Devlog · Wave 7 · 16 October 2026

Ranks, gifts and the fight

Trades that grow with work, twelve gifts, Callings, the first real fights, and a death the town remembers.

Reavers walking up a dark road toward a lamp post at night
Reavers come up the road at night. Wave 7. Real gameplay.

What landed

Wave 7 gave the Wayfarer a working life. Six trades earn skill from the work itself, and ranks from Novice to Master pay out Marks to spend in each trade's tree; there are 36 nodes in all. Twelve charisms, the gifts, live as rows with 36 abilities between them; yours is found on the awakening night from how you have played. The inner flame refills at the hearth, on Rest Day and when vows are kept, and Grace comes only from help given without asking anything back. Five Callings open by deeds.

Fights, Reavers and the Moot

Combat is deterministic in the browser at 20 steps a second, with wind-ups and cues, melee and the bow. Lamps and the hearth burn the dark. Reavers come by road at night for the carts and the storehouse, Whisperers work on the folk, and the full gloam puts lamps out, chills folk and scatters animals, calming near a kept hearth. Death is a fall and a fade, with a funeral at the hearth and a memorial stone, and the Village Moot holds its first ballot with folk votes.

21 of 21
Story test steps, run twice
217 fps
Average in the 15-minute soak
0
Faults in that soak
2.7 to 3.9 ms
Work per frame with 40 fighters (P95)
The awakening night: a choice between the gifts Growing and Welcome
The awakening night: which gift is yours? Wave 7. Real gameplay.
The village square at night with the hearth burning and a new memorial stone
After a death: the memorial stone by the hearth. Wave 7. Real gameplay.

What is still weak

Only five of the 36 tree nodes have their effects wired so far. A creature shader that failed to compile slipped through three test runs; every run now checks that the shaders compile.

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: the story begins

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