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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.

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.