Devlog · Wave 10 · 17 October 2026

The Builder's hand

Hundreds of materials in colour families, every shape, and fill, clone, mirror and terraform tools.

A stone castle with towers and a cathedral built in the valley
The test castle and cathedral, built with the Builder's tools. Wave 10. Real gameplay.

What landed

Wave 10 is about building. The palette grew to 204 material rows, 182 of them placeable: 16 dyes on wool, cloth, plaster, tile and glass, 12 stones, 5 woods, metals and decoration, with a loom, a kiln and a dye vat to make them, 174 priced rows and 153 recipes. The Steward grants the Builder's hand per world, and every use is logged. Selection, fill, hollow, clone, mirror, rotate, line, replace and terraform all go through the edit log, so they undo. Patterns are rows you can save and share, and .schem and .litematic files import.

The follow-up

The follow-up added a close-up brush layer, so at a metre you see mortar, grout, grain, knots, seams and weave, at no measurable cost. The castle is lit at night by 34 sconces and candles. Sheep are bought, penned, fed, bred and shorn, and their fleece becomes wool at the loom. Twelve flowers grow by place and season and give seven dyes. Thin carpets, upside-down stairs and top slabs arrived, and worlds can now be 384 or 512 blocks tall.

11 to 15 ms
Fill of 10,000 blocks
5,044
Blocks in the test castle (cathedral 4,725)
247
Material rows after the follow-up
140.9 fps
Average in the 15-minute soak, 0 errors
The cathedral nave with pews, a red carpet and tall windows
Inside the cathedral. Wave 10. Real gameplay.
A side aisle of the cathedral with stone columns and a chequered floor
The side aisle after its roof was fixed. Wave 10 follow-up. Real gameplay.

What is still weak

Close up, wool and plaster still look soft and metal only passable; the night grade pulls blue; sheep and fences are boxy.

Where it runs

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.

How we measure

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.

Next: shared worlds

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