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BitCraft Online Combat Video

In this video we sat down with the Co-Founder and Game Director to share our vision: a system where combat is part of the world but never required and where toxic behavior has no place.

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🚀 BitCraft Online launches on May 29th! Wishlist at https://store.steampowered.com/app/3454650/BitCraft_Online/

Travelers 3: Heimlich the Chef



Plain broth and three slices of bread, that was the meal that Heimlich was most familiar with. One might look at Heimlich’s towering frame and assume he consumed thrice more than average, but this was far from the truth. The master chef preferred to eat last, enjoying a small moment of solitude with a simple meal to save ingredients for the next day’s dishes. He awoke every morning to a line of hungry and eager diners, his mind abuzz with culinary schemes and experiments. In the early days, there was a full pantry of spices, meats, vegetables, and fruits to work with. With no less than a dozen assistants and apprentices studying under him at a time, nobody had ever accused Heimlich of hoarding his secrets for himself.

To Heimlich, eating was not just a means of gathering strength to tackle the next day, it was a way of speaking to one’s own soul. Eating plain rice or unsalted noodles might allow your body to carry on a bit further, but could the spirit last? The master chef relished in the challenge of a new diner approaching his kitchen. It meant a new face and name to learn, a new palette to help refine. Many who enter his kitchen leave knowing things about their tastes they had not known going in, or trusted the chef enough to prepare them a dish they would never otherwise try, only to lick the plate clean. When traders came to stock his pantries less often with less ingredients, his work had become even more complicated. He enjoyed a challenge, but even Heimlich could only stretch a few helpings of salt so far before his menu grew stale. His hands forced, his offerings consisted of simple dishes with minimal options, eventually serving the very same plain meals that he himself ate. It pained him to offer so little, for his heart was nourished by the comfort he brought to his diners. Heimlich felt himself starving as he served only the bare staples they needed.

Diners would dwindle, his busy kitchen becoming quieter as time went on. He shutters his doors earlier in the day as even the most basic ingredients are harder and harder to come by. One day, nobody came to visit at all, and Heimlich felt an odd relief that nobody would frown while eating his cooking. Even as he spent more and more time in an empty kitchen, he never felt the urge to leave. He couldn’t leave his post, lest a hungry diner come to find he had left. Then again, what good would it do him to simply shrug and apologize for having nothing to prepare? It was then that Heimlich decided to set off to find ingredients for himself, foraging the woods far away from the crumbling city that he no longer recognized. He did not keep track of time, what seemed like days passing before he smelled something he had not smelled for a long, long time. Meat. Roasting over an open flame, that smoky aroma unmistakable. Heimlich almost dropped his basket of wild herbs, berries, and mushrooms as he stumbled along the overgrown path and found the encampment, the occupants roasting a haunch of strange meat over an open flame. The timid chef approached slowly, watching as the campers struggled to keep their flame burning and their makeshift spit from collapsing. Heimlich decided these inexperienced travelers needed help, and came with arms outstretched, bearing gifts of fresh herbs to garnish the meat, berries to mash into a jam and pair with their meal, and some much needed salt. It was then that Heimlich realized that his kitchen could never be confined to one place, not while there were so many in the world that needed his guidance. Not while he was hungry to bring comfort to the souls of the world.

Travelers 2: Svim the Singer



Svim played the same ballads for longer than he could remember. Day in and day out the same songs sung and the same stories regaled. The faces that admired his performances would always change, coming and going like an ever changing tide, and like a stone he remained through it all. At night Svim would stare off at the shoreline ever in his horizon and listen to the sea shanties carried by the salt breeze. Songs of far away places, exotic wonders, love found and love lost. Svim wished he could share in their tales, but he had no songs of his own to share, only the stories of others.

Years went by and the crowds Svim would play for grew thinner and thinner. The children and families were replaced with a handful of soldiers on rare occasions. The ships in the harbor were larger, they carried cannons and often came back full of holes. If they came back at all.

One day Svim would only play for an empty park and dusty benches, his own echoes keeping him company until he saw the first face in what felt like a lifetime. The stranger was an odd fellow, their name was Rumbagh. He simply stood silent and took notes instead of applauding, but Svim didn’t mind. He was happy for the company. And when the time came to leave his home behind, there was only a small part of him that wanted to stay, a small part outweighed by his wanderlust. It took the pair several attempts to turn the worn blueprints Rumbagh possessed into a working craft. The moment they reached the deep water without capsizing Svim felt a song stir in his heart, one the world had never heard. As he plucked the strings and sang out about what life might hold, the shoreline littered with wrecked vessels and soaked books soon faded into the distance. Finally, the wind carried his song.

Combat, Conflict, and Griefing in BitCraft Online



[h2]The Role of Combat In BitCraft[/h2]
Progression in BitCraft has never been combat-centric. Our core progression is rooted in skilling and civilization-building. It has, however, always been a game about taming a dangerous wilderness and thus combat does have a very important role in BitCraft. While we’ve added a basic version of combat to the game already, we’ve spent a lot of our development effort on aspects of BitCraft other than combat and it’s time we change that. We’ve heard loud and clear from the community: if combat is going to exist, it needs to be and feel good.

Currently, in BitCraft, monsters may threaten your settlement, ambush you while exploring, or guard resources in the wild. But we’re looking to expand this into a much deeper and more rewarding PvE experience.

We’re adding new systems like small-scale dungeons, more challenging enemies, and the Monster Slayer skill, which brings with it progression, gear, and a sense of achievement.

We’re also working hard to polish the core combat mechanics:
  • We’ve updated the stat system to make gearing more meaningful.
  • We’ve changed what happens when you reach zero HP to better fit into how we see players engaging with combat (no longer forcing teleport home).
  • Combat outcomes are now less deterministic, introducing randomness and excitement.
  • Combat now also allows for buffs, effects, and more varied strategies to take down foes.
  • The responsiveness and feel of combat as well as the UI is being continually improved and will be an upcoming focus as we enter Steam Early Access.
  • In the future, we plan to add area of effect attacks, enemy phases, and more intricate threat mechanics to raise the skill ceiling and complexity ceiling of encounters.




So PvE combat will be significantly improving for Early Access and during Early Access, but in a single shared world where players rebuild civilization together, it’s inevitable that conflict between players will also arise. But in BitCraft, conflict isn’t just about fighting, it’s about ambition, identity, and how players leave their lasting mark. Whether you are competing to control vast swaths of territory for your empire, or competing to draw players to your town, conflict is a key part of what makes the world of BitCraft feel alive. In today’s blog, we’re exploring the many forms conflict can take across the three gameplay scales of BitCraft: Empire, Settlement, and Character.

[h2]Empire Scale Conflict[/h2]
Empires in BitCraft are all about status. There are no mechanical power bonuses for owning more territory, no buffs for being Emperor — only the admiration (or envy) of your peers. Empire-scale gameplay is a player-created, zero-sum conflict that centers on prestige. The rewards are cosmetic: ornate crowns, grand titles, and the knowledge that your banner flies over a significant portion of the world map.

Despite the lack of character boosting rewards, the stakes are very real. Empire competition is designed to be a strategic and logistical gameplay loop, requiring long-term planning, resource networks, and political savvy. You’ll need to place and maintain watchtowers, supply your empire with Hexite Capsules, and build social structures to manage your growing dominion.

While the current system revolves around territorial control and sieges, we are actively exploring additional gameplay loops to add new layers of strategy and engagement to Empire gameplay. We are looking at ways to expand the interactions Empires can have with the Settlement and Character scale and the role they have in Empire warfare to create interesting gameplay experiences.

[h2]Settlement Scale Conflict[/h2]
At the settlement scale, conflict takes the form of a sometimes friendly, sometimes serious competition between towns and villages. Settlements can be entirely personal (live your life as a hermit in the woods), but most players will find themselves wanting to grow and attract others, and there’s good reason for that.

Settlements in BitCraft earn income when players make them their home base. This income is generated directly by the game (not taken from other players), and comes from two main sources: players living in houses within your settlement and players crafting using your facilities.

This creates a powerful symbiotic relationship between characters and settlements. Settlements want to provide the best infrastructure, crafting stations, and quality of life, while players want access to efficient, well-maintained towns. Naturally, this leads to indirect competition: which settlement in a region offers the best location? Which has an abundance of housing or the highest tier crafting stations? Which has the best trade connections?



We expect this to create a world where towns strive to become regional hubs, settlements negotiate and cooperate (choosing to specialize differently if nearby), and ambitious players venture into the wilderness to establish new outposts in underserved areas. Looking to the future, we are also exploring more direct forms of settlement conflict, where towns could spend resources to put competitive pressure on nearby settlements in structured, fair ways.

[h2]Character Scale Conflict[/h2]
At the character scale, we’ve taken a different approach. In early versions of BitCraft, there were more systems that created friction between individual players: from fighting over gathering nodes to racing for crafting spots. But over time, we’ve shifted away from that. Our goal is simple: having other players around should feel good, or at least neutral.This is essential for having BitCraft be the social community sandbox we envisioned.

A good example of this is our fishing system, where players can chum the water to create a hotspot that benefits everyone nearby. We’re actively building more systems that reward cooperation at this scale, not competition.

That said, conflict hasn’t gone from the character scale entirely. It just looks different: instead of competing with each other, players now take on challenges together against the wilderness, especially when it comes to combat.

[h2]PvP Combat[/h2]
For years, we didn’t have a clear answer to whether BitCraft would have PvP Combat. Not because we were hiding it, but because we genuinely weren’t sure what the right move was. BitCraft is not a PvP sandbox MMO in the traditional sense, and we know many players come here for the cozy, cooperative experience.

But over time, we’ve come to realize that PvP can exist in a way that respects that vision.

The first step is dueling. Originally added for internal dev testing in service of polishing PVE combat, we quickly saw that duels were a great way for players to practice, challenge friends, or even build arenas and host tournaments. Because dueling is fully opt-in, it aligns perfectly with our goals for character scale conflict.

Looking forward, we see the most natural avenue for more PVP in empire sieges. We are considering systems where attackers and defenders could fight directly during a siege, with the risk and reward focused specifically on the Hexite Capsules used to fuel the conflict. This would introduce an additional layer of strategy, where protecting your supply lines or disrupting your opponent’s becomes just as important as placing the right watchtower.

It could also create new roles in the player economy: mercenaries, bodyguards, and tactical strike teams hired to ensure a siege goes in your favor.



[h2]Griefing and Safeguards[/h2]
Of course, with a fully editable world comes the risk of abuse. From the beginning, we’ve been thinking about how to make BitCraft resilient to griefing. And while no system is perfect, we believe we’ve created a strong foundation of systems which let us mitigate the amount of griefing or give players better ways to prevent it themselves.

At the settlement scale, the claim system gives players ultimate control over their land. If you own a claim and maintain it, nobody else can alter anything in it. We’re continuing to fine-tune the cost of claim upkeep to ensure it’s fair — both to protect active players from losing their land, and to prevent griefers from hoarding space without consequence.



When it comes to terraforming, we’ve made it intentionally slow to push terrain away from its natural state, but much faster to restore it. Combined with claim protection, this makes it very difficult for griefers to do lasting damage, and gives repair efforts a significant advantage.

We’ll continue watching and listening to the community and evolving these systems, but we’re proud of the groundwork we’ve laid to make BitCraft a world where creativity thrives, not chaos.

[h2]Conclusion[/h2]
Conflict in BitCraft isn’t just about combat. It’s about how you compete for space, status, and identity. Whether you dream of ruling an empire, running a bustling trade town, or simply besting your friend in a friendly duel, we believe conflict adds meaning to your journey.

And as always, we’ll continue listening, iterating, and evolving these systems with your feedback in mind. We can’t wait to see what kind of stories you tell through the conflicts you face and overcome in the world of BitCraft.

BitCraft Online Monetization and Beta Q&A Videos

This video covers BitCraft Online’s monetization strategy as we sit down with the Co-Founder and Game Director. Our focus is on a model that supports the game while maintaining fairness and balance for all players. As a reminder, there are no cryptocurrencies or NFTs in BitCraft Online.

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This video covers key details about the upcoming BitCraft Online beta and addresses several questions from our community. The footage comes from a recent Twitch livestream, edited to highlight the most relevant and frequently asked topics.

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For those interested in a deeper dive, you can read the full blog post here.

BitCraft Online launches on May 29th!
Tell your friends to wishlist BitCraft Online on Steam.