Fractured Realms v0.3 - Reforged This is the biggest patch since launch. Over the last couple of weeks combat, progression, pacing and the economy have been rebuilt almost from the ground up, the in-game Compendium you voted for is here, and there are dozens of fixes and quality-of-life changes on top. Enormous thanks to everyone in the Discord and the reviews who reported bugs, argued balance and told us exactly where the game felt off. A huge amount of this patch came straight from you. It is a long read. That is on purpose. Here is everything. 💬 A word on the slower pace (please read) The single biggest change in this patch is one you will feel more than see: the whole game is slower now, and that is completely on purpose. From the very start, the game I set out to build was a long-term one, in the spirit of Melvor Idle and Old School RuneScape. A game you settle into for months rather than finish in a weekend. Where a level means something because you truly earned it, where achievements and milestones mark a real journey, and where you can set it running, forget about it for a while, get on with life, and come back to genuine progress waiting for you. An experience that leaves a mark. The old rates were fun in a fast, dopamine sort of way, but they burned through that journey far too quickly. So XP across the whole game has been re-paced to give every level, every unlock and every milestone the room it deserves to matter. This is the version of Fractured Realms I always pictured. To be clear: none of your current levels were touched. Nothing was taken away. Only the road ahead is longer. This is a big shift, and I genuinely want to know how it lands for you. Please tell me how it feels to play now: too slow, about right, which skills drag, where the pacing sings. Your feedback is exactly how we dial this in together. Thank you for being here for it. ✨ New Features The Compendium (in-game wiki). A full searchable guide to the entire game on its own page, reachabl...
Fractured Realms v0.2.2 Our biggest patch since Early Access launch. Offline progression is here, combat gets a proper info screen, bounties are far less fiddly, and we squashed a pile of softlocks and deadlocks. A huge chunk of this came straight from your reports and feedback. Thank you. 🌙 Offline Progression (most requested!) Your active gathering, artisan, or Prayer action now keeps earning while the game is closed. The offline cap starts at 1 hour and grows with your Total Level, up to a 24-hour cap at total level 1,350. Come back to a "While You Were Away" summary: time gone, XP gained, levels earned, items collected, and gold. New Profile > Levels tab: an OSRS-style grid of every skill level, your total level, and your offline cap with the full upgrade table. ⚔️ Combat & Bounties Combat Stat Block: click the info button on any enemy to open a per-monster card with its stats, your hit chance and max hit, its hit chance on you, estimated hits to win, drops, and a proper Attack / Strength / Defence explainer (adapts to Ranged and Magic). Combat Loadouts: save your weapon, style, armour, and prayers as a set and swap in one click. Bounty Auto-Accept: automatically roll the next contract, or toggle it off any time. Bounty "Go To": jump straight to a contract's target and pre-select it. A bounty progress strip at the top of combat shows your kill count and turns green when complete. 🎒 Quality of Life Prayer can now be added to the action queue (right-click to queue offerings). The queue popover now shows a live "time to reach level X" estimate based on your buffs and gear. Cloud Saves: backing up now lets you pick which cloud slot to write to, matching the download flow. Save Slots now show each character's Total Level and Combat Level. Cartography: fully-charted map tiers can be collapsed into slim rows to cut clutter. Inventory: a new "Other (all items)" browser, custom-tab reordering, and cleaner icons. Dungeon and Raid logs are now expandable like the combat lo...
Update v0.2.1 - The Action Queue, Cloud Fixes & a Big Bug Sweep Thank you all for the Early Access feedback and bug reports - this is a chunky one. A brand-new Action Queue, bigger bags, a stack of fixes, and the sign-up/email problem is finally sorted. A huge amount of this patch came straight from your reports. ✨ New & Added Action Queue - line up multiple skilling actions to run back-to-back. Set each step to run for a set time (hours + minutes), until you reach a target level, or for a number of actions. Pause and resume any time, and your progress is saved even if you close the game and come back. Start with 3 queue slots and unlock up to 10 with gold. Open it from the Queue button in the bottom bar. (It runs while the game is open.) Bigger Bags - bag upgrades now go all the way up to 500 slots, with several new tiers gated behind Agility. Outpost Ledger - a new Overview tab in Outposts shows every outpost's production at a glance, with a Collect All button. Bulk Buying - buy 10 / 50 / 100 / 500 / 1000, or a custom amount, in the Shop and the Cartography vendor. Outpost auto-collect - a new opt-in toggle to auto-collect your outpost production. ⚖️ Balance & Economy Bronze bars now smelt from Copper + Tin (as the name suggests), giving Tin a real purpose. New high-end gold sinks via the top bag tiers and queue-slot unlocks. Tuned tier-3 outpost production rates and caps. ☁️ Cloud & Accounts Fixed the sign-up / email problem - account confirmation and password-reset emails now send reliably. This was the "I can't sign up" issue a lot of you hit. If it didn't work before, please give it another go. 🐛 Bug Fixes Blessings tab crash - the second Prayer tab crashed when opened. Fixed, so you can consecrate your Archaeology relics and activate their boons again. Dungeon softlock - fixed the final boss being defeated with no Claim Rewards button appearing, which could leave you stuck. Outpost infinite-collect exploit - a full outpost could be collected over and over for...
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