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Travelers 7: Ramparte the Old Guard



The wise man says to be cautious of the old soldier, for it is either unfathomable luck or indomitable skill that keeps him fighting... and Ramparte is ancient.

Even a mighty empire at the apex of its glory has those that would see walls crumble and cities razed to rubble. To Ramparte and his fellow guardians, existence itself was a battlefield. Life had no other purpose than to protect the homeland that had created him, and to defend the walls of a city he had never seen the inside of. A mountain of metal and might, Ramparte would stand tall before the soldiers tasked with defending the city, or meeting the enemy in far off fields. Without fail, he would lead the charge and break the ranks of his foes, watching as their war machines were torn asunder and the banner of his empire flew high and proud over the field. But no soldier can fight forever.

The war raged on for far longer than anyone had anticipated, and Ramparte soon began to feel the wear of time upon his body. Armor became dented and rusted while his body slowed. As he tallied his victories and his repertoire of stories grew, he found that he could not swing his tower of a sword with the same speed and strength. Blows he should have avoided would land, and the doubts that plagued his mind became harder to suppress.

He remembers his last battle well. The enemy had pushed them back to their very doorstep as the empire he had spent his lifetime serving grew weaker with every passing day. The only sight that would have been worse than the banners of the enemy marching closer to the hallowed walls would be them hanging over the battlements of his conquered home. Ramparte watched as a sea of soldiers threatened to break down the barriers of the crown city, towering cannons that seemed to be carved from blocks of solid marble towered in the distance. Beams of bright light fired from across the field and shattered against the mountainous walls. Ramparte, sword raised and boots leaving craters in the mud behind him, bellowed a mighty cry and pressed his troops forward.

The battle began like many, but Ramparte would not see it concluded. As he led the assault against hostile ranks, a marble tower hummed to life. A beam of white hot energy connected to Ramparte’s chest plate, his heart overheating.. He was tossed back like a toy struck down by a child. He reached for his chest, feeling his strength wane as his senses quickly faded to nothing. He experienced only brief flashes of the world around him as he struggled to come to. The battle around him, the sound of stone falling, metal clashing, war machines battering the barrier keeping the city safe. His was not a time of rest but fear, unease, and the shame of having finally been bested by a cowardly cannon. When he finally regained control of his body, he found he could move nothing more than his fingers. He couldn’t see, and in his mind he was restrained by the enemy–a prisoner of war. He pulled and pushed his body, slowly starting to regain his strength.

When he could finally see the world around him, there was no enemy camp, no dark dungeon, and no interrogator ready to pry secrets from him. Ramparte looked down at his arms bound in vines and roots and took great effort to pull himself out of the ground he was half buried in. He looked at the dirt and rust that caked his once shining carapace, something he had only seen in the most ancient of relics. How long could he have been unconscious? It had only been a few moments, surely.

He looked around frantically as, in what had seemed like a brief moment to him, the world had suddenly changed. He reached for his blade, pulling it from the depths of the earth and swung around to meet a foe that had vanished. Where had the armies gone? Just moments ago he felt the heat of the cannon beams firing overhead and the rumble of soldiers rushing to meet one another. Now it was calm and still as the grave. The mighty soldier looked back behind him to see what state the defenses were in, and the site of shattered walls brought him to his knees. The fight would have moved into the city, and if that were the case then things were far more dire than he had feared. He couldn’t sit and wallow in pity, he had to push on. Ramparte rose to his feet once more, his chest aching as he forced himself forward.

Ramparte had never stepped foot inside the walls of the crown city, only ever planning to come home when peace had finally been earned at the end of the war. He imagined he would stand tall and march through the streets with his brave comrades at his side, his armor covered in medals and awards as crowds of cheering citizens looked on from the streets and from the massive arching buildings that reached the heavens. These fantasies were part of what kept him going in his darkest hours, but stepping through the shattered gates, he was met with nothing but his own footsteps and the hum of nature overtaking the city. Just how long had he been gone? Clearly it had been so long that the very city had fallen apart in his absence. How high did the towers rise above? What color were the banners and flags that fluttered in the breeze? What sounds and smells and sights would he have seen had he arrived earlier? Questions he might never have an answer to.

It became clear to Ramparte that the city was never made with him in mind. As he hobbled down the streets he had to make himself small to keep from bumping into ruined walls and the remnants of abandoned buildings. With every step he left heavy footsteps, like boulders crashing to the earth. They echoed through the empty streets, metal scraping on metal. He soon stopped his trek to imagine a park lush and green instead of dead and barren. He stood still, trying to take stock of his surroundings and make sense of the ruined city before him. But even as he stood still, he heard the sound of metal greaves on cobblestone. The crashing footsteps did not cease. Ramparte was not alone.

Finally, someone was alive! And not just anyone, nothing could make that kind of noise but another guardian. His kind was made to be loud, imposing, to inspire strength in the troops and dread in the armies they broke. He fought against the aches and resistance in his old, battered body. Until he finally turned the corner of a street and in an open square, he saw him. A guardian, a brother, just as worse for wear as Ramparte was. He stepped into the open to greet himself. What is going on? What happened after the battle? How long had it been? He asked these and a dozen other questions before he realized something was wrong. The guardian didn’t turn to face him, instead standing in the square staring off into space. His body twitched and his voice was nothing but garbled gibberish. Ramparte approached slowly, hand outstretched to touch his brother’s shoulder.

The sword strike came so quickly that Ramparte hardly had time to raise his own to block the strike. The guardian’s single eye in the center of his mask flickered an eerie red instead of the cool blue light that should have been there. In the blink of an eye his opponent raised his sword to strike again, Ramparte drove his fist into the chest of the guardian and realized the strength in his arm was no longer what it used to be. Instead of knocking the rogue guardian back it threw them off balance and sent the broadside of their blade into Ramparte’s chest, sending him tumbling backwards. Ramparte heard more footsteps coming from around alleyways and across streets. He hesitated, knowing what a foolish fight it would be to stand alone against so many foes in his state. For the first time in his career, Ramparte fled from a battle. As fast as he could carry himself, he left the city behind. Stomping through the old battlefield and towards a treeline in the distance, the sounds of his fellow guardians had grown silent over time, their mindless screeching and chittering obscured by the trees.

Ramparte had only been inside of a forest once before, when passing through between one battle to another, and even then he was on high alert. They made terrible places to fight; too many blind corners and positions to be ambushed from. It took dozens of hours and thousands of footsteps for the old warrior to lower his guard and allow himself to stop and process the moment. He stood still in a clearing beside a still pond, listening to the sounds of the wilderness. Not keeping watch for creeping scouts or the sounds of battle. For the first time he listened to the wind brushing the leaves in the branches and the lapping of the pond water against stone. Was this the peace he had fought all of his life for? If so, it was better than he imagined. He had spent so long fighting for peace, some vague idea of a life after the war was over. But he had never stopped to think of what a moment like this might be like; simply existing in harmony with the world around you. A noisy parade suddenly seemed less pleasant than this moment of serenity.

Contemplating by the pond, he almost let himself drift off into a trance when a scream pierced the silence of the forest. Instinct took over as Ramparte stood, unsheathing his sword. Trees splitting in his path as he charged through the thick underbrush. He acted without thinking, taking in the scene within a brief moment. A pack of monstrous creatures cornering a small civilian, backed up against a large stone. All it took was a single swipe of his massive blade to dispatch of the beasts, the cowering gatherer staring up at Ramparte, now concerned that they had run into an even greater problem. But the giant stranger would be a friend, not a foe, and Ramparte knelt down on the ground to extend an oversized hand.

Ramparte asked about his old home. The city, the empire he fought for, and was only met with a curious glance. The stranger told Ramparte that nobody went into the city. It was full of nothing but rubble and babbling giants.

Ramparte didn’t have the heart to ask any more questions, not ones he feared he already knew the answer to. The stranger was kind enough to take Ramparte to their meager camp set up in a nearby cave. A half dozen of them had banded together living off of twigs, berries, and wearing clothes sewn from grass and fiber. They told Ramparte of this world, how they scavenged by day and hid by night, how they were unable to make it further than a few minutes outside of the cave. Every time they attempted to venture further, some new beast chased them back to their hiding place.

Ramparte’s first instinct was to offer protection. But even if he did, how long could he? He could feel his body resisting him, his strikes weaker and slower. He might fend off wild beasts for a time, but what if a greater threat came? What if he could no longer stand on his own two feet? What would happen to this group?

“Take that pile of twigs and sharpen them to a point.” he said, hunched over in the cave. “I have much to teach you.”

Travelers 6: Alesi the Keeper



A vault of ancient knowledge, a trove of forgotten secrets, and a fearsome guardian that stalks the temple halls.

The temple hidden deep in the misty woods was not always an overgrown monument to the cumulative knowledge of a long dead empire. When the grounds were occupied by its creators, it served as the single greatest depository of information in the known world. Scholars, sages, artisans, devotees of science and medicine, all of them came to make their offerings. Temple scribes laden in robes of white and blue would gratefully accept any gift of knowledge, spending hours transcribing the offering into dozens of languages before storing them away in the vault below the earth. The shadow that crossed over their desks, cutting off the soft blue crystal light was the only sign of the guardian that watched over them. Or, more specifically, over the fruits of their labor.

The scholars and scribes rarely ever saw Alesi, the keeper, with their own eyes. The guardian that stalked the halls and roamed the shelves moved in perfect silence, ducking through tunnels and hiding in the darkest corners, watching without making so much as a sound as the scribes kept their eyes cast down on their logs. Many rumors spread through the studies in hushed whispers, the most prominent being the fate of anyone that looked upon Alesi. In reality, they were perfectly safe, so long as they did not break the tenets of the consecrated ground. It was intruders that had to fear the watchful keeper.

Alesi was content with her life stalking the grounds and innermost sanctums of the temple. Most days were dull and quiet, others had a bit of a thrill when she caught someone trying to sneak in and make off into the night with sacred texts. She gave the scholars and scribes and other temple dwellers the same attention that one might give to tree branches swaying in the wind, she hardly noticed when they were gone. The numbers of the workers started to thin out day by day. She noted that the elders worked alone, without apprentices to fetch new ink or categorize their piles of tomes. Soon the dozens of scholars were reduced to one lonely dweller, and when he too had left, Alesi was left to wander the empty grounds. Time had taken its toll on the temple as the days passed. A massive tree grew through the central staircase, its roots blocking off the inner sanctum to most intruders and several walls had crumbled to block off many of the old halls. With less ground to cover, Alesi found it satisfactory to rest for a time, vigilantly guarding the dilapidated entrance.

The temple was silent for a long, long time. Truly silent. There was no sound for Alesi to investigate. No intruders, not even a clumsy assistant dropping a quill on the floor to break the nothingness that filled the air. Not until one day she heard a scratching against the overgrown, cracked tiles that used to shine like glass. The intruder was nothing like Alesi had ever seen, a little grey rodent that squeaked and chittered as it climbed the branches of a tree now growing in the heart of the temple. The keeper was prepared to follow her instincts and dispose of the intruder, but it seemed to be no threat. It didn’t even seem to be capable of grasping the knowledge hidden beneath its very feet. Instead, her eyes turned to the larger creature that had followed the rodent inside, looking to make it into an easy meal. The larger, more menacing Alesi had no trouble staring the would-be hunter down until it quickly retreated, not daring to challenge her.

That rodent soon brought others, small creatures that made their home in the now defunct temple. Birds built nests in the rafters, trees now sprouted from the marble floors, and larger animals started to dig burrows in exposed soil. Alesi spent many years learning their language. It took some time but she soon made sense of the squeaking and grunting that they used to communicate. She learned their names, their children’s names, their grandchildren’s names, and she named them all her treasure.

The day a new guest came into her temple, Alesi was prepared to revert to her old, protective ways. It had been longer than she could recall since a two legged being had walked on her grounds. The small explorer was oddly familiar, like the echo of a memory half remembered. This alone stayed her hand while she watched and studied from her resting place. When she made herself known to the intruder she had asked who they were and why they had come. In her mind she was moments away from turning them into a permanent fixture outfront to ward off other intruders. The trespasser was just as surprised to see her as she was to see them, claiming that his old notes mentioned nothing of her. So they were a scholar, then? Attacking them now seemed much less appealing, as if she was following a long forgotten rule out of nothing but muscle memory. They were content to wander the grounds, under Alesi’s supervision, they took notes, drew in their sketchbook, mentioned selling their findings to a collector, and then left as soon as they arrived.

The creatures that inhabit the temple had spent generations within its walls, hardly ever exploring the world outside of their keeper’s watchful gaze. The guest was an oddity to them, and when they left the animals chittered and chirped with questions and theories about what they were and where they had gone. The inquisitive visitor had come back many times over the years, sometimes bringing friends that wished to see the old temple. Some took notes or drawings, but all of them brought offerings for the creatures that lived there. Exotic berries and nuts, materials for building nests, one skilled craftsman even brought small shelters made of wood and stone.

When the first of her creatures asked Alesi to leave so they could explore the world like their many visitors, she wanted to decline the offer. But how could she? She was happy to spend her days in her home, but she could not force that same desire on her treasures. Alesi gifted the small visitor the winged creature and named the guest its keeper, charging them with protecting her treasure with their life.

And swore they would find themselves her quarry if they failed their duties.

Server Stress Test Over - Official Gameplay Playtest May 29th



[h2]Thank you to everyone who helped with our Technical Stress test![/h2]

We wanted to post some info here since we've received a lot of questions.

This test was a 4 hour server stress test, which had most of our Gameplay disabled. We needed to run a technical test for SpacetimeDB in order to get data on the performance of our server cluster and ensure everything will be ready for our Early Access release.

If you didn't get a chance to join the server test (we understand the timing was quite challenging for most) our Official Gameplay Preview Playtest, will start on May 29th and will run for several days. This test will be free and available to everyone who requests access on Steam. This will enable nearly all of the features that will be in the game when it releases into Steam Early Access. We want to be clear that this Gameplay Playtest will fully wipe at the end of it.

Following the May 29th Gameplay Playtest, BitCraft will be released into Steam Early Access on June 20th for those who purchase on Steam.

We strongly encourage anyone interested in BitCraft to try it out during the Gameplay Preview for free to see what it's all about in a much more polished, up to date build.

We appreciate your patience as we work hard to deliver on all the promises we have made to our fantastic fans.

BitCraft Online - Technical Stability Test (May 16th)

Hi Everyone!
We're running a Technical Stability Test for BitCraft Early Access on May 16th.

Disclaimer: This is not a regular gameplay test. The test will represent a very simple version of BitCraft; the vast majority of gameplay features are disabled. You may encounter issues and unstable performance. This test is critical to improving BitCraft’s infrastructure as we prepare for Early Access. Your participation is hugely appreciated!

What We're Testing:
  • Server performance and regional stability at high player loads
  • Cross-region travel via walking and waystones
  • Login and multiplayer services at scale
  • Analytics and in-game communication tools
  • How core gameplay mechanics (movement, crossing regions, gathering, combat) behave under stress
What to Do:
  • Walk, explore, gather, and fight
  • Cross regions using waystones and via regular travel
  • Participate in a meteor hunt
  • Collect Hexsteel Nuggets scattered around the world!
  • Keep as many in your inventory as you can by the test's end

We’ll announce when the test is nearing completion (20 and 5 minutes out). Thanks for helping us make BitCraft stronger!

Steam Early Access Release Patch Notes

Beta 1 Patch Notes


We are excited to share a comprehensive list of the major changes we've made to BitCraft Online since Alpha 3. Before diving into the details, we want to briefly reflect on the goals that guided our development focus during this cycle.

While our wishlist for BitCraft is nearly endless, we concentrated on the most critical areas based on player feedback.

Our Main Goals were:
  • Address Core Systemic Issues: Implement or refine systems to resolve foundational problems surfaced during Alpha 3.
  • Improve Player Experience: Eliminate the most frustrating "quit moments" by smoothing out pain points and usability hurdles.
  • Enhance Content and Customization: Expand what players can do, build, and personalize to deepen engagement and extend playtime.

This is the longest we’ve gone between tests since the end of 2021 and we are really excited by what the team has accomplished in such a short time. We’ve organized the list of changes into three distinct categories:

  1. Key New Features
  2. Content and Gameplay Additions
  3. Changes and Bugfixes

While this post contains a full list of all changes made, we will follow up with a more detailed write up on each Key New Feature in the coming days. If you want to be involved in choosing the order of the reveal for these Features, please go over to our Discord to vote! You can also stay up to date on the latest announcements for the game, including being the first to know about when our playtests.

[h2]Key New Features - Get Hyped![/h2]

World Regions System - BitCraft now supports multiple world regions (spatially partitioned servers). This unlocks near-infinite scaling of player count and world size.

Combat System Update - Core combat stats have been reworked to support progression, randomness, and better enemy scaling with new ratings for Accuracy, Evasion, Strength, and Armor.

Overhauled World Map - The map UI has been redesigned to support multiple regions and global empire tracking. With improved clarity and aesthetics you can now see more information about the whole world while still giving you a reason to explore.

Fast Travel System Restrictions - Players must now discover Waystones before use and spend Travel Energy, a new stamina-like system that balances long-distance movement to maintain convenience without disrupting the economy.

Town Marketplace Feature - A new town building that allows all players to buy, sell, and post trade orders in a centralized, easy-to-use system.

Skill Overhaul + Traveler Tasks - Non-profession skills now have dedicated travelers with personal tasks that reward XP and Hex Coins, supporting a more diverse economy and playstyle.

Pets - We are stoked that you all hit the 100k Wishlist reward for Pets. Now cosmetic pets will follow your character and come in many visual variants with different rarities to collect.

Overhauled Targeting System - Targeting now works on nearly all entities, making interactions with resources, buildings, NPCs, and players easier, cleaner, and faster.

Item Recovery System - Protects your items stored in public buildings from being lost if those buildings are removed or destroyed. Items can be reclaimed at recovery locations.

Owned Item Piles & Cargo System - Items dropped on the ground now retain ownership and are unified under one UI with shared despawn timers for clarity and fairness.

Rarity Upgrade System - Crafted tools, armor and weapons can now gain rarity levels, allowing high-end players to chase mythic items while fueling the economy with mid-tier gear.

Updated onboarding - Introducing new systems like Combat, Marketplace and each Traveler and their associated skill

Empire Flag System - Empires can now design their own emblem, which appears on buildings and character capes. This creates strong visual identity and cohesion across scales.

World Resource Visual Upgrade - Resources across all 10 tiers have received visual updates, including a color-coded tier system that improves clarity and world immersion.

Completely Redesigned Chat System - A new chat UI supports multiple tabs and new channels like settlement and empire chat, with plans for DMs in the future.

Big Performance improvements - Both client and server (Spacetime DB) have received

[h2]Content and Gameplay Additions[/h2]

Added up to Final Tier 10 - 10 Tiers of core profession content including new resources, items and crafting stations for T7-10

Added 2 New Biomes - Explore the dense Jungle and mysterious Tarwoods to find new resources or build your settlement

Added 2 New Travelers - Ramparte & Alesi

Added New Monsters (and variants) spread across the many biomes.

Added New Huntable Animals - building up the variety of wildlife in the world.

Fully Customizable Key Bindings - All game controls can now be remapped to fit your preferred setup, improving accessibility and comfort.

Added Cape Cosmetic Slots - Players can now equip cosmetic capes (starting with empire flags), with more collectible capes to come.

Added New Deployables - unlock and Collect new deployables, including new advanced mounts and boats

Added Buildable Banks - Make it even easier for players to move into your town and help bolster your economy by giving them a place to store their items easily.

Added a new “Wonder” resource to the world - Acts as a landmark and a source of rare useful items.

[h2]Changes, Improvements and Bugfixes[/h2]

You can now hide individual cosmetic items like clothing or gear, giving more freedom to define your character’s look.
You can now bind a key to instantly hop on or off the nearest deployable vehicle.
Context menus have been refined and reordered to be more intuitive for all major entity types.
More control over performance with new toggles for entity rendering and terrain distance.
Terraforming & Paving now give Construction XP.
Mounting, crafting, and banking animations have all been updated for better sync and flow.
Fixed UI elements appearing in the wrong place.
Fixed items from item lists not stacking correctly in your inventory.
Fixed left-click not transferring items into the town bank (only worked with drag).
Fixed jittery player movement when rapidly clicking on buildings.
Fixed the chat UI animating too slowly.
Fixed issues with gathering while mounted in a cart.
Fixed a crash that could occur when establishing a house.
Fixed missing cargo slots in vehicles.
Fixed flickering movement when sailing.
Fixed deployable blueprints being offset when placed in water.
Fixed leather crafting animation not stopping after crafting ended.
Fixed teleport VFX not disappearing correctly.
Fixed inconsistent behavior when collecting coins from loot chests.
Fixed tools not appearing in hand when starting crafting.
Fixed deer mounts not animating the player properly.
Fixed damage text not showing when gathering or crafting.
Fixed XP notifications replaying after opening and closing the map.
Fixed visual bug when relogging in a vehicle.
Fixed skiff controls causing errors when exiting or re-entering.
Fixed rubberbanding when interacting with a building while pulling a cart.
Fixed fast travel stutters and errors under certain conditions.
Fixed tutorial map icon not appearing when referenced in text.
Fixed bug causing tools to disappear when clicking a resource while gathering.
Fixed vault and inventory UIs not opening properly after logging in.
Fixed crafting project slots not updating correctly when resumed.
Fixed claim borders not updating when placing new claim tiles.
Fixed skiff animation error causing the player to go invisible.
Fixed character orientation not resetting properly after dismounting.
Fixed login screen showing internal error messages.
Fixed player walking animation playing after dismounting while sprinting.
Fixed move and interact controls not working in some situations.
Fixed animation sync issues between player and mount.
Fixed bug where items dropped from crafting were instantly collectible by others.
Fixed some buttons in the UI not displaying their text correctly.
Fixed context menu options appearing in the wrong order.
Fixed empire page displaying incorrect counts for territory and settlements.
Fixed bug with placing cargo piles on the wrong tile.
Fixed blue visual artifact when placing lights at night.
Fixed traveler interactions missing 'Talk' option unless you were standing nearby.
Fixed building cargo actions showing incorrect prompts.
Fixed bank storage UI not showing the 'Store All' button for some items.
Fixed knowledge scrolls not auto-collecting when crafting relevant items.
Fixed out-of-stamina error message triggering incorrectly while sprinting.
Fixed item conversion sliders being limited to one stack.
Fixed errors related to traveler head tracking.
Fixed delay when interacting with bank and storage buildings.
Fixed dropped items from deployables showing empty piles.
Fixed some empires not being able to display their flags correctly.
Fixed error caused by holding shift when interacting with terrain.
Fixed gathering sound effects looping endlessly during tutorial.
Fixed inconsistencies in coin extraction messages during gathering.
Fixed "Add All to Project Site" not pulling coins from your wallet correctly.
Fixed empire watchtower deconstruction sometimes not clearing territory correctly.
Fixed housing placement occasionally causing a crash.
Fixed "too far" errors when trying to re-enter skiffs.
Fixed crafting recipe progression getting stuck at 2 out of total.
Fixed player nameplate flickering when taking damage on the map.
Fixed error when using teleport ability under certain conditions.
Fixed a bug with shift+click ignoring terrain collision.
Fixed tutorial "No" button showing without text in some cases.
Fixed camera rotation keybinds not working correctly.
Fixed "Escape" key canceling movement unintentionally.
Fixed multiple UI elements layering over the XP tracker.
Fixed broken movement logic when trying to drive carts with the mouse held down.
Fixed placeholder text showing on some trader UI fields.
Fixed invalid item generation from empty deployables.
Fixed move targeting getting blocked by specific terrain configurations.
Fixed deployable movement issues for observing players.
Fixed bank deposit not working in certain storage buildings.
Fixed some empire-related input fields resetting when typed into.
Fixed XP tracker displaying in front of other UI elements.
Fixed error when opening the trade finder under specific conditions.
Fixed certain deployable visuals not aligning with terrain properly.
Fixed loading screen not appearing correctly after death.
Fixed bug preventing item collection from deployables when inventory was full.
Fixed crafting projects not moving into inactive slots properly.
Fixed resuming crafting sometimes duplicating project listings.
Fixed trade context options displaying incorrectly for traveler offers.
Fixed render distance changes not applying until pressing Confirm.
Fixed occasional issues with the empire flag editor not saving properly.
Fixed cargo expansion slots not appearing in some situations.
Fixed marketplace and inventory UIs not opening correctly on first login.
Fixed shift key bypassing resource colliders when moving.
Fixed empire-related UI fields reverting changes after input.