At first I was solving a very basic problem: I could test movement, gathering, and a few mechanics, but there was still no feeling of “I did something here and it stayed here.” For a sandbox, that kills the experience. So this release became the first big push to make the world remember the player. Survival, gathering, crafting, building, persistent inventory, tools, farming, weather, smelting, equipment, and the first real combat systems all started coming together. The map also stopped being only something generated at runtime and became editable data, with floors, portals, and proper editing tools. Accounts and characters arrived too, along with the bow - the first combat mechanic that really forced me to be careful about how the client and server worked together. A lot of it was still rough, but this was the first version where I could log in, progress, build something, leave, and come back later to a world that was still there. It is the point where the project started to feel like Naxtia instead of just the engine for a game that might exist someday.
The first world
This is where Naxtia stopped being just a proof of concept and started behaving like a persistent game.