The realm keeps changing

SlopScape Changelog

A quick, plain-language overview of the features, fixes, and muddy improvements added during development.

Latest

Fights you can finish, and a town that notices

Creature health across the whole world has been cut, levels are colour-coded wherever you look at a creature, dropped items show what they are, and starting a brawl in a town now carries the same consequences as picking pockets in one.

  • CombatEvery creature has less health. A spark wisp fell from 13 to 6 and a crownless sentinel from 78 to 51 — roughly half at the bottom of the ladder and a third at the top — so a new character can actually finish the first fights they are offered.
  • CombatCreatures met before that change kept their old health and showed a full bar that would not move for several hits. Stored health is now brought back inside a creature's current maximum wherever it is read.
  • InterfaceRight-clicking a creature now shows its combat level on the action row, coloured green when it is below yours, amber when it is level or a little above, and red when it is far enough above to need a second click.
  • InterfaceThe level badge above a creature's head uses the same three colours, and the badge, name and skull no longer overlap each other when you hover.
  • InterfaceExamining a creature now states its combat level and stops there, instead of advising you to watch its movement.
  • WorldItems dropped on the ground are drawn as their own icon rather than a coloured cube, so a rune and a log on the same tile are finally different objects.
  • TownsOrdinary townspeople can be attacked. Villagers who are questioned during a quest were being refused as though they gave one.
  • CrimeAttacking a town's residents now goes on the same record as being caught robbing them. Five crimes inside five minutes bring the guards and a ten-minute red skull, whichever mix they were.
  • CrimeThe street warns you first: a quiet word on the third offence that people are watching, and a plain one on the fourth that the next will bring the guards. Both are drawn from several wordings.
  • ThievingReaching into a pocket above your Thieving level now always gets you caught, and says which level you needed, instead of silently doing nothing.
  • MagicCreatures below combat level 25 no longer cast spells. Practice sigils and spark wisps — the first things a new character meets — were throwing them at range.
  • MagicNew characters start with 10 mana. The pool is now ten per Sorcery level with nothing free on top, so the first spell is a decision and every level buys two more casts.
  • InterfaceRight-clicking bare ground offers "Walk here", and right-clicking your own character no longer opens a menu of things you cannot do to yourself.
  • SmithingAdamantite, titanium and dragon equipment exists in full — a bar and all eight smithed shapes each — even though this map's ore stops at mithril. That ore belongs to landmasses still to come.

Moderator tools, waystones, and forty-two finishable quests

Every quest in the compendium can now be started and finished, towns are connected by waystones, creatures and quest objects are drawn as themselves, and moderators have somewhere to work from.

  • QuestAll forty-two quests can be completed. Twenty-eight missing quest givers were placed, and twenty-eight unobtainable quest items now have a source.
  • QuestA quest giver who turns you away now says why — naming the quest that comes first, or the skill you are short of — instead of only saying you are not ready.
  • QuestInspection objects are drawn as the thing they are: bells, basins, crates, valves, campfires. They used to be one grey plinth repeated sixty ways.
  • QuestQuest objects sit further out in the country around each town and no longer heap up outside one gate or stand on the roads.
  • TravelEvery town square has a waystone. Using one opens a chooser of the other towns, and the stone then rests for ten seconds.
  • ArtCreatures and townspeople are drawn with their own sprites rather than a painted humanoid, and quest items have their own icons.
  • MagicCreatures made of magic now throw it. Scribes, shades, wardens and sentinels cast at range every other turn.
  • MiningOre runs through the dirt across the map rather than sitting in ten hand-placed veins, tiered by how far it is from the spawn, and no seam sits within twelve tiles of a town.
  • MultiplayerPlayer-to-player trade and duelling are in, with staked items, duel rules for food and magic, and a shared window between them.
  • MultiplayerA Friends tab collects friends, requests and your party in one place.
  • CraftingFurnaces, smithing tables and a fieldcraft bench are placed and working, alongside banks and shops.
  • ModerationA Moderator tab lists every account with its live position and state, and can teleport, spawn items, set skills, toggle flags and reset quests. It appears only on moderator accounts.
  • ModerationAccounts can be banned, for a chosen length or permanently, with a reason the banned player is shown at the login screen. Banning signs them out immediately.
  • ModerationModerators can right-click a player in the world to inspect, teleport to, summon or ban them, hide themselves from other players, and switch to click-to-teleport movement.
  • InterfaceOverhead speech lost its box and now follows the speaker as they walk.
  • InterfaceHealing is drawn in green rather than the red used for damage, and a hit splat no longer reappears every few seconds after a fight has ended.
  • SessionsClosing the tab now signs you out, instead of leaving the session held until it times out.
  • HomepageThe live player counter is back on the screen players actually see, and reads "0 online" rather than a dash when the realm is up and empty.

SlopScape moves to a new client

The game now runs on a purpose-built Godot client served from the same address as the server, replacing the browser renderer.

  • ClientSlopScape is played through a new Godot client at /play, served from the same origin as the game server.
  • MobileThe login fields raise the keyboard on a phone. The client draws into a canvas, which a browser has no text field to focus, so real ones are laid over them.
  • InterfaceFull game view now takes the whole page into fullscreen rather than the canvas alone, which used to leave the game at its previous size with black around it.
  • InterfaceThe quest tracker is pinned to the right edge of the screen instead of floating well inside it.

The hand-drawn Brownland arrives

The old frontier has been rebuilt as a true heightfield landmass based on the supplied map, with walkable tiers, blended biomes, deeper lighting, new settlements, farms, coastlines, mountains, creatures, and a complete introductory quest.

  • New charactersFreshly registered adventurers now begin with an empty pack, empty bank, and no equipped armour, weapons, tools, food, or crowns.
  • TerrainGround is now a streamed triangle heightfield instead of raised tile boxes, allowing smooth rolling elevation, walkable upper and lower shelves, legal connecting ramps, and exposed rock cliff faces.
  • TerrainBroad domain-warped slopes, natural mounds, shallow valleys, and fine surface sculpting now produce visible continuous elevation changes throughout ordinary walkable country.
  • TerrainTerrain now follows the Cabbage/RSC shared-corner model: every square uses four independently elevated vertices and two clearly shaded triangular faces, allowing rounded hills, mounds, saddles, hollows, and basins to form across groups of tiles without block platforms.
  • WorldThe Sprig camp placeholder is now a recognizable A-frame cloth tent with an entrance and support poles instead of a four-sided pyramid.
  • TerrainA deterministic coarse-to-fine noise pass based on Terrain Diffuser's synthetic-map approach shapes the land consistently on both the browser and authoritative server.
  • BiomesDarker vertex colors blend across grass, forest, soil, paths, farmland, rock, and sand rather than changing abruptly at tile borders; multi-scale mottling, grain, stones, and boulders add surface detail.
  • TownsSettlement footprints are pinned to exact level construction pads, with softly graded approaches connecting them to the surrounding terrain.
  • FarmingCrop plots and farmhouse footprints use their own level pads and short blended approaches while the surrounding countryside remains fully sculpted.
  • WorldA new 240×340 tile landmass uses medium-brown soil, dusty roads, cobblestone towns, animated coastal fishing schools, lakes, forests, and unclimbable northern mountain ranges.
  • BiomesGreen grasslands and darker woodland now cover most of the island, with 653 spaced pine, oak, and willow trees and distinct dryland creature territories.
  • TerrainSoft directional shadows, light-reactive ground materials, and slope shading make elevation readable; the Southern Reaches road now remains safely inland.
  • MovementSaved characters are considered safe only when their tile connects to a walkable area; stranded mountain spawns return to Havenreach.
  • MovementServer pathfinding once again evaluates the real source and destination terrain coordinates, and recovery tiles must have a genuine walkable exit.
  • NPCsA one-time world repair separates NPCs that had persisted on the player spawn; future spawns and patrol steps reserve distinct tiles so the pile cannot reform.
  • ThievingHavenreach, Stonecross, and Greenmere guards and residents now have settlement-specific names, combat levels, rewards, and escalating pickpocket requirements from Thieving level 1 through 45; every one can also be attacked through the world action menu.
  • CrimeFive town theft catches within five minutes trigger a shouted guard alarm and a ten-minute red skull; nearby guards close to ranged distance, fire together on server ticks, and welcome the player back when the timer expires.
  • ThievingPickpocket success now rises on a slower diminishing curve: low-level pockets retain risk for trained thieves, higher-tier towns are tougher near their requirements, and mastery never removes every chance of being caught.
  • PvPRed-skull town criminals can be attacked by players of every combat level, even inside safe settlements, without criminalizing the hunter.
  • InterfaceThe Wilderness location panel now shows the exact minimum and maximum combat levels available to attack, and the main camera can zoom substantially closer.
  • NPCsInjured living NPCs now begin rapidly restoring 10% of maximum health each second after ten uninterrupted seconds out of combat, stopping once fully healed.
  • NPCsDefeated NPCs now remain gone for 30 seconds before respawning instead of returning after only 12 seconds; individual NPC definitions can override this delay for future balancing.
  • CombatA failed pickpocket now locks the thief into the same three-round minimum as other hand-to-hand fights, and player health bars appear briefly whenever damage lands—including ranged guard attacks.
  • CombatEscaping now requires three complete exchanges in which both combatants take a turn; trying early reports the remaining rounds instead of letting individual swings satisfy the lock.
  • CombatThe three-round escape lock now begins as soon as any NPC or player fight starts, closing a timing gap that let players leave fresh full-health opponents before the first server combat tick.
  • MultiplayerPlayers who join an occupied area now appear immediately for clients already online; live rosters reconcile joins and departures, and server visibility no longer depends on both players reaching the same worker instance.
  • VisualEvery world snapshot now carries a canonical character palette, and live billboard repainting includes both clothing colors and equipped gear so all clients see the same character appearance.
  • SessionsLogout is blocked during combat and for ten seconds afterward, with an in-game countdown message while the authoritative session remains active.
  • HomepageHighscores now have a dedicated public page, the account gate is centered again, and FAQ and changelog navigation uses reliable production-safe links.
  • SkillsRunecrafting has been removed from SlopScape's skill list, stats panel, total-level calculation, and Highscores; legacy saved entries are discarded safely when a character loads.
  • TownsThe three safe towns now cover roughly ten times their former floor area, with road-aligned open entrances, two-tile-high fences, guarded streets, and peaceful male and ponytailed female villagers.
  • BuildingsBanks, shops, and farmhouses now cover roughly ten times their former floor area; two-tile walls sit exactly on the floor edges beneath one-tile roofs, and obsolete service counters are gone.
  • BuildingsBuilding corners now meet with fitted corner posts, complete gable ends, roof overhangs, eaves, and a sealed ridge; the reusable shell disappears exactly while a player is indoors and returns on exit.
  • FarmingThree farms include enlarged farmhouses, 4×4 double-planted cabbage fields, and broad-crowned oak apple trees holding three apples that return after five minutes.
  • QuestField of Craps adds accept, decline, abandon, tracking, L-key journal access, live remaining-kill updates, and state-aware quest-giver markers.
  • CombatImps, two goblin species, four colors of scary lizard, giant spiders, pirates, and elite Redveil bandits occupy spaced territories with server-authoritative patrol, aggro, leash, and town-reset rules.
  • ArtNew original retro pixel sprites were generated for the scary lizards, spiders, pirates, and elite bandits.
  • ServicesBanks now enforce 20 slots with drag and right-click deposits; shops have separate Buy and Sell inventories with a live gold total plus tiered health and mana potions.
  • SurvivalFood is now reserved for out-of-combat recovery, combat-usable potions share a 30-second cooldown, and health regenerates every five seconds after one minute out of combat.
  • ProgressionAll skill and combat experience awards now run at half rate, including experience granted by quests.
  • CoastsPirate, bandit, and north-east cove shores now include tree-free sand, while the surrounding sea extends beyond maximum zoom with gentle animated waves.

Walking and combat come alive

Characters now visibly walk, swing, and fight, while mobile browser sleep no longer freezes an active battle.

  • AnimationPlayer and humanoid legs alternate with quick, subtle steps while moving.
  • CombatEvery visible combat participant bounces during a fight, and humanoid arms now pivot from the shoulder to punch or swing their equipped weapon.
  • WorldGuard-versus-monster attack timing is shared so nearby observers see both NPCs fighting.
  • MobileReturning from a sleeping mobile browser immediately refreshes the world, and missed combat rounds resolve from authoritative server time.

Bank quantities, fair combat ticks, and solid mountains

Banking is faster, repeated attack clicks no longer accelerate combat, and mountain collision now follows authoritative terrain rules.

  • BankChoose 1, 5, 10, or All before depositing and withdrawing, with identical item rows combined into a clear total.
  • CombatClicking an opponent again during an active fight no longer resets the attack timer or grants extra hits.
  • InventoryEquipping another copy of an already-equipped weapon is now a safe no-op, fixing the disappearing Mithril sword bug.
  • TerrainSouthern Reaches ridges now have server-authoritative cliff and slope collision, and characters previously saved on blocked peaks are moved to nearby stable ground.

Scrollable private conversations

Friend-message history can now be read naturally without losing your place.

  • FriendsPrivate conversations now have a touch-friendly top-origin scrollbar, making every loaded message reachable.
  • MessagesLoading an earlier page preserves the reader's position, while new messages auto-scroll only when the reader is already at the bottom.

Highscores and live population

The realm now has public rankings and clearer live population information in every play view.

  • HomepageA searchable highscore table ranks player accounts by Combat or any individual skill, with both level and experience shown.
  • WorldThe character HUD shows total players online while the location panel shows how many active players are in the same area.
  • ChatClipped nearby and journal messages reveal their complete label and text when hovered.

Quick keys and message history

Inventory combat supplies are faster to use, private conversations retain older pages, and PvP loot now has a protected pickup window.

  • InventoryWeapons, armour, jewellery, and food can now be assigned to persistent quick keys 1–9 by highlighting them in the pack.
  • FriendsUnread private messages now add a visible alert to Friends and a count beside the sender.
  • MessagesPrivate conversations load 30 messages at a time and can fetch earlier pages without loading an unlimited history.
  • PvPItems dropped by a defeated player are now visible and collectible only by the killer for one minute, then become public for the rest of their lifetime.

Copper, tin, and expanded weapon smithing

Metalworking now starts with separate copper, tin, and bronze tiers, while every tier offers more distinct weapons and woodcutting tools.

  • SmithingCopper, Tin, and Bronze are now three separate anvil categories with their own bars, armour, weapons, and level requirements.
  • WeaponsEvery metal tier can now produce a hatchet, sword, battle axe, and two-handed sword.
  • CombatSwords favour aim, battle axes favour power, and two-handed swords exceed both while preventing shield use.
  • WoodcuttingHigher-level trees now require progressively stronger hatchets; a stronger hatchet can always cut lower-tier trees.
  • VisualNew equipment sprites were generated through the local ComfyUI pipeline, and NPC health bars no longer pulse with selected-character movement.
  • HomepageThe demo-character shortcut has been removed from the login screen.

Smithing, settlements, and party feedback

Metalworking is easier to browse, villages feel more inhabited, and shared combat progress is visible.

  • ChangedThe anvil now begins with an explicit Copper + Tin choice for bronze equipment, followed by equipment type and item.
  • ArtOre, bar, weapon, and armour artwork now appears directly in furnace and smithing recipe lists.
  • WorldVillagers now roam every settlement at combat levels 5–10 and can be pickpocketed from Thieving level 1.
  • PartyNearby party members receiving shared XP now see a +XP message above their own character.
  • VisualEquipped metal tiers now have clearer highlights and armour details on overworld characters.

Community and cooperative play

Social tools now cover friends, parties, local chat, player trading, and configurable duels.

  • SocialFriend requests can be sent from player context menus and alert the recipient.
  • PartyAccepted parties prevent friendly fire and split nearby XP.
  • PvPDuels support wagers and optional no-food and no-magic rules.

A much larger frontier

The overworld grew to MMO scale with additional towns, farms, monster territories, and travel routes.

  • WorldAppleby, Vinewatch, and Carrotstead joined Havenreach, Stonecross, and Greenmere as safe settlements.
  • WorldCabbage fields, carrot farms, vineyards, and apple orchards now provide uncooked food.
  • CombatThirty original beginner monsters span combat levels 1–30 in separated territories.