Devlog · Wave 12 · 17 October 2026

Workings

Levers, wire, pushers, waterwheels, rails and hopper chutes: the game's own block logic.

A rail line by the river leading into the second village
Rails into the second village. Wave 12. Real gameplay.

What landed

Wave 12 gave the world machines. A fast tick runs ten times a second in a written order, so the same machine does the same thing every time. There are levers, pressure plates, trip lines, daylight stones and latches; copper wire whose signal fades over 15 blocks; delay, inverter and comparator posts; pushers and sticky pushers that move up to 12 blocks; doors, gates and trapdoors that open by signal or by hand; a lamp stone that lights the world; a bell, a dropper, a dispenser and a watcher.

Power, rails and water

Waterwheels and windmills turn shafts that drive a millstone, a saw and bellows. Rails, powered rails and a rail cart carry goods; chests, crates and barrels hold them; hopper chutes move them. Running water flows seven cells and carries items and creatures, and gloamlings and hens follow rules that farms can use. In the test, a sorter put every item in its place, 24 of 24 three times, and a clock ticking every two steps kept exact time across a reload.

2.2 to 2.6 ms
Per tick for a grid of 1,075 parts
24/24/24
Sorter, exact
13 of 13
Story test steps
189 fps
Average in the 15-minute soak, 0 errors
A lever beside two doors on a stone floor, one door open
A lever opens the door. Wave 12. Real gameplay.
A sorter: a chute over a row of chests with items
The sorter: 24 of 24, three times. Wave 12. Real gameplay.

What is still weak

The parts are still plain blocks with marks and are dark at night, wire is a 25 cm strip, and power does not pass through solid blocks. In a shared world the machines follow the Steward's clock, which has not yet been tested with two pages.

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: a bigger world

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