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.