Web game and unique ecosystem about sound listening. Sounds that are constantly nearby, but we don’t even think about it. Your interactive sound experience.
This is the biggest update Reverie Field has had so far.
It reaches into almost every layer of the game and changes how those layers work together. Reverie Field has always been a world built around listening, atmosphere, memory, progression, and the strange feeling of pulling meaning out of sound. This update pushes that identity much further and gives it a much stronger gameplay shape.
The center of the update is a full rebuild of Sonic Relics.
Sonic Relics now form a complete progression ecosystem with Active Resonance, affixes, relic upgrades, relic trading, batch crafting, and a much deeper role in everyday account growth. Relics now influence how you build your character, how you invest your resources, what kind of bonuses you chase, and how your long-term progression starts to take on its own style.
Active Resonance now works as your live relic loadout. The relics you equip there define your build and directly shape the bonuses you carry into other parts of the game. Sets, phrase bonuses, affix combinations, and resonance synergies create a huge amount of room for experimentation. Different players can now grow in very different directions even when they are sitting at a similar stage of progression. Talents remain one of the major pillars of the game, and relic builds now stand alongside them as another major part of your playstyle.
The entire Sonic Relics tab was redesigned around this new structure. Relics, Active Resonance, Upgrade, and Market now each have their own dedicated space, their own flow, and their own fullscreen view. The UI was rebuilt to make collecting, sorting, equipping, upgrading, buying, and selling feel much smoother when you are working with a large relic inventory.
Relic upgrading is now a major system of its own. Relics can be upgraded up to level 10, and at certain milestones they open new characteristics that make them far more specialized and valuable. To upgrade a relic, you feed it another compatible relic that matches the required conditions and level. This turns relic progression into a much deeper long-term path, and it also means upgraded relics can carry real market value.
The Relic Market is now live inside the game. Players can list their relics for sale and buy relics from other players directly through the Market tab. Alongside the public market, there is now an off-market discovery and offer system built around Memory Words. If you find a relic you want through Memory Word search, you can send a direct offer to its owner. That owner will then see the incoming offer inside their Market window and can answer it in the game itself.
Crafting also received a major overhaul. You can now roll multiple relics in one action through a dedicated batch crafting UI. The final result appears in a separate summary popup that gathers the important information into one clear view, which makes longer crafting sessions much easier to read and manage.
The Profile section also got a meaningful cleanup. Points-to-WOS exchange now lives in one unified section at the end of the profile with improved structure and cleaner logic (and no stupid slider anymore). The fast top button that converts all of your points into in-game WOS is also back as a one-click option for players who use it regularly.
Talents were reworked, and two new talents were added. Tasks were also updated, including the way Active Resonance bonuses are shown there. A new weekly completed-task reset feature was added for players who want to reopen finished tasks and run them again. It unlocks with 5 equipped Tasks relics, Task Artisan level 10, and Daily Amplifier level 10.
A lot of smaller systems were polished across the game as well. You can now batch-upgrade player levels from the Profile window. Talent upgrades can also be applied in batches inside the Talents page. Login and password (session password to) fields support Enter. Info windows support Escape. The leaderboard was reworked. Daily Login now includes Hall of Fame badges. Extremely high point totals now display correctly into the trillions. Claim flows for systems like Learn and Allied Vibes now use richer popups with much clearer reward breakdowns.
Completed relic market sales and accepted relic offers now appear in the Economy Log into Relics Pools tab, which makes the game’s economic activity feel much more connected and visible.
For everyone who burned their relics after 160,000 IDs, they were compensated with Sono X2. There is no more halving.
The session password now lives in memory for 4 hours instead of 30 minutes.
This update took a long time because it reshapes the foundation of the game at the same time as the surface. Collection, progression, economy, build variety, UI flow, and account identity all moved forward together in this patch. If your time in Reverie Field is built around the radio, the relic hunt, long-form growth, or the pleasure of putting together a build that feels fully your own, this update reaches directly into that experience.
Full guides for the new systems:
Relic Upgrades & Active Resonance
https://t.co/aMclnyWxHi
Relic Market & Off-Market Offers
https://t.co/lYHOtj1PGp
Crafting System
https://t.co/HhqCrLOmcF
Talents
https://t.co/2mlIFWaPWy
Farms:
https://t.co/4hgUngHhYQ
Economy:
https://t.co/mX5JheLTo1
And other here:
https://t.co/tUqCodZzPH
#webgame #reveriefield #fiedlrecording #sono
Reverie Field Update - Stability, Session Archive, Auctions, Player Ranks, Farm polish, Relic systems and a much stronger game core
A large Reverie Field update is now live.
Over the last cycle, a huge part of the game was reworked under the surface: performance, listening-session reliability, settlement safety, Economy Log consistency, Relic Market flows, Auctions, Secret Phrases, Farms, Discord achievements, public profiles, Player Ranks and many mobile UI issues.
The main goal of this update was simple: make the game feel safer, faster, clearer and more trustworthy during normal play.
A lot of Reverie Field happens in long sessions. Players listen for hours, return after Android background mode, collect farms, craft relics, merge inventory, use the market, open public profiles, sync Discord achievements and interact with several economy layers at once. That created real pressure on the old monolithic game flow.
This update is a major step toward making those systems more stable.
Performance and stability
A major part of this patch was focused on performance.
The game now uses a much more careful request flow. Several heavy reads were delayed, deduplicated or moved out of the most sensitive paths. Starting a listening session should no longer be blocked by unnecessary Profile or multiplier refreshes before the first audio starts. Many UI refreshes are now staged instead of firing a large burst of requests at the same time.
Database and Redis usage were also tuned. Connection pools were reduced to safer values, background jobs were isolated more cleanly, Redis calls now use safer timeout and pool settings, and many repeated calls now use short-lived cache layers where it makes sense.
External network work, such as Discord role syncs and some notifications, is now pushed away from critical gameplay transactions. The game should not make a player wait for a Discord request or a webhook while an important purchase, mint, relic action or listening settlement is being committed.
The Farm, Market, Profile, WOS limits, wallet balances and several economy endpoints also received caching and request-deduplication improvements. This should reduce those moments where unrelated screens suddenly feel slow because too many systems are refreshing at once.
There were also client-side improvements. Large global icon replacement passes were reduced or avoided in sensitive UI areas, especially around Farms and Harvest. Some image and data loading now waits for a better moment instead of competing with login, Start Listening or map opening.
In short: the game should feel less “spiky”, less overloaded and more responsive, especially when moving between Profile, Farms, Market, Relics and Listening.
Listening sessions are now much more durable
Listening is the heart of Reverie Field, so this part received one of the biggest reliability upgrades.
The server now treats Redis as the fast runtime layer, but not the only source of truth. Listening sessions are also protected by durable MySQL snapshots and settlement ledgers. This means a long session is much safer if Redis TTL expires, the browser goes to background, a server restarts, or the player comes back after Android suspended the WebView.
The settlement flow is now much more idempotent. Points, listening time, seasonal listening time and Relic Fragment rewards are tracked through durable accounting records, so retrying a Stop request should not duplicate rewards, but it also should not silently lose them.
The Economy Log flow was also strengthened. Previously, there were cases where points and relics could be awarded, a bot notification could be sent, but the public Economy Log summary could fail to appear. That was confusing and made some players think they had lost rewards. The new flow makes the Economy Log summary part of the same reliable settlement structure and can also rebuild missing summaries from durable ledger data.
Relic drops from listening are now protected as well. The game records not only successful relic drops, but also honest misses. This prevents repeated retry attempts from rerolling the same eligible session segment until a relic appears. It also protects against duplicate relic generation if a timeout happens after the server already committed the result.
Previous Session Archive
The old technical recovery popup has been replaced with a clearer session archive.
After starting a new listening session, the game can now show a detailed summary of the previous one: when it started, when it ended, how much time was recorded, how much time was reward-bearing, how many Points and Relic Fragments were credited, whether a relic was found, whether there was a penalty, and whether the session was safely recorded in the Economy Log.
Session time is shown in the player’s local time when possible, so the summary should be much easier to understand.
This is meant to reduce confusion around background mode, reconnects, force-stops, short sessions and 4-hour auto-stops. A zero-reward or reduced-reward session should no longer look like something simply disappeared.
Android and reconnect improvements
Several Android/WebView edge cases were improved.
Heartbeat TTL was increased to make normal background behavior less punishing. The server now relies more carefully on the last confirmed heartbeat, and reconnect logic no longer overwrites the original start time of an existing session.
If a previous session needs to be finalized before a new one starts, the game now tries to close it safely first. The Reset Session action was also made safer and clearer: instead of simply deleting local session state, it finalizes what can be finalized and then allows the player to start fresh.
Short sessions are now cleaned up properly, and the UI should no longer stay stuck with an old local session ID after the server has already closed it.
Anti-abuse protection is still active, but fingerprint handling was made less fragile for normal mobile-network changes.
Relic Market and Auctions
The Relic Market received one of the largest feature upgrades: Relic Auctions.
Players can now use Auction as a dedicated trading mode, separate from the normal Market and off-market offers. Auctions support timed listings, bids, buyout, escrow handling and automatic settlement.
Bids are held safely. If another player outbids you, the previous leading bid is refunded. Buyout finishes the sale immediately. Timed auctions now close automatically after the timer ends when the Auction Room refreshes. If there were no bids, the relic unlocks and returns to the seller. If there was a winning bid, the relic moves to the winner and the seller receives SONO.
The confusing manual Finalize button was removed from the normal player flow. Players should not need to guess who must press Finalize or when. The system now handles ended timed auctions in a much clearer way.
Auction time handling was also corrected. The client now follows server-provided remaining time instead of guessing from local timezone parsing, which should prevent the old “client says ready, server says not ended yet” mismatch.
Auction filters were separated from Market filters, so switching between Market and Auction should no longer break the view or hide valid auctions because of old filter state.
Auction notifications were also improved, including cleaner Telegram/Discord formatting and a separate auction channel path.
Market level gates and Grandmaster Relic protection
Market access is now more clearly gated.
Listing and buying relics through the main Market require level 50. Auction creation and bidding also require level 50. Off-market word offers open earlier, at level 30. Grandmaster Reset counts as endgame access where appropriate.
Grandmaster Relics received stronger protection. They cannot be system-sold, listed on the Market, traded through Market flows or placed in Auction. This should prevent accidental or abusive movement of one of the most important endgame relics.
Batch Market purchases
The Market now supports combined purchases.
Players can select multiple relic listings and buy them together in one action. The server processes the total SONO payment safely while still preserving individual sale records for history and Economy Activity.
The UI now has a clearer combined-purchase selector with better mobile/fullscreen styling, selected-card highlights and a compact summary panel.
Secret Phrases
Secret Phrases received several important fixes.
The biggest one concerns seasonal reset. Previously, a phrase completed once in a season could block a later legitimate reward after a seasonal reset, because the old completion ledger did not understand reward generations correctly.
Now the reward logic is generation-aware. A first completion and a valid post-reset recompletion are treated separately, while paid Unbind still cannot be abused to farm the same reward repeatedly.
A dedicated reward ledger makes Secret Phrase rewards more idempotent. If a request breaks after only part of a reward is applied, a retry should complete the missing part instead of paying the whole reward twice.
There is also a reconciliation path for older missed post-reset rewards where the game can safely detect confirmed cases and restore them. Ambiguous cases are intentionally left for manual review instead of being paid blindly.
Paid Secret Phrase Unbind was added as well. A phrase-bound relic can be unbound for 5000 SONO. This uses action locks, wallet locks, database row locks and an idempotency key, so double-clicks or repeated requests should not double-charge the player. The old historical completion ledger remains intact, so Unbind cannot reset the reward history for farming.
The UI now updates Secret Phrase slots, Relics, balances and progress immediately after Unbind instead of requiring a manual refresh.
Relic crafting, merging and upgrades
Relic crafting and upgrading received several important changes.
Crafted relics now have a stronger Craft-school bias by default. Single craft and batch craft write dominant school data more consistently. Relic Transmuter reduces that Craft bias, and a strong Relic Hunt setup can fully disable it, allowing school rolls to behave more freely again.
Craft attempt purchasing was improved. The normal purchased-attempt cap remains limited, but players with the correct full Craft + Daily school setup can unlock a much higher daily purchase cap. This gives advanced builds a clearer reason to assemble specialized crafting sets.
Craft and batch craft upgrade odds were also adjusted, especially for high-end routes. Rare-to-Epic and Legendary upgrade paths were tuned down from earlier values, while Simple-to-Rare remains more accessible.
Relic upgrades now go up to level 16. New affix thresholds and affix counts were added for different rarities. Higher-level upgrades, especially after level 7, are now designed to feel much more meaningful. The system now protects stronger saved affix values so that a weaker recalculation cannot overwrite a stronger snapshot after an expensive merge.
Premium merge mode was also clarified: it preserves the target relic’s current affixes and school identity for an extra SONO fee, making it a safer option when upgrading valuable relics.
New affixes were added and integrated into multiple systems, including Farm fill speed, Farm luck, relic upgrade chance and relic duplication chance. These modifiers now show more clearly in Active Resonance, Market/Profile views and Farm-related UI.
Farms and Expeditions
Farms received a major stability and performance pass.
Farm state and map overview now use smarter short-lived shared snapshots and build locks. If one server process is already rebuilding a heavy Farm state, another process should not repeat the same expensive work at the same time. After Harvest or Upgrade, generation tokens make sure old stale data cannot be reused incorrectly.
Farm modals now open faster by using already-known map overview data as an immediate preview while the full state loads in the background. Harvest responses also return compact authoritative patches, allowing the open modal, progress bar, map point, local snapshot and balances to update immediately.
Harvest no longer invalidates heavy relic, talent, equipment and Active Resonance caches unless it actually changes something that requires that. This should reduce unnecessary load after normal resource collection.
Farm UI also received several polish fixes. Resource icons should flicker less after Harvest. Farm Luck and Farm Fill Speed from affixes are now visible in the Farm/Active Resonance layers, so players can understand how their build affects the Farm system.
Referrals and allied signals
Referral links are now simpler and more direct.
New referral links point to the main game domain and can open the player’s public profile directly. Old referral links still remain compatible for activation, so existing shared links are not wasted.
A new Allied Signal Inspector was added to the Referrals tab. Players can paste a referral link, code, username or @username and check both directions of the relationship: whether they activated another player’s link and whether that player activated theirs.
Mutual links are shown clearly as a confirmed allied signal.
Collect Allied Vibes is now protected with the session password, bringing referral reward collection closer to other protected economy actions.
Referral rewards and Grandmaster Reset interactions were also tuned, including stronger endgame multipliers where appropriate.
Achievements, Discord and Player Ranks
Achievements received a major expansion and a full presentation pass.
New achievement branches were added for many systems, including Secret Phrases, Relic Quality, Relic Upgrades, Active Resonance walls, Epic and Legendary relic ownership, Farms, Auction milestones and Market milestones.
The Achievement Archive was redesigned and made much larger on desktop. Mobile layout was also improved so progress circles, rank cards and achievement cards should no longer collide or overflow as easily.
Achievements are now grouped more clearly. Active Resonance achievements, school-specific walls, same-school set depth, full 11-slot level walls and hidden slots are easier to understand instead of being buried in one long mixed list.
A new Player Rank system was added based on achievement progress.
The ranks are:
Room Tone Witness
Cable Label Scribe
Boom Shadow Operator
Aux Send Cartographer
Patchbay Ghost Navigator
Stem Print Custodian
Mix Bus Diplomat
Immersive Field Architect
Final Master Archivist
Each rank has its own visual identity, color profile and styling. Rank cards now appear in Profile, Achievement Archive and public profiles.
Player Rank is not only cosmetic. It can also provide bonus value in gameplay, including final listening point bonuses and Farm harvest bonuses. The Listening Session popup and Farm harvest toast now explain those bonuses more clearly.
Discord achievement sync was improved as well.
Seasonal Discord achievements were also made more reliable by reading confirmed badge/ledger data instead of relying only on fragile season-entry fields.
Public profiles and Leaderboard profiles
Leaderboard profiles are now much more useful.
Players in the Leaderboard can open a public Field Profile with level, Points, listening stats, achievement count, balances, relic counts, talents, Active Resonance snapshot, equipped relics, rarity/quality/school data, affixes, active buffs, Farm Network info, previous season placement and achievement rank.
Total Boost is shown more clearly, including cap information and real uncapped values where relevant. If Cap Lift is active, the profile can show that too.
Long usernames and mobile layouts were improved so close buttons and profile headers stay usable.
This makes public profiles much closer to a real player-build summary instead of a simple leaderboard card.
UI polish and mobile fixes
A large number of smaller UI problems were fixed across the game.
Achievement popups are now more mobile-friendly. Active Resonance fullscreen scrolling was rebuilt several times until mobile browsers stopped trapping the player inside nested scroll containers. Sonic Relics tabs now behave better during long mobile scrolling. Public profiles handle long names more safely.
The Farm modal was enlarged on desktop and made more useful. Preview icons were fixed so they do not overlap progress bars. Rank cards were centered and compacted. Relic Trade Patchbay was raised above the Sonic Relics fullscreen layer. Popups and toasts now appear above Secret Phrase windows more reliably.
The Listening popup now handles auto-stop and 4-hour stop better. If the server returns a real session reward, the player sees the normal Listening Session popup instead of a confusing Previous Session summary.
Security, request shield and origin protection
The request shield and trusted IP handling were improved.
The game now handles Cloudflare/trusted proxy headers more carefully, avoids trusting arbitrary spoofed forwarded IP values, and logs more useful shield diagnostic fields. The public HTML interface is also less likely to be blocked together with API calls during general rate-limit pressure, while heavy endpoints still keep stricter limits.
The old domain is no longer treated as a normal public route into the game. The current client also includes stronger separation between the main game domain and legacy hosting behavior.
Session password errors were made clearer and safer. A wrong password should no longer create a long-lived unlock state or leave the player stuck with a vague Network Error message.
Wallet and economy actions received more lock protection in sensitive areas, including Market, Unbind, buy flows and mint/batch flows.
Reward and balance clarity
Several reward displays were improved.
Listening session fragments, task rewards, Learn rewards, Long Take Legend milestones, Expedition bonuses, Active Resonance layers, Farm bonuses, Player Rank bonuses and Grandmaster-related multipliers are now explained more clearly in the UI.
The goal is to make rewards feel less mysterious. When the player receives a bonus, the interface should increasingly show where it came from: Mining Pass, Sonic Explorer, Grandmaster Relic, Long Take Legend, Sonic Scholar, Active Resonance, Player Rank, Farm affixes or other systems.
This update also fixes several cases where the UI was technically correct internally, but not clear enough for a player to understand what happened.
What players should notice immediately
The game should feel more stable during Start Listening, Stop Listening, reconnects and Android background usage.
Previous sessions should be easier to understand.
Economy Log records should be more reliable.
Auction flow should be simpler: no confusing Finalize button, clearer Buyout, automatic timed settlement.
Farm opening and Harvest should feel smoother.
Achievement Archive and Player Rank should look better and explain progression more clearly.
Public profiles should be more useful.
Secret Phrase Unbind and post-reset rewards should behave more safely.
Market and Auction views should be less visually confusing.
Mobile layouts should be less cramped, especially in Active Resonance, Achievements, Farm and public profiles.
Important note
Anyone who reads to the end, let them write down how old they were when they got a computer.
Reverie Field is still in active development and open beta. This update makes the core much stronger, but it also touches many large systems at once. Please report anything that looks strange: missing logs, unclear settlement summaries, Auction issues, rank display bugs, Farm desync, Secret Phrase problems or mobile layout glitches.
A huge thank you to everyone who reported issues, sent screenshots, tested strange edge cases and helped trace what was really happening.
This update is mostly about trust.
If you spend time listening, crafting, collecting, building your relic setup, progressing achievements, trading relics or maintaining your Farm network, the game should do a better job of remembering it, explaining it and protecting it.
#sono #reveriefield #webgaming
Good news.
The red warning screen is gone from https://t.co/oHpFDH7JYy. The review was resolved very quickly, because there was no real danger inside the game. The key issue was dealing with the harmful traffic and malicious requests that had been flooding our old domain.
The biggest update: a new version is now available on Google Play, and the Android app is functioning normally again.
We’ve also built up a huge number of fixes, improvements, and gameplay updates over the last two weeks. We’ll publish a separate post with full patch notes very soon.
#sono #webgaming #sonogame
Important update regarding the red browser warning
Some players may currently see a red warning screen when opening https://t.co/oHpFDH7JYy.
The warning first appeared on our old base domain and later affected the main game domain. Based on the server logs, the most likely cause is a wave of automated spam, scanning requests, and possible DDoS activity targeting the game infrastructure.
We have already blocked direct access to the old hosting URL, removed all redirects from it, added additional protection against suspicious traffic, and stabilized the backend.
At the moment, we have found no evidence of compromised player accounts, leaked personal data, malicious downloads, or injected content inside the game.
We have submitted the domain for review and are working to remove the browser warning as soon as possible.
The Android application will also be temporarily paused while we make the necessary changes. Since the domain is currently flagged, we do not want to submit the updated Android version for review until the issue is resolved, as this could create a false impression that the application itself is unsafe.
For now, please use only the official website:
https://t.co/oHpFDH7JYy
Or not use :/ until the red screen disappears. Up to you.
Your progress remains safe. Thank you for your patience and understanding.
Reverie Field Team
A new community vote is now open in Reverie Field.
How should we handle multi-account and sybil activity?
The game already has technical limits, but this is not always a simple issue. Shared networks exist, technical checks are imperfect, and there is a difference between limited multi-account use and large-scale coordinated farming.
Should Reverie Field enforce a strict one-player-one-account rule, allow limited multi-account use within the current limits, or keep the current system unchanged?
Vote in the game before July 1.
And of course, everyone is very welcome to discuss this openly in our Discord. Feel free to share your thoughts and different opinions - an active community discussion about it is absolutely encouraged.
☀️ Reverie Field Summer Season is now live
The new 2026SUMMER season has finally started.
You can now enter the season through Events → Seasons, start building your seasonal listening time, and compete for a place on the leaderboard.
As always, the seasonal ranking is based only on the time you listen during the current season. Your relic collection, account level, token balance, and previous progress do not decide your placement. Every season is a fresh race.
Rewards from the completed Spring Season are also ready to claim. Open Events → Seasons, check your previous-season result, and collect your rewards.
A small reminder before entering: you need at least 5,000,000 Points to join, and your current Points are burned when you enter the season. Choose your moment and enter when you are ready.
Good luck this summer, explorers. 🌿🎧
#sono #webgame
Reverie Field Update - faster core systems, Active Resonance polish, farm map clarity, voting fixes, achievements, and reward cleanup
A new Reverie Field update is live. This one is mostly focused on speed, reliability, UI clarity, and cleaning up several systems that had become too heavy or too confusing during normal play.
The first important fix is batch relic burning. The batch burn flow had an error that could break the request and return an internal error instead of completing the burn. That path has been cleaned up, including the pricing and confirmation flow.
Batch crafting also received another reliability pass. It should now work faster, with fewer timeout risks, and without wasting crafting attempts because of broken or stalled requests. The goal here is simple: if the server request fails in a bad state, players should not lose attempts unfairly.
Listening start and stop logic was also optimized. Starting and ending sessions should now respond faster and create fewer long server waits. This should reduce timeout pressure during active sessions, especially when several other profile, talent, multiplier, referral, or Discord checks are happening around the same time.
The Expedition / Farm map received a small visual redesign. Farm circles and farm popups now show clearer production information directly on the map, so you can quickly see whether a hotspot produces SONO or Relic Fragments without opening extra panels. The map should feel easier to scan, especially on smaller screens.
Active Resonance received a larger UI pass. Equipped relic actions are cleaner, the buttons are smaller and more readable, and the Unequip button now has a more distinct style so equipped relics are easier to recognize. The bonus panels were also reorganized to make the build math easier to understand.
The Combined Equipped Modifiers panel now presents final live totals more clearly. These are the final gameplay values after equipped relic affixes and server-side resonance layers are folded together. Active Set Bonuses, Secret Phrase Chains, and Active Phrase Bonuses are still shown separately as explanation layers, but repeated affixes should not be manually added again by the player. The final number is the one shown in Combined Equipped Modifiers.
A big mechanical change: relics locked into Secret Phrases can now be upgraded. There is one important rule attached to this. If a phrase-locked relic is upgraded to level 1 or higher and then equipped into Active Resonance, it becomes committed to that resonance setup. It cannot be unequipped until the next phrase reset. This keeps phrase progression protected while still letting players improve phrase-bound relics over time.
Secret Phrases also received more fixes. The phrase detail window should now open in the correct position, including from fullscreen mode. The Bind All function should work again, and phrase progress should refresh more reliably after binding. Phrase bundle progress, Phrase Collection Mastery, and the Secret Phrase Bonus Console should now update more clearly after actions.
The SONO tab received a light redesign. Current Burn Prices are now shown directly in the tab using the player’s current pricing context and $gameWOS burn costs. The info window was cleaned up, old halving wording was removed, and the tab now better explains the actual burn economy without outdated legacy text. The management view is also less cluttered.
Frequency Pool swaps were fixed too. The 10%, 25%, 50%, 75%, and 100% buttons now respect the player’s current daily limits, similar to the Mint $WOS flow in the Profile tab. They no longer blindly use your full wallet balance when the daily limit is lower.
The Referral tab had a frustrating activation bug fixed. If you entered an invalid referral code or a code that had already been activated, the button could get stuck forever in the “Activating…” state until the game was reloaded. That state should now reset correctly.
Referral activation feedback was also improved. After a successful activation, the tab now shows whose link was activated, the popup highlights the referrer more clearly, and the reward summary includes what the referrer received too.
The Referral leaderboard was cleaned up as well. Total Points and Total Fragments were removed from that view, and Mutual Friends was added instead. The leaderboard now focuses on Referrals and Mutual Friends, which fits the referral system better.
Voting received several UI and server-side fixes. Proposal cards now show VOTED if the player has already voted. After a successful vote, the card updates immediately without needing to reopen anything. Results are no longer shown before a vote is cast, and the server now also checks the username when returning proposal results. The Voting screen now also shows Completed Votes next to Voting Power.
Discord achievement tracking received an important fix for lifetime listening. The 6-month listening achievement now checks the best available value between stored lifetime listening time and the listening session log total, so Discord achievements should match the lifetime listening leaderboard more accurately.
A large new wave of Discord achievements and roles was also added or prepared across several systems:
Voting milestones
Farm maxing milestones
BG / Crete farm completion
Mint $WOS progression
Relic Fragment → Points conversion
Relic upgrade milestones
Relic quality ownership
Active Resonance set building
Secret Phrase chain sets
Hidden 12th slot usage
Talent progression
Talent reset badges
Task reset badges
Secret Phrase reset badges
Rewards were reviewed across these achievements so early milestones feel useful, deeper milestones feel meaningful, and endgame achievements have stronger recognition.
Store and status refresh behavior was improved too. After login, purchases, Stripe confirmation, harvests, and farm buff actions, the client now refreshes more of the relevant runtime state without requiring a page reload. Store buffs, Farm buffs, Mining Pass, Explorer Status, Learn status, listening multiplier, Radio tab buff displays, and estimated rewards should now update more reliably.
Farm / Expedition unlock behavior after weekly reset was also adjusted. Previously, some dynamic unlocks could disappear after the reset because completed expedition data was cleared. Now already unlocked farm hotspots are preserved, and dynamic unlocks from Expedition sets or effective talents can be fixed as unlocked so weekly reset does not accidentally close access again.
Store pricing was updated as part of the economy pass. SONO money packs were increased by 1.5x, Mining Pass now gives 7,500 SONO, and Explorer Status now gives 30,000 SONO. WOS fallback values were also adjusted, while normal WOS pricing still follows the pool rate.
There are also many smaller fixes across relics, resonance, rewards, farms, pool swaps, referrals, phrase binding, Discord sync, voting, and live status updates.
This patch is mostly about making the existing game systems faster, clearer, and safer before the next larger content layer arrives.
Thanks to everyone testing, breaking things, reporting weird states, and helping make the field less haunted in all the wrong ways.
#SONO #Webgame #gamedev #audiogame
Reverie Field Update - Discord Achievements, Secret Phrases, Relic Signals, Tasks, Market UX and more
This is one of the biggest connective updates for Reverie Field so far. A lot of separate systems have now been tied together more tightly: Discord, relic generation, Secret Phrases, Active Resonance, Tasks, Relic Market notifications, leaderboards and long-term account progression.
Discord is now a much more useful part of the game.
Discord sync has been rebuilt into an achievement-style system. When you connect your Discord and sync achievements, the game checks your account progress, unlocks eligible Discord roles, records paid achievement badges, and gives rewards directly to your in-game account. These rewards can include Relic Fragments and off-chain SONO, depending on the achievement.
The Discord Achievement Archive now works like a permanent badge ledger. Paid achievements stay visible, locked achievements show what you can chase next, and categories make the whole thing easier to read: Account, Craft, Daily, Economy, Endgame, Epic Relics, Legendary Relics, Expeditions, Farms, Leveling, Listening, Market, Referrals, Relics, Season, Secret Phrases and Tasks.
Discord is also becoming a real notification layer for the game. If your Discord is linked, market activity connected to you can now notify you through Discord channels. If someone buys your relic, or if someone sends you an off-market relic offer, you can be notified through the dedicated market channels such as #market-sales and #market-offers.
So Discord now has three jobs: roles, achievement rewards, and useful game notifications.
Relic bot notifications were also reworked.
Generated relic messages in Telegram and Discord now show much more meaningful information: relic quality, level, school, memory word, source, active affixes and their real values. Discord also displays the unique relic icon alongside the main relic artwork, making generated relics feel more like actual items and less like plain logs.
The Relic Market received a small but important search improvement too. Short memory words, including two-letter words, now work more reliably in market search and archive discovery. This matters a lot for Secret Phrase hunting because many useful phrase words are short.
Upgrade History was redesigned and made more readable. The window now presents merge history with clearer before/after data, costs, relic states, affix changes and final affix results. The mobile version was adjusted separately so the filters do not eat the entire screen and the actual history remains usable on phones.
Secret Phrases received the largest gameplay update.
Secret Phrases are now a much more complete part of the game loop. They are no longer just a hidden word collection layer. They now connect into Active Resonance, relic generation, seasonal resets, Discord achievements, leaderboards, phrase-chain builds and late-game account strategy.
Phrase chains were reworked. When you equip multiple relics from the same completed phrase, you can wake chain bonuses at 3 / 5 / 8 / 11 equipped relics. These bonuses are now stronger and more meaningful. The system also takes phrase length into account: shorter phrases are harder to complete as full equipped sets, so they can carry stronger chain pressure than very long phrases.
This makes phrase-set building much more interesting. A player can chase clean school builds, phrase builds, mixed Active Resonance builds, seasonal builds, or a combination of all of them.
A seasonal Secret Phrase reset was added. Once per new season, players can release their phrase-bound relics and rebuild their phrase sets with a fresh layout. Bound relics become available again, while historical completions still count for leaderboards and Discord achievements.
A new Phrase / Mnemonic Chorus school was added for phrase-focused relics and affixes. Phrase-school relics can now roll bonuses such as:
Secret Phrase Rewards - increases SONO and Relic Fragment rewards from completed Secret Phrases.
Secret Phrase Bind Relic Roll - adds pressure to generate a relic when a word is successfully bound.
Secret Phrase Bind Upgrade - improves the upgrade pressure for relics generated from Secret Phrase binding.
Secret Phrase Chain Power - strengthens phrase-chain effects when multiple equipped relics belong to the same completed phrase.
Secret Phrase bind relic rolls were added. With Token Alchemist 5+ and Relic Transmuter 5+, every successful word bind can roll a Sonic Relic using the same Simple / Rare / Epic / Legendary structure used by Learn-style relic rolls.
Bind-generated relics can also upgrade their rarity under stricter conditions. With Token Alchemist 10+ and Relic Transmuter 5+, bind relics can upgrade along this path:
Simple -> Rare
Rare -> Epic
Rare -> Legendary through a very rare Grandmaster-only route
Grandmaster Mirror also connects to this system. An eligible mutual referrer with Grandmaster Reset, Grandmaster Relic and Referral Resonator 15 can mirror a relic generated from Secret Phrase binding.
Soothe Sauce now interacts with the Phrase school in its own way.
For Mnemonic Chorus / Phrase-school scaling, completed Secret Phrases act as the second side of the talent logic:
1 completed Secret Phrase = 1 applied level
The cap is based on Soothe Sauce level.
If Soothe Sauce is 15 and the player has 20 completed phrases, 15 levels apply
If super bonuses raise effective Soothe Sauce higher, the system can use that higher cap
Secret Phrase rewards also gained an 11/11 chain bonus. If a player has the maximum Secret Phrase chain active, phrase completion rewards are doubled after all other bonuses are applied.
Locked phrase relics were made safer and clearer. Relics bound to Secret Phrases can no longer be used in relic upgrades.
They do not appear as upgrade feeders or targets, and they remain protected from being burned through merge paths. Phrase-bound relics also cannot be traded or minted for SONO while bound.
Secret Phrases now have their own full-screen view, clearer phrase previews, improved bonus explanations and a cleaner route back to the relic inventory. The goal is simple: phrase hunting should feel like a real build path, not a side note.
Listening relic generation received a new rare bonus layer.
Long Take Legend 10+ can now unlock a rare starting-level roll for relics generated from listening. This means some listening relics can appear immediately at Lvl 1-5. LTL 11-15 slightly improves the chances, while Lvl 5 remains extremely rare.
This is listening-only. Craft, Tasks, Learn, Daily, Referral, Season, Farm and Secret Phrase relics still generate through their existing rules. Listening duplicates and Grandmaster mirror relics inherit the same starting-level result when this roll happens.
Tasks were updated too.
Task Artisan can now be upgraded only from level 20 onward. After Grandmaster Reset, this restriction is removed.
Completed task progression now also has a level gate. Before level 40, players can hold up to 25 completed tasks. After level 40, or after Grandmaster Reset, the full task list becomes available.
Tasks also received smoother feedback. Opening the Tasks tab now has loading feedback, and pressing Check shows an idle/loading state before the reward result appears. This makes the flow much clearer, especially when the server is checking completion and calculating rewards.
For Grandmaster Reset players, task rewards are now multiplied by x10 for points and fragments.
The weekly completed-task reset logic was also clarified in the UI. Players can see the unlock requirements and cooldown state more clearly, including the relation to recent talent resets.
Achievement and Secret Phrase leaderboards were added.
The leaderboard system now includes new ways to compare long-term progress, including achievement progress and Secret Phrase progression. This gives more visibility to players who are building deep accounts, not only high point totals.
A lot of UI and UX work also went into this update.
Relic cards, locked states, bind buttons, market actions, full-screen views, archive screens, achievement popups, Discord panels, Secret Phrase screens and Upgrade History all received improvements. Several screens were adjusted for mobile separately, because many of these systems now contain much more information than before.
The bigger goal of this update is connection.
Discord now connects to achievements, roles, rewards and market notifications. Secret Phrases now connect to Active Resonance, relic rolls, seasons, leaderboards and build strategy. Tasks connect more clearly to level progression and Grandmaster progression. Listening has a new rare relic-level layer. The market and upgrade tools now expose more information instead of hiding important state.
Reverie Field now has much more room for different account paths. You can chase listening builds, phrase-chain builds, farm builds, task builds, market builds, relic hunting, achievement completion, or mix several of them together.
The field is getting louder, but the routing finally makes more sense.
#sono #reveriefield #webgame
Huge patch update is live.
This update keeps pushing the same goal as the last one: making the game feel cleaner, clearer, and more dependable in the places where players spend the most time. A lot of work in this patch went into systems that were already there but still had rough edges after resets, upgrades, talent changes, relic swaps, phrase progress, or repeated actions inside the same session. Those parts should feel much steadier now.
Relics, upgrades, and Active Resonance got another big cleanup pass. Relic listings no longer kick you out of the Relics tab, upgrade previews are more trustworthy, merge results should keep the correct final relic state more consistently, and several cases where school data, slot data, or set counts could drift out of sync were cleaned up. Active Resonance now does a better job showing what is actually equipped, what school each relic really belongs to, how set bonuses are being built, how hybrid builds are scaling, and when the extra Epic slot becomes available for high-end builds. The Affix Refresher added and it explains more of the system in a way that is easier to follow while you are building.
Secret Phrases got one of the biggest real feature additions in this patch. We added 15 new Secret Phrases, bringing the full library to 25, rebuilt the word pool around all of them, and introduced a new Phrase Collection Mastery layer inside Active Resonance. This is not just more phrase content - it is a new long-term progression system. Phrase milestones are now grouped into five progression bundles, moving from easier phrases to harder ones, and the game now makes that structure much clearer. Players can see which phrase group they are currently working on, how far they are from the next mastery step, and how that progress feeds back into their final Active Resonance bonuses. Secret Phrase Chains were also made much stronger, so phrase progress now matters more both for collection and for live builds.
Talents were cleaned up again as well. Important descriptions were rewritten to better match what the game actually does, so bonus text should be more readable and less confusing. Farm Banks Builder was strengthened, Task Artisan got a stronger task bonus, the completed-task requirement for weekly resets was lowered, and Learn-related synergies were improved, including a setup that can double SONO rewards. Phrase-based progression now connects much more clearly to the rest of your build, instead of feeling like a separate side system.
Farm and hotspot progression saw a lot of backend and UI work, but the biggest addition here is that farm reset is now a real system of its own. Farms can now be reset directly from the hotspot window, with refund logic that safely handles older upgrade history, newer recorded upgrade history, and mixed cases where a hotspot contains both. Older farms can still fall back to current-value refund rules where needed, while newer tracked upgrades use exact recorded spend. Reset previews now refresh much more reliably, react properly after upgrades, and warn you when you need to harvest first so nothing gets silently lost. Hotspot unlocks and farm layers now react more reliably to your real active build, hotspot markers load faster on the map, and several upgrade edge cases were fixed, including branches that could get stuck at level 0 or incorrectly behave as if an upgrade had already happened.
Expeditions and repeat rewards also got a real new progression feature. Weekly expedition reuse is now part of the game for players who reach Expedition Pathfinder level 10 and Daily Amplifier level 10. When those conditions are met, completed expeditions can become available again once per week, letting you listen to them again and claim their rewards again. The flow is much more natural now: expeditions re-open when your setup qualifies instead of relying on awkward manual handling, and the weekly protection after talent resets is still there to prevent abuse. We also fixed a crash in one of the expedition completion paths.
Referral rewards were heavily boosted for Grandmaster Reset players as well. Activating a referral link now gives 100x bigger referral rewards for GM Reset, and the rewards you receive when someone else activates your link were also increased by 100x for GM Reset. That makes referral progression much more meaningful in the late-game than it was before.
Learn and economy reliability got important fixes too. One especially confusing issue where SONO from sound descriptions could appear in logs and popups but not feel reflected correctly in the wallet was cleaned up, and cache refresh around those rewards now behaves much better. Repeated protected actions like market use and crafting should also stop asking for the session password over and over during a live session, which makes the whole flow feel much less interrupted.
A lot of interface cleanup came with all of this. Farm reset panels were redesigned several times until they became more compact and easier to read. Mobile layouts for Relics, Market, Active Resonance, Secret Phrases, and farm windows were tightened up. School highlights, phrase progress blocks, and set visuals were improved so builds are easier to scan at a glance, and several popups that used to overlap, hide under fullscreen layers, or feel awkwardly centered were corrected. The goal here was simple: fewer moments where the UI makes you guess what is happening.
This is still very much a quality-of-life patch, but it also adds several major progression pieces to the game: full farm reset support, the expanded Secret Phrase Mastery system, and weekly expedition reward reuse for advanced builds. Active Resonance is easier to understand, farms are safer to manage, repeat rewards behave more naturally, referral rewards hit much harder for GM Reset players, Secret Phrases now carry much more long-term weight, and the game should do a better job reflecting changes the moment they happen.
#sono #reveriefield #webgame #fieldrecording
📢 Big Update Pack — Daily Streak Hall of Fame + Milestone Relics, Economy Activity Log (Mobile UI), and Profile/Economy Cleanup
Hey everyone - we’ve shipped a solid batch of upgrades across Daily Streaks, relic milestone rewards, economy transparency, and mobile UI polish.
The goal of this pack is simple:
make long-term progression feel fair and legendary, and make the economy readable + auditable again (especially on phones).
🏛️ Daily Streak Update - Hall of Fame + Milestone Relics (and safer claims)
We’ve just shipped a pretty big upgrade to the Daily Streak system - both the rules and the reward delivery logic.
Here’s what changed in normal human words:
🏛️ 1) Hall of Fame Streak (365+ never burns)
Once you reach 365 days, your streak becomes non-burnable.
If you disappear for a long time (even 10+ days), your streak won’t reset anymore.
Instead, it pauses and continues growing only when you return and keep logging in again.
This also prevents weird “stale streak” edge cases that could accidentally bump your streak after a long break.
🎖️ 2) New milestone relic drops (big streak rewards)
We added milestone rewards that trigger when you claim your daily reward on that exact streak day:
✅ Epic milestone drops
200 / 300 / 400 / 500 / … days → 2× Epic relics
These are inserted as two separate relics (not quantity +2).
Before day 365: you can lose your streak and later earn these milestones again (it’s part of the risk/rebuild loop).
From day 365+: milestone drops become protected (one-time per milestone), so you can’t re-claim the same 400d/500d reward after a long pause.
✅ Legendary anniversary drops
365 / 730 / 1095 / … days → 1× Legendary relic
These are one-time per milestone (Hall of Fame protection).
If you’re already in Hall of Fame and return after a long break, it will not re-issue the same 365/730/etc reward again.
🔒 3) Safer reward claiming (anti double-claim)
This prevents double-click abuse and weird race conditions.
📨 4) Relic notifications are now consistent (important!)
This part is huge for transparency:
Daily relic drops are already sent via notification (as before).
Milestone relics (200/300/365/…) are ALSO queued into the same notification buffer.
Meaning: when you hit a milestone and claim, you should see relic notifications just like any other drop.
✨ 5) Better UI messaging
We improved how the client displays streak rewards:
Clearer breakdown of bonuses (Explorer, Daily Amplifier, Grandmaster effects, etc.)
Milestone rewards show up as part of the streak “special reward” messaging.
Reduced confusion around what was earned and why.
🎁 Manual Milestone Drop (one last time)
As part of rolling out the new system, we issued milestone relics manually one final time to a few players:
🎁 Daily Login Milestones - Drop (Mar 4, 2026)
Milestone relics have been issued. Same artwork + “fantastic” memory word.
🏆 500 Days - 2× Epic
arcotrade → Epic #147991, Epic #147992
⚡ 400 Days - 2× Epic
georgechira → Epic #147993, Epic #147994
🏅 365 Days - 1× Legendary
IceWeaselSienna → Legendary #147995
🔥 200 Days - 2× Epic
RRSS1710 → Epic #147996, Epic #147997
If you don’t see the relics yet - restart the game tab/app once (cache/UI refresh).
That’s it - the streak system is now much more readable, much safer, and finally has proper long-term “legendary” progression for the most dedicated listeners.
As always: if anything looks off, screenshot + username helps a lot.
📜 Economy Activity Log UI Update (Mobile-first, finally usable)
We’ve just shipped a pretty big quality-of-life update to the Global Pool & Economy Activity log.
The goal was simple:
make the activity feed actually readable and ergonomic on mobile, without losing the detailed desktop view.
✅ What changed
1) Mobile UI is no longer “wide table hell”
On phones, the log now switches to a compact card list instead of a huge horizontal table.
Each activity shows:
-Event type + time (UTC)
-Username
-Only the meaningful deltas (no empty columns)
-Chips for SONO / WOS / 🔢 Points / 🧩 Fragments
This makes the feed scannable again - one event no longer takes half of the screen.
2) Category filters are now swipeable (and don’t get cut off)
The filter buttons used to overflow and some categories became invisible on mobile.
Now filters are a horizontal scroll “chip strip”:
Swipe left/right to access all categories
A small “Swipe categories →” hint appears on mobile
Subtle gradient edges indicate there’s more off-screen
When you tap a category, the UI auto-scrolls to keep it visible
3) Numbers are displayed in a compact format on mobile
Huge values were breaking layout (especially Points → WOS and other high-volume actions).
Now mobile chips display deltas in a compact style like:
+32.6M
−50.1T
You still get full precision in the backend - this is purely a UI readability improvement.
4) Fullscreen mode + safer scrolling behavior
The modal supports a fullscreen toggle on desktop, and mobile already runs fullscreen by design.
We also removed a CSS behavior that could break swipe scrolling on iOS in some cases.
5) More transparency in the economy feed (new tracking)
This update isn’t only UI - we also improved what the log can actually show:
✅ Listening Sessions are now tracked as real log entries with a lot more detail behind the scenes (session-based records).
That means we can accurately store and display listening session outcomes using multiple parameters (duration accounting, reward seconds, season seconds, processed seconds, points/fragments awarded, relic results, source, etc.). This is the foundation for better analytics and more transparent session history.
✅ Points → WOS now shows the cost clearly
In the Points → WOS mint section, you can now see how many Points were spent for each minted WOS amount - so it’s obvious what was burned and what was received (no more “WOS appeared from nowhere”).
6) Everything stays consistent across categories
The feed remains unified and still includes:
-Pools (deposit / withdraw / APY bonus)
-SONO staking
-DEX swaps
-WOS → in-game WOS
Points → WOS (now with Points spent shown)
🧩 Fragments → 🔢 Points
🎧 Listening sessions (now tracked with detailed session logging)
SONO mining events (relic burns, sound descriptions, phrases, season rewards)
🧪 Why this matters
This feed is basically the public audit trail of the economy.
Now it’s finally something you can comfortably use on a phone:
-faster scanning
-better searching
-filters that don’t break
-no UI chaos from huge numbers
…and more transparency for both listening sessions and Points → WOS conversions.
If you notice any edge-case formatting issues (especially with timezones or an unusual event type), please ping me with a screenshot - we’ll patch fast.
📢 Profile + Economy UI Update (Polish & Stable Again)
Hey everyone - quick dev update on the Profile / Economy screen.
We’ve shipped a cleanup pass that focuses on two things:
✅ 1) Economy flow is now more logical
We reorganized the Profile tab so the economy actions live inside the Economy section, where they belong:
Mint $WOS (Points → $WOS)
Convert 🧩 Relic Fragments → 🔢 Points
Convert 🔢 Points → in-game $gameWOS (fast off-chain conversion for upgrades and anything that spends $gameWOS)
So instead of having conversion blocks scattered around the Profile, the economy now reads like a real “wallet + actions” panel.
✅ 2) Profile now shows more balances at a glance
We also added display for off-chain wallet balances alongside the rest of your stats:
Off-chain SONO
Off-chain WOS
This gives you a complete “what do I actually have?” snapshot directly in Profile, without needing extra tabs.
✅ 3) Layout polish + better centering
Buttons and conversion blocks were re-centered and tightened visually to match the game’s UI vibe:
-cleaner spacing
-more consistent button sizes
-less “random alignment chaos” on mobile
✅ 4) Fixes: mint slider + missing info loading
After moving blocks around, we also fixed a regression where:
the $WOS mint slider could stop behaving correctly
the rate/limits info for minting and fragment selling could fail to load in some cases
That’s now restored - the Economy section should again show the same detailed info as before.
If anything looks off on your device (especially mobile), please drop:
📱 your screen size + browser + a screenshot, and we’ll squash it fast.
Thanks for sticking with the constant UI evolution - the goal is a Profile tab that feels like a real “character sheet + wallet” instead of a pile of buttons.
Many other changes soon
#reveriefield #webgame #sono
никакой. все перешло в оффлайн, экономика теперь внутри игры. Если честно не знаю, нужна ли этой игре сейчас вообще крипта. Пока всё будет оффчейн. Возможно, потом появится интересная опция. Я думал про Бейс, но пока не уверен. Не хочется скамить людей. После Коии особенно стремно. А в текущей ситуации на рынке, как буд-то, ты это сделаешь так или иначе, если станешь криптопроектом.
🚀 Quick Update Drop, a few important improvements just landed in Reverie Field
Hey everyone - pushing a small wave of quality-of-life + backend upgrades today. Nothing you need to “relearn”, but a lot of things should feel smoother, clearer, and harder to break. Here’s what changed:
🔐 Update: Session Password QoL (Less typing, same security)
We just improved how Session Password works in Reverie Field.
✅ You now enter your Session Password only once, and the game remembers that you’re “unlocked” for a while.
⏳ The unlock lasts 30 minutes, and every protected action refreshes the timer - so if you’re actively crafting/minting/etc, you won’t be asked again.
🛡️ No password is stored in local storage - only a short-lived secure unlock token.
Result: same protection, way smoother gameplay (especially for crafting & minting).
📢 Listening Sessions Update - clearer daily limits, safer payouts, better popup
Reverie Field shipped a major backend upgrade to how 🎧 listening sessions are counted and rewarded.
The goal: no more “broken” sessions, clearer daily limits, and a Session Points popup that actually explains what happened.
✅ What changed:
Rewards are now capped per day (no more 24/7 clicker advantage)
You can still listen anytime - the radio is never “closed”.
But how much of your day can generate rewards is now limited, so running the game 24/7 doesn’t automatically dominate Seasons anymore.
Here’s the daily reward budget:
Up to 16 hours/day → 100% rewards
Full points rate + normal relic roll eligibility.
Next 4 hours/day → 50% rewards
You still earn points, but at half efficiency.
After 20 hours/day → 0% rewards
Listening still works, but it becomes reward-free:
no points, no 💎 relic rolls, and no Season progress.
Important: This is not “time-of-day windows”.
It’s a daily budget that fills up based on how much rewarded listening you already did that day.
Season progress is now stricter (and fair)
Season listening time no longer grows forever just because someone keeps a tab open.
Only the 100% reward block counts toward Season listening time.
That means Season progress has a hard daily ceiling: max 16 hours/day.
The 50% block does NOT push Seasons.
The 0% block obviously doesn’t either.
So: 24/7 macro listening can’t “win by default” anymore.
Reduced-reward time still pays - but weaker, and not for Season
Once your 16h full-reward budget is used:
you can still earn points for a while (up to 4 more hours/day)
but it’s 50% efficiency
and it won’t increase Season listening time
After that (past 20h/day total accounted time):
no points
no 💎 relic rolls
no Season time
For math nerds:
Daily Season cap = 16h max
Daily “effective reward time” cap = 18h max
(16h full + 4h at half efficiency = +2h effective)
Payouts are now safer and consistent
If stop/heartbeat gets retried because of lag, reconnect, double click, etc.:
the server won’t double-pay
the server won’t eat your daily reward budget if the payout fails due to a temporary issue
the system is now much harder to desync or “break”
Crossing daily reset is handled correctly
If your session crosses the daily reset moment, the server now:
- splits the session cleanly
- applies the correct daily budget rules to each part
- keeps totals consistent (no weird edge cases)
🧾 Session Points popup got smarter (and cleaner)
At the end of a session you’ll now always see:
- your earned 🔢 points + 🎧 session time
- bonuses/talents that affected your reward
And at the bottom (always):
-⏳ Reward budget left today: full / reduced / no-reward
- 🎛 Session cap left (this session)
Plus a “Show details” button for anyone who wants the nerdy breakdown.
🧠 Quick takeaway
If you want maximum rewards + Season progress:
focus your listening into the daily full-reward budget.
Long 24/7 clicker sessions now have sharply diminishing value by design - to protect the economy and make Seasons fair.
Want the full deep dive? Wiki page is here: https://t.co/nnoRZaGgyq
If anything feels off after the update - ping me with your username + approximate time and we’ll check logs.
🛠 Relic Crafting Update - Extra Attempts System + New UI
Reverie Field shipped a solid upgrade to Relic Crafting.
Added a brand-new system for extra crafting attempts, and built a clean UI for it.
What’s new:
New mechanic: you can now buy additional crafting attempts using 🧩 Relic Fragments.
Price: 1 extra attempt costs 80 🧩 Relic Fragments.
Batch purchase support: buy 1 or multiple attempts at once.
Clear daily tracking: the Craft tab now shows your daily attempts, remaining attempts, and how many extra you bought today.
Better UX: the buy panel only appears when you’ve run out of free attempts, so it doesn’t clutter the crafting screen.
Cleaner premium UI: centered layout, better spacing, and no duplicated price - cost is shown once, clearly.
✅ Important change: any craft attempt now consumes a daily attempt - even if the craft fails.
Previously, attempts were only spent on successful crafts.
Crafting wiki page (full details) is here: https://t.co/HhqCrLOmcF
If you spot anything weird in the UI (mobile/browser), send a screenshot and we’ll fine-tune it.
#reveriefield #sono #webgame #webgaming
🎁 Daily Login Milestone Rewards (Issued on Feb 05, 2026)
Reverie Field just sent out a fresh wave of streak rewards to the people who’ve been showing up every single day. Same “fantastic” memory word, same artwork same respect to all of you!
🏆 365+ Days — 1× Legendary Relic each
georgechira → Legendary #121904
VaskoWasilev → Legendary #121905
⚡ 400+ Days — 2× Epic Relics each
Elgon7 → Epic #121907, #121910
waawaawhitesheep → Epic #121909, #121912
lvl9001wizard → Epic #121908, #121911
🔥 300+ Days — 2× Epic Relics
AuyuZ → Epic #121913, #121914
✨ 200+ Days — 2× Epic Relics each
leanievdWalt → Epic #121917, #121920
Bart4squer → Epic #121915, #121918
Bigsepp27 → Epic #121916, #121919
Big respect to everyone keeping the streak alive. You’re basically the metronome of this whole world. 🛰️
#reveriefield #sono #webgame #dailystreak
✅ Update: Learn System Upgrade + Relic Burn Fixes + Grandmaster UI Craft Prices
Hey everyone - small-but-important polish pass just shipped. Three big areas:
🧠 Learn (Sound Descriptions), now cleaner, smarter, and more “pro-audio”
We’ve improved the Learn feedback system so it reacts more consciously and creatively, without that cheap tokens “generic AI poetry” vibe.
What changed:
Meaningless / spam / gibberish descriptions now give zero rewards.
BUT: submitting nonsense still consumes your attempt for that description. (Dataset hygiene isn’t free 😄)
Valid descriptions now get responses that feel more like a real field-recordist / sound designer note: texture, distance, space, motion… with some nerdy humor and a touch of romance, as it should be.
Think: “wet asphalt reflections + distant tram hiss + fluorescent hum+ bird songs and wind gusts” - not “asdfghjk”.
🔥 Relic Burns: stabilized (single + batch) history and mechanics itself.
Burns mostly worked well before, but under heavy server load / timeouts there was an annoying issue:
Some players didn’t see their burn records show up in the SONO history tab
Even though they still received all tokens correctly (so nobody lost rewards)
✅ This should now be fully fixed.
We hardened the whole burn pipeline and added extra protection against timeouts, so burn steps + history logging stay consistent even when things get spicy.
💰 Craft Tab: Grandmaster Reset WOS prices fixed
There was also a display UI bug in the Craft tab:
Players with Grandmaster Reset were seeing outdated craft prices in WOS, without the x20 cost multiplier applied.
✅ Now the Craft UI should correctly reflect the Grandmaster Reset x20 craft cost scaling.
If you notice anything weird (missing logs, wrong prices, Learn acting possessed), drop details + screenshots — and if possible the exact text you submitted / the relic IDs. 🙏🎛️
#reveriefield #sono #webgame #gamedev
✅ Talents UI Update — Fullscreen + New Look
Reverie Field just shipped a major Talents UI overhaul.
Fullscreen Talents screen, no more cramped popups. Everything is readable, spacious, and properly mobile-friendly.
A brand-new Talents UI with a modern glassy look, clearer hierarchy, cleaner typography, and better pacing.
Guide-style structure: talents are now explained in a consistent, readable format instead of scattered fragments, so it’s easier to understand what you’re upgrading and why.
Better flow & navigation: Talents feel like a real system now: clear sections, smoother browsing, and more deliberate “detail windows” when you want to dive deeper.
Quick UX touch: talent windows now close with a double click / double tap (especially nice on mobile).
This is a foundation update, the goal is to make Talents feel like a real system, not just a wall of stats. More UI improvements are coming next.
#reveriefield #sono #webgaming