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Updates

v1.7 October 2026

The Thrum update

The thrum moves stone. The last pages tell what the Shadow hunts.

  • At night a Lever thrown: a line of Thrumthread burning orange across the stone to a lit Thrumlight and an open door.
    The thrum movesHeavers shift walls. Chutes pass stacks. Detectors keep watch.
  • A Blastcharge bursting beside a block of water: a ring of fire on the stone, its shards flying.
    The BlastchargeLit by the thrum or a Flint. On the Riven Lands it breaks only your claim.
  • A herd of cattle in a fenced pen on open grass.
    HerdsFed, they breed. Led on a Tether, they follow.
  • A sandstorm in the desert: a dim sun through drifting ochre dust, sand streaming past on the wind.
    Hail and sandstormsHail hammers the plains. Sandstorms swallow the desert.
  • Isembard’s Shadow over a ring of torches at dusk, its wings spread, the Torn Pages it carries glowing at its heart.
    The HeartIsembard’s Shadow carries the last Torn Pages. Break it.
  • A Hearth Clock hung on a stone wall at dusk, a Firstfolk Dial on the table beside it.
    Clocks and notesA Hearth Clock for the mantel, a Firstfolk Dial for the wall. Leave notes.
  • A Kinhold’s World rules sheet: creatures, damage, day length, death, the switches with Blasts, and who may enter.
    Your Kinhold, your rulesName who may enter. Draw the world’s edge. Switch survival and creative.
Also new
  • Chutes pass a stack a second from chest to chest. A Sorter keeps only what the chest before it holds.
  • The Detector watches one block and hums when it changes.
  • Water drinks a Blastcharge’s burst, and a burst throws a charge it touches. In your own worlds, /rules blasts off stops it.
  • Tie your herd to a fence post. A pen one block high holds them.
  • After a long storm the puddles stay a while.
  • The Tale Entire: a deed for every page.
  • Cairns fly a pennon in their colour, their band woven in it.
  • Waterfalls spill off the Sky Islands and vanish into mist.
  • On High, clouds cast their shadows across the land.
  • No more sky through the middle of a tree’s crown.
  • Torches stand on slabs. Slabs and stairs in Birch, Pine, Jungle, Stone, Granite, Chalkstone, Greystone, Slate, Basalt, Snow Brick, Terracotta and Skystone.
  • Invite links carry a mark only you can give.
  • Rest with the others from where you stand. The list shows who is away.
  • A compass at home leads to your Bedroll or Homefire.
  • New commands: /machines, /allow, /edge, /play, and /summon in single player.
  • A frame counter any phone can switch on, in Settings.

Patches

Version 1.7.1

  • A rider in the saddle of a Roadhorn on open grass, its horns sweeping up and its lantern lit, seen from behind.
    Steady in the saddleThe Roadhorn and the Mistray carry you smooth, in every eye and every shot.
  • A pig tied to a fence post by a Tether, the rope running from the post’s top to its neck.
    The Tether holdsThe rope stays fast on the neck of what you lead.
  • Sealed Chests stay yours in a world you open to friends, through a new name or a download.
  • An opened world keeps its keeper’s rules between openings, and counts its Riftway times.
  • Signed in mid-game? Rejoin for the board.
  • In the saddle, a low roof stays above your view and a Farglass takes you where it points.
  • A Blastcharge never sets off another’s charges. Claims hold against blasts in private and friend worlds.
  • Foundry vaults keep what you store. Spilled chests and Tethers outlast a restart.
  • Mounts and led animals return from the void.
  • The world’s edge holds in the Firstfolk Wastes and the Elemental World, and stops a ridden mount.
  • A keeper enters their world from a second device with the allow list on.
  • A new world never overwrites a saved one.
  • The site counts all twenty-four Torn Pages.

The thrum moves

A Heaver on the thrum heaves the line of blocks before its face one step, up to twelve; a Hauler heaves its block and hauls it home when the thrum goes. A Chute passes a stack a second from the chest at its back to the chest before it while the thrum reaches it, and a Sorter lets through only the kinds the chest before it already holds. A Detector watches the block before its eye and hums for a moment when it changes.

Nothing is made or lost: a move is all or nothing. Chests, claim stones and anything with items in it never move. /machines shows how hard a world’s machines are working.

More: machines.

The Blastcharge

Light a Blastcharge with the thrum or a Flint and it bursts four seconds later. In the Riven Lands it breaks blocks only inside its placer’s own claim. In your own worlds it breaks open land, but never inside a claim that isn’t yours or doesn’t trust you; turn Blasts off with /rules blasts off and it breaks nothing. Water beside it drinks the blast, and a burst throws a charge it touches.

More: the Blastcharge.

Herds

Feed a cow wheat, a pig carrots or potatoes, a chicken seeds. Two fed animals of a kind bring a young one, which follows its herd and grows up. Lead them on a Tether, tie them to a fence post, and a pen one block high holds them.

Hail and sandstorms

Hail hammers the plains in white streaks and bounces off the ground. Sandstorms rise over the desert, an ochre haze that dims the sun. After a long storm the puddles stay a while. In single player, /weather hail or /weather sandstorm brings one.

The Heart

Isembard’s Shadow carries the last four Torn Pages, XXI to XXIV. Break it and a page falls; each night it comes again, it carries the next. Gather all twenty-four for The Tale Entire.

More: the story.

Clocks and notes

A Hearth Clock keeps the hours on a mantel or a wall; a Firstfolk Dial turns once a day, the sun at its top at noon. A notepad holds a note anyone can read and only you can write.

Your Kinhold, your rules

A Kinhold’s keeper names who may enter (/allow), draws the world’s edge (/edge) and switches between survival and creative (/play).

Earlier versions: all updates.