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Travelers 5: Brico the Constructor



To Brico, raising a building was a simple task. All it took was a solid foundation, strong walls to support it, a little artistic flair, and a roof that would hold. Of course, there was far more to it than that, but the builder, the intricate details between those steps were second nature. People, however? Well, people were difficult. No two were ever alike and no matter how much time you spend on making a home perfect for them, they would find something to complain about. Some small detail like the wrong color of doorknob, or they would insist the poorer insulating roof tiles were better because they were ‘prettier’. However, as long as someone paid the cost of materials, Brico would find whatever supplies he needed, load up his pack, mumble to himself about how wrong they were, and would not leave the lot until the last screw was secure, and not a speck of sawdust could be found. Then he would collect his pay, gather materials for the next job, and move on.

The majority of Brico’s existence was a solitary one, something he was more than content with. To him life was one long checklist that needed to be completed, or at least the attempt should be made to check off as many things as you could. For Brico, every single check box was a new project. A new fountain needed to be built in the town square, a dock needed repairs, the barracks were falling apart, old foundations needed to be replaced. Day in and day out he would toil to see the world become perfect in his eyes. He had hoped that one day, when he finally wore down and could no longer work, what he had made would outlast him and anyone that came after.

Brico can still recall the last construction he worked on in the city. A young family had taken in several children and needed room for them all. In hindsight, they were in desperate need of shelter, and they thanked Brico profusely for all of his hard work. Something he didn’t see much value in at the time as he gave them a dismissive wave and reminded them to keep the chimney clean as he took his leave. After that, he found himself idle as fewer people sought his services. What’s more is that he noticed his old projects having become abandoned as the weeks went on. Surely it was because some of his earlier work was less than perfect. He could see all of their flaws, one had nails at such an angle that the beams would only last two decades instead of three before they needed repairs. On another he had failed to account for the flow of water in the springtime and noticed damage on the exterior stones near the ground. These imperfections couldn’t stand, and since nobody was around to complain, he took them apart one by one. Each became a pile of reclaimed materials he used to refurbish old constructions and touch up some that were still occupied.

Brico had torn apart an entire neighborhood before he realized what he was doing, looking up one day to find one massive structure that was fit for a king, his family, servants, perhaps even the royal subjects! Only there was no king to rule and nobody to call the palace home. Brico looked around him, irritated with the mismatched buildings he had put together from the scraps of others. In the moment he was proud of each one, but looking at them all together? There was no flow, no logic to their placement and nothing seemed like it belonged on the same street, let alone in the same city.

Brico decided then it was time to leave his old home behind, thinking it easier to start fresh in a new place than to salvage and fix the mismatch of homes and shops he had built. Besides, what was the point with no one around to appreciate his work? After traveling for several days, Brico finally discovered what he perceived to be the perfect building site. The nearby forest proved an abundant source of materials, and Brico filled his pack with wood, stone, clay, and everything else he would need when he laid the groundwork for a city that would stand the test of time. As he collected some exposed ore to smith nails with, he found a winding trail leading away from the clearing. It was obvious to Brico that the path was made by a novice, with grass worn away by the dragging of heavy cargo and a river crossing made from a felled log. Navigating through the trees and underbrush, he found a hut made of wild fiber, twigs, and clay bricks He stared, bewildered at the hazardous dwelling, and when the owner emerged to greet him, Brico could only ask how the thing managed to stay upright. Such an eyesore shouldn’t be allowed to remain standing, but Brico was not the type to destroy someone else’s work. Using the spare supplies from his pack he got to work, the stranger watching with keen interest, asking dozens of questions about his technique. What type of wood should he use? What not copper nails? Why did his mud bricks not hold their shape? Brico, happy to finally discuss his craft again, was more than willing to answer every last question. It had been the most talkative he’d been in his entire life.

The scenario of Brico and the stranger played itself out a hundred times over with the many other strangers he met on his quest to rebuild the world. Each interaction memorialized with a new landmark in the form of a perfectly constructed dwelling, leaving a trail of temporary homes behind him. Though this trail ceased when he came across something he hadn’t seen in what felt like ages; a city. Not just a ramshackle cluster of half broken buildings, but an honest town. Roads paved with cobblestone, greenery hanging from every building, a well, a smith, even a town hall! All of it built with his style and technique with a flair of individual flavor. It was a city he could have designed, but he was thrilled that he had not. Brico no longer felt the need to build an empire alone, anymore. In fact, he realized what an impossible goal he had set for himself. No one person can build an empire, however one person can lay the first stone.

BitCraft Early Access Launch Update + Gameplay Preview Details

Hi everyone,

We wanted to share an important update with you regarding the Early Access launch of BitCraft Online on Steam.

We’ve made the difficult decision to move our launch date from May 29, 2025 to June 20, 2025.

As currently scheduled, we would be releasing the same day as Elden Ring Nightreign and prior to Dune: Awakening. As fans ourselves, we understand how much attention those releases will command. A little breathing room will help ensure BitCraft doesn’t get lost in the shuffle and gives our community the space to fully engage with the world we’ve built together.

That being said, our Gameplay Preview will be available on the original May 29th launch date! Everyone who requested access via our Steam page will be able to download and play the preview build starting that day, which will be live through the weekend and show off BitCraft’s gameplay loop. We will also be attending TwitchCon Rotterdam, where BitCraft will be showcased and playable for attendees and streamers alike! Finally, we will be running a Server Stability test (final date TBD), but will definitely be prior to the Gameplay Preview. This will run for a few hours to stress test our queue, our server capacity and overall stability. Please be sure to follow our Discord for the latest news and updates, as well as participate in our thriving community.

We’re so grateful for your continued support, patience, and enthusiasm. We believe this short delay will help us deliver an even stronger experience when Early Access opens in June.

Thank you for being a part of this journey with us and please remember to Wishlist on Steam. We can’t wait to see you in BitCraft soon!

Pets Unlocked!

🎉 100k wishlists…you all did it! In under 2 months, the BitCraft community hit a huge milestone and unlocked more pets coming to the game! Thank you for the incredible support! Stay tuned for new companions joining your journey! 🦉

We're Open Sourcing BitCraft Online

[h2]What is BitCraft Online?[/h2]

BitCraft Online is a community-driven sandbox MMORPG set in a procedurally generated world shared by all players. The whole world is completely editable. Not only can you cut down trees, build roads or construct buildings and cities, but because it’s an MMO, you can build societies, economies, and relationships. Players start with nothing and work together (or compete) to shape the world around them. You get a rich world to explore, a huge community of players to befriend and compete with, and the freedom to figure out what kind of society you want to build.

We’ve been working on BitCraft for over 7 years, and with early access on the horizon, we’re making a decision that we hope will set the tone for the future of the game: we’re open sourcing the code.

[h2]Why We Are Open Sourcing[/h2]
There are 3 foundational reasons for this decision:
  1. We want the genre to be more accessible
  2. We think BitCraft will benefit from open source collaboration and exploration
  3. We want to give something back

    [h3]
  1. Making MMOs more accessible[/h3]
    We believe deeply in the genre of massively-multiplayer games and the unforgettable social experiences that these games can create, but the barrier to entry is simply too high to allow indie developers to experiment in the space. Building a single, scalable, editable world like BitCraft’s presents perhaps one of the most difficult technical challenges in server-side backends.

    We believe that the BitCraft source code will provide both an example of how to build an MMO and an example of how to use SpacetimeDB to do so. That’s both a win for the developer community and for our platform.

    [h3]
  2. BitCraft Will Benefit[/h3]
    We believe that BitCraft itself will benefit substantially from open source collaboration. This could take the form of something small like earlier flagging of performance or security bugs by the community. It could also take the form of community members contributing features to the code base directly. We’re already seeing amazing things from players who build tools, spreadsheets, and fan sites to support the game.

    The benefits could even take the form of the community forking the server entirely and building an even more fun game which we take inspiration from.

    We believe that games are made better by modding and rapid playtesting and experimentation. BitCraft is more than just a game, it’s a world. And we’ve always imagined that world growing in ways we can’t fully predict or control. Opening up the code gives the community a direct way to shape that future. We’ll never be able to do as much experimentation as the entire community.

    [h3]
  3. Giving Back[/h3]
    Lastly, we want to give back to the Open Source Community. BitCraft wouldn’t exist without open source software. From the operating systems we run on, to the source control we use, to the infrastructure that runs our servers, to the libraries that power the tools we build, open source code has been a core part of our development journey from day one.

    We’ve benefited tremendously from this ecosystem, and we believe it’s only right to give something back. But more than that: we genuinely believe that open ecosystems produce better software. They encourage transparency, creativity, and collaboration. Problems get solved faster. Communities form. Innovation happens in the open.

[h2]Why Almost No One Else Does This[/h2]
Despite the benefits mentioned above, to our knowledge BitCraft will be the first venture backed/commercially developed MMORPG open sourced under an open source license. It’s incredibly rare for an online game, an MMORPG in particular, to be open sourced. There are a few reasons for that.

First, games are complicated. The codebases are large, idiosyncratic, and often tightly coupled with proprietary tools and content. Making a game’s code public is not just a technical decision. It’s a legal, cultural, and organizational one.

Second, many studios view their code as a kind of secret sauce. Something to be protected. In a world where most game companies live or die by a few percentage points of retention or monetization, it’s easy to see why so many prefer to keep things close to the chest.

And third, frankly open sourcing your game means giving up control. People will see your bad variable names. They’ll criticize your architecture decisions. They’ll fork the code and make things you never expected. And by definition you don’t have control over what they create.

The fear is that you will help to create your own most fearsome competitor. If you don’t manage the community right, your business might be undercut by your own hard work. That’s scary, and understandably so, but we think the potential to make something that truly lasts is worth it.

As a for-profit business, it is imperative that we go into this clear eyed and in a principled, well thought out way. We believe that we can open source the game in a way that does not undermine our business. Our first and most important priority is to build an incredible company that builds amazing products. The only way we can do that is to make money so we can pay our incredible team and the investors who believed in us and our vision from the very beginning.

[h2]What This Means for the Community[/h2]
If you're not a software developer, the phrase "open source" might sound like jargon. But it's a simple idea with a powerful impact. Open source software is software that anyone can inspect, modify, and distribute. That means the code behind a project is publicly available and not locked away behind a corporate firewall or encrypted into a black box.

In practice, this allows developers, hobbyists, and curious players to see how the sausage is made. More importantly, it means anyone can build on top of the work that’s already been done to create tools, mods, or entirely new projects. This is the foundation of many of the tools we use every day, including much of the modern web and game development stack.

This is uncharted territory and we are essentially running an experiment. For this reason we’re not licensing or open sourcing the game’s assets - the art, music, and IP will still be protected for the time being. But all of the code that makes the game run will be made public. We have not chosen the exact license under which we will be open sourcing the game’s code, but it will be one of the OSI’s approved open source licenses.

This means you’ll be able to browse the codebase, modify the code, share the code, host your own servers, experiment with mechanics, or just satisfy your curiosity about how an MMORPG ticks under the hood. For indie developers, we hope it can be a useful starting point. For modders, a powerful toolkit. For curious players, a new way to engage.

We know this won’t be for everyone. Most players just want to play. But for those who want to go deeper, to tinker and build and contribute, we’re excited to see what you do with it.

[h2]When will Open Sourcing be Available?[/h2]
Our focus will be on a smooth and successful Early Access launch on Steam, which is our highest priority. Only once we are happy with the state of the game will we start the process of open sourcing BitCraft. As always, we will be sure to keep our community updated as soon as we are able to.

We can’t wait to see everyone in game for Early Access. And for those of you who are code-curious we’re looking forward to seeing you poking around in the codebase once we’ve cleaned it up and made it public.

Wishlist BitCraft on Steam here!

— Alessandro, 3Blave and the BitCraft team

Travelers 4: Varu the Barber & Laru the Welder



There is nothing that Laru and Varu can’t mend. Not metal, not fabric, not broken friendships nor a bad haircut. The twins didn’t have a home per se, more of a workshop where the sound of clanging metal was only ever dwarfed by the bickering that would spark out of nowhere. It is said that someone who once stopped by to have their boots mended interrupted a heated discussion regarding whether or not metal studs or leather stitching is better for fastening a saddle, and asked Varu why the two lived together if they rarely seemed to get along. They soon left barefoot, sprinting with Laru at his tail, her blowtorch roaring as she shouted behind him. Thankfully Varu managed to calm her twin down enough to apologize and return the client’s boots.

The twins are truly two parts of the same whole, both completing the other. The hot headed Laru would spend day and night repairing broken tools and jewelry, her skill with a hammer and blowtorch unmatched by even the most seasoned of masters. Her eye for detail was her boon and her bane, once refusing to move on from completing an intricate wrought iron chandelier until every last detail was flawless. Were it not for her twin, she could still be working on it to this day. While Varu could never seem to focus on one thing at a time, taking on more and more projects for others and herself until she would look down at her station and realize she needed a dozen hands just to keep up with the demand she had set for herself. It took Laru calculating just how long it would take to fill an entire order of leather jerkins single handedly before Varu admitted she needed help. While leather was not her preferred medium, Laru insisted on assisting, even if she did complain the entire time.

The twins never seemed idle, the workshop bustling for weeks at a time before they had anything resembling a break, then the two would meander about and wonder what to do with their free time. Would they do as Varu suggested and catch up on the latest gossip? Or take up Laru’s idea to plan other projects? In the end they would typically wander the streets repairing rusted lamp posts and tattered banners to busy themselves. Usually these idle periods would last for only a brief moment before they found another task to work on, but the lulls in business soon came more frequently and lasted longer. Until, finally, the two had spent days and days at a time with no one but each other to talk to. After engaging in yet another debate about whether or not the refined stitching of thread or the sturdy bond of iron was the better approach to garments, the two grew tired of waiting for a challenge and set off to find one.

Leaving their workshop behind, they followed the main road out of town past the newly refurbished gates and walked along the overgrown pathways, until they reached a thickly wooded forest. As they fought their way through the thick weeds and twisting roots, they came across a small clearing where a disheveled stranger was resting against a tree. The stranger’s hair was unkempt and laced with twigs and leaves, their metal mask cracked and chipped. They were in desperate need of care, and the twins excitedly approached with tools at the ready before they had even uttered a greeting. Once the bedraggled stranger’s panic had died down and the two assured their new friend they were only there to help, Laru not only repaired the mask but added her own flair. Vine like engravings and a touch of red and white paint while Varu cleaned and trimmed their tousled mane, adding in streaks of dye that matched their new face. All the while Varu chatted the stranger’s ear off, telling them of long forgotten scandals between people she could half recall the names of. They spent hours grooming their new friend before they were happy with their handiwork and let him go, but they heard not one complaint. Their first customer in ages was thrilled with their craftsmanship and hurried off to gather his friends in need of their trade. Once they were done, they realized that setting up another workshop and staying in one place was not their calling. Repairing trinkets and garments was one thing, but what they truly appreciated was the satisfaction that came with helping someone in need. Instead of setting down roots they packed their bags and once again set off on the road to search for anything or anyone else that needed mending, styling or just a friendly chat.