Devlog · Wave 11 · 17 October 2026

Shared worlds

Join a friend's world by link, with one shared clock, one chest and a vote each at the Moot.

Two players named Dara and Ada, the Steward, standing by a wall in a shared world
Dara and Ada, the Steward, in one shared world. Wave 11. Real gameplay.

What landed

Wave 11 lets people play together. The world's Steward shares a link; a friend opens it, picks a name and joins. The Steward's page holds the clock and does the saving, and every action goes through the host in one ordered list that every page replays in step, so the worlds stay the same. Edits show at once and are confirmed by the host; every ten seconds the pages compare a hash of the world and resync if they differ.

Living together

Names float over heads and there is chat. Each player keeps a purse and the steading has a shared chest. The Moot counts one vote per account. The Steward can remove a player, pause and roll back, and a cart follows whoever holds it.

0 in 306
Desyncs across the four-player story test
3 to 5 s
Time to join (1.7 s on a local network)
1.1 to 3.5 ms
Relay round trip (median)
0
Faults in a 15-minute soak with three players
A cart in a shared world with players named Dara and Cai nearby
The cart follows whoever holds it. Wave 11. Real gameplay.
The world panel showing the Moot ballot with Aye and Nay
The Moot: one vote per account. Wave 11. Real gameplay.

What is still weak

At this wave the public link was not open, so shared worlds ran on our own machine and local network, and raids, the gloam and story scenes did not come into shared worlds; the soak with three players ran at about 69 fps. Since then the follow-up brought raids, the gloam and story scenes into shared worlds, and live rebuild 26 opened the public link. The ten-player, 60-minute test is written but has not run.

Where it runs

Live on our demo host since live rebuild 25 on 17 October 2026. The demo host is our own test server; since live rebuild 26 a shared world on it can also 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: workings

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