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BitCraft Online News

Patch Notes 30/06/25

Hello Everyone:

Small Update,

Fix:
  • The DNS connection issue should now be resolved, should you continue to experience DNS issues, please submit a support ticket.
  • Temporarily tweaked the way the swamp slows down boats until we fix the underlying issue causing movement speed to be incorrectly validated (you should now be able to move in Skiffs in the swamp). A fix for moving carts and other land deployables is coming on Monday.,


Deployables/Mount Changes:
  • Buffed movement speed of all mounts,
  • Mounts cargo stacks to 3,
  • Deer now have 1 cargo slot,
  • Added 2 new mounts to Alesi (may take a few hours to show up),
  • Updated tooltips of all boats/carts/mounts to include information about their speed, cargo and item space,


Rebalanced the effort for some crafts:
  • Ink 100 -> 75,
  • Parchment 100 -> 50,
  • Tannin 75 -> 25,
  • Journal 100 -> 150,
  • Codex 100 -> 250

250k wishlists: You've Unlocked Cities on Water!

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BitCraft: Early Access - Day 3 Update: Clarity on Wipes

[p]Hello everyone;

We woke up today to a Mostly Positive rating today on Steam. Our reviews have been coming in quite positive now that most of the server issues have been resolved. Thank you to all of you who left a review. That being said, we’re not even close to done, we’ve got a bunch of client performance improvements on the way. [/p][p][/p][p]We’ve also got some gameplay improvements (content, user experience improvements, and bug fixes) on the way! We’ve also started to prepare a public development roadmap of features and content releases so you all can know where the game is headed. Today, though, we’ve got an important announcement about wiping progress.[/p][p][/p][p]We are frequently getting asked questions about if/when the game will wipe or reset and how many times this will happen. We've have heard a lot of player feedback, discussed internally with the design team, and this is what we can commit to:
[/p]
  • [p]We will wipe everything ONCE at end of Beta/Early Access (this will be the only EXP wipe),[/p]
  • [p]We may wipe just the world (but not character experience) before the end of beta, but only with a lot of heads up and only if necessary (see below),[/p]
  • [p]There will NOT be wipes of anything after full release (end of Beta/Early Access) [/p]
Why are wipes necessary at all?
[p]We believe part of the enjoyment of playing a game like BitCraft over a long time, is the fairness and even starting-line for all players. As we make changes to progression during early access, this can skew how players are able to progress based on when they played. We obviously want to keep these progression affecting changes to a minimum, but there might be cases where things need to be balanced for the game to be healthy for years into the future, especially post full-release.[/p][p][/p][p]Additionally the beta world is already generated, if we want to or need to make changes to the world generation or otherwise significantly alter the world, we can only do some of these changes in new regions and not to existing regions, which might require a wipe to put these changes fully into effect. Again our plan here is to do whatever possible to add to or update the existing world rather than wipe, but in some cases it might be required. [/p][p][/p][p]I understand some of you might not be interested in playing with the knowledge that anything will be wiped in the future, but we believe for the longterm health of the game it's something we may need to do, and as such, we want to be as upfront as possible with you all.[/p][p][/p][p]We hope in spite of the potential wipes down the road you will give BitCraft a shot and I can say from many past playtests and Alphas, that by the time the full release wipe comes around, I believe it will be an exciting chance to replay a very different and improved version of BitCraft.

- Minch and the BitCraft Team[/p]

Patch-notes 23/06/25

Patch-notes

There is a new version of the build available to download on the main version of the app. This build fixes:
  • An issue where audio events/vfx events could accumulate when near other players leading to high memory usage and audio glitches
  • Adds a performance optimization that should give some more fps on certain hardware
  • Fixes the "Fully equipped" quest not completing


Content Changes:
These changes will take place instantly and won't require a client update on your part. That being said, it may take some time for the traveler's stock to update

  • Svim voucher is now available and players can build a Svim camp in their town
  • Increased experience for hunting animals by 12.5%
  • Rope at tier 3 and beyond now correctly requires 1 cloth strip
  • Fixed an issue where female cervuses were not dropping a cargo when killed
  • Added options to buy 10 and 100 stacks of processing materials (eg, metalworking flux) required for tier 3 and beyond crafts from the traveler
  • Added purchasable cooking power and satiation upgrades from Heimlich that require cooking skill. These power upgrades will permanently grant your character stats once purchased.
  • Fixed various tooltips on items and buildings in the game

BitCraft: Early Access - Day 2 Update: The Server Saga

[h2]Hi everyone,[/h2][p][/p][p]I'd like to start by saying thank you to everyone who has been sticking with us through these performance issues, both on the server and on the client. We have been working around the clock for the past two days to get them resolved, and we've been making some excellent progress.[/p][p]In this update, I'd like to focus on server performance. Today you should notice dramatically better server performance as we have finally addressed several major issues. There are still client performance issues (bad frame rate, memory leaks, etc) but we're making substantial progress there and hopefully we can roll out fixes for those today too.[/p][p]I would like to take you all through the four major server performance issues that we identified and fixed this morning so you all can understand what on earth has been going on and why server performance has been, frankly, garbage, and why we didn't catch these problems before EA release.[/p][p][/p][h3]#1 - The Tease[/h3][p]When the game went live, right off the bat we saw that the server was scanning tens or even hundreds of millions of rows per second evaluating what we call "one-off" or "remote" queries. Remote queries don't subscribe to data, they only pull down the data once. It turns out that we were missing an optimization for two specific queries that we were running when players opened either the trade finder window or the waystone window. Two changes happened between the demo and EA that made this worse. First, the number of entities in each region increased by a factor of 2 and second, we added the trade finder window to the tutorial. Since our internal testing bots don't open UI or complete the tutorial, we did not see this in our testing. Fixing this improved performance, but did not substantially fix our issues.[/p][p][/p][h3]#2 - The Freeze[/h3][p]The next major issue we (and you) noticed were huge minute-long freezes on the server. Awful. Eventually we determined that this only happened if we had the "mob monitor" running. The mob monitor is the "brain" of all the creatures in the world. It's the AI director. At some point while reviewing the logs we found that a mob monitor crash and restart corresponded with the freezes. We fixed the mob monitor crash and the freezing went away.[/p][p][/p][h3]#3 - The Disease[/h3][p]After we fixed the freeze we found that performance was still not great on the server. Players were reporting substantial lag, and worse, they were reporting that they were disconnecting from the server or had problems connecting. Additionally after a couple hours each region server would start to get what we called "Region 8 Disease". The first symptom of Region 8 Disease was elevated reducer execution time, despite no apparent additional workload on the server. After that many clients would disconnect and reducer execution time got even worse and remained very bad. The only resolution was to restart the server, which would resolve the issue temporarily. Clients disconnecting seemed to both cause the issue and be caused by the issue.[/p][p]We had assumed that the freeze was somehow caused by the monitor resubscribing to all the data, but after some experimentation and careful review of timestamps we found that the freeze issue was actually happening when the mob monitor disconnected. Eventually we figured out that when clients were disconnecting we would print an enormous number of logs saying that we couldn't deliver messages to them. The number of logs was proportional to the amount of messages, so the more players in the game the more logs we'd be printing. It turns out that although these logs were not on the reducer code path, they would hold a lock on stdout causing a small amount of logging on the reducer code path to get gummed up waiting on locks, causing reducer execution time to skyrocket (which caused more disconnections, which caused more logging, etc.)[/p][p][/p][h3]#4 - The Tragedies[/h3][p]Finally we come to a set of tragedies which led to the biggest performance impact. In the last days before the release we ran bot tests on the same physical machines as we'd be launching on. When we ran our latest code version we actually saw the freeze happening. When we rolled back the version, we no longer saw the freeze or saw it much less often, but we now believe this was simply due to random chance. We therefore tragically decided to ship an older version with early access.[/p][p]The reason this was so tragic is that in the newest version we had made several query engine optimizations to improve performance of operations that the bots did not do, but that real players did (e.g. lots of crafting).[/p][p]Last night, given our deeper understanding of the freeze and the disease, we chose to roll out the newest version, and we saw a dramatic improvement in server-side performance.[/p][p]If you're reading this and you were disappointed with the server performance yesterday, I ask that you please give the game another shot either now, or after we fix the client-side performance and bugs. Not everything is solved, but things are a lot better. I hope this provides better insight into what was going wrong and what we're doing to resolve the issues as they arise.


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