- vAlpha.42 — The Game Finally Introduces Itself - 23 August 2026
A fully voiced opening film, a coach who teaches you by letting you actually play your first three rounds, and narration across every lesson in the game — in English and Mandarin both. TL;DR New: a narrated opening cinematic. Nine movements on the history of Valdhomir, and the last act points at your map — it forges the blade whose terrain sits nearest your homeland. New: the Game Walkthrough. Seven acts across your real first three rounds. Not a sandbox — you keep the victory points, the coin and the loot. Every lesson is voiced now. 309 takes across two languages, covering the film, the walkthrough, combat and errands. You can't get stuck. Sit on any one step for 45 seconds and the card grows a way past it. "Birth city" is now your homeland — and the whole chooser was rebuilt around a single card and a hand of fourteen tabs. The Claim button was invisible. Gold on parchment measured 1…
- vAlpha.41 — New Jobs Minigame + Library System! - 16 August 2026
A real job system with four tiers and two mini-games, a library in every city that marks your map, a corner of the screen that finally tells you what to do next, and a notebook you write yourself. TL;DR Jobs are completely new. Four tiers — Errand, Contract, Commission, Charter — on a shared board that refreshes every season. Claim one and it's gone for everyone else. Two new mini-games. The Bench asks which materials. The Line asks in what order. Contracts finally claim your primed level-ups. The loop priming has been waiting on since it shipped. New: a Library in every city. Free lore and hints even after your round ends, plus records that light a tile on your map worth walking to. The archive won't send you somewhere that kills you. It reads each tile's real hazards and enemies against your Survival and Combat first. New: Objectives HUD and Journal. The top-left corner now always sho…
- vAlpha.40 - Brand New Combat System! +patches - 8 August 2026
Combat has been rebuilt from scratch. Five styles that play like five different games, a Practice Arena to learn them in, and opponents that learned to defend by watching real players. This may be the biggest single update we have had. TL;DR Combat is completely new. Five styles, five different things your hands actually do — drag a slash, draw a path, hold dead still, tap out a rhythm, or swing a magic sword with a wave of your own element crashing in behind it. New: Practice Arena. Real combat, no save, no server, no consequences. Any character, any opponent, any level, any time. New: Guided Walkthrough. A coached first fight with a demo attack frozen mid-flight so you can finally see what those rings mean. Opponents got smarter. Enemy defence now runs on trained models built from recorded human play, not a hand-written formula. Early fights are winnable. A low-level fighter used to n…
- vAlpha.39 - Movement Odds Preview, Quest Text Overhaul, Multiplayer Roster Drawe - 26 July 2026
Headline Features 🗺️ Movement Consequence Chance Reveal Pre-Commit Previews: Stepping onto a road, plains tile, or cave now previews exact hazard, robber, or trader odds directly on the adjacent tile via the fate stage before you commit. Animated Cascade & Stakes: Landing plays a smooth animated chance-reveal matching active actions. Failing hazards now prominently displays combat tags (Lv x–y) and concrete costs (HP −x / Energy −y). Route Forecast: Auto-travel confirm panels now display estimated path risks (e.g., ~1.4 robbers · ~0.8 traders), factoring in active items like smoke bombs. Custom Speed Settings: Added independent animation speed options for standard resources and frequent road rolls, plus an auto-travel rolls cycler to keep long walks quiet. 📜 Quest Language Cleanup Complete Rewrite: All 40 Reputation quests have had their player-facing text rewritten in both English an…
- vAlpha.38 - See your odds before you commit! - 19 July 2026
I have implemented something this game has been missing for a while - clearly seeing your odds before you commit to an action. There is less "guess-work" or reading involved in knowing your chances. Headline Feature: Action Clarity Every probabilistic action - like persuading a trainer, excavating for resources, or haggling - now features a Chance Indicator. Know Your Odds: Before you click, look for the "Odds Pill" on action cards. It shows your exact success rate (e.g. "13 in 20" or "65%"), color-coded green or red so you know exactly how risky your move is. The Fate Track: When you commit to a roll, you'll see an animation of the chance roll "landing." You can customize how much of this you see in your settings (Full, Quick, Off). Hover to Preview: For buttons and menus (including cards), simply hover over them to see the cost, your odds, and a preview of the outcome before you make…
- vAlpha.37 - Hallmark Pages Complete! +sneak preview of the boss - 11 July 2026
I'm excited to say that the hallmark pages are complete, thus marking an end to the hallmark page build initiative. These are the final 3 hallmarks: - Wizard Tower Page (Tamariza) - Hunters Guild Page (Tutalu) - Zinzibar Guild Page (Zinzibar) Ontop of that, we had some additional changes: - New Sparring Page. - New quest actions UX: The player will now be given light-up options within the city-page to fulfill quest objectives! - The boss tile has been integrated: If you go to the top of the wilderness, you will find the final boss living up there. Right now its just a teaser, we haven't hooked up the boss-fight yet. We will hook up the fight soon (and broaden the story). Some additional things worth noting: - Some players were unable to launch the game due to matplotlib not using a supported backend. This should be fixed now by hard-coding to `Agg` MPLBACKEND. - We changed the rules for…
- vAlpha.36 - 3 New Hallmark Layouts + Smithing Page Revamp! - 28 June 2026
I’ve spent some time overhauling several page layouts as part of our ongoing effort to polish and refine the game. New & Revamped Pages 1. Scetcher Battle Arena (New Hallmark Layout) 2. Starfex Ancient Magic Museum (New Hallmark Layout) 3. Tamarania Smithing Guild (New Hallmark Layout) 4. Standard Smithing Page Revamp Minor Enrichments & Bug Fixes - Gathering Fixes & Tweaks: Fixed a visual bug that affected gathering food at the plains and ponds. Additionally, the gathering algorithm has received a slight backend adjustment. - Quest UI Polish: Slightly readjusted the Quest Start page to improve text flow and readability. - Better Debugging: Added more detailed logging breadcrumbs to help us track down and debug initialization failures faster. - Scale Enchantment Buff: Upgraded the "Enchantment with Scales" mechanic—successful haggling will now grant 1 additional coin. - UI Feedback: Whe…
- vAlpha.35 - Meditation Chamber UI polish + Auto Travel + more! - 25 June 2026
Made some progres over the last week, excited to announce more polishing up changes! Big Changes: 1. Pafiz Meditation Chamber UI: The meditation chamber now has a polished up looking layout for clear and easy usage and understanding of the hallmark. 2. Combat Switching Animation: Now, when you enter combat, there will be a small 3-4 second animation that plays before the start of combat. 3. Auto Travel: Now you have the option to enable auto-travel. You either single-click on a tile and click "auto-travel", or, you double-click on a tile which will take you to a confirm auto-travel pop-up - and the board page will show the path your character will follow. Getting into combat though will break the auto-travel. 4. Quest start page revamp: When you click on a character to start a quest, that page has been revamped. It should give you a more polished feel now. Small (quality of life) Change…
- vAlpha.34 - Kubani hallmark and more UI updates + quality of life fixes! - 19 June 2026
I am excited for this release - there are plenty of new changes! New Features 1. Kubani Hallmark UI: The Kubani hallmark page has been built. Interacting with the ancestral order hallmark should now be much more intuitive. 2. Combat UI Redesign: I have redesigned the initial combat screen. The goal was to create a cleaner, more readable interface while keeping the core mechanics identical. Additionally, if you start a fight manually, you can now transition to a simulation to finish it. 3. Action Panel Updates: The HP bar, energy bar, and coin display have been relocated to the action panel. 4. Trader Adjustments: Some items previously sold for zero coins; traders on the road will now purchase these items for at least 1 coin. 5. Capital & Reputation Update: New buttons have been added to streamline gameplay: you can now start quests directly from the reputation detail page and purchase a…
- vAlpha.33 - Brand new VP / Armorer / Crafting Interface - 8 June 2026
The right panel has been completely revamped! First, you will notice a completely new nav-bar on the top to help you get to your "play", "help", "info", "settings" and "exit". Second, you will notice the round and season banner have been modified. Now reading them both should feel cleaner - and next to it we added your action menu - where you can clearly see your current action state. Third, you should notice that the activity panel now has a new Armorer panel, Crafting panel, and a VP panel. These three panels deprecate the need for the old "Player Track" as it was called (you can still get to the old Player Track through settings if you wish - but we will be sunsetting that feature on the next release). Lastly, you may notice that your coin pouch is now located on the left-hand of the screen under your energy bar. Please check it out and let us know if anything is difficult to get aro…
- Alpha.32 - HP/Energy Bar + Glaser Hallmark - 6 April 2026
Hi everyone! I noticed manual combat was broken - I went ahead and fixed that. Along with the fix, I have created a HP and Energy bar that shows up on the top-left of the screen. This will eventually replace the one in the right panel, but for now is simply a duplicate view of it. I have also created a UI for the Glaser Peace Embassy hallmark. Thanks for being patient guys - I may restart making some updates! All the best, Magic Sword Team
- Alpha.31 - Minor Memory Fix Patch - 23 August 2025
Hi everyone, It’s been a while since the last patch, and I wanted to take a moment to share where things stand and where I’m hoping to go next. Over the past few weeks, I’ve spent a lot of time trying to optimize the backend, especially around memory usage. After many tests and investigations, here’s what I’ve found: 1. Backend limitations – I originally built the game in Python using Kivy, which is not really designed for game development at scale. 2. Memory issues – Text in Kivy is rendered as images, which eats up memory. Even worse, widgets often don’t clean up properly unless manually killed. 3. Animations – These add a lot of silent memory strain, especially when loops are involved. 4. Hard limits – Realistically, fixing this deeply would require months of rewriting core systems. That said, I’ve made a couple of improvements: - Widgets now clean up a bit more often (a small 2–5% r…
- vAlpha.30 - Minor rule changes and season display update - 4 July 2025
Hi all! Thank you for your patience. I know it has been a while since the last update. The latest update brings diverse changes: 1. The current season will now display directly ontop of the city and board pages. 2. If you receive an ally to battle with you, it will now show-up on the ally tab. 3. Mandarin language updates: two individuals, Wren and Inori, have graciously volunteered their time to improve the Mandarin language. Please give them your thanks! 4. Rule changes: - Instead of wilderness requiring 3 "clearances" to revert back to normal, it now only requires one. - Now, if you excavate a foe, the tile will not be emptied. This allows for longer combat training in the same tile. - Now, you can always choose which combat attribute to level up when you get to 100xp. Note: we may slightly modify this rule in a future update. 5. Bug fixes: - In multiplayer, some players were getting…
- 🎯 Upcoming Plans + Dev Break (Need Your Input!) - 29 May 2025
Hey everyone! First off—huge thanks for all the support, bug reports, and suggestions. It means a lot. I've been steadily rolling out changes based on your feedback, and there’s a lot more in the pipeline. 🔄 What’s Coming Next? Victory Point Level-Ups: The next update will focus on making leveling up more responsive and immersive. Guided Tutorials: Many of you have asked for these. I held off because the UI kept evolving, but once things settle, expect proper walkthroughs to ease new players in. Hallmarks System: Still in progress! Each one needs its own action page—I'm going alphabetically, so Glaser is up next. 🛠 Known Issues Late-Game Lag: Things get choppy around Round 200—yep, I’ve noticed too. Suspecting memory leaks. Fix is on the roadmap. 🔮 What’s After That? NPC Opponents: Play solo or fill out multiplayer games with bots. Dedicated Servers: Matchmaking needs a serious upgra…
- v Alpha.29 - New Item UI and Collapse Log + Message Widgets - 5 May 2025
This update lays the groundwork for upcoming UI improvements: Unified Messaging: The Action Log and Chat Messenger now share the same space. You can switch between them using tabs. New Item UI: We've introduced a redesigned item interface where the Action Log and Action Widgets used to be. The original item bag in the Player Track tab is still accessible—for now. Please try out the new system and share any feedback before we fully transition away from the old one. Room for More: We’ve prepared space for future UI additions—stay tuned for what's coming next! Thanks again for your patience and continued support!
- vAlpha.28 - Action Cards, Save Indicators, and New Single-Player Flow - 21 April 2025
Hey everyone! We're really excited to roll out the next batch of changes. Full transparency: this update includes a feature that’s still a bit experimental. It’s not 100% polished yet, but we wanted to get it in your hands early so we can hear your thoughts and adjust quickly. 🔄 Say Goodbye to the Action Button Grid The biggest change you’ll notice is that the Action Button Grid is gone—and in its place, you’ll now find Action Cards at the bottom-center of your screen. These cards are your new way to interact with the game. Give them a try and let us know how they feel! Aside from aiming for a better interaction experience, these Action Cards also help reduce lag—especially for players using the Mandarin language setting, where the old grid system caused small but noticeable performance issues. 🧭 New Single-Player Architecture Previously, even when playing a "Single-Player Game," your…
- v Alpha.27 - New Character Choosing Screen + Iconography & UI Modification - 5 April 2025
Hey everyone! This update focuses primarily on improving the user interface. 🔹 New Icon Style We’ve redesigned the in-game iconography to feature a cleaner, more minimalistic art style with thick lines. Our old pixel art icons—while nostalgic—often lacked clarity, so we made this change to improve readability during gameplay. Don’t worry though: we’re keeping the pixel art for items, characters, and maps! This marks the beginning of a larger UI overhaul we plan to roll out over the coming months. 🃏 Character Selection Revamp We’ve introduced a brand-new character selection screen! It’s designed to feel like you're choosing from a deck of cards. Give it a try and let us know what you think—whether it’s awesome or awful, your feedback helps us keep improving. 🏰 New UI: Fodker’s Defenders Guild We’ve also updated the interface when you visit Fodker’s Defenders Guild. It should now feel…
- v Alpha.26 - Improve Hallmark Interactions Part 2 (Demetry + Enfeir) - 26 March 2025
Interacting with the Grand Bank (Demetry) and Reaquisition Guild (Enfeir) will now hopefully be more intuitive. We have also increased the reward for doing quests from the reaquisition guild (from Enfeir) and the hunters guild (from Tutalu) by roughly 1.5x - I believe it is roughly more fair for the effort you put it. I am sure things could still use adjustsments and fine-tuning- so please let me know if you find any opporunities to tweak things! I also fixed a couple of bugs - You weren't able to gather bark or fruit from wilderness, this has been fixed. - Someone got a ZeroDivision error- I honestly don't know why it happened but I put in a fix to avoid dividing by zero. Thanks for all your patience guys! There is certainly more planned, just takes a while to implement.
- v Alpha.25 - Improve Hallmark Interaction Part 1 (Anafola + Benfriege) - 16 March 2025
I am going to start improving the way the player interacts with the hallmarks. I have started with Anafola and Benfriege. Hopefully now interacting with the Castle of Conjurors and the Grand Library will be more intuitive! 12 left to go! I also fixed the a problem someone had with enchanting old cloth; there was a spelling error in the code. Also, unfortunately, we will officially stop supporting Mac due to the following reasons: 1. Too few users. 2. Mac requires notorization for it to work properly, which has a recurring cost of $100 USD. 3. I only have access to an old Mac, which doesn't generate an App that is compatible with the latest versions. I have friends that only play on Mac, so I am a bit saddened. If anyone knows how I can make it easier to solve the above problems, let me know!
- v Alpha.24 - A Mysterious Force Awakens, The Wilderness Expands! - 8 March 2025
The battle for the land begins! Strange magic is seeping into the world, causing the wilderness to spread across the map. You’ll now notice tiles slowly transforming into the dangerous wilderness tiles. But fear not—you have four ways to reclaim the land: 1. Defeat the wild vine monsters lurking within, 2. Spend coins to restore the area, 3. Use build points to revert the area, 4. Excavate rare items successfully. This is just the beginning. Future updates will uncover the mystery behind the wilderness expansion and its deeper implications. At the heart of this creeping chaos, you may spot a new tile—for now, it’s just a placeholder, but something significant is coming soon! Performance & Fixes - I’ve done some major backend cleanup to optimize action processing, meaning the game should run much smoother with less lag. - A critical bug fix: Previously, training outside the city—on mount…