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Caelumora — v0.69.0: Jewelry, Enchantment Rework & Gem Overhaul

Hey all! v0.69 is the biggest content update since the rebrand. Three interlocking systems land together: a brand new Jewelry Skill, a ground-up Enchantment Rework, and a Gem Inventory Overhaul that changes how gems live in your loadout. There’s also a tonne of balance work, the Chronicle timeline getting a v2 pass, and continued performance improvements.

Catch-up note at the bottom for anyone returning since v0.64 — a lot has happened.


💍 Jewelry Skill

The 13th skill. Jewelry is a Processing skill that sits at the intersection of Mining, Fishing, Combat, and Enchanting — and it’s the thing players have been asking for since the gem system launched.

The core loop:

  • Mine gem shards (Mining lv20+, ~5% drop rate), fish pearl fragments (Fishing lv30+), and collect gem dust from Combat drops
  • Cut those materials into rough gems, polish them, then facet them at higher Jewelry levels
  • Infuse processed gems into actual GemInstances — T1 from rough gems, T1-T2 from polished, T2-T3 from faceted, and a small T3-T4 chance from the lv90 mastercut_gem action
  • Craft rings and necklaces with gem sockets — two new equipment slots that create additional places to put gems

Why this matters for gems: Before Jewelry, gems only dropped at level 99 — one shot per prestige per skill. That was always the biggest bottleneck. Jewelry makes gems farmable, but not trivially so: 25 Mining actions per gem shard, 5 shards per rough gem, multiple processing steps to get to T3-T4. It’s real investment, and that investment scales with how much you’ve built up your other skills.

The level 99 gem drop is still there. It’s still a great moment. Jewelry just means you’re not waiting for it with nothing to do.

Jewelry skill tree highlights:

  • Keen Eye (T1): +5% gem shard drop rate from all gathering skills
  • Facet Mastery (T2): +3% tier upgrade chance on polish and facet actions
  • Gem Resonance (T3 capstone A): socketed gems provide 15% bonus to their fixed attribute
  • Ring Artisan (T3 capstone B): crafted rings/necklaces gain +1 socket (mutually exclusive with Gem Resonance)

✨ Enchantment Rework

The star scroll system has been rebuilt from the ground up. The old design (unlimited stacking, random target, escalating cost) produced a slot machine feeling that rewarded luck over planning. The new system has two distinct phases with meaningful decisions at each one.

Star Scrolls — now single-use with player choice:

  • One Star Scroll per item. That’s it.
  • When applied, two things happen simultaneously: a 4th property slot is added (rolled from the item’s focus), and you choose which of the existing three properties to amplify to 5×.
  • No random amplification target. You pick. If your base roll has exactly the property you wanted to amplify, you’re rewarded for the reroll grind.
  • Cost: 1 scroll flat. The escalating cost table is gone.

Void Enchanting — 5th slot + Void Effect:

  • Requires a star-scrolled item (not an Elder item — see below).
  • Adds a 5th property slot rolled from the full property pool with no focus bias.
  • Adds one Void Effect, randomly selected from five types:
    • Void Echo: +5% chance to award XP to a random other skill on each action
    • Void Siphon: 3% of mastery XP converts to gold per action
    • Void Amplify: after each action, all bonuses for this skill increase by +2% for 30s (max 5 stacks)
    • Void Harmony: +1.5% action speed per unique skill with a void-enchanted item equipped
    • Void Resonance Boost: doubles the Void Resonance proc chance while equipped

You don’t choose the Void Effect — the 5th-slot roll plus the Void Effect roll together provide the discovery moment the new deterministic amplification step removes.

Elder Items: All items that had star scrolls applied before this update are automatically converted to Elder status. They keep all their existing properties unchanged. They can’t receive new Star Scroll or Void Enchanting applications — but they’re not downgraded either. Elder items have a distinct faded gold border and a small “Elder” badge. They’re a legacy category, permanently grandfathered.


💎 Gem Inventory Overhaul

Gems now live in your backpack as actual items instead of a separate gem tray. The Equipment modal has dedicated gem slots where you equip them — same three global slots as before, but the interface is now unified.

Ring and necklace sockets (from Jewelry) give endgame players additional places to put gems, on top of the global three. A Masterwork Ring with 2 sockets plus 3 global slots is 5 socketed gems at once. That’s a significant loadout depth increase for late prestige players.

The gem merge, reroll, and lock mechanics are all unchanged — they work the same way from the new interface.


📜 Chronicle Timeline v2

The Chronicle got another pass this update. The event timeline now tracks more event types (first Jewelry action, gem infusion milestones, first socketed item) and the display handles very long sessions more gracefully. Per-skill stats in the Records tab now include Jewelry.


Balance & Performance

Balance:

  • Agility passive curve adjusted — the lv10-25 range was too flat. Early Agility levels now feel meaningful.
  • Mastery milestone spacing reviewed — several dead zones between milestones removed or tightened.
  • Gem attribute values rebalanced for the new socket-heavy endgame state.

Performance:

  • 42+ components have been optimized since v0.67 — granular Zustand selectors, memoized bonus calculations, deferred tooltip rendering.
  • Components that were subscribing to the full store state have been refactored to subscribe only to what they need.

Bug fixes in v0.69:

  • Food display text in Combat and Agility sections now correctly reads “bank” instead of “inventory”
  • Action display audit — several actions were showing incorrect level requirements in their tooltips
  • Offline gem infusion now correctly pre-rolls tier and creates GemInstances in the post-offline state merge

Catching Up from v0.64?

A lot has happened since v0.64. Here’s the short version:

v0.65 — Architecture: Store slice extraction for cleaner code structure. Quiet Mode setting. Stellar Fireworks ambient effect. Toast deduplication (no more gem synergy spam).

v0.66 — Companions & Prestige Evolution: Arcane Assistants got a full rework — specialty roles, skill assignment, bond XP system (5 levels), cross-skill effects at bond 3+. Per-skill prestige now unlocks levels 100-120 with 7 new Diamond achievements. Title visual tiers with CSS animations. Skill tree expanded with Tiers 4 & 5, rankable nodes, and cross_skill_xp bonus type.

v0.67 — Player Chronicle: Unified Chronicle hub replacing the old Statistics modal. Full event timeline with category filters, relative timestamps, and retroactive population from existing saves.

v0.68 — Caelumora Rebrand + Backpack Skins: The game has a new name — Caelumora. Same save, same URL. Backpack Skins with animated open/close. Chronicle reworked to a 3-tab layout (Chronicle / Collection / Records). Per-skill statistics tracking. 36 inventory slots (up from 28).


What’s Next

The Jewelry/Enchantment/Gem rework has created a lot of new design space. Next focus areas are likely more enchanting properties that interact with Jewelry sockets, and continuing to fill out the endgame content for skills with shorter level 100-120 progressions.

Thanks for playing — and thanks for all the feedback that shaped this update.


Discord

Join the Discord to report bugs or share suggestions!

— VHS