Community & Dev Log

Talk builds, report bugs, share strategies and follow how the plan evolves — from the first prompt to the latest commit.

Development log

  • 2026-09-20

    Admin console, command palette, building wear — and the federation begins

    A new tabbed admin console lands in the lobby and in-match: a live dashboard with per-room tick rates and stall warnings, server + database health and sanity checks, user roles, feature-vote aggregates, evaluation stats with mapgen-fidelity results, AI leaderboards and the feedback inbox. Under the hood the tick loop consolidates scans and sheds ambient work under overload; buildings accrue wear and can be repaired by engineers (auto-repair toggle included). For players: Ctrl+K opens a searchable command palette, keys are remappable in settings, a procedural ambient bed follows the game clock, the first real art assets ride the new manifest pipeline, and a curated five-scenario learning path guides new players. First federation plumbing links servers into a shared world mesh — control plane only for now.

  • 2026-09-18

    Edge walls, the soul vault, and prototype toolbars

    Walls are now true edge-based structures — fence lines node to node with gates, breach combat and AI integration. Soul vault UX: bound/free souls, empty bind slots, soul details. EmberSim and EmberFrontier toolbars, always-on 🐞 feedback button, camera terrain clamping, rivers enforcing multi-spring origins.

  • 2026-09-17

    EmberHeroes lands: souls, heroes and dungeon floors

    The whole P2α loop shipped: soul types and the vault, binding, the hero layer with XP/perks/equipment, direct unit control, death-and-extraction write-back, portal shards — and procedurally generated dungeon floors (both grids) with monsters, loot, chained depths and co-op. Plus the EmberSim megaplan and the Aztherion story campaigns.

  • 2026-09-16

    Scenario engine, campaigns and server persistence

    A data-driven scenario-v1 engine (triggers → effects → objectives) with story campaigns and a built-in editor — plus a big i18n sweep and server-persisted profiles, saved games and friends.

  • 2026-09-15

    Rivers, boat-ways and bridges

    Rivers became real water infrastructure: springs and tributaries, lakes and carved channels, boat-ways for inland couriers, and bridges as buildable structures — plus the map editor's water-level slider and profile refinements.

  • 2026-09-12

    Production sounds, worker progress and Settlers research

    Every production building got a fitting sound and worker progress bars became toggleable. Detailed concept documents for Settlers II, III, IV and New Allies were added to guide the ruleset mixes.

  • 2026-09-10

    Colony logistics and the Charring Kiln

    Sea colonies now receive generic settlers from the home colony. Added the Charring Kiln (Köhlerei) producing coal from logs.

  • 2026-08-22

    Day one: first prompts, first lines of code

    The project started here: a pnpm monorepo, the plugin API, the triangular node map system and the first Three.js terrain renderer — followed the same day by the network protocol, the A* pathfinder, the transport system and the first buildings. Every feature on this site grew from that seed.

Community forum

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🐞 Bug Reports

Something broken, weird or ugly? Describe what you did, what you expected, and what happened instead — screenshots welcome. In-game 🐞 Feedback reports land here too.

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💡 Feature Requests & Ideas

From small quality-of-life tweaks to whole new modes — pirates, first-person view, no-flag transport. Ideas marked "concept" on the roadmap get shaped here first.

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⚙️ Game Systems Deep-Dive

Economy balance, ware routing, military and walls, souls and heroes, the living-stoonies simulation — discuss how the systems actually behave, not just how they should.

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🏰 Settlement Showcase

Show off your realm: efficient layouts, heroic defenses, beautiful towns, cursed colonies. Screenshots and stories welcome.

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❓ Questions & Help

New here? Ask how anything works — building chains, ruleset mixes, soul binding, dungeon runs. No question too small.