Devlog · Wave 13 · 17 October 2026

A bigger world

Eight biomes, caves with ore by depth, rivers from spring to sea, and ruins, shrines and Delvings to find.

A coastline from 60 m up, sand and forest meeting the sea
The shore biome from 60 m up. Wave 13. Real gameplay.

What landed

Wave 13 is a new world generator, version 6, for new seeds. A 2 km region map holds eight biomes that blend over 300 m around the home valley, and each 1.5 km region has a Keeper shrine. Caves have entrances, chambers, flooded bottoms, an underground river, glow moss and dripstone, with five ores found by depth and gloamlings in the dark. Rivers are traced from their springs to the sea, the great river or a lake.

Places to find

Ruins, shrines, Delvings in three sizes, strongholds, huts, standing stones, inns and old roads are placed across the land, none in the home valley's core. The world panel has a map, and there is a compass and biome names. Worlds made before this keep every byte: versions 1 to 5 are unchanged.

5.2 to 14.6 ms
To generate one column
3.1 ms
Median mesh time
158 fps
On a 477 m walk across biomes
175 fps
Average in the 15-minute soak, 0 errors
Open grassland with a ruined stone entrance to a Delving
The way into a Delving. Wave 13. Real gameplay.
The sea and a sandy coast from above
Sand, shallows and the sea. Wave 13. Real gameplay.

What is still weak

Structures are small and plain, caves are dark, the moor reads green and the pines oak-coloured until their own materials land, rivers sit in standing steps, and the test route was mostly teleport hops.

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: rule packs and the mod api

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