A Quest appears for a $500 Giveaway!
5 Winners - $100 each
To join:
• Create a coin character
• Stream $Quest for as long as possible on your favorite platform where you have an account older than a year and a couple of followers (new accounts, bots do not count) Tiktok, Twitch, Facebook, PUMPFUN, toaster.
• Share your stream with us.
• Longest streamers (or the coolest, most viewed if no eligible) win.
• Minimum 2 hours.
Some CT figures such as @CookerFlips , @DipWheeler as NPCs.
Trade Update details:
Crossroads & Trade is live.
→ One shared market across Vaeloria, Brindlemere & Hollowdeep
→ List items, buy, sell & place buy orders
→ Partial stack purchases
→ Persistent escrow listings survive logout
→ Search by category, quality, traits & price
→ Real completed-sale price history
→ Collection Box for purchases, proceeds & refunds
→ 33 server-verified crafting recipes
→ Fine equipment crafting
→ Town NPC buy orders with finite demand
→ Server-held Market Gold + Trade Satchel
→ Same economy across US & EU
Every signed account starts with 120 Market Gold + a bundle of certified materials to enter the economy.
And this is only Stage 1.
Rare-item auctions, commissions, professions, maker profiles, regional deliveries, player homes, workshops, repair & salvage, caravans, guild treasuries, community construction and tournaments are still ahead.
The roads are open.
Trade begins now.
GM some updates and fixes.
## Arena, free-for-all combat and spectators
1. **Automatic free-for-all combat.** Human players become opponents when they enter the Crucible combat floor. They do not need to request or accept a duel.
2. **Friends can fight too.** Party and guild relationships do not grant immunity inside the free-for-all area. Leaving the area restores the ordinary multiplayer rules.
3. **A visible combat boundary.** A red ribbon follows the arena floor and marks the actual ellipse used for PvP. It follows local floor height so the warning stays visible.
4. **Convenient arena travel.** The World Map and Fellowship panel offer a direct Crucible travel action, landing outside the combat area rather than dropping a visitor into an attack.
5. **Readable combat status.** Arena messaging distinguishes active PvP, nearby arena access and offline practice. It reports the competing human population.
6. **A live kill feed.** Accepted PvP defeats appear in the arena feed so players can follow the action.
7. **Reliable defeat credit.** The server links a death transition to a recent accepted attack and awards the defeat once. Old hits cannot keep producing repeat kills.
8. **A session leaderboard.** Connected combatants can see the top ten participants for the current server session. This is a session scoreboard, not a permanent account ranking.
9. **Streak recognition.** Three, five and ten uninterrupted kills unlock the Crucible Challenger, Crucible Champion and The Unbroken titles. The best earned honour is remembered locally.
10. **Spectators outside the combat floor.** Ambient citizens use exterior viewing locations and standing cheers. Normal visitors do not wander onto the fighting surface.
11. **Routes that avoid the arena.** Visitor destinations, teleports, path segments, crowd displacement and stuck recovery respect the arena exclusion boundary. A destination outside the arena cannot route a citizen through its center.
12. **Wall geometry that matches collision.** Solid backing walls and the podium have actual thickness and all visible faces. A player no longer collides with an invisible rear surface.
13. **Rear faces on distant arena walls.** The simplified distant facade includes the inward face as well as the exterior. Walking behind it no longer makes it disappear when its level of detail changes.
14. **Closed architectural trim.** Cornices, pilasters and their undersides have complete surfaces, preventing gaps at side and elevated viewing angles.
15. **A solid upper gallery.** The upper parapet and concourse are repaired as closed surfaces rather than one-sided sheets. The four player entrances remain open.
16. **Tests that expose invisible backs.** Arena visibility checks use ordinary front-facing materials and fire rays from both sides. A double-sided test material can no longer conceal a missing back face.
## Movement, combat and enemy behavior
17. **Recovery from the stuck jumping pose.** A jump animation holds only while the player remains airborne. Landing fades it out so raised arms or tucked legs cannot remain after a soft landing.
18. **Correct movement transitions.** Swimming, climbing, hanging and mounted movement can release the jump hold. Recovery is checked across different frame rates and with drawn weapons.
19. **Melee respects solid walls.** Both player and enemy physical melee strikes check the path to contact. A target behind a wall cannot receive a sword hit through that wall.
20. **Faster defensive response.** Guard activation follows an allowed attack cancellation immediately, making defense more responsive.
21. **More distinct strike sounds.** Heavy and quick weapon swings use different pitch treatment, improving the sense of weapon weight.
22. **Bandits preserve themselves.** Injured bandits can retreat and recover after a missed attack instead of behaving like tireless training dummies.
23. **Skeletons apply pressure.** Skeleton behavior favors relentless advances and attacks, distinguishing them from cautious living opponents.
24. **Wolves attack in a pack rhythm.** Nearby wolves stagger their windups, reducing synchronized attack piles while retaining pressure from multiple directions.
25. **Ground spells can be dodged.** Spellcasters lock their marked ground target during the windup rather than dragging it underneath the player until impact.
26. **Interrupted spells clean up.** Interrupted casts remove their attack rings and release looping cast channels, preventing stale warnings and stuck cast poses.
27. **A clearer Warden phase change.** The Reliquary Warden gains its soul-mark attack below half health, uses it more often while enraged and gives phase guidance to the player.
28. **Shared boss health updates the phase.** Health changes received from a party also refresh the Warden's phase, keeping its abilities consistent with shared health.
## Weapons, rewards and equipment choices
29. **Wayfarer's spear rewards skill.** A perfect dodge grants a five-second follow-up opportunity for extra damage and stagger. The bonus is spent on a landed hit, not wasted against a blocked path.
30. **Sentinel defense restores stamina.** A successful parry with the Sentinel shield restores extra stamina. A shield stored alongside a two-handed weapon does not incorrectly provide the active bonus.
31. **Still Water changes casting.** The Warden staff launches precise homing arcane projectiles without area splash, giving it a different tactical role from an explosive staff.
32. **Stormglass favors area attacks.** Stormglass launches slower fire projectiles with a wider splash radius. Its behavior creates a real choice between precision and area damage.
33. **The Oathblade rewards parries.** A parry opens a brief opportunity for a landed follow-up that restores health. It cannot keep healing repeatedly from one opening.
34. **Bonuses end when their conditions end.** Temporary follow-up effects expire and clear on relevant deaths, travel and equipment changes instead of leaking into unrelated fights.
35. **Special equipment can be earned.** Added crafting recipes and rare chest rewards put the named equipment into progression. The opening treasure also provides a guaranteed spear opportunity.
36. **Readable equipment abilities.** Item details explain their special behavior alongside ordinary stats, helping players choose a play style rather than compare numbers alone.
37. **Full bags cannot lose hand equipment.** Equipping a two-handed weapon or changing a set reserves room for conflicting gear before making the change. If storage is insufficient, the change stops without dropping or deleting equipment.
## The opening adventure, exploration and quests
38. **A short optional roadside rescue.** Elian Wren appears near the early Dawnwatch road and introduces a manageable thief encounter without forcing the main quest to stop.
39. **A choice with consequences.** The recovered medicine can be returned or kept. Crates, dialogue and a later village greeting reflect the decision.
40. **A useful early reward.** Returning the medicine gives gold, healing draughts and experience, preparing the player for the next stage of exploration.
41. **A clue leads to hidden treasure.** The rescue reveals a connection to the existing Brindle Bridge smuggler strongbox. Following the clue can earn the Wayfarer spear.
42. **A glimpse of a larger world.** A brief dragon flyby follows the opening sequence without taking away camera control.
43. **Rewards survive a full pack.** Unpaid opening rewards remain available for a later claim. The journal records the pending reward rather than silently discarding it.
44. **The Sunken Reliquary objective is repaired.** The quest tracks the correct Warden identity, combat defeat and world flag. Save reconciliation recovers legitimate completed progress.
45. **Clearer dungeon instructions.** Lever progress and Warden guidance explain the next step, reducing uncertainty after entering the Reliquary.
46. **Hints point to the correct space.** Interior hints use actual interior objective positions and distances, with readable sizing on a phone.
47. **Small contextual teaching moments.** Travel, combat, healing and exploration tips appear when useful and can be replayed from the journal. They avoid forcing a long tutorial before play.
## Multiplayer reliability and recoverable frustration
48. **Quick party dungeon access.** Fellowship includes a Reliquary entry action so party members can start the same adventure more easily.
49. **Shared encounter health.** Members of the same party run share encounter health and lever progress. Outsiders are isolated from that run.
50. **Individual rewards for legitimate defeats.** A party member can receive their own reward when a shared encounter dies. Re-entering an already cleared encounter cannot repeatedly grant its loot and experience.
51. **Damage messages tolerate interruptions.** Missing acknowledgements are retried, duplicates are ignored and accepted out-of-order messages are reconciled. This reduces progress loss during brief connection trouble.
52. **A safe-ground recovery action.** The menu can return a stuck player to a clear, dry nearby point or an appropriate safe anchor while preserving health and items.
53. **Recovery cannot serve as a combat escape.** Recent damage and engaged enemies block recovery, and repeated successful uses have a cooldown.
54. **Failed recovery remains retryable.** A failed dungeon exit or unavailable clear destination releases the recovery state rather than trapping the player in a permanent busy condition.
55. **Equipment panels fit their space.** Inventory details use a side-by-side layout when room exists and stack when the panel is narrow. The selected detail is brought into view on phones.
56. **Actionable playtest reports.** A menu feedback form captures a bounded recent-event history and three player answers. Reports can be copied or downloaded locally without automatic transmission or player identity.
## Image clarity, lighting and release visibility
57. **Depth-aware contact-shadow smoothing.** Ambient-occlusion smoothing weights samples by their depth. A distant background no longer receives the same blur weight as an adjacent foreground wall, reducing dark silhouette halos.
58. **Stable contact shadows on still surfaces.** The AO kernel no longer changes every frame without temporal accumulation, removing that source of shimmer on stationary stonework.
59. **Correct contact-shadow proportions.** AO samples account for screen aspect ratio so the effect maintains its shape on wide and tall displays.
60. **Safer shadow edges.** AO avoids sky samples, bounds screen-edge sampling and safely handles degenerate reconstructed normals.
61. **Adjustable brightness.** Graphics settings provide a 75–135% display adjustment so darker scenes can be tuned for the player's screen without changing the world's lighting schedule.
62. **Adjustable fine-detail sharpness.** A bounded sharpening filter restores small details when resolution is reduced. It is clamped to neighboring color ranges to avoid bright ringing around leaves and spells.
63. **A cleaner default image.** Film grain and darkened screen edges default to off. Players can opt into either effect.
64. **Gentler cinematic options.** Optional grain is restrained and the vignette is softer in interiors, nighttime and storms. The vignette uses a defined smoothing range.
65. **Display choices survive quality changes.** Brightness, sharpness and film effects are saved separately from scene-quality presets. Changing a display preference does not rebuild environment lighting or restart dynamic resolution.
66. **Mobile rendering stays lean.** Phones default to no sharpening, AO, bloom or film grain. The graphics pass adds no extra fullscreen rendering pass and does not increase scene density or texture budgets.
67. **A visible release identity.** The menu displays the release name and date, and a What's new panel lists the delivered changes.
68. **A verifiable live release.** The realm status and uncached `/release.json` endpoint expose the same release identifier as the game, making it possible to confirm deployment instead of guessing from appearance.
## Nature, equipment appearance and movement safety
69. **Forest stands have natural color variation.** Tree crowns have small, stable differences by individual tree and surrounding stand. The same tint is evaluated on the detailed tree and its distant representation.
70. **Leaves stay green when backlit.** Trees, grass and distant crowns share a capped, leaf-tinted transmission model. Pale foliage no longer receives disproportionately white glow.
71. **Distant leaves shimmer less.** Tiny leaf flutter fades gradually between 18 and 115 meters. Larger branch and crown movement remains, with the same movement in shadow rendering.
72. **Weather cannot jump the water pattern.** Water texture movement accumulates wind displacement rather than multiplying the entire session time by the newest wind direction. A changing wind moves the ripples continuously.
73. **Dry banks stay dry.** Dry water fragments are clipped, and the final water opacity keeps its shoreline mask after Fresnel shading. A grazing viewing angle cannot make an otherwise dry bank opaque again.
74. **Shorelines have a moving wash line.** Broken shallow foam advances and recedes instead of drawing a fixed white outline around the entire bank.
75. **Water highlights are steadier.** Highlight filtering uses the existing surface normals to reduce small glints and distant shimmer, without increasing texture count.
76. **Still Water has a recognizable design.** Its wider cyan crystal, silver curling crown, tidal ring, silver haft bands and grey driftwood distinguish the precise arcane staff.
77. **Stormglass has a different silhouette.** An amber central crystal and two side shards, dark shaft and contrasting crown distinguish its explosive casting role.
78. **Wayfarer carries a blue pennant.** A folded, two-sided pennant identifies the spear while it is equipped, rather than relying only on its inventory description.
79. **Sentinel has consistent heraldry.** A navy-and-ivory divided shield field with a chevron gives the named defensive item a stable identity.
80. **The Oathblade has restrained runes.** A cyan rune fuller and pommel remain recognizable across equipment quality fallbacks.
81. **Materials show their intended finish.** Ember equipment is hot orange, copper has its proper warm color, worn equipment is muted and bone surfaces sample a nonmetal material. Old item compatibility aliases no longer erase the original cosmetic identity.
82. **Weapon appearance caches preserve customization.** Custom palettes and named signatures participate in the mesh cache identity for both hands. One weapon cannot accidentally reuse another weapon's tint or decoration.
83. **Metal and eyes catch light more cleanly.** Metal micro-normal strength is moderated to preserve readable bevel highlights. Painted corneas no longer inherit skin-pore normal detail.
84. **Named detail stays inexpensive.** Weapons remain a single merged mesh with the shared character material. The additions require no extra lights, materials, draw calls or texture samples.
85. **New walls cannot trap the follow camera behind them.** Camera distance is capped immediately by an obstruction rather than remaining inside a wall while smoothing catches up. It eases outward after the space clears.
86. **Thin ceilings still stop the camera.** Broad floor and roof slabs participate in camera collision even when they are thinner than half a meter.
87. **Very tight spaces respect their actual limit.** A fixed minimum camera distance no longer pushes the camera beyond a nearby wall.
88. **Impacts cannot kick the camera through architecture.** A final collision check runs after camera impulses and terrain correction, protecting against nearby pillars and ceilings.
## Progress recovery and updating an open session
89. **A previous valid inventory save is retained.** Inventory, profession and shop progress keeps one older valid snapshot. Malformed or interrupted current data can recover from it.
90. **Quest and deed saves have recovery too.** The guided quest, opening adventure and shared quest persistence helpers use the same previous-snapshot approach. Supported older index-only story saves continue to load.
91. **Commerce state can recover.** Settlement, market, treasury, contract and property state keeps a previous valid snapshot. This change does not create additional copies of wallet credentials.
92. **A reset does not resurrect old progress.** Relevant reset actions clear the backup too, and an absent primary save is treated as a fresh start.
93. **Failed writes preserve existing data.** If storage is unavailable or full, saving reports failure rather than erasing the good current snapshot. Inventory saving remains scheduled for retry.
94. **Recovery is explained.** If a previous snapshot is used, the game tells the player that recovery occurred and that the latest progress may be missing.
95. **Open sessions notice a new release.** A quiet release check offers an update when a newer release is available. It does not refresh the game automatically.
96. **The prompt waits for a safe moment.** Fights, conversations, menus, airborne movement, swimming, climbing, mounting and the active arena defer the prompt.
97. **Refresh saves first.** A player can choose Save & reload or Later. Progress handlers flush before refresh; a failed save leaves the session open with a clear explanation.
98. **Image defaults have a direct reset.** Graphics settings can restore brightness, sharpness and optional film effects without resetting the chosen scene-quality preset.
## Fee and claim screen clarity
99. **Whole SOL balances keep their zeros.** Account formatting no longer changes 100 SOL to 1 SOL when trimming decimal padding. Whole, fractional, tiny and scientific-notation balances are covered by display tests.
100. **The claim flow describes the actual approvals.** Its preview explains that the wallet approves two transactions one after the other, matching the existing behavior.
101. **Payout wording explains the remainder.** The Account screen describes unclaimed creator fees, the Treasury purchase payout and the remainder that stays in the wallet. This is a clarity change; fee rates, transaction behavior and token economics are unchanged.
Mobile update is now deploying, might take a couple of minutes.
You can now download it as an app on the website or just play directly on the browser from your phone.
Also added automatic free-for-all PvP at The Crucible Arena.
You can now fast travel from the map and enjoy slaughtering each other.