- Wishlist Koltera 2 today! :) - 25 November 2025
As I am nearing close to completion on Koltera 2 and heading into playtests in December, I invite anyone interested to come wishlist it! It means the world to me and I can't wait to get players playing on a game that takes ideas from Koltera 1 and creates new twists and gameplay. It's definitely a different type of game, but pulls a lot of ideas from the initial game. But I am very happy with how it's turning out so far.The plan is to hopefully release in January if things all go well in playtests. Thank you all for your support!~ Braymen
- Koltera Patch v7.0 - 19 November 2025
- Buffed Mining, Training, Explores Staffs from 200% max -> 400% max - Nerfed Cost to Extend Trainer Spell from 5 -> 2 mana potions - Nerfed Cost to Refresh Trader from 10 -> 5 mana potions - Changed Achievement 'Nothing Left' to "Upgraded", and updated the achievement text to "Have over 75+ Legacy Upgrades"
- Koltera Patch v6.0 - 19 November 2025
- Changed 'Explorers' upgrade so that it converts to more 'Gathering' slots once locations are explored, for continued value into the upgrade - Fixed gold border not showing for normal creature when you had perfect genetics - Added a collection log tracker for genetic strength, so you can now release creatures and keep the gold border if you had the perfect genetic strength for the augment/normal creature. This system retroactively went through existing creatures and added them to the tracker - Corrected text from the release creature confirmation that wasn't true - Changed Staff of Breeding so that it approaches 100% cheaper, but never can reach it. Previously if you got past a level, it would pay you to breed. - Changed Staffs to follow the same logic as breeding, but they approach 200% as their max, but can never reach it. It's diminished returns as you level it up. - Added a tooltip…
- Koltera Patch v5.0 - 15 November 2025
- Fixed soulstone summoning not adding a obtained date to save- Added an obtained date filter in the creature selector- Added a obtained date to the tooltip of creatures- Added a dropdown so that you can choose what the auto-craft target is for potions instead of it just being mana potions- Change Creature Capacity Max Upgrade from 4 to 50- Change Charisma max upgrade from 4 to 5- Change Athletics max upgrade from 4 to 5- Change Experienced Mining max upgrade from 4 to 5- Change Fast Learner max upgrade from 4 to 5- Change the color mapping for spirit positive/negatives in the spirit codex- Added creature images to the creature codex- Fixed creature codex so that things align properly and dulled out the rarity so the types pop more- Completely overhauled the Collection Log, including adding filters and easier tracking of different goals- Changed 'Precision Miner' achievement from needin…
- Koltera Patch v4.0 - 9 November 2025
- Fix the collector job so that it actually provides an upgrade to creature storage (sadly only will affect new saves) - Add spirit to the screen after you breed a creature to make it easier to see if you got the spirit you wanted - Add a codex section for creatures and spirits so players can get more detailed information about these systems
- Koltera Patch v3.0 - 16 October 2025
- Added a sentence on each job page highlighting the relevant creature stats - Added a backups folder for each save slot - Added a button to access that backups folder in the main menu - Added writing saves to files instead of cookies (hopefully this will help with lost save issues) - Updated many files and reorganized things to make future updates easier - Updated version to just simply increment up... for my own sanity - Fixed Legendary Soulstones being capped at summon cost and will now go over like the rest of the creatures - Fixed releasing creatures breaking saves when they were working a job - Fixed saves that were broken due to releasing a creature that was working a job Note on versioning: Going forward, updates will just increment the first number, while hotfixes will increment the second number. It's a little detail, but it's more helpful for me.
- v2.2.3 - Quick Bug Fixes - 10 February 2025
- Fixes the Collector Specialization not giving the Storage Upgrade - Removes the Broken Guidebook Link and Adds a Discord link in the Options
- Koltera will become FREE at the end of the month! - 6 January 2025
Hey everyone, I hope everyone's holidays have been amazing. With the holiday's behind me, I'm beginning to focus in on the sequel to Koltera. I don't have any timeline for it as of yet, but I wanted to announce a big change to this game where I will be making Koltera completely free starting sometime around the end of the month. For all those who purchased the game, I truly appreciate your support and you've made a sequel possible. I've already commissioned over 150+ creatures for the next game (which is almost 5x what's in Koltera) and will be much more feature robust. Koltera will become completely free with no microtransactions ever. Because I'm no longer supporting the game, I'd like to give others an opportunity to give the game a go. A lot of Idle games are free and I'd like to give anyone a shot who may be interested in it. The sequel for the game will be a paid app again, but si…
- v2.2.2 - Text Updates + Uncapped Soulstones - 11 June 2024
Updated old text references for better clarity Soulstones are no longer capped and will continue to accumulate Added more clarity to trader requirements
- v2.2.0 - Rebranding + Bug Fixes + Buff - 4 June 2024
Added Offline Progression (Uncapped) Rebranded the game to be under "Koltera" due to issues with previous names. Buffed Trainer XP gain from 3% of XP gained to 5% of XP gained by creatures Fixed bug where game crashes when gene modifying Removed spell chance from Magic Staff and made it 100%
- Game Name Change - 26 April 2024
Hi all, I just wanted to give an update that over the next month or two, I will be rebranding the game to Faemore. There are various reasons for this, but ultimately, it'll allow me to protect the game IP, especially when I have aspirations to create sequels building off of this game. As a result, a lot of the logos and in-game references will be changing to fit this new theme. The creatures will now be called Faelings, the mystical creatures of Faemore. I know it may be confusing at this time, but bare with me as I take the time to redo the trailer, screenshots, logos, and in-game materials. Thank you again, Braymen
- v2.1.3 - Bug Fixes + Augmentation Change - 30 March 2024
- Changed augmentation from transferring 100% of the parent stats onto the Fable to now 75% of each stat. With combiner being added back + magic + changes in the breeding formula, it is a bit too easy to get a perfect Fable. - Fixed Breeding tab's information to now be accurate to the new breeding formulas - Fixed bug where you could release your Fable through the new multi-release in Fable Storage (not intended as I want to avoid hard locks and other systems rely on having a starter) - Fixed bug that caused blank screen in Trader (due to releasing starter with multi-release) - Fixed bug in save patcher not removing training buddies (causing them to get stuck until you bought the buddies upgrade again)
- Hotfix v2.1.2 - 25 March 2024
- Augmentation now gives parents genetics instead of 25% - Breeding now has the following Vibrancy Roll: 10% it's a 100% vibrant now, 50% it inherits the best parent, 40% vibrancy is random - Nerfed Augmentation costs massively again - Earn Legendary Soulstones once you summon it from Garden (1 per kill and will be split between all that you've summoned already) - Buffed Garden Fablecoin earnings after there's no summons left by 5x
- Hotfix v2.1.1 - 25 March 2024
- Fix Magic Staff Achievement since it isn't crafted, rather obtained - Massive nerf to Augmentation Costs - Massive nerf to Breeding Costs - Bumped Trainer XP from 1% of Fable xp earned to 3%
- Hotfix v2.1.0 - 24 March 2024
- Changed breeding and magic staffs so that if they are not crafted, it now shows what you get when you unlock it mechanic wise - Nerfed Breeding Staff crafting requirements, to match other staffs - Fixed "Trainer Level" requirement text for mechanics on navigation to properly match the real value - Cleaned up old text in tooltips which no longer applies - Added back the Combiner, unchanged. Added a few words for clarity on Vibrancy - Added back the Genetics Lab, now called Gene Modification, which uses magic potions as the currency to upgrade stats - Added a way to change spirits in the Gene Modification for Mana Potions
- Achievements Update + Future of Fableverse - 22 February 2024
Achievement Update I've finally finished the Achievements update, which now adds 30 achievements for you to collect and obtain. The icons are each of the Fables. Some of the achievements will be retroactive to your saves, so all you'll have to do is open up your save to earn them (if you've earned it). Some will not be retroactive and will need to be done again. Another minor change is now when you start a new game, you will see all the unlockable sections in the game, but as a "???" instead of being completely hidden. This is to help with knowing if there's content left, but also to let players know there is more content. Lastly, I did change the legendary chance of showing up with traders from 5% to 10% to help a bit with the RNG aspects. Future of Fableverse (See Note Below, this has been retracted) One thing I've been really focused on lately is how I can innovate on my idea for thi…
- Hotfix Patch v1.1.3 - 18 December 2023
- fixes auto-heal not working - fixes typo
- Minor Update v1.1.2 - 18 December 2023
- Fixed gold checkmark showing/not showing incorrectly - Reworded the Vibrancy Healer upgrade to clarify what provides higher mininums - Nerfed scaling for Fable Capacity Upgrade - Re-scaled rock health so that the best of the best can one-shot celestium - Fixed free breeding when using breed again button (would cause you to go into debt) - Adds an additional setting that will allow defaulting auto-heal to true when switching out training
- Minor Update v1.1.1 - 16 December 2023
- Fixed Paging Bug that would crash game switching pages or adding a new fable at a perfect amount - Reworded the game completion screen for more clarity - Changed "Trashed" to "Released" to be more friendly - Added ability to breed again with the same parents fast - Added ability to release the Fable you just bread - Added a green check in the Fabledex if you currently have the fable in storage - Added a gold check in the Fabledex if the fable is 100% genetic strength - Added a gold frame in Fabledex if you have a perfect fable with 100% vibrancy - Slightly nerfed genetics lab prices
- Major Patch v1.1.0 - 14 December 2023
- Added Time Stones as an offline and in-game time mechanic, to be spent on special features. Earned every 30 minutes. - Added an Additional Options page with the ability to disable animations, offline progress, and the confirm release popup - Added a Slider for selling a portion of your minerals vs. all - Added new mechanic: Genetic Lab, that allows you to improve the genes of Fables with Time Stones that unlocks at level 30 - Added a Sorting Dropdown: Augments - Added an Ascending checkbox for sorting, so you can switch between ascending/descending - Added a "Items Per Page" for the Fable Selector, which allows you to display more fables if desired - Added a "Switch Ore for All" button in the mining screen - Added a "Remove All" button in the mining screen to remove all fables mining - Added Burst mining, which gives you an average of 5 minutes worth of mining gains. - Changed Time Cu…