A shared world now opens from a link over the internet, and the engine passed its gates on a quiet machine.

Live rebuild 26 restarted our demo host on 17 October 2026 with every wave through wave 14 and the follow-ups that came after: the close-up brush layer, the castle lit by its own candles at night, sheep and flowers, the third look pass on folk and arms, and the room for 1,024 blocks. Its gates on the live host passed: the wave 8 story 23 of 23, wave 9 40 of 40, the Builder follow-up 26 of 26, world generation 11 of 11 and the rule packs 19 of 19. The world booted at 192.1 frames a second with no errors, reloaded exactly, and saved in 26 to 47 ms. A 10-minute walk ran at 151.5 frames a second with folk in the steading.
The same rebuild opened the public play link. When the Steward shares a world, the link now points at play.meredosiatech.com, and a friend anywhere opens it, types a name and plays as a guest. That address serves shared worlds and nothing else: it refuses every other request, reads a world only with its join token, takes changes only under the Steward's key and limits each address. We joined from outside through the real tunnel: the page was playable 18.6 seconds after it opened, catching up took 2.1 seconds, a round trip through the relay took a median of 74 ms, and the two pages never disagreed. For the engine gates we paused every other build lane first so nothing else was competing for the machine. Low Tide, the engine's full regression run of 26 checks, passed 26 of 26 in 758 seconds; the cold start run took 93 seconds and the warm run 50 seconds, both at about 48 frames a second with the frame meter on. Those three runs use the test city of the engine Commonwild is built on.


The ten-player hour has not run. Our longest shared runs are four players for twenty minutes with five raids and no desyncs, and a Steward with two guests for fifteen minutes. Joining through the tunnel took 18.6 seconds against 3.1 seconds on the machine itself, so the join is slower than it should be. The link runs on a spare tunnel connector until the main tunnel is restarted, and right after a reload under load one save took 6.5 seconds.
Live on our demo host since live rebuild 26 on 17 October 2026. The demo host is our own test server; since that rebuild a shared world on it can be joined from a link over the internet.
Every wave closes with a play test on the build machine in the browser: a scripted story test that plays the new loop end to end and reloads the world to check it came back exactly, the older waves' story tests run again on the merged build, the engine's unit tests, and a 15-minute soak that records frame rate, faults and world memory. The numbers above come from those runs, as written in our build tracker.