The development log: what we build, what we fix, and why.
Devlog
New admin console and a rebuilt website
Internal tooling moves to a dedicated console, and the public site is rebuilt from scratch on the same stack.
Quest editing used to happen straight in the database, through numeric ids. It now lives in a dedicated console where NPCs are picked by name and position, and where quest chains are drawn as a graph: every quest is a node, every prerequisite an arrow. Designing a whole chapter is now something you do by eye rather than by re-reading columns.
Dialogues, spawn points, items, shops and loot tables followed, with JSON import/export so narrative content can be versioned next to the code.
The public website was rebuilt from the ground up: pre-rendered pages so search engines can actually read them, French/English throughout, and a leaner account area to manage your characters.
Patch
Shops, inventory and quest turn-in: tighter rules
Selling an equipped item, or watching it vanish on a quest turn-in, is over.
An equipped item could be sold from a shop, and a quest turn-in could silently consume an item you were wearing. Both counted the whole inventory instead of just the bag.
Selling and quest-required items now look at the bag only: an item that is merely equipped produces an explicit refusal, and you unequip it first. "Own an item" steps still count the entire inventory: wearing it is owning it.
Quest rewards now also return the expected items, so the journal can show them by name instead of by id.
Devlog
A world that holds: spatial interest and continuous saving
The server no longer broadcasts the whole zone to everyone, and your positions are written continuously.
Until now every movement was broadcast to every player in the zone. A spatial grid now filters broadcasts to each player’s actual neighbourhood: network traffic stops growing with the zone population, and a busy colony becomes playable again.
Alongside it, a persistence service writes every connected player’s position, experience, credits and health every sixty seconds. A server outage now costs at most a minute of play, instead of a whole session.