10-28-2025 (Follow-up hotfix):
Critical Bugfix: Corrected an issue related to enemy placement in the maze-like Labyrinth Platinum Challenge which adversely affected the entire challenge. This issue was not present on development platforms and went undetected longer than it should have.
10-27-2025 / 10-28-2025 (Main Update):
Launcher: Significant adjustments have been made to the pre-game launcher menu. The Visually Impaired modes that were previously triggered via separate .bat or .sh files have been better integrated into the universal launcher (the .bat and .sh files may continue to remain available in the main directory for the time being as well). To make room for these quicklaunch options, other modes which relied on the web interface for screen reader interaction have been removed from the quicklaunch menu. This change was intended to make the most commonly utilized modes of play more readily available, and hopefully the quality of the browser interface will be improved in the future to the point where it will find a new place. All modes within the launcher should now also default to enabling gamepad and jukebox support. Visually Impaired modes of play will default to the alternative keyboard layout that uses the numpad for movement (for technical reasons of screen reader compatibility), while other modes should default to the arrow keys for game movement. The dual access mode which had the narrative in the web browser and the visual mode of play in the terminal has been replaced with the inverted version which has the narrative mode in the terminal and the visual mode in the browser. Dual Access modes and Web Interface modes are still possible to launch via the command line for those who wish to use them.
Accessibility: A new option has been added to Hidden/Tapis settings menu to allow for toggling of "dramatic pauses" added to paragraphs being spoken via TTS. This pause was always active in prior versions and was originally intended to slow the pacing at which paragraphs are read, adding a bit of a poetic pause in story segments. However, these pauses only worked as intended when punctuation announcements are disabled in screenreaders. The original intent is now somewhat complicated by the additions of the Sidestory system, so this pause will be enabled by default only in the main game, and turned off when dealing with Sidestory mode (since it cannot currently be toggled in that mode).
Difficulty: The town gate fee system has been altered to now support chance based occurrences (in addition to the usual enabled/disabled settings). Overall this system should be less punishing to players than before.
Difficulty: The enemy hp formula’s curve has been reworked. Enemies in the starting segment of the game should now have more relatively consistent and lower hp values compared to later segments. Overall enemy hp for standard encounters has been reduced by approximately 15% across the board as well.
Difficulty: Silver challenges had become more difficult than expected after previous updates to other parts of the game. Changes were made so players can now bring more items into these fights, which should reduce the difficulty back in line with what was originally intended, and mirror the way some gold challenges can already be tackled.
Difficulty: Players who overutilize auto-combat or auto-combat-like move choices will now be greeted with enemies using their special abilities more frequently. The system is currently tuned such that as long as 25%+ of move choices are different than auto-play tactics, the penalty is avoided entirely. Visiting a town should reset the action analysis tally and most challenge fights should be entirely unaffected by these changes.
Minigames: A new fishing system has been added with a sequence of three mini games associated to it. Players can engage in this new system by standing idle next to a body of water on the world map, then moving after a certain time period has elapsed. This system is usable only on the "Main World" and cannot be used while seafaring at this time. Rewards include three new items usable in combat, which can be traded in bulk to a certain outpost for coin or alternative ways to progress through the game. The fishing system is somewhat adjustable in difficulty via a setting.
Minigames: An additional fourth minigame has been added to a hidden location. This minigame can be used to accumulate fuel for an item usable only in Platinum Challenges. This new item can potentially allow players to bypass certain difficult tasks in Platinum Challenges entirely. Like the fishing system, this new minigame is somewhat adjustable in difficulty via a setting.
Achievements: New achievements related to fishing have been added.
Gameplay: Two new character classes have been added for later parts of the game.
Gameplay: A new foraging quest system has been added. these quests are each time limited and randomly generated throughout the day. This new system shares the same rewards as another part of the game but should allow players access to more character classes sooner.
Gameplay: Markers can no longer be placed in certain locations - this mostly affects regions around dungeons but may also affect other landmarks on some maps. This was originally intended to resolve a bug but failed to be a complete fix (the bug was resolved via other means). The restrictions on marker placement is being preserved since it may prevent future bugs related to landmark interactions, and can prevent players from accidentally hiding important locales from view.
Text: Some reformatting and adjustments were made to story segments encountered during map travel.
Text: Some changes were made to item descriptions and the lore surrounding them.
Text: Corrected some instances of incorrect spelling.
Optimizations: Certain less commonly used modes of play should now be significantly more responsive to player inputs.
Documentation: Additional modding guides have been added. Phase 1 of these guides was updated with a small bugfix.
Bonus: An early build of the "VastWorld" Addon-UserInterface/Frontend should now be available as a separate download.
=== Bugfixes ===
Critical Bugfix (Performance): An issue where game performance would degrade after longer play sessions has been addressed. This should have been isolated to modes of play with colors involved.
Bugfix (Gameplay): Resolved an issue where the combat system would behave in unexpected ways immediately after initial game load combined with the utilization of instant travel as a means to reach some distant content faster than expected.
Bugfix (Gameplay): Some issues related to party recovery between battles in portions of the game where enemies chase the player have been resolved.
Bugfix (Accessibility): The aerial overview system was not triggerable under all the conditions it should have been. This primarily affected terminal based modes of the game, where it should now function under most circumstances
Bugfix (Accessibility): The mini combat log should now be present in TRX mode after player actions in battle. It was already functional in other narrative modes.
Bugfix (Navigation): Corrected an issue with the map marker system not properly restoring markers to their exact previous list arrangement when loaded from a save file.
Bugfix (Controls): The numpad "enter" key should now function as intended in the graphical terminal output modes.
BugFix (Display): When entering Envoy Camp in System Terminal modes of play there was occasionally an uncaught exception warning printed to the terminal. This was related to gamepads and only seemed to happen once per play session at most. Hopefully this should now be resolved.
Bugfix (Menus): The Local Bulletin town submenu was improperly showing in platinum challenges.
Bugfix (Menus): The Instant Travel town submenu was showing invalid destinations in the LostFront platinum challenge.
Bugfix (TheaterMode): An issue where Theater Mode did not properly handle null inputs during startup should now be resolved.
Bugfix (TheaterMode): Some keybindings unrelated to Theater Mode are now disabled when Theater Mode is active.
=== Additional Notes ===
- the minigames added in this update are intended to provide players with alternative ways to tackle certain difficult challenges, but may make the game significantly easier should they be heavily relied on... as with most things of this nature in the game, an option to disable these systems has been added for those who want to retain the original level of difficulty.
- work was done on mechanisms for players to replace certain strings of game text with others - this system is mostly functional but needs additional checks before being documented.
=== KNOWN ISSUES ===
- The scene transition in System Terminal mode when entering Envoy Camp can be somewhat jumpy compared to other loading transitions.
- The foraging system is dependent in part on the fishing minigame being enabled by players, with no alternative way to collect fish for the foraging quests - this is somewhat intentional, although the foraging quests which cannot be completed may be hidden from players in the future.
- The analog axis of certain specific gamepads which are supposed to be supported “out of the box” may be incorrectly inverted on Linux.

