Updates
Everything that's new in Draconia — freshest first
LATEST
v1.3.2
4 Apr 2026Pack Heraldry, Sleep Toggle, Volume Fix & Swimming Prey
Full pack management panel: rename, pick heraldry symbols and colors, invite/block membersK key toggles sleep on/off — no more being stuck sleepingVolume sliders now properly control ambient audio (music, wind, crickets)
Pack Management (#37)
- New Pack button in HUD opens the full pack management panel
- Rename your pack (up to 20 characters)
- Pick from 24 heraldry symbols (swords, skulls, stars, crowns, etc.)
- Choose from 15 pack colors
- Members tab shows nearby pack members with Block option
- Blocked tab lets you unblock previously blocked players
- Pack badge appears above other players showing heraldry symbol + pack name in pack color
- Create or join packs with 4-character codes
Sleep Toggle (#34)
- Press K to toggle sleep on/off — no more getting stuck
- K also works as a quick shortcut to start sleeping
- Moving still cancels sleep as before
Volume Fix (#35)
- Master volume slider now controls ambient audio (wind, music, crickets) in addition to SFX
- Music slider properly scales all ambient gain nodes
- Changes are heard immediately instead of only affecting new sounds
Swimming Prey (#36)
- Huntable animals (deer and rabbits) can now wade into water
- Animals float at water level instead of clipping underground
- Prey can flee into water when chased, making hunts more interesting
v1.3.1
4 Apr 2026Nest Sleeping, Zzz Visuals & Sound Tuning
Sleep in your nest at night for 3x healing and energy regenFloating "Zzz" particles appear above your nest while sleepingSound effects quieter by default; soft elevator music replaces old ambient
Nest Sleeping (#32)
- Approach your nest and press "sleep" — heals 24 HP/s and restores 15 energy/s at night (3x normal)
- Floating golden "Z" particles rise from the nest while you sleep
- "Zzz... (3x healing)" indicator appears above the nest
- Nests show a "Press sleep to rest" prompt when you're nearby at night
- Normal sleep healing (8 HP/s, 5 energy/s) still works anywhere
Audio Improvements
- Default SFX volume halved (0.7 → 0.35) for less harsh sounds
- Master volume reduced (0.7 → 0.5)
- New gentle elevator music: soft chord pads (Cmaj7→Dm7→Em7→Fmaj7→G7→Am7) with light melody
- Wind and ambient sounds softened across the board
v1.3.0
4 Apr 2026Infinite World — Chunk Streaming & Biomes
The world is now infinite — explore forever in any directionChunk streaming loads/unloads terrain around the player with constant memoryFour biomes: temperate, snow, desert, and jungle with unique visuals and vegetation
Infinite Chunk Streaming
- World is now divided into 200x200 chunks, with 25 (5x5 grid) loaded around the player
- Total rendered area is 1000x1000 — same as before, but player can walk infinitely
- Terrain, trees, grass, rocks, and huntable animals all stream per-chunk
- Chunk data is cached and deterministic — leave and return, same terrain
- Water plane follows the player position dynamically
- Boundary clamping removed — no more invisible walls at world edge
Biome System
- Near origin: Temperate biome (classic green terrain, mixed trees)
- Far north: Snow biome (white terrain, mostly pines, sparse vegetation)
- Far south: Desert biome (sandy terrain, mostly bushes and rocks)
- Far east: Jungle biome (deep green terrain, dense oaks and bushes)
- Biome boundaries have natural variation via noise for organic shapes
Minimap Overhaul
- Minimap now renders relative to player position instead of fixed world bounds
- Terrain colors reflect biome — snow, sand, and jungle visible on map
- Buildings and roads render when within visible range
Technical
- New ChunkManager system (src/lib/chunkManager.ts) handles generation and caching
- Memory footprint unchanged — same vertex counts, instance counts, draw calls
- Chunk cache limited to 100 entries to prevent unbounded memory growth
- Huntable animals use pooled rendering with 200 max active entities
v1.2.0
29 Mar 2026Bigger World — 4x the Exploration Area
World size doubled from 500 to 1000 units (4x total area)Trees, rocks, grass, and huntables scaled up to fill the larger mapCamera and fog distances increased to match the new scale
World Expansion
- WORLD_SIZE increased from 500 → 1000 (1km x 1km play area)
- 2,500 trees (was 1,000), 800 rocks (was 350), 20,000 grass blades (was 12,000)
- 200 huntable animals (was 120) with 40 clustered near spawn
- Camera far plane extended to 1,200 (was 800)
- Default fog pushed out to 600m; all weather fog distances scaled up
v1.1.1
29 Mar 2026Volume Settings, Sound Fixes & Collision Improvements
New settings panel (P key) with master, SFX, and music volume slidersCar horn sound softened and given a 3-second cooldownTerrain clipping on hills fixed with mid-point height samplingBuilding collision zones enlarged so creatures can't walk through
Volume Settings (#29)
- Press P (or click Settings button) to open volume controls
- Master, Sound Effects, and Music/Ambient sliders from 0–100%
- All audio now respects volume multipliers in real time
Car Alarm Sound Fix (#30)
- Car horn changed from harsh sawtooth to softer triangle wave at 40% volume
- Added 3-second cooldown so it can't spam repeatedly
- Lightning already uses thunder sound (fixed in v1.1.0)
Hill Clipping & Building Collision (#31)
- Added mid-point terrain sampling — player Y now snaps to the highest point between old and new position
- Grounded and climbing states always clamp to terrain height
- Building collision zones increased by ~30% so creatures can't slip through walls
v1.1.0
29 Mar 2026Seasons, Floods, Better Models & Quest Fixes
10-season calendar cycle displayed under the minimapFlood weather type + toned-down fog across all weatherEnhanced Drakeling model with nostrils, teeth, claws, and spinal ridgesHezar quest tracking fixed + 120 huntable animals
Hezar Quest Fix (#23)
- The Hoarder quest now correctly tracks Hezar — addHezar triggers updateQuestProgress
- Quest completion fires immediately when you hit the target amount
Weather Improvements (#24)
- New "flood" weather type — heavy rain with slow health drain and 35% speed penalty
- Fog distance increased across all weather types for better visibility
- Clear: 420m, rain: 280m, storm: 180m, fog: 150m (was 80m), snow: 220m
Seasons System (#25)
- 10 seasons cycle under the minimap: Spring, Summer, Dry, Drought, Volcanic, Warm, Prosperous, Falling, Autumn, Cold
- Each season lasts 3 in-game days
- Season name displayed in amber below the day/time indicator
Model Improvements (#26)
- Drakeling now has nostrils, visible teeth, clawed feet, and spinal ridges
- More detailed geometry on the default species for a more dragon-like appearance
More Huntables (#27)
- Increased total huntable animals from 80 to 120
- 30 animals now cluster near the spawn area for easier early hunting
- Remaining 90 spread across the wider world
Thunder Sound Fix (#28)
- Replaced the car alarm sound during storms with a proper thunder rumble
- Lightning now uses audio.thunder() instead of audio.carHorn()
v1.0.1
29 Mar 2026Bug Fixes — Mobile, Roads, Jump Spam & Huntables
Mobile camera turning now works properly with preventDefaultRoads no longer vanish when viewed from aboveGrounded creatures can no longer spam-jump to flyDoubled huntable animal spawns + new healing sleep emote
Mobile Turning & Ground Fix (#18)
- Touch camera events now use preventDefault to stop browser interference
- Increased touch sensitivity (0.006 → 0.008) for easier turning
- Added extra ground-snap to prevent clipping through terrain while walking
Roads Visibility Fix (#19)
- Added frustumCulled={false} to road mesh — same fix as trees
- Roads now stay visible from any camera angle including directly above
Jump Spam Fix (#20)
- Grounded creatures (no wings) can now only jump when within 0.5 units of terrain
- Prevents bunny-hopping to gain unlimited height with Firehound etc.
- Winged creatures can still launch into flight from any height
Huntables & Sleep Emote (#21)
- Doubled huntable animal count from 40 to 80 — easier to find prey
- New "sleep" emote that heals +8 HP/sec and +5 Energy/sec while stationary
- Sleep persists until you move — other emotes still last 3 seconds
v1.0.0
29 Mar 2026The Complete Draconia — All Roadmap Features Shipped!
Every Phase 3 and Phase 4 feature implemented in one massive release3 new species (Thornback, Frostfang, Firehound) — now 8 totalClimbing, combat, weather, quests, evolution, map editor, music, and more
Climbing System
- Press G near buildings to start climbing walls and surfaces
- Use Space/Shift to climb up and down while attached
- Costs energy (5/sec) — falls back to ground when energy runs out
- Works with building collision detection for wall proximity
2 New Species: Thornback & Frostfang
- Thornback — spiny hedgehog-dragon with retaliatory spines, tough and slow
- Frostfang — arctic ice wolf, fast on ground with ice crystals on its back
- Combined with Firehound from v0.7.0, that's 8 playable species total
- Each species has unique mesh, colours, stats, and abilities
Combat & PvP
- Press F to bite attack nearby creatures (0.8s cooldown)
- Damage scales with size tier — larger creatures hit harder
- Attack range of 4 units, synced across multiplayer
- New bite, tail swipe, wing bash sound effects
Building Interiors
- Interior room system with furniture (table, chairs)
- Rooms have walls, wooden floors, and warm ceiling lighting
- Foundation for NPC indoor behaviour at night
Weather System
- Dynamic weather cycles: clear → rain → storm → fog → snow
- Weather changes every 45–120 seconds
- Rain and snow show as particle effects that follow the player
- Each weather type reduces movement speed (storm: −25%, snow: −15%)
- Fog distance changes dynamically (storm: 150m, fog: 80m)
- Lightning strikes during storms — rare chance to be hit for 30 damage!
Creature Evolution
- XP earned from hunting (+25 per hunt) and exploring
- 10 evolution levels with increasing XP thresholds
- 4 evolution stages: Hatchling → Juvenile → Adult → Elder
- Level and stage shown in the HUD with progress bar
- Evolution data persists across save slots
Quests & Story
- 12 quests across hunt, explore, hezar, and level categories
- Progressive quest chains with prerequisites
- Quest panel (press J) shows active, available, and completed quests
- Rewards include Hezar currency and XP
- Quests auto-accept when prerequisites are met
Emote System
- 4 emotes: roar, dance, wave, sit — accessible from the HUD
- Emotes broadcast to other players in multiplayer
- Player level and evolution stage synced to other clients
Custom Map Editor
- New /editor page with full terrain parameter controls
- Adjust terrain noise (rolling hills, medium features, fine detail)
- Set water level and world size with sliders
- Place and remove buildings of different types
- Live 2D preview showing terrain, water, and building positions
- Export maps as JSON and import them back
Sound & Music
- Procedural ambient music: gentle pentatonic notes that evolve over time
- New combat sounds: bite, tail swipe, wing bash, roar, growl
- Quest completion and level-up fanfares
- Thunder sound effect during storms
- Door interaction sound effect
v0.7.0
29 Mar 2026Firehound, Building Collision & Mobile Controls
New species: Firehound — a three-headed beast with a fire maneBuildings now block your path with solid hitboxesFull touch controls for mobile and iPad players
Firehound Species (from feedback #15)
- Three-headed creature: wolf (centre), fox (left, one folded ear), kangaroo (right)
- All heads have antlers and scary glowing eyes
- Blazing fire mane runs along the back and necks
- Fluffy chonky wolf body with four-toed paws
- Strong on the ground (+15% speed), no wings, slight swim penalty
Building Collision (from feedback #16)
- All buildings now have hitboxes — you can't walk through walls anymore
- Collision uses sliding so you glide along walls instead of stopping dead
- Hitboxes account for building rotation and size
- Flying and gliding creatures pass over buildings freely
Mobile & iPad Controls (from feedback #17)
- Touch-drag anywhere on screen to rotate the camera
- Pinch to zoom the camera in and out
- Larger joystick for easier movement control
- Colour-coded action buttons: FLY (purple), GLIDE (green)
- New touch buttons: NEST, SHOP, CHAT, and speed controls
- Fades-in camera hint for new mobile players
v0.6.1
29 Mar 2026Bug Fixes — Trees, Swimming & Name Input
3 player-reported bugs squashedTrees now visible at all camera anglesSwimming exits cleanly at the shoreline
Bug Fixes (from feedback #12, #13, #14)
- Trees, bushes, and rocks no longer vanish when the camera faces certain directions (frustum culling fix)
- Swimming now ends at the water's edge instead of a square inland (shore detection reworked)
- Creature name input on the main menu no longer loses focus after each keystroke
v0.6.0
29 Mar 2026Equip System, Packs, Nests, Better Eyes
Equip & unequip accessories in the shopPack system for multiplayer groupingPlace nests in the worldAll creature eyes redesigned
Equip System (from feedback #3)
- Owned accessories now have an EQUIP/UNEQUIP toggle in the shop
- Purchased items auto-equip but can be toggled off anytime
- Only equipped accessories appear on your creature
- Equip state saves per slot
Pack System (from feedback #5)
- Type /pack create in multiplayer chat to form a pack
- Share your pack ID — others join with /pack join <id>
- Leave with /pack leave
- Pack members have a golden PACK badge above their name
- Pack info shown in the multiplayer HUD panel
Nest Building (from feedback #4)
- Press N while grounded to place a nest at your location
- Up to 5 nests per save slot, oldest replaced when full
- Nests are built from sticks and bedding with a floating label
- Nests persist across sessions via save slots
Better Eyes (from feedback #6)
- All 5 species now have proper multi-layered eyes
- White eyeball, coloured iris, dark pupil, specular highlight
- Species-specific eye colours: golden (Drakeling), purple (Skyweaver), cyan (Tidecaller), orange (Emberwing), amber (Stonescale)
- Eyes scale correctly with creature size
v0.5.1
29 Mar 2026Diving, Bug Fixes & Feedback Response
Tidecaller can dive underwater!4 bugs fixed from player feedbackEvery new feature in this patch was requested by players
From Player Feedback
- Tidecaller can now dive below the water surface — hold Shift to descend, Space to ascend
- Aquatic diving is clamped between the sea floor and the water surface
- Buildings no longer spawn partially submerged in water
- Typing in feedback forms or chat no longer moves your creature
- Chat and feedback button repositioned to avoid overlapping the HUD
- Feedback button sits higher in-game so it doesn't cover the movement bar
Feedback Tracker
- All feedback items now have statuses: New, Noted, In Progress, Implemented
- Admin dashboard shows filter buttons and inline status controls
- 6 out of 10 player requests resolved in this patch
- Remaining items (pack system, nests, equip system, eyes) noted for future updates
v0.5.0
29 Mar 2026Feedback Tools, Oxygen & Moisture Meters, Chat
In-game feedback system — your voice shapes Draconia!Oxygen & moisture meters from player feedbackMultiplayer in-game chat
Built From YOUR Feedback
- Oxygen meter for non-aquatic species — drains while swimming, take damage when empty
- Moisture meter for aquatic species (Tidecaller) — drains on land, recharges in water
- Species-specific drain rates: Emberwing drains 1.5× faster, Tidecaller is resilient at 0.7×
- Pulsing screen vignette when oxygen or moisture drops critically low
- HUD bars appear only when actively draining — no clutter when safe
- This feature was requested by a player on launch day via the new feedback tool!
Feedback System
- Purple "Feedback" button on every page — in-game, main menu, updates, roadmap
- Pick a category: Bug Report, Feature Idea, Species/Design, Gameplay, or General
- All feedback stored in a database and reviewed for every update
- Admin dashboard at /feedback for triaging and tracking status
- Feedback statuses: New → Noted → In Progress → Implemented
Multiplayer Chat
- Press T to open chat in multiplayer games
- Messages relay through the host to all connected players
- Recent messages fade in at bottom-left even when chat is closed
- Enter to send, Escape to close
Bug Fixes
- Creatures no longer fly backwards (rotation was off by 180°)
- Updates and Roadmap pages can now scroll (overflow was locked globally)
v0.4.0
29 Mar 2026Graphics Overhaul, Multiplayer & Save Slots
Massive graphics upgrade with post-processingPeer-to-peer multiplayer — play with friendsSave slot system with creature naming
Graphics
- Post-processing pipeline: bloom, ACES filmic tone mapping, cinematic vignette
- Visible sun and moon that travel across the sky throughout the day
- Dusk orange sky transitions and 3,000 stars that appear at night
- Animated water with wave displacement and reflective physical material
- Three tree types: pointy pines, rounded oaks, and low bushes
- Better materials with proper roughness and metalness on all objects
- Antialiased rendering for smoother edges
Multiplayer
- Host a game and get a 6-character room code to share with friends
- Join a friend's game by entering their room code
- See other players in the world with their correct species, colours, and size
- Name labels float above remote players
- Smooth position interpolation for other players' movement
Camera
- Right-click and drag to orbit camera (replaces pointer lock)
- Much more natural and accessible camera control
Save System
- 3 save slots instead of one — share the device!
- Creature naming — give your creature a real name
- Continue tab shows species, Hezar, hunts, and last played date
- Old single-save format auto-migrates to slot 1
Hunting
- Floating "+20 HP +15 Energy" notifications on successful hunts
- Hunt count tracked and saved per slot
- Notification system reusable for all future game events
Main Menu
- Tabbed interface: New Game / Continue / Multiplayer
- Save slot selection and management for new games
- Multiplayer tab with host/join and room code display
v0.3.0
29 Mar 2026Atmosphere & Polish
Ambient soundscape with wind, water, and cricketsScreen effects for low health, underwater, and speedInstanced grass and drifting clouds
Atmosphere
- Ambient wind noise that gets louder at altitude and high speed
- Water lapping sound that fades in near the shoreline
- Cricket chirps come alive at night
- 24 semi-transparent cloud planes drifting across the sky
- 12,000 swaying grass blades across the terrain, colour-graded by altitude
Visual Feedback
- Pulsing red vignette when health drops below 30%
- Blue aquatic tint when swimming
- Edge darkening when sprinting or flying
- Dynamic FOV: widens to 76° flying, 72° sprinting, smoothly settles to 60°
HUD & Navigation
- Compass bar at top of screen showing N/NE/E/SE/S/SW/W/NW
- Building names with distance markers appear within 40m
- Minimap now shows buildings as coloured squares and roads as dark lines
- Player marker is a directional arrow instead of a dot
Gameplay
- Animals now flee when you approach — deer at 18m, rabbits at 12m
- Prey sprints at 2.2× speed when fleeing, making hunting a real chase
- Footstep sounds timed to your walk speed
v0.2.0
29 Mar 2026Major Upgrade — Species, Buildings, NPCs & More
5 playable species with unique meshesSettlement with buildings, roads, humans, and carsAdaptations & accessories shop
5 Species
- Drakeling — classic balanced dragon
- Skyweaver — wyvern with huge wings, fastest flyer
- Tidecaller — sea serpent, no wings/legs, dominates water
- Emberwing — phoenix-like, light and fast in the air
- Stonescale — armoured basilisk, tough, can climb
Buildings & Roads
- Cabin, 3 houses, apartment building, and construction site
- Road network connecting all buildings with terrain-following geometry
NPCs
- 12 human NPCs wander between buildings during the day
- Humans sleep indoors at night — one Night Warden patrols 24/7
- 3 cars loop the roads continuously
- Cars insta-kill creatures below size tier 6
Economy & Shop
- Adaptations: Swift Legs, Iron Wings, Deep Lungs, Thick Hide, Boundless Energy, Quick Recovery
- Accessories: Crown, Scarf, Back Spikes, Tail Ring — visible on your creature
- Death Tokens (100 Hezar for 10 uses) protect from death tax
- Press B to open the shop in-game
Systems
- LocalStorage save/load with autosave every 30 seconds
- Procedural Web Audio sound effects for all game events
- Mobile touch controls: virtual joystick + action buttons
- Mouse-controlled third-person camera
- Full main menu with species selection and 3D creature preview
v0.1.0
29 Mar 2026Initial Release — Draconia POC
Procedural terrain with biomes and waterPlayable dragon with full movement systemDay/night cycle, huntable animals, and Hezar currency
World
- 500×500 procedural terrain with multi-octave simplex noise
- Biome-coloured vertices: sand, grass, rock, snow
- Translucent water plane at sea level
- Instanced trees and rocks scattered across the landscape
- Dynamic day/night cycle with a 3-minute game day
Player
- Procedural dragon built from primitive geometries
- Walking (8 speed modes from crawl to bolt), flying, gliding, swimming
- Energy system: sprinting and flying drain energy, resting restores it
- Fall damage from high drops
- Customisable primary and secondary colours
- Size tier 1–10 affecting speed, flight ability, and scale
Mechanics
- Hezar currency: +5 every 30 seconds of play
- Huntable deer and rabbits that restore health and energy
- Death mechanic with -1 Hezar tax and respawn
- 10-day game week
- HUD with health/energy bars, minimap, movement state, day/time
More updates coming soon — check the Roadmap