Devlog

Naxtia development notes and release history.

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August 2026

Combat stopped being just HP subtraction
Postv0.15.0 · by

This is the release where I started closing the gap between “the game has combat” and “the game has a combat system.”

Every item became truly unique
Postv0.14.0 · by

The game already had quality, affixes, and durability, but some of that information still lived closer to the item type than to the exact copy the player was holding.

Pre-alpha got a queue and the client learned only what it needs
Postv0.13.0 · by

As more people become able to join, access control stops being a spreadsheet and security stops being just authentication.

Your house got some help and alpha got a front door
Postv0.12.0 · by

Two very different problems met in this release: houses still felt too passive, and access to the game needed to become more than “whoever found the link can get in.

The world started reacting to what players sell
Postv0.11.0 · by

A sandbox economy makes no sense if every NPC pays the same price forever no matter what people are doing in that region.

Combat stopped hiding behind numbers
Postv0.10.0 · by

I tried to fix bad enemy-health readability by scaling health and damage together. It looked better at first, but it was basically makeup - and playing made that obvious.

When production starts throwing real problems back at you
Postv0.9.0 · by

Once the game started running outside my machine, a lot of “development bugs” turned into actual operations problems.

Death stopped being a teleport and the world got sound
Postv0.8.0 · by

Death was one of the weakest mechanics in the game: HP hit zero and the character basically just appeared somewhere else.

Progression started shaping the character
Postv0.7.0 · by

Skills were already improving through use, but that progression still did not really show up in the character’s body or in the way builds developed.

From one local shard to a game that can grow
Postv0.6.0 · by

This is where the project started moving away from “one server running my world” and toward the shape of a small, real MMO.

Playtesting started calling the shots
Postv0.5.0 · by

This release was less about adding a checklist of systems and more about fixing the things that felt wrong when I actually played the game.

An MMO needs to be alive?
Postv0.4.0 · by

By this point you could share the map with other people, but the part that turns presence into an actual community was still missing.

The world got rules
Postv0.3.0 · by

Once the world could persist, the next problem was that it still felt too flat, too generic, and a little too permissive.

The first world
Postv0.2.0 · by

This is where Naxtia stopped being just a proof of concept and started behaving like a persistent game.