v1.6 October 2026
The Kept update
Seas open past the old lands. Three relics wait in the dark.
SeasPast the spawn lands, open water to the edge of sight.
The KeptThree relics, one of each in a world. Find its Reliquary first.
The LightlessHunters the Shadow drained rise violet-black. Stronger, and worth more.
Twenty-eight creaturesFifteen fight beside their Keepers. Thirteen roam the lands.
The RoadhornTame one with Hedgeberries. Saddle it and ride. It carries a chest.
Isles foundSet foot on an isle and it is found. Every isle has a name.
Fill with EchoesA round waits for its players. Call the Echoes to start now.
- Seas lie only in land no one had built in. What you built stays as it was.
- Water runs deeper and clearer: sand under the shallows, blue in the deep.
- /locate sea, in single player.
- Taking a relic is told to the whole world. /relics says where each one is.
- Dawnbrand gives back half a heart each blow, and strikes the Lightless twice as hard.
- Heartstring spends no arrows. Lastward lends Swiftstep and Windleap from anywhere in the bag.
- Reach up to a Mistray in the Cloud Kingdom: it carries you to another island. No gust moves you under its wings.
- A tamed beast keeps its look through a save.
- In Sky Islands and the Archipelago, the world panel counts the isles found.
- One lobby for every round mode.
- Custom games: every mode behind one door, each with a line of what you do.
Seas
Out past the spawn lands lie seas, five to nine hundred blocks across: a beach, a shelf of clear shallows, then deep blue water some sixteen blocks down. In the snow they freeze over. Water itself runs deeper and clearer everywhere: sand shows under the shallows, and the deep turns blue.
Seas come only to land nobody had built in. In a world from before them, the land near anything anyone built stays as it was. /locate sea gives the way, in single player.
More: the lands.
The Kept
After the White Night the Vael kept what fell in their Reliquaries. Three relics rest there still, one each in the three Vael Reliquaries nearest the spawn, and there is only one of each in a world. Dawnbrand is the strongest blade there is: each blow on a creature gives back half a heart, and it strikes the Lightless twice as hard. Heartstring is a bow that spends no arrows. Lastward, anywhere in your bag, lends Swiftstep and Windleap.
Taking one is told to everyone in the world, and /relics says where each one is. When its holder dies it falls where they fell.
More: the Kept.
The Lightless
Isembard’s Shadow drinks light over the middle lands at night. Now and then a hunter it fed on rises with none left in it: a Lightless Waned, Slagcaster or Rivenmaw, violet-black with violet eyes. It is tougher, hits harder and moves a little quicker, and it drops twice as much.
More: the Lightless.
Twenty-eight creatures
Fifteen servants now fight beside their Keepers. Thirteen new creatures walk the lands, from the Mossmaul of the forests to the Glassfang, the Cairncrow and the Lodelamp. A tamed beast keeps its look through a save.
Meet them: creatures.
The Roadhorn
The pack beasts of the travellers who crossed by Wanestone walk the plains by day. Tame one with three Hedgeberries, put a Saddle on it and ride: quicker than walking, a little slower than a sprint. Use a Laden Chest on it and it carries the chest and all it holds.
In the Cloud Kingdom, reach up to a Mistray and it carries you to another island. Under its wings no gust can move you.
More: the Roadhorn and the Mistray.
Isles found
In Sky Islands and Archipelago worlds every isle has a name. Set foot on one and it is found: the world panel shows the isle you are on, how many the world has found, and how many you have.
One lobby for every round mode
Every round mode now gathers in one lobby. A round waits for its players; call the Echoes to start it now. Custom games: every mode behind one door, each with a line of what you do.
Earlier versions: all updates.