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Alpha Things change and break. Press F8 in the game to tell us; every note is read and weighed for what comes next.

Alpha v0.9.17

October 14, 2026

New

  • The Ember Deep, rebuilt from the ground up. Five new floors and a new camp, each its own place with its own people and its own work. Built for a band of four; a pair will find it very hard.
  • The Cold Alcove (the camp). Mara keeps the spring, and her flask, filled there, soaks one eruption for thee below. Join the bucket line: fill a pail at the spring and pour it into the Quench House troughs; the count is shared by everyone in camp, and at six pails each porter may temper a blade, so the heat bites a quarter less.
  • Floor 1, the Founders' Street. Quench the three ovens, and Old Bellows wakes to come for whoever woke him.
  • Floor 2, the Glass Mines: the Singing Seams. Brother Cass sings the shift's hymn. Strike the Crown, the Hole and the Far seams in order, on the glass wall's breath, and the lost shift is laid to rest and the Tithe opens.
  • Floor 3, the Slag River: the Knots under the Fall. Take Sefa's rope and tie three knots on the bridge between the Lavafall's coughs; she walks out to test it and opens the Fall Grotto.
  • Floor 4, the Magma Sea. Hop the islands on a causeway the sea erupts across. The Drowned Foundry stands in the magma; fell the Stoker and the eruptions come half as often.
  • Floor 5, the Last Crucible. Work beside the ladle crew, wind the three flues shut, and wake the Banked Heart.
  • New art. About a fifth of what thou seest on floors 1 to 5 is new art made for this game, drawn from the 1998 client's own pixels; every piece passed a blind test where judges could not tell it from the original.

Fixed

  • A double-click never attacks thine own companion or band member standing on the thing thou meanest to use.

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