Skip to content

— the work in the open —

The Chronicle

Every feature, dated. Every promise, declared.

The work happens in public. This is the record of it — the order in which Vellum came to be, month by month, each feature pinned to the day it landed and labelled for what it is today: playable now, coming soon, still in the making.

Nothing here is back-dated to look further along than it is. Filter by status to see only what you can play today, or by system to follow a single thread through the build. At the bottom, the roadmap: what is being written next.


March 2026 — the foundation

  1. Mar 06, 2026

    Multi-service foundations

    Vellum’s six core services (game-client, physics-server, user-be, api-gateway, ai-service, game-website) are born on the same day, laying down the skeleton of the browser 3D MMORPG: a single real-time Socket.IO server, a .NET persistence backend and a web presence.

    Playable now
    • exploration
    • home
  2. Mar 08, 2026

    First playable deploy

    In two days the client, physics server and backend are wired together in Docker and deployed as one, with a basic walkable map and player respawn — the first end-to-end version you could connect to.

    Playable now
    • exploration

April — the systems

  1. Apr 01, 2026

    Quests and NPC dialogue

    Quests arrive: quest givers with ! / ? markers, a Missions/Commissions log, an FSM dialogue modal, an in-world HUD tracker, and the ability for players to post their own commissions.

    Playable now
    • progression
    • fellowship

    read the devlog →

  2. Apr 02, 2026

    Combat, craftable magic and physical abilities

    Combat’s ability-first identity lands: status effects, style-based spell evolution, gear evolution, elemental combos, passives, plus craftable magic and a hotbar of physical abilities. Part of the six-systems wave (economy, P2P trade, durability, parties, guilds, day/night, achievements, leaderboards, tutorial).

    Playable now
    • combat
    • progression
    • economy
    • fellowship
  3. Apr 07, 2026

    Gathering overhaul

    Gathering is rebuilt into 6 skills (mining, woodcutting, herbalism, fishing, skinning, farming) with tiered tools, quality grades, respawns and rare/hidden nodes, a fishing minigame, skinning from carcasses and a plant/tend/harvest loop, plus a resource codex.

    Playable now
    • crafts

    read the devlog →

  4. Apr 12, 2026

    Guilds

    Player guilds enter the game, with a guild bank and membership.

    Playable now
    • fellowship
  5. Apr 16, 2026

    Magic rework and market UI

    The magic system is reworked, alongside a refreshed market with category filters and item detail cards, and an expanded inventory sort.

    Playable now
    • combat
    • economy
  6. Apr 18, 2026

    Arena rebuilt as a Roman colosseum

    The Arena zone becomes an elliptical Roman-style colosseum: an outer wall with gates and vomitoria, a two-tier cavea with radial staircases, an imperial box and a decorated floor.

    Playable now
    • exploration

May — the world widens

  1. May 2026

    Multilingual support (5 languages)

    All player-facing UI text moves to an i18n system covering English, Italian, Spanish, French and German — menus, quests, crafting, spell names and the HUD all become locale-reactive.

    Playable now
    • home
  2. May 09, 2026

    Private player islands

    Players get a private island to build on and place objects, separate from the world’s fixed zones.

    Playable now
    • home
    • crafts
  3. May 21, 2026

    World map and unlockable fast-travel

    A global graph map (F key) connects 6 hub-and-spoke zones via physical doors, with no-combat bubbles and fast-travel unlocked by visiting a zone and paying a cost.

    Playable now
    • exploration

June — depth

  1. Jun 13, 2026

    Accounts and PayPal subscriptions

    The Vellum site gains registration, login and profile editing (email/password/language) plus a two-tier PayPal subscription flow, backed by httpOnly session cookies managed by the gateway.

    Playable now
    • home
  2. Jun 14, 2026

    Support magic — heal and shield

    Magic gains a support role: a new Nature element heals allies and Light is reworked into a shield, with ally targeting, heal-over-time, a Purify passive and dedicated magic XP. A passives panel is added to the Destiny Board.

    Playable now
    • combat
    • progression
  3. Jun 14, 2026

    Removed gathering skill-level gating and fixed fishing

    All skill-level requirements on gathering are removed — tier and tool are the only gates — and the missing client-side fishing minigame (bite prompt, hook, catch toast) is added so fishing actually works.

    Playable now
    • crafts
  4. Jun 14, 2026

    Cinematics editor

    An authoring editor that reuses the Map Editor primitives plus admin zone snapshots; deployed across the involved repos.

    Playable now
    • exploration
  5. Jun 15, 2026

    Economy ledger

    An append-only ledger instruments every coin and item faucet and sink (gathering, crafting, quest rewards, repair, market taxes) plus a price index, giving the foundation for balancing the economy. Merged and pushed.

    Playable now
    • economy
  6. Jun 18, 2026

    New 12-step tutorial onboarding

    New-player onboarding is redesigned into a guided 12-step overlay (move, talk, accept a quest, hunt, skin, inventory, assign magic, use an ability, gather, craft, equip, visit the market), DB-seeded and localized, with two tutorial quest-stands highlighted.

    Playable now
    • progression
  7. Jun 19, 2026

    Chat channels, dialogue bubbles and moderation

    Chat expands to multiple channels (Local/Global/Guild/Party/Whisper/Trade) with slash commands, a speech-bubble channel above the character, and a report menu plus delete/timeout/ban. The local-as-bubble follow-up shipped on 2026-06-20.

    Playable now
    • fellowship
  8. Jun 19, 2026

    Quest stand and active-mission split

    The quest modal splits by entry point: the nav bar shows only active missions, while the stand shows a unified “commissions” board (tutorial/system quests highlighted as Game Master, plus player bounties with creator name and time remaining).

    Playable now
    • progression
    • fellowship
  9. Jun 19, 2026

    Black market (gear sink)

    A black market where the game itself buys players’ gear — minting coins as a faucet and destroying the gear as a sink, feeding a pool used to arm NPCs, with a job that modulates the order prices.

    Playable now
    • economy

July — territory and trade

  1. Jul 12, 2026

    The quest board grows an escrow

    Player-posted commissions start holding their bounty in escrow behind a posting fee, so a bounty can no longer be advertised and not paid; escort contracts join the board as a type of their own, and the ability forge becomes parametric — you ask it for an ability instead of picking one off a shelf.

    Playable now
    • progression
    • economy
  2. Jul 14, 2026

    Taming, pens and mounts return

    Live capture comes back with its whole chain: nets thrown at a weakened beast, pens that keep and feed what you caught, breeding, and mounts crafted from hides. The great stag arrives above the bear as the forest’s apex prey.

    Playable now
    • crafts
    • exploration
  3. Jul 15, 2026

    Guild ranks and alliances

    Guilds gain per-guild roles and permissions — who may build on an outpost, who may draw from the bank — and then alliances: guilds request, accept and break pacts, and the server honours them in friendly fire, in chat and around outposts.

    Playable now
    • fellowship
  4. Jul 16, 2026

    A leaner spellbook, and combat power moved to the hands

    Fourteen spells nobody had a reason to cast are removed and the fire damage-over-time is reworked into a charge that empowers your next cast. The melee and defence skills are retired at the same time: what you hit for now comes from the ability and the weapon in your hands, not from a level in a stat sheet.

    Playable now
    • combat
    • progression
  5. Jul 16, 2026

    The world is redrawn

    Roads stop being straight lines and start winding, with dead-end alleys and arteries that actually reach the doors; resources are redistributed to match their biome instead of being scattered evenly; the crystal cavern is flattened, opened to the sky and walled with rock, and the volcanic peak gets off-centre trails and a colossal boundary.

    Playable now
    • exploration

    read the devlog →

  6. Jul 20, 2026

    The catalogue moves into its own house

    Every static definition — equipment, abilities, recipes, species, magic — leaves the main backend for a service that owns it alone, and the rest of the game reads it through a typed client. It is plumbing, but it is the plumbing that keeps the game, the wiki on this site and the bots reading the same catalogue.

    Playable now
    • crafts
    • progression
  7. Jul 27, 2026

    The Pledge Token

    A token you can buy, redeem for a window of access — or put on the auction house and sell to another player for in-game coins, which makes access something the economy can move rather than only a card payment.

    Playable now
    • economy
    • home

August — the world finds a voice

  1. Aug 01, 2026

    A companion for the phone beside you

    A second device stops being a session thief: open the companion page on a phone and it hands you your inventory and, a day later, the live map of the zone you are standing in — four refreshes a second, with a waypoint you drop there showing up on the map inside the game.

    Playable now
    • home
  2. Aug 01, 2026

    The client stops stuttering

    Boot is split from the game so the first paint drops from 611 KB to 12 KB gzipped; the causes of the freezes in the render loop are removed, the minimap is throttled and the fullscreen blur leaves mobile. In the same week shops get a silhouette you can recognise from across the square.

    Playable now
    • exploration
    • home
  3. Aug 02, 2026

    The animals start walking

    Wildlife stops being scenery anchored to a coordinate: every beast is born wherever the ground is free and wanders inside a home territory, one loop for the whole fauna, with a declarative roster per zone. The old stationary “guardians” become elites that roam with everyone else — and now have to close the distance to hurt you.

    Playable now
    • exploration
  4. Aug 05, 2026

    Gathering XP is shared by the party

    Swinging a pick beside your party now feeds everyone standing within forty metres of you, out of one fixed pot rather than a bonus per head: gathering together is a choice about company, not a way to multiply what the world produces.

    Playable now
    • fellowship
    • progression
  5. Aug 11, 2026

    Cave spiders and lava worms

    The two zones that had almost nothing alive in them get their own fauna — spiders under the crystal cavern, worms on the volcanic peak, bats as the dark’s furniture — each with a body, a model and its own damage instead of the generic fallback.

    Playable now
    • exploration
  6. Aug 13, 2026

    The world finds a voice

    In eight days the game goes from silent to ninety-five sounds, none of them a recording: every blow, spell, tool, level-up, door and click is synthesised in the browser, placed in space, and quietened by distance and by your quality tier. Footsteps read the ground under you; hooves read the beast you are riding.

    Playable now
    • exploration
    • combat

    read the devlog →

  7. Aug 14, 2026

    Sieges get an hour, and outposts get a shield

    An outpost now declares the four hours a day in which it can be taken, and may only move that window every three days. Attack outside it and you schedule a siege instead of taking the altar: the holding guild is warned in its own language, an armoury doubles its defenders off-hours, and a newly founded outpost is untouchable for a day.

    Playable now
    • fellowship
  8. Aug 25, 2026

    The economy grows stakes

    Dying in the ruins, the arena, the cavern or the peak now spills everything you carried into a bag anyone can open, while the city and the forest stay safe. Items gain weight, bags and pack animals gain a reason to exist, high-tier forging costs coins, and the house starts buying the raw materials and potions the world consumes — and consuming them, so it is a drain and not a tap.

    Playable now
    • economy
    • crafts
  9. Aug 29, 2026

    Loading measured, then shortened

    The loading screen gets a profiler that breaks it into sub-phases with real numbers, and then the fetches are parallelised, network is overlapped with GPU work and the precache is deflated — the difference between guessing at a loading time and knowing where it goes.

    Playable now
    • home

The roadmap — what is being written

  1. Roadmap

    NPCs that learn (dormant RL pipeline)

    Production NPCs run on archetype FSMs (7 archetypes, personality traits, faction reputation). A reinforcement-learning pipeline (self-play league, ELO, an LLM strategist every ~15s, ONNX serving) has been built but stays dormant — no champion has ever been promoted to the live game. To be communicated honestly as “coming soon”, not as an active feature.

    In development
    • combat
    • fellowship

— from the devlog —

From the Devlog