Wild animals were given graphic icons. I drew them in a rush, so I might clean them up at some point.
22.3.2024. It became possible to buy a goat from the livestock merchant. They can be harvested for both milk and wool, and give mutton when butchered. Chickens can now be harvested for feathers in addition to eggs.
29.3.2024. Others can tell if you relocate something to or from a ground container. They can't see if you relocate items between containers in your inventory.
31.3.2024. The collapsible list of cookable and bakable items that's visible when viewing the contents of ovens and such is now sorted alphabetically.
1.4.2024. The way the mixing system was written was refactored. While this doesn't show up to users, it shortened the code by over 100 lines. In the future, it will be faster to introduce new mixing recipes.
3.4.2024. The visual appearance of the feed animals page was updated and now it's no longer a separate template after clicking the feed button. (They used to be two separate templates, even though the contents were 90% the same.)
8.4.2024. Major travel system update! In the previous version (29.9.2023), it was possible to jump to any location regardless of zone, as long as you had it scouted and explored. In the new version, certain locations have connections to other zones, and it's only possible to cross over in those spots. This should make traveling less linear, because usually the next connection doesn't start in the same spot where the previous one ends.
Please be noted, that eventually the connections marked as river or sea will only be possible to traverse in a boat. For now, you can still travel on foot if the end point is not an island.
20.4. After two days of work and many months of intentions, two new zones have been made available (zones 11 and 12). They come with 9 new resources (most of them for cooking). Find out ingame what's available.
28.4. Herbs and spices have been made available for cooking. Different zones have a different selection of herbs, and they can be discovered by clicking on the foraging icons. The tastiness level of mixing recipes depends on the ratio of seasoning used, ranging from bland to delicious.
30.4. Rafts were added. They can be found in the boats category. Rafts deteriorate upon usage and turn into a small shipwreck when they reach 0 health.
Leaving an island now requires either a boat or a raft, so you can no longer swim away accidentally and leave your boat behind. Note that if you are stranded on an island, you can get wood from the random finds icons even if the island doesn't have a wood deposit.
1.5. There have been a few changes to animal encounters. If the animal has 500 or less HP left, you can just walk away without risking to look like a coward. The overall chance of encountering animals at random has been lowered, so you have to actively search for them to find them. The run away chances have been increased for multiple animal types because they were too low. Now there's a reason to use snares again. The card for an animal encounter only says React, and you will select the action on the next page. I'm considering to show the run away and chase chances to make decision-making easier.
2.5. Characters level 10 and up can now demolish ground items. The limitations are: the item must be craftable, it must not be stackable, and it must not be an installed lock. You get 80% of the crafting materials back. The materials land on the ground.
The game now sends you a message when you level up. Note that if you switched characters and instantly gained a level for some reason, the game might not realize that you weren't already on the new level. Sorry about that.
9.5. Today's new feature is that you can buy oats and carrots through a trough if you have coins. It's just assumed that there's always some NPC merchant available with the resources. They charge 3 coins per unit, which is rather expensive, so you're better off gathering resources yourself, but if you have excess coins and lots of animals to feed, it can be used as a coin sink.
10.5. It's now possible to add a description when starting a project. It doesn't cost extra AP and doesn't use a timer. There was a mismatch because the projects table description can be null but items and inventory items table it couldn't, so I changed it so that it can also be null in items and inventory. This required fixing functions that detect color from the description, because string functions on null were causing a warning, since it's deprecated. These should all be fixed now. If you notice anything funny, report it.
26.5. Winter clothes were added. Since there is no weather, currently they are just for roleplaying purposes. Hopefully some time in the future, there will be weather types or cold zones that require protective clothing.
1.6. The following events now result in an event message: When someone starts cooking or baking, when an item is finished cooking, baking, or brewing, when someone buys from or sells to a trader, when someone gives food or water to animals, when an animal gets ensnared.
3.6. Now if you have a key to a building (or boat, or horsecart), you can enter and exit without having to separately unlock it. If you are leading others, it is assumed that you let them through and they follow you inside. Dragging items still requires unlocking the door.
15.6. New feature: NPC Buyer. NPC buyers are random characters that appear in a town for a day and are looking to buy certain resources - mostly types that are not normally bought by merchants. If a resource is not normally bought, the NPC buyer will pay 2 coins per unit. Additionally, character descriptions are now visible on the interact page.
3.7. Since there were so many cases of container contents getting lost when the container is dropped or picked up, I've turned off checking for capacity when moving container contents. Hopefully this will prevent the bug from occurring. As a side effect, it's possible that your character will end up carrying more than maximum. They won't be able to pick up more until they drop something.
6.7. Introducing the ability to restore exhausted resource deposits. The more AP you spend, the more likely you are to find a lost resource deposit but if you manage to find something, the AP is spent and gone. If you fail to find anything, it only spends a fraction of the AP, so you can basically gamble and take a chance of finding something with less AP. You can decide for yourself how much AP to invest.
27.7. New items: leather armor, wooden mug, unfired clay mug, clay mug. It should be possible to auto-drink from the mugs as well as a waterskin and both the regular and large barrel. Auto-drink is triggered when leaving a location (not when arriving).
The weight of wooden mixing bowl was increased to 400 and required wood from 4 to 10 units.
28.7. The mixing cookbook is now viewable on the Mixing page (accessible through the look inside page of any pot or mixing bowl).
New recipe: Scrambled eggs.
3.9. It's now possible to produce sugar beets by cross-breeding beets and turnips in a vegetable garden. Sugar beets can be used to boil sugar using a pot. Sugar can be used on recipes freely like herbs or salt.
8.9. Uses for machines can now be viewed through the ground items page. It's basically a snapshot of the related part of the craft menu, and you can start projects if you have all the necessary tools.
13.9. You can now build a market stall that works mechanically like a trough. When you buy items, they go into the stall, which acts as a container, and you can pick them up from there.
28.9.2024. When you burn stuff in a campfire or bonfire, it plays an animation when the countdown timer reaches 0.
29.9.2024. Now the navigation and people side panels actually hide themselves on mobile when clicking links.
16.10.2024. New type of berry: Blackcurrants. The drop rates of other berries have been adjusted. The unlock levels of certain items have been adjusted.
18.10.2024. Characters now lose health daily if they are fully starved. Characters that are fully starved do not auto-heal anymore.
Pots deteriorate slightly when making sugar from sugar beets. Regular cooking doesn't cause pots to deteriorate.
19.10.2024. Bugfix to exploring: It was possible to explore an entire region without finding all the locations. 4 accounts were affected (although it's entirely possible that there might be some more accounts in which the number of explorations left is not enough to reveal all remaining locations).
Additionally, when you create a guest character, it first takes you to the avatar editor. Character creation for non-guest accounts was already changed earlier. Hopefully this will increase the amount of characters with visual avatars.
New characters now have a chat system message that describes the location, how many items they are carrying, how many items there are on the ground and how many other characters are in the location.
20.10.2024. It's now possible to produce wine and garum (fermented fish sauce) in the barrel. Wine is made of crushed grapes (unlocked at level 16), while garum is made of raw fish mush (unlocked at level 14).
Shields and armor deteriorate when absorbing damage. The best armor can absorb about 3000 damage before breaking.
30.10.2024. Lost souls were edited to give out various items instead of just coins. The value of the items generally exceeds the value of coins they would have given in the past (unless you roll badly and end up with seeds).
Certain other changes were also made recently. One of them is the beginnings of a seasons/temperature system. You might notice your characters feeling hot or cold. Currently, it's just cosmetic, but in the future, it will have an effect on productivity.
Another change you may have noticed is that the chat panel is now always visible, making it harder to miss events or people talking to you.
5.11. It's now (again) possible to use timers to work on crafting and resource gathering. This time the mechanic on the background is different and the system is enhanced by JavaScript, so that if you leave the page open while using a timer to advance crafting, once you have done enough work, it will automatically reload the page, causing the project to complete and output the item or resources.
There are three new types of animals: heron, toad and cougar. Herons are mostly found at swamps. Toads are cute and harmless but you can slaughter them and get rare toad hide.
It's possible to protect people against attacks by other characters. A character can have multiple protectors but only one is summoned at a time. If someone tries to attack a protected character, the protector will intervene and blows will be exchanged. You can still hit the protected target after fighting the protector first (or all the protectors, if there are several) because a protector cannot hit a second time while cooldown is active.
10.11. Most recent changes: Zone 13 is now open, featuring 11 locations, 4 new animal types, and 12 new resource types (13 if you count beans, that previously have only been available if you get bean seeds through foraging). The most notable ones are cotton and corn. Cotton can be used to make yarn, string, rope, cloth, and various items similar to linen. Corn can be ground into cornmeal, which can be used in cooking like flour.
Pigs are now harvestable for lard instead of sausages. When you kill a wild boar, it drops some lard. Lard can be used in cooking. It's also possible to make olive oil and use that like lard. Currently also cocoa beans count as a source of fat. This might change at some point. Avocados also count as a source of fat. Peanuts and corn count as a legume, whereas regular nuts count as a vegetable. It doesn't make much sense but it's better than having too many categories.
17.11. Travel cooldown is now shortened for low level characters. For characters with level less than 5, it's 5 minutes, for characters with level under 10, it's 10 minutes, and for everyone else, it's 15 minutes. Idle gathering is hidden from newbies because they're not committed yet, so waiting 3 minutes to get resources is just going to make them quit.
Travel cooldown duration was later changed a second time, because it wasn't fun for anybody. After the change, travel cooldown is 2 minutes for characters level less than 5, 4 minutes for level less than 10, and 5 minutes for everyone else. The reason why there is cooldown at all is because if people are able to run through locations without stopping, it makes it harder to talk to travelers. Having a cooldown forces them to stop for a moment and maybe look at the location description and which resources are present.
2–3.12. There were multiple cosmetic changes, like combining multiple alerts into one div to reduce clutter. The livestock merchant Rambutan has relocated to zone 4, because livestock isn't even supposed to be available until level 12, so having it in zone 1 was too early.
6–8.12. There is a rudimentary graphic map on the travel page so that people can get an idea of where they are in the world and how big the world currently is. Zones and connections are also marked.
I fixed the bug that caused 10k+ hunger (and as a result - starvation damage) to occur if working on a project overnight.
17.12.2024. Otherworld is returning to closed beta because the open beta has not been working out as intended. Public registrations have been turned off.
20.12.2024. One page dragging system for ground items. In the past, when you clicked Drag, it redirected you to the Sublocations page to select a dragging target, which required an unnecessary page load. In the new system, a list of sublocations appears under the clicked item, allowing you to drag without requiring an extra page load. It's also possible to unlock a target location if you have the correct key.
22.12.2024. Characters who are severely wounded can choose to fade out of existence. This will cause them to drop everything they were carrying. This action is irreversible. The character will disappear from the hub and the character slot will be freed up.
In unrelated news, the character avatar is now visible in the side panel.
25.12.2024. Smith's workshop: It's similar to a market stall in that you can order items through it. It only has items that use iron or steel as one of the ingredients. The selection is randomized and can be refreshed once an hour per character. When the smith's workshop is built, it also generates a smith NPC that stays in the location permanently. You can sell iron ore, coal, and excess steel knives to the smith NPC and he turns them into items. The smith workshop is an expensive investment that unlocks at level 15.
31.12.2024. Two changes: One is that characters can now feed other characters that are hungry. This also works on domesticated animals (although it was already possible to feed domesticated animals through containers). Due to this change, you can feed people and animals out of your own inventory, even if their inventory is full. This also works for drinks. (It's even possible to make others drunk by giving them wine or beer.) If you want to stop others from feeding you, make sure your fullness is maxed out and carry some food in your inventory to cover for the daily automatic eating.
The second change is that characters now start bleeding if they take more than 200 HP damage in one hit. Duration of bleeding is 4 hours. If you take multiple wounds, it stacks. Bleeding has a chance of stopping at every AP tick. If your AP is already at maximum, you do not take bleeding damage at the AP tick but you also do not roll towards stopping to bleed early. Applying bandages causes bleeding to be stopped. If you remove the bandages early, the bleeding will resume. The max bleeding amount per tick is supposed to be 40 HP, so if you notice that you are bleeding more than 40 HP in one hour, report it. Note that if you carry out combat actions, every round of combat counts as a bleeding tick.
3.1.2025. It's now possible to see the temperature at your location, as long as you are outside (enclosures, ruins and shipwrecks count as indoors in this case). The temperature is updated once a day.
There are 5 new spices: honey, cinnamon, cardamom, nutmeg, and vanilla. These are not found in any of the current zones, so for now, the only way to acquire them is to get lucky with the market stall refresh. Later, as new zones are added, there will eventually be deposits for these new resources.
9.1.2025. There have been a lot of visual changes, like the main font (previously only used in buttons), the chat text input is now always visible when the chat itself is, all the navigation links are visible on desktop instead of using dropdown menus, and on mobile, the dropdown menu is mostly single-layer instead of some of the options being on a second layer.
Item type descriptions have been added. They are visible in the craft menu and in Items. Later, they will also be visible inside containers and in the inventory.
14.1.2025. The child character system has been implemented and is ready for user-testing.
20.1.2025. The dyes system has been updated in a way that allows inserting a color adjective anywhere in the description instead of the color name overwriting the entire description.
To read more about the development of Otherworld, including previous versions, download the History of Otherworld PDF.