Updates

What changed and when, newest first. What has actually been tested is on the test status page.

Devlog

  1. Parties of four, invite links and this website New: tested on one PC

    Up to 4 players can now share a realm: the host and 3 guests. The host gets a one-click invite link next to the code, a friend who opens the link joins after choosing a character, and the host can remove a player and make a new invite link so the old one stops working. Enemies that fight a bigger party have more health and posture.

    The single landing page grew into this small website, with a join box for invite links and codes. A party of four (the host and three guests) then passed a test in four browser windows on one PC over a real connection: joining from an invite link, a fight, Remove and New invite link. Separate devices and networks are still to be tried.

  2. Live on a free address

    FIRSTWAKE went live on its free GitHub Pages address after a full code review. Every confirmed finding was fixed, and the game was checked again in Chrome with a real mouse and keyboard: solo play, saves, and two-player co-op over the live address.

  3. The browser pivot

    FIRSTWAKE became a standalone game that runs in the browser, with no download and no account. An earlier prototype was paused, and its combat tuning and rules carried over to the new version: TypeScript and Babylon.js for the world, peer-to-peer co-op, and saves kept in your own browser.

Roadmap Future: not in this build

This is where FIRSTWAKE is headed. None of it is playable yet, there are no dates, and the order may change. The Crownless Reach gets deeper before any new region is added.

  1. Identity

    Signature techniques that grow from how you actually fight, chosen evolutions, deeper NPC memory, Fate Marks and technique synthesis.

  2. Branching stories

    Story chains with shared and personal consequences, including a rare scenario with several ways to find it and resolve it.

  3. Wakesmithing

    Forging at the Memory Forge: material choices, provenance, burdens, repairs and relics that evolve.

  4. A wider Fate Draw

    More of the 21 drawable bloodlines, more origins, more weapon families and techniques, and secret bloodlines earned through play.

  5. Presentation

    Finished rigged characters and animation, richer scenery and music, performance measured on more hardware, and tested gamepad and mobile support.

Planned quests

The opening arc ends when the ledger is returned. These quests come later:

  • Letters Without a Sigil Planned — not in this build. Depends on: arc1.complete and cael.met; Cael's later scenes; a found-report examine.
  • The Bell That Answers Twice Planned — not in this build. Depends on: Mira, a future Veilborn scholar NPC; a bell and buried-ward examine set; Mira's measurements.
  • The Borrowed Memory Planned — not in this build. Depends on: A memory-merchant NPC; tradeable recollections drawn from Brand-memory journal entries.
  • The Seven Empty Names Planned — not in this build. Depends on: lead.thirtyWinters; a Brand Census quest; a civilian-register source; grave and portrait examines.

Public servers, a lobby for finding strangers, an always-on shared world, rankings, trading and global first-discovery records would all need trusted online services. They are not part of this private co-op version.