v1.4 October 2026
The Sundered Sky update
New wars over the cloud sea. A shadow tears loose.
VesselfallEvery minute, every body changes hands. Leave yours on the brink.
HearthwarWork the old forges. Arm, bridge out, break their fires.
RiftfallOne life. Loot the Vael caches. Outlast the Rift.
RiftwaysLeap the rifts from Galestone to Farstone. The clock is running.
Isembard's ShadowRead Page XVI under the night sky. It is solid only in the light.
The Makers’ TrialOne theme, a plot each, seven minutes. Then the Verdict.
The ViewingTour every build. Kindle one to five lights for each.
Every Moonmark in orderFall, and the last Moonmark carries you back. The fastest hold the board.
Raise your own RiftwayA Galestone, Moonmarks, a Farstone. In any world of yours.
Carry the lightA torch in hand lights the ground round you. Creatures still rise in the dark.
- Homes are Homefires: set one down and it’s home. Your compass takes you back.
- The Vael’s machines take their own names: Wrights, the Lensbolt and the Thrumpack, out of the Vael Wastes.
- Emberhold’s and Hearthwar’s teams are Water, Fire, Earth and Wind, each with its own mark.
- Break the Shadow to earn the Shadow’s Mark. Put out all four of its fires for a deed of its own.
- Bots fill a trial to four makers, and judge too.
- Embers for the featured Riftways and the Trial’s top builds.
- /course lists a world’s Riftways.
- Press the comma key to mark a spot or a creature for your team and friends. On a phone, tap Mark, then the spot.
- Look at a chest you may open to see what it holds.
- A star in the bag marks what is new. Find searches the bag.
- On a computer, walk with the bag open. = walks on by itself.
- The crosshair rings a creature in reach. Swings pass through tall grass.
- The view behind you looks over your shoulder.
- Pin a recipe: the side of the screen counts what you carry for it.
- After your hit, a bar shows what a creature has left.
- Three dots over a player typing in chat.
- Use armour in hand to put it on.
- Hold Shift and sweep the bag to move many stacks at once.
- Keen Eye says when a sapling grows.
- Share a cairn with your team and friends.
- A weapon or armour card sets it against yours.
- Gear takes a second press of Drop.
- F2 takes the camera out for a picture.
- /r answers a whisper. Chat keeps 200 lines.
- Name your Wrights from the squad window.
- Sit on a slab or a stair: use its top with an empty hand, or /sit.
- Leaves fall once no log holds them.
- Other players and creatures move smoothly, even on a rough connection. Crowds and battles hitch less.
- Steady frames holds your frame rate on slower machines: Settings > Video.
- Play with a gamepad. Settings > Controls sets its buttons.
- A minimap, for those who carry the Atlas: Settings > HUD.
- The Builder’s Lens marks the block you aim at, one corner per click or tap.
Vesselfall
Four to ten players in the Sundered Halls, five rounds of a minute each. When a round ends, every body changes hands at once, and nobody keeps their own. Leave yours somewhere deadly: if whoever wakes in it dies within five seconds, the point is yours. Living through a round scores too.
The halls fight back: floors that crack and fall, vents that open into lava, cannons down the lanes, stones from above and the Rivenmaw Pit. Press Vesselfall on the title menu; bots fill the seats when players are few.
Hearthwar
Four teams of two or four hold the Vael Forgeholds, each with a Homefire. The old forges still pour iron and gold, the side isles Dawnspar, the heart Wanestone. Arm at your Armoury, wall in your fire, then bridge out and break theirs. While your Homefire burns, you wake beside it; once it falls, your next death is your last.
The wells, the Armoury and its prices: the Hearthwar guide.
Riftfall
Alone or in pairs on the shards of the Sundered Crown, with nothing in hand and one life. Loot the Vael caches, bridge to the Crown isle for the best of them, and keep ahead of the Rift as it crumbles the isles into the cloud sea from the edge inward. The last one standing wins.
The Rift’s timetable and the caches: the Riftfall guide.
Riftways
Courses of leaps. Start on the Galestone, reach every Moonmark in the order it was set down, and finish on the Farstone. Fall, and the last Moonmark carries you back. Run the featured courses from the title menu for their boards and Embers, or raise your own in any world of yours.
Fair runs and building a course: the Riftways guide.
Isembard’s Shadow
When Isembard bound himself to the broken Core, its shadow tore loose. A Champion who reads Torn Page XVI under the open night sky calls it down. In the dark its shards scatter and every blow passes through; in the light they draw into wings, and it can be hurt. Put out its four fires with the elements, and keep your torches burning: it drinks them.
Its moves and what it leaves: Isembard’s Shadow.
The Makers’ Trial
Four to twelve makers, one theme and a plot each over the cloud sea, seven minutes to build with every block. Then the Viewing tours every build, and each maker kindles one to five lights for it. The Verdict names the best.
How the lights are counted: the Makers’ Trial guide.
Comforts
A torch in hand lights the ground round you. Mark a spot or a creature for your team and friends with the comma key. Walk with the bag open, search it, and see a star on what is new. Play with a gamepad, or carry the Atlas for a minimap. Each comes with its own setting.
Earlier versions: all updates.