Torchlight holding the line at night in VIBEWELL
VIBEWELL · Version History

Updates

From first light to Build 35.

VIBEWELL's public beta began with Build 16.1 — already a complete world — and has grown in steady, verified steps ever since. Every era below shipped to the same game still growing toward launch. Newest first.

BUILD 35

Smooth & Steady

Current beta

The current beta build, closing out the performance era:

  • Fixed items vanishing at camps — furnaces, campfires and other placed pieces could flicker out of view while you were looking right at them. They stay put now.
  • Everything from Builds 32–34 included: faster towns, sharper camera, smoother frames.
BUILD 34

The Camera Fix

  • Mouse-look, fixed for good — on some machines the game mistook a mouse for a touchscreen and the camera never turned. Input now follows what you actually play with, and re-locks itself if it ever drops.
  • Touch and gamepad play completely unchanged.
BUILDS 32–33

Towns, Turbocharged

  • Static culling — the game stopped wasting effort on buildings you're not looking at.
  • Settlement batching — town and city scenery now renders in merged batches, cutting the drawing cost of a big city by roughly 70%.
  • Smarter collision lookups along town walls and gates.
BUILD 31

Character & Motion

  • Every creature got joints — animals bend, turn and tumble naturally, and fallen creatures crumple with the same ragdoll as everyone else.
  • Fingered hands in first and third person: fingers splay on the sprint, curl on the back-swing, and counterbalance when one hand holds a tool.
  • Villagers now wear the full range of hairstyles from the character studio.
BUILD 30

Life & Lore I

  • Town farmers work their fields — watch a village's farmer tend all six of its plots through the workday.
  • Recruit perks — a recruited Farmer tends your crops, a Baker makes every meal go further, a Blacksmith sharpens your edge and halves smelting time, and an Innkeeper mends you between fights.
BUILD 29

Freedom

  • Procedural ragdoll for every humanoid fall and knockout.
  • Law with mercy — crimes witnessed in town raise real warrants; guards arrest rather than kill, and you can pay the fine, serve the time, or work it off. Word travels between sister towns in half a day.
  • Recruitment — befriend a villager to Friend rank and they'll follow, fight and work beside you. Push your luck too far and bounty hunters come calling; the Thieves Guild can make warrants disappear — for a price.
BUILD 28

The Shadow Look

  • Billowing smoke — shadow entities became dense, rolling near-black smoke with soft gray-lit rims and bright white eyes, each kind with its own silhouette: darting Skitters, looming Brutes, grand Sovereigns.
  • The falling ceremony — when a shadow kingdom falls, its castle sheds the darkness in a crackling nine-second reveal.
  • Trees over sickened land droop as it darkens.
BUILD 27

Bees & the Savanna

  • Beehives, fully alive — harvest honey, calm the swarm with torch smoke, or get stung learning. Hives near crops and berries boost their growth by half.
  • Savanna herds filled out — elephants and giraffes in pairs, tigers on the prowl, snakes in the desert sun.
BUILD 26

Contagion Restored

  • The dark spreads again — wild creatures caught in deep shadow country now slowly turn, coat darkening to shadow-black (their bright bead eyes survive the change). Carry them back to strong light and the cure takes hold.
  • Tamed companions remain untouchable, and shadow wolves — native to the dark — were never in danger.
BUILD 25

Reflourish, Alive

  • Land shows its health — ground visibly sickens as shadow takes hold and blooms back in waves when you reclaim it: grass pops upright, flowers return, butterflies follow.
  • Every shadow kill sends a pulse of recovery through the land around it; felling a kingdom sends a wave across the whole region.
BUILD 24

Creative, Completed

  • Spawn-anything catalog — Creative worlds get a browsable grid of every item in the game.
  • Resource nodes break instantly in Creative, crafting plays fair, and per-save Creative settings label themselves honestly on the load screen.
BUILDS 21–23

The First Performance Passes

  • Collision and floor lookups got dramatically faster spatial indexing.
  • Thousands of static world objects stopped re-computing work they never change.
  • The height-field — the math under every hill — learned to remember its answers, speeding repeat lookups several times over.
  • A bandit-camp rescue pass guaranteed every camp sits on real, reachable ground.
BUILD 20

Roads & Foundations

  • A real road network — graded paths link the settlements, with slopes kept walkable end to end.
  • Every settlement now stands on a cobbled foundation platform, so towns sit like places, not accidents of terrain.
BUILD 19

The Playtest Pass

Fixes from real hands on a real phone:

  • Placeable pieces (benches, beds, stations) now consume and place transactionally — no more lost items.
  • Starving became a warning, not an ambush: gradual health drain with flashing alerts.
  • New Concrete Foundation Slab for builders, proper 90° wall snapping, and an unstuck guarantee — no odd patch of terrain can soft-lock a run.
BUILD 18

The Underground

  • True caves — descend through cave mouths into tunnel networks with Glow Caverns and Mushroom Grottos.
  • Deeper ores and new gems: Moonstone and Deep Sapphire.
  • Treasure chests wait in the deepest chambers — in the world's fastest-darkening country.
BUILD 17

Guilds & Growth

  • Four guilds — the Mages, the Knights, the Light Guild and the Thieves — found through people, not menus, each with ranks, services and a fence, a blessing, a drill or a lesson to offer.
  • Endless missions generated from the living world, rewards shown up front.
  • Red-seal bounties — named marks, generated crimes, and a fight that turns on light itself: bring torches, and bring them back alive for the bonus.
  • Spellcasting, earned from the Mages: ember and frost, one Glow Charge a cast, no mana bar.
BUILD 16.1

First Light — the first public build

Where the beta began

VIBEWELL's first public release arrived as a complete world:

  • An endless seeded open world across seven biomes, with deep oceans for real diving.
  • Endless settlements — camps, villages and walled cities with leaders, professions, trade and lamp-lit defense.
  • The shadow war: conversion stages, shadow kingdoms, contagion, and reflourish.
  • 20 species with breeding, families, migrations and trust — plus horses, bees and protected whales.
  • Pirate ships on living seas, bandit camps, a road network with couriers and escorts, wizard camps and portals.
  • Two meters only — Health and Hunger — and a small oxygen readout that exists only while you're underwater.

Coming Soon

VIBEWELL is in development

Every build on this page really happened — and the game still isn't on sale yet. When the beta opens, this page will say so first.

  • Playable in your browser — no install, when the beta opens
  • New builds land constantly — follow the Updates page
  • Mouse & keyboard, gamepad, and touch support
  • Made by a tiny independent studio in Corpus Christi, Texas
See the Game

VIBEWELL is in active development and is not yet on sale. Expect new features, changes, and the occasional rough edge — that's what development means, and the Updates page tells the whole story.