v0.98.0 · 3 November 2026
The mainland’s creatures wait in the wings, and the phone screen gets out of your way
- 189 new creatures for the mainland past the island are ready, from level 8 to level 150: drakes and wyverns, dwarves and their rock worm, pirates and the drowned, the bull-men of a maze under the fells, frost giants, djinns, dragons and the burning depths’ demons. Each has its own look, loot and corpse, and they wait for their regions to be built.
- On a phone the creatures’ names keep off the buttons, the HUD, the small map and the first hour’s hint: a name under one moves up or aside, or counts in a “+N”.
- Keep screen on (Settings, Gameplay) keeps a phone’s screen awake while the Auto runs, and lets it sleep as usual while the menu is open.
- At night, where a roof, a tree or a wall stands in front of something else, the lamps and fires light both again, as before 0.97.0.
- On a phone held sideways the death screen’s lines no longer run over each other.
- On the smallest phones held upright the home page’s Continue button ends well above the bottom edge.
v0.97.0 · 2 November 2026
A new home page, a wild that lives, and boat trips on the Auto
- A new home page says what the game is: a medieval action & idle RPG in your browser. A shared link shows a picture, the title and a description, and “Support an indie game” points to Patreon, itch.io and Steam.
- The wild is alive: frogs leap into the water when you come near, bats loop over the clearings at dusk and dawn, midges dance over the water on calm evenings and leaves fall from the trees.
- The hunting grounds tell what lives in them: wolf dens, a bear’s day bed, spider webs with egg sacs, the trolls’ gnawed bones. Mossy logs, brambles, fungus rings, hunters’ old camps, cairns and wild bee nests reach the woods round Kestrel Isle, Brackwater and Thornmouth, and in the rain they darken with a wet sheen.
- An Auto route can hold grounds of more than one town: the Auto walks to the dock, pays the captain and goes on in the other town, and it sails only with the gold for the way back.
- A small stone guardhouse stands by Guard Ulric at the north bridge. Climb to his post: his cot, a spear rack and a guard chest with a gift inside.
- Bags go at most eight levels inside each other; a bag that would lie deeper is refused and nothing moves. A save from before keeps its deeper bags, which can be emptied and moved up.
- A game closed on the death screen now opens at the home of the town you died in, with full hit points and mana and the chat saying where your corpse lies.
- On a phone the game spends less battery and memory: at most 60 frames a second, 30 while the Auto plays on its own, lights drawn in one pass at night, and the cloud save sent at most once a minute (and at once when you leave the game).
- The Auto’s summary keeps its town trips’ line whole at the end, however long the run.
- On a phone the shop’s slots are larger and show each item’s price and how many you carry.
- On the smallest phones held sideways, the home page’s account card keeps Continue on one line, above the bottom edge.
v0.96.0 · 2 November 2026
Names over the creatures, quests that pay experience, and a safer save
- Hostile creatures show their names over their health bars. Settings, Gameplay, Creature names turns them off.
- X, or the NAMES button on a phone, names every thing lying on the ground within 5 squares: each item of a loot pile with its count. The lines keep clear of the creatures’ names.
- Every quest now gives experience when you finish it, about a quarter of a level at its level. A new one in Kestrelby: Penrose’s old ledger waits behind a stuck door in the sewers that only a pick will break.
- The towns go to bed at their own hours, window by window, and the shops and houses have proper furniture: counters, a tavern bar, beds with blankets, the smith’s anvil.
- With the Auto or active training on, the game keeps playing in a hidden tab or a window without the focus, with its sound off. The skills window and the site’s Account page show your time played.
- The Auto can store whole kinds of items in the depot, finds its way down to the depot chest from any corner of Kestrel Isle, and each attack spell can be kept for or from one creature.
- Your save is safer: an older game never takes a save a newer one wrote, a second tab of the game stays out of the first one’s save, and the save you did not pick at “Which save?” is kept beside it.
- Signed in on the site, your adventurer’s mark opens a menu with Play, Account and Sign out. The Account page shows your character as the cloud keeps it.
- On the smallest phones the home page’s Sign in with Google and Continue buttons now fit on the first screen, with no scrolling.
v0.95.1 · 2 November 2026
Shadows that follow the sun, and a new home page
- You, the creatures and the people now cast the sun’s shadow from your feet. It is long and leaning in the morning and the evening, short at noon and soft under clouds and in fog. At night, in the rain and indoors only the small round shadow under your feet stays.
- The home page is a woven tapestry. The banners of the five towns hang on a rod above a first screen that tells what the game is and where to find it.
- On the Web page, signing in no longer asks the service for earlier saves it does not offer yet, so the browser’s console stays clean.
- Every floor’s rope holes, passages and quest doors paint over their own floor again, however many floors the map holds.
v0.95.0 · 2 November 2026
Leaving to the home page, a fuller map and Captain Pell’s tower
- On the Web page, leaving the game no longer leaves it frozen on its last screen: Train and quit and the menu’s Quit save and take you to the site’s home page, as the menu’s Home does.
- Esc with the menu open closes it and puts you back in the game, without the menu flickering open again. A phone’s back button does the same.
- The big map fills its panel at every zoom, with no plain green bands beside the picture, and the maps are drawn a band at a time so the first seconds of play stay smooth. On a phone the errands’ gold “!” is bigger, ringed in white.
- A ruined stone tower stands in the north. Its stairs go down three floors, past poison spiders and skeletons, to Captain Pell’s floor and his crate.
- The shovel digs. In the north-east graveyard the middle grave opens under it, and the hole drops you into the Wormwarren among the mireworms. The hole stays open, and your save keeps it.
- Wren in the Wardens’ Hall cellar teaches the orc tongue for a smoked eel. Afterwards the Hooded Orc greets you as a friend and opens his shop.
- The sea takes the sky’s colour at dawn, at dusk and under cloud. Rowing boats lie moored at the quays, and pot floats bob offshore.
- On the upper floors the sun comes through the windows in soft patches that move with the hour. The old dungeon halls are laid with worn flagstones, and each upper floor has a rug.
- When the Auto goes back to town, the chat says what it stored in the depot and the gold it deposited, and tells you when it cannot reach the depot chest or the banker.
v0.94.0 · 1 November 2026
Shop signs, quest marks on the maps and a travelling pack
- Every shop in the four towns hangs a sign of its trade beside the door, an emblem and no words: a board on chains from an iron bracket, a carved plaque or the emblem cut out of iron. Crossed swords at Garrick’s, a pelt at Hobb’s, a mug at the tavern, a fish at Brackwater’s fish house and a coin and key at the Wardens’ Hall.
- Both maps mark the next step of each errand you are on with a gold “!”: the patch, crate or bush to search, the person to see or the creatures to hunt. Click or tap it on the big map to walk there, and the quest log now lists each errand’s rewards.
- Both maps show the lands round each town: past the town’s own land, the ground of the world beyond it in its colours, with the trees as dark dots and the big rocks as grey ones. Zoom in on the big map and drag toward the edge to see them.
- A Travelling Pack, sold by Old Jory and Marigold: 64 slots, worn in the backpack slot with your old bag inside it. Roll the wheel over it on a computer, or drag a finger up the Inventory page on a phone.
- Your corpse warns you before it goes: five minutes before it decays, while your backpack is still inside, the chat says so and the same words float over you, so you see them on a phone with the chat folded. On a phone, every word that floats over the world, the damage and the dice too, is now as large as the rest of the phone’s text.
- The Auto’s Route tab can reorder the grounds you picked: press ▲ or ▼ beside one to move it a place earlier or later, and the Auto walks them in the new order. A route saved before keeps the order it was picked in. On a phone the arrows are a finger wide.
- The towns live a little more: river banks with roots and grass hanging over the water, small waves on the beaches, sparrows, crows and gulls feeding on the ground, work yards with a cartwheel, a grindstone, hides and a pump, and poppies and cornflowers in the wheat.
- And more: straw and leaves drifting against the walls, lived-in camps round the fires, thrift on Gannet Head’s cliff tops and water dripping in the caves.
v0.93.0 · 1 November 2026
Pins on the maps, a fish for every water, Hobb’s cellar and a way out of the sewers
- Pins on the maps: press Pin under the big map’s + and -, then click or tap a spot to pin it, a rose square on both maps. Up to 20, kept in your save; in Pin mode a press on a pin removes it.
- Each water gives its own fish, from the river perch to the rock cod off Gannet Head, each with a rare catch of its own. The chat names the fish, a bigger one feeds longer, and Orla and Hesper buy every kind.
- Hobb’s cellar under his tannery: a hole north of the tannery takes you down to a stone room with two rats and the crate that finishes the Doublet errand, and a loose board in its south wall opens a crawlway into the sewers.
- From the Kestrelby sewers the Auto’s Return no longer walks into the rock: it stops at once and tells you to climb the ladder out with E.
- On its trips to Kestrel Isle the Auto takes the potions, antidotes and rope it lacks out of the depot chest beside Penrose before it buys, so it buys only what is still missing.
- The mouldy cheese the goblins drop can be eaten: it feeds a little and poisons you lightly, and the Auto never eats it.
- The towns grow more lived-in: worn wheel tracks along the soil roads with puddles after rain, stained glass glowing at night, washing lines swaying in the wind and a dry-stone wall by Kestrelby’s west field.
- Restoring an earlier save first sends the progress the cloud does not have yet, so it stays in the history; if it cannot go up, the confirmation says so and offers Restore anyway or Cancel.
- On a phone the Esc menu’s buttons are thumb-sized, a thing chosen on the Loot page past the first twelve cells stays chosen and Take takes it, and the big map says so when it refuses a 21st pin.
v0.92.0 · 1 November 2026
Rings that do something, torches and dice in your hand, earlier saves and the Auto’s depot and bank
- A ring or an amulet worn in its slot now does one light thing: a hit point or a point of mana more at each regeneration, or more carrying capacity. The tooltip and the phone’s card say it in green and compare it with the piece you wear.
- Use lights a torch or the magic light wand in your off hand and puts it out again, rolls the dice and eats the honeycomb, from a click, the phone’s double tap and card, or the hotbar.
- Signed in, the menu’s Earlier saves lists the saves the cloud keeps, with their time and version, and Restore brings one back after asking first. On the Web page and in the installed game.
- The Auto stores items in the depot: the presets editor’s Keep page marks each item Sell or Depot, and on its trips to Kestrel Isle the Auto takes the Depot ones down to the chest beside Penrose.
- The Auto can bank its gold: with Bank the gold on, it deposits with Penrose what it will not need for the next trip’s supplies.
v0.91.0 · 1 November 2026
Weathered towns, zoom on the maps, Tilda upstairs, bags on the ground and your own keys
- The towns and the wilds look lived in: rounded streets with worn setts and weeds at the kerb, gardens, woodpiles and window boxes by the houses, moss and soot on the roofs, wet sand and foam along every shore, ducks on the river and gulls on the bays, lamplight pooling on the ground and shining on the water, and caves with rocky floors and wet pools.
- Zoom the maps: the big map has + and - with four levels, the mouse wheel zooms about the pointer and a drag moves the picture; on a computer the small map has three levels. The levels you choose are kept.
- On a phone the big map opens beside your HUD, so your health, mana and level stay in sight.
- Tilda sells and buys armour, helmets and shields upstairs in Garrick’s shop: take the stairs in its west corner.
- A bag on the ground opens with E, a click or a tap: take or wear what it holds, drop items into it, or use Put in.
- Drag the hotbar’s item on 5 onto 6 (or back) to move it, or to swap the two; on a phone, hold the button to pick it up.
- On a computer, move your keys on the settings’ Keys tab, and choose Toggle attack if you would rather click once to start and once to stop.
- A fishing rod held in your hand fishes, and on a phone held upright casting closes the Inventory page so you see the float.
- The mireworm grounds ask for a weapon of attack 16, a mace or better: the big map’s guide says so, and the Auto stays away until you hold one.
- The phone’s Controls page reads whole, and on a phone a tap attacks only while your finger is down.
- Seventy-three creatures for the mainland past the island are made and wait for their regions to be built.
v0.90.4 · 1 November 2026
Penrose’s bank and depot, wearing straight from a corpse, and the phone’s fixes
- Penrose keeps a bank in the Wardens’ Hall cellar: deposit and withdraw gold, and the balance stays through death and in your save.
- A depot chest stands beside him. Press E at it, drag items onto it to keep them, and take them back with a click or Take all. What lies in the depot stays through death.
- Drag an item from a corpse, a pile on the ground or the depot onto a body slot and it is worn there, with no backpack needed. What the slot held goes where the new item lay.
- While you drag a pile on the ground, a click on the map no longer starts a walk, and a pile let go out of reach walks there with you.
- On the phone: the arrow toward your corpse on the small map is larger and in the X’s colour; held upright, the inventory folds away while you lift an item from a corpse, so you can drop it on the ground; the fishing rod’s card, the gold coins over a name and the big map’s boat strip fit whole.
v0.90.3 · 1 November 2026
Walking by the map, the corpse’s hour from the wake, and the safe zones’ light
- Click a spot on the small or the big map and your character walks there, a gold X marking where you are going. Click an NPC or a shop on the big map and its menu opens when you arrive.
- Your corpse’s hour begins when you wake, not when you die. An arrow on the small map points to it when it is out of view, and on the big map its X shows the minutes left. With your backpack in the corpse you wake with a plain bag.
- Orcs, goblins and trolls sometimes drop a bag, and orc warriors and swamp trolls rarely a leather satchel.
- Drag an item out of a corpse or the inventory onto the world and it lands there. Press a pile and a ring shows how far it can move.
- The hands hold more than a weapon and a shield: coins, food, a torch, the fishing rod or a bag.
- Each spell of the Auto has its own rules, and the Auto trades at a pace you can follow: a “Hi”, the NPC’s answer, then a gold coin rising over whoever received the gold.
- Safe zones show where they end with a faint light-blue light along their edges, like an aurora. The Safe zones setting turns it off.
- The Wormwarren holds one mireworm at each end of its cavern instead of four.
- On the phone, this site’s buttons and links are larger to the finger, the account card fits a long name, and the chart of Towns and Boats slides sideways at full size.
v0.90.2 · 1 November 2026
Seeing behind houses and trees, and a save that survives every update
- Walk behind a house and its roof and walls turn see-through; stand under a tree and its crown does too. A creature you fight behind a tree or a house shows through it as well.
- Warhorn’s fort holds one orc warrior and its camp two raiders, so the Auto hunts one ground at a time instead of pulling six orcs at once.
- The Auto only goes to a hunting ground whose creatures it can hurt with the weapon in hand. With the starting club, the fort’s orc warriors and the mireworms below level 10 wait for a better weapon.
- Your save names the version of the game that wrote it. An older page or game stops uploading and asks you to reload, and the game keeps a copy of your save before a new version loads it.
- Your settings (the Auto and its presets, the hotkeys and the options) go to the cloud with your save and come back in another browser.
- This site is the chart of the sunken Moor, with The Old Words, The Chronicle and Towns and Boats in the Pilot’s Book.
v0.90.1 · 1 November 2026
English buttons on the phone, and one sign-in
- The phone’s buttons are in English: ATTACK, DODGE, USE, LOOT and SPELL.
- Marigold now buys the rare gear of the orc warriors and swamp trolls, among them the battle shield, the knight helm and the lamellar armour, and the chain helmet at 17 gold.
- Signing in on the way to the game takes a single sign-in. Google brings you back to the home page, which opens the game.
- On the web, Home in the menu sends your newest save to the cloud even while an earlier upload is still on its way.
v0.90.0 · 31 October 2026
The game gets its own name, and a home page
- The game is now Oskenmoor, with its own world: you wake on Kestrel Isle, in the village of Kestrelby, among Elder Corwin, Master Edric, Warden Hale, the Seer, Wren, Old Jory, Marigold, Brother Fenn and the rest of the townsfolk.
- The five spells have their own words: aro sel (Mend), kesh varo (Sweep), kesh tal (Fire Bolt), kesh doru (Weapon Throw) and ume vey (Haste).
- New places and creatures: the Wardens’ Hall, the Wormwarren with its mireworms and Grubmaw, and Old Gnasher in the sewers.
- The errands have their own items: Tobin’s gull’s egg, Brother Fenn’s sea thrift, Wren’s smoked eel, the Barrow Warden’s tomb with his blade and horned helm, and Warden Hale’s Grain thieves.
- Your save keeps its quests, tallies and spells, and a desktop save is copied over once.
- A home page for players: sign in with Google, see your character and level, and press Play or Continue. Below it you find the game in pictures, the Ship’s Log, the Pilot’s Book, the questions and the roadmap.
- On the web the game fills the whole window and lives at /play/. It opens only once you are signed in.
- In a small window the game switches by itself to the phone’s compact layout, and switches back when you widen it.
- The account messages and the game page are in English.
v0.89.5 · 31 October 2026
Auto hunts on with a full backpack
- When the backpack fills with loot no one in town buys, Auto no longer stops: it hunts on without it and tells you once in the chat.
- The summary says how long Auto hunted without picking anything up.
v0.89.4 · 31 October 2026
Getting the installed game ready
- Signing in on the installed game for Windows and Mac is ready on our side and arrives soon.
- The game’s page can change address without you having to download the game again.
v0.89.3 · 31 October 2026
The page has a new home
- “Sign in with Google” and the cloud save work at the page’s new address.
- Taking off your armour while Auto walks the default route takes the Warhorn depths off its way.
v0.89.2 · 31 October 2026
Sharper advice
- When Auto stops with nowhere to flee, the summary says “Too risky: try Careful.”.
- Changing your armour mid-hunt makes Auto weigh the Warhorn depths again.
- Closing the installed game waits at most 2.5 seconds for the last cloud save.
v0.89.1 · 31 October 2026
Save and phone fixes
- A damaged save with a good copy is no longer replaced from the cloud without asking.
- “New character” truly starts from scratch, also when you are signed in.
- With Mend switched off, Auto flees and looks for the healer.
- On phones, the travel menu shows each destination’s full name.
v0.89.0 · 31 October 2026
New hunting grounds and a shop in slots
- Three hunting grounds for levels 8 to 14: the Ford catacombs, the cape wormholes and the Warhorn kennels.
- The big map shows every hunting ground with its level range, in green, orange or grey.
- The shop now works in slots, and the NPC menu has Supplies to buy potions in one tap.
- Auto has spells for each style, a sound when it stops and a line of advice in its summary.