EordPlay

Updates

Every release of Eord, newest first. Follow along with the feed.

Creatures hunt for their own reasons

Creatures now choose what to go after by what they are, not by who you are, and what you carry finally weighs something.

  • Wolves and ghosts go after people and other beasts; the guardian keeps to its post. Possess a wolf and its pack leaves you be and turns on the body you left behind.
  • Anything you hit, shove or throw at will turn on you, even its own kind, and badly hurt wolves break off and run.
  • You can drop anything you carry, wear or hold from the inventory (d). Creatures that die leave their gear where they fall.
  • Carrying too much slows you down: past your limit you're burdened, and past half as much again you're overloaded. Your load shows on the character sheet and in the inventory.
  • A scavenger now wanders the undercroft, picking up and using what it finds.
  • On phones, a Self button opens your character sheet (@ on a keyboard).

A moment to look

When a creature comes into view, the game says so and holds the next turn for a moment, so nothing slips in and out of sight before you've seen it.

  • A creature coming into view is announced ("A wolf comes into view.") and turns wait about half a second.
  • Holding a movement key doesn't carry you on past it: let go and press again to keep moving.
  • The cursor, the throw target and a walk's destination no longer show up in mirrors or through portals. They're drawn once, where they are on screen.

What you see depends on who you are

The world under the hood was rebuilt so every creature and item works the same way, and what's on screen is now what your character can actually perceive.

  • Fox-blooded characters see ghosts plainly. Everyone else only feels a patch of cold air.
  • Stoneborn and fox-blooded darkvision shows the dark in shades without colour.
  • Fighting something you can't see now reads "Something misses you." and a blow your armour stops reads as glancing off.
  • Being slowed now makes you act less often, turn by turn, rather than skipping whole turns.
  • Your torch burns, gets knocked loose, douses in water and relights the same way as any other light.
  • Saves from before this update can't be continued. Start a new run.

Click to walk

Click (or tap) anywhere you've seen and your character walks there, one turn at a time, and stops the moment something needs your attention.

  • The walk finds its own way around walls, water and fire, through portals too, but only over ground you've seen or remember.
  • It stops when a creature comes into sight, when you're hurt, when something new turns up in the message log, or when you press any key or click again.
  • With a creature already in sight, a click takes a single step instead, so you never sleepwalk into a fight.
  • Clicking into the dark still takes one step towards it.

Play on your phone, and mirrors that keep up

Moving on a phone is now a swipe or a tap anywhere on the map, and reflections no longer run a step ahead of you.

  • Swipe on the map to walk, or tap a spot to step towards it. The on-screen d-pad is gone, so the map gets the whole screen.
  • Reflections in mirrors and the views through portals now move in step with you instead of one step early.

Who you are: races, classes and a fight worth having

A run now starts with a choice of race and class, and fighting is rolled from your stats and gear instead of a flat hit.

  • Four races (human, sylvan, stoneborn and fox-blooded) and four classes (warrior, hunter, qi cultivator and scholar), each with its own stats, traits and starting kit.
  • Five stats: might, agility, vitality, spirit and literacy.
  • Equip what you carry in your hand, on your body and in your off hand. Swords, spears that reach two cells, quarterstaffs, leather armour, iron cuirasses and bucklers.
  • Melee is rolled: agility decides whether you hit, might how hard, armour how much gets through. You can shove things, too.
  • Stoneborn and fox-blooded characters see a little way into the dark without a torch.
A stoneborn hunter with the torch out. A small patch of floor around them shows in dim grey, and glowing fungus lights a few cells to the north.

Runs that survive closing the tab

Close the tab in the middle of a run and it's waiting when you come back.

  • The game saves as you play, in your browser's storage, and loads the run when you return.
  • Saves are small and quick to load, even after a long run.
  • Death ends the run and its save, as it should.
Torchlight on the floor of the Undercroft beside the up stairs. A pale ghost, drawn as a g, stands next to the player.

Every screen drawn in glyphs

The panels, the message log, the inventory, the help and the developer tools are all drawn by the game's own renderer now, on the same grid as the map.

  • One look from edge to edge: health and torch meters, your pack, what you're looking at, and the message log, all in glyphs.
  • Works the same on a phone, with a layout that fits a narrow screen.

Portals and mirrors

Space in Eord no longer has to be flat. Mirrors reflect sight and light, and portals join two places so you can walk, look and shine a torch straight through.

  • Mirror walls reflect what's in front of them, including you. Light bounces off them too.
  • Portals join two distant cells. Step in one side and you come out the other, and you can see through before you go.
  • Creatures see and chase you through portals and around mirrors by the same rules you do.
Night in a grassy field. Beside the player, a violet portal shows a patch of river and a stranger far across the map.

First light

The first playable build: a night on the proving ground, a torch, and a world that follows its own rules.

  • A simulation where fire spreads through dry grass, water puts it out, oil burns and floats, and lightning runs through anything wet.
  • One light for the whole world. What it doesn't reach is black, and what you've seen stays on the map as a memory.
  • Fire, oil and lightning to throw, wolves that are afraid of fire, and stairs down into the dark.
  • Every run comes from a seed, so the same choices always play out the same way.
Fire burning in red and orange through dry grass at night, a few cells from the player.