1. BitCraft Online
  2. News

BitCraft Online News

BitCraft: Early Access - Week 2

[h2]Hello everyone.[/h2]
Priorities and Updates

We’re super excited to see how all of you have been progressing in BitCraft and the fact that we keep hitting new peak player counts shows that this is just the beginning for BitCraft!

The team has been firing on all cylinders taking the mountains of feedback, suggestions and bug reports you’ve given us, and working to put the most effective dent in them. There’s a near infinite amount of stuff we could do next and so this is where prioritization is key to make sure we are focusing on the right stuff to improve the game the most with the things we do next.

[h2]Updates[/h2]
As we enter the second week of BitCraft being released into Early Access we are moving to the next stage of update cadence. While in the first week, we were focused exclusively on near daily highest priority fixes. We are now entering the beginning of a more predictable weekly update schedule. In the coming weeks, we will be releasing an update each week, which contains new content, bug fixes, and other improvements and balance. We will continue to release ad hoc updates for the highest priority issues. Updates will roll out over the course of Wednesday-Thursday with new client builds starting on the preview branch (Steam betas) and content/server changes coming on either day depending on if it is backwards compatible.

Our goal is for these updates to focus on the following categories of changes:
  • New Content
  • Balance
  • UX improvements
  • Bugfixes/Performance Improvements


While we aren’t planning huge system additions in the coming weeks, we do have some larger content updates on the horizon which will come as we begin to add more substantial monthly updates into the mix. Some of these include Player Housing and PVE Dungeons.

[h2]Balance[/h2]
We feel as though we are past the serious server instabilities we experienced in the first few days and so we will be reverting the temporary claim maintenance cost change. This change was a reduction of more than 10x in the supply cost of claims. As we revert this though we are also planning to make a balance tweak based on feedback from the last week. We will be retaining some level of buff for small claims (max size T1/2) but we will add a ramping cost as claims grow in size. This was always the intent and will keep large very populated claims in a healthier equilibrium. If you find your claim drain is too aggressive you might need to downsize a bit. As always, we welcome feedback and this will probably need further balancing to get perfect.

We’ve also seen some claims taking advantage of the much cheaper banks to add multiple to their claim. The developer intent was not to allow many banks per claim, instead this is balanced out by storage of claim itself, deployables, and player housing (in the near future). We fixed the bug that allowed this to be possible and will be removing claims which have more than 1 bank per claim for fairness. We will refund the cost of the writ and any items players have in the bank will be sent to item recovery. If you are a claim who took advantage of this we recommend saving us and your citizens the trouble and removing the extra banks.

[h2]Griefing[/h2]
When it comes to cases of players griefing or causing conflict in the world, our policy is to take the stance of “Moderate don’t mediate”. This means intervening and actioning cases where players are doing things against the rules or community guidelines of the game, but not stepping in in places where the tools in the game are designed to facilitate sandbox player interactions.

At the Character and Settlement Scale, doing something using in game mechanics which has the express purpose of bothering another player and has no in-game remedy for that player to take, is considered griefing and will be actioned as a form of moderation. In the medium term we aim to remove these cases through game design, but in the short term we will take action.

[h2]Example[/h2]
  • Using a claim totem to prevent another claim from expanding.


Doing actions which have a remedy or are under player control we will not take action and is considered part of the sandbox experience of BitCraft

[h2]Examples[/h2]
  • A player you gave permission to on your claim, taking a bunch of items and leaving the claim.
  • A player removing pavings from a road you built on an unclaimed area.



At the Empire scale we currently believe that anything goes (between empires), but if it comes up that there is something players are doing with no fair recourse that others can take we will make it clear. We do not intend for Empires to affect or do battle with Settlements and vice versa. We understand there are undesired cases right now where Empire watchtowers can affect claims, but that is not our intention and we aim to resolve these issues as soon as we can.

We hope this update is informative and we’re excited to be releasing the first weekly update later today, stay tuned!

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!

[p][/p]

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