Devlog · Wave 9 · 17 October 2026

Generations

Years pass, folk grow old, the Wayfarer dies on screen, and an heir walks the land they inherit.

A village in autumn with a large oak tree in the middle
The Long Oak, grown: the first beam is cut. Wave 9. Real gameplay.

What landed

Wave 9 put the years on the clock: a 24-minute day, a 7-day season and a 28-day year, and The Years Pass lets time go by at the hearth. Folk grow up, grow old and die, and children are born. Your Wayfarer grows old, names an heir or lets the town choose by trust, and dies on screen. In the Reckoning the heir walks what they inherit while the folk speak from their real memories. The purse and the debts pass down with the land.

The Long Oak and the Tapestry

An acorn planted in act one is a 60-year timer: the Long Oak. The follow-up made it a sculpted tree at 12, 25, 45 and 60 years, between 894 and 1,956 triangles, and lets the grandchild cut its first beam. The memorial wall and the Tapestry keep every life, and the Wayfarer's house is built for the deathbed. A camera solver keeps the speaker in frame: 25 moments, 13 speaker checks, no failures. Raids stop a Years Pass skip once a year.

49 of 49
Story test steps with two successions
151 to 174 ms
Ten years of catch-up
0
Faults in the 15-minute soaks
21.26 MB
World memory in those soaks
A villager in front of the Tapestry board that lists the lives of the village
The Tapestry keeps every life. Wave 9. Real gameplay.
The village lane at night with the oak among the houses during the Reckoning
The Reckoning: the heir walks to the oak at night. Wave 9. Real gameplay.

What is still weak

Marriage and adoption are not play yet (the child appears in year one), and the folk are still stylised. Save and reload is exact across a succession.

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: saved copies of every world

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