Fresh from the Forge

News & Patch Notes


Wyvern ships player-facing improvements nearly every day. This is the running log, newest first — also available as anRSS feed.

2026-08-19

Surprise me

  • Surprise me — play now! One tap on the character-creation screen rolls you a race (none of the hard ones), a look, a gender and a free name, and puts you in the game — for the player who came to play, not to browse.
  • Skill caps are out in the open. skills now shows each skill's cap, the training menu marks a skill "(maxed)" instead of quoting gold for a point that would do nothing, and train refuses to sell you one.
  • Your home is safe from your own swings. Doors, walls and statues in a home, stall or bazaar venue now shrug off melee, thrown weapons and traps the same way they already shrugged off spells.
  • The Badass Arena keeps its own scores. Minath's Badass gauntlet now has its own scoreboard and victory shout instead of sharing the normal arena's list.
  • Combat & magic. A weapon's spell proc only announces itself when the spell actually fires. Dispelling a shield no longer strips the guard of a different shield you still have up. pet attack on a rival's summon no longer leaves your pet hunting that player by name forever. Random dungeons no longer seal a shop or forge off from the rest of the level.
  • Comfort & clarity. The Send Feedback dialog now offers Praise. View → Windows now mentions the window command for putting any window on an alias or key. Clicking the Messages, Combat and Chat tabs no longer steals the caret from your command line. On phones the paperdoll's defense strip wraps instead of squeezing its labels. Crown machines and vendors now say Crowns and Bonus Crowns, the same words score uses.
  • Fixed: guild art applies correctly even if you were wearing another guild's look, and leaving a guild restores your own; a gift-quest giver puts your reward at your feet when your bag is full instead of losing it; commands <player> no longer reveals another player's guild, quest and inventory verbs; travel stops at once with an honest message when a gate refuses you, rather than waiting and blaming the path; the full-moon glow now arrives and fades at midnight without a nudge; Builder Mode restores the viewport you had before entering it.
2026-08-18

Eighteen races at a glance

  • Character creation starts with the whole cast. The first screen is now a grid of all eighteen races, each marked Easier, Normal or Harder — tap one to browse just that race's looks — instead of a 45-card walk that opened on a dozen humans. And when the perfect name won't come, a name generator offers tap-to-use suggestions, including fresh ones when the name you wanted is taken.
  • Your window keys are yours now. The Alt shortcuts that open Inventory, Ground, Spells, Messages, Chat and Combat can be rebound under Shortcuts & Macros → Window keys; it warns before you take a key your movement or aliases already use, and unbinding one hands it back to the game.
  • Sign-ins and accounts. Sign in with Apple works again after a stretch of refusals, the account-linking section now appears on every platform, and crown purchases credit the right wallet when your accounts are linked. Deleting your account now signs its characters out everywhere and always answers, even during a storage hiccup.
  • Comfort. A new Settings option sizes item rows to match your Messages text, your gauges and effect chips can be dragged anywhere the minimap can go, you can delete messages from your mailbox, and monster noises are a notch quieter across the board.
  • The training hall plays fair. Its practice elementals now only fall to magic — no more clearing the room with a bow or autofire.
  • Fixed: auto-travel no longer quietly gives up at ordinary map crossings, and it steps on the teleporter it actually planned; classic on knows where every starter quest begins; emote animations no longer freeze on quiet maps; Electrify's forks split from the point of impact and stop slipping through walls; being too overloaded to move where dropping is forbidden no longer traps you — you can shed weight anyway; a paid custom title retired by moderation refunds exactly what it cost; a long naga's run-to-click survives tight corners; a mine-cart ride ends when its rider leaves the map; and a wand waved before you've ever turned now fires properly.
2026-08-14

Quests the old-fashioned way

  • Solve it yourself. classic on turns the help off: guidance still walks you to where a quest begins, then goes quiet — no compass, no auto-travel, no objectives or step lists in your journal. Quests still track and award exactly as before, and classic off restores the guidance.
  • Summons that actually fight. A summon no longer head-butts a tree forever on its way to an enemy, an ordered pet that loses sight of its quarry falls back to normal aggro instead of standing idle, and arrows and bullets are no longer swallowed at the muzzle by your own pet or a friendly player. Spell summons vanish when you log out rather than returning ownerless and blocking the next one, and pet attack works inside an alias again.
  • Pets get up to things. A skunk pet can spray — a temporary dodge penalty that hands back exactly what it took — and a leprechaun pilfers the odd coin; the Fight Arena is off-leash. Your pet's card also steps out of the corner instead of sitting on your HP and SP gauges.
  • Missions pick the row you tapped. Boards, the mission menu and journal rows bind to the mission itself, not its position in a list that re-sorts underneath you. A mission you already hold no longer tells you to finish its prerequisite first, and a chained follow-up no longer quietly retargets you off what you were doing.
  • Plain speaking. The training menu names the purse it spends from — your bank, not your pocket — and quotes the price you'll actually be charged; "not enough free hands" names what you're holding and how to free it; opening a chest or a door says so, and the chest's lid looks open afterwards.
  • Your own say and shout lines are tinted apart from everyone else's, read finds the sign you're standing beside, and look grave prefers the grave to the gravel.
  • Fixed: auto-travel stopped dead at town gates and city entrances, killing most cross-town routes; dying in Alaria's outskirts now wakes you in its own chapel instead of across the world; the New Verden catacombs declare their real danger level; the starter weapon can no longer be lost by storing it at home; and arrow traps fire a visible arrow from the tile you came in on.
2026-08-11

Doors that warn you first

  • The deadliest doors out of New Verden turn you back. The Old Ruins cave mouth, the way down into the water maze and the well past it, and the two cottages in Moriart's Maze now refuse anyone too green for what waits inside, and they say so in their own voice — "A chill warns you off" — instead of a bare error.
  • Graduating leaves you somewhere you know. Finishing the tutorial now saves you at the Adventurers Guild, on the floor in front of the mission board, instead of dropping a returning graduate into an inn they had never set foot in.
  • Rods keep their charge until they actually cast. Waving a rod, opening its target list and backing out costs you nothing now — no charge, no mana, no cooldown — and cancelling a spell prompt no longer credits a fetch-it mission step for a reagent that was already in your pack.
  • A friendlier first moment on the web. play.ghosttrack.com greets you with a branded loading screen while it starts up rather than a blank page, and its text no longer waits on fonts to arrive.
  • Take Wyvern with you. After your first session on the web, you'll be offered the option to install the game to your phone's home screen.
  • Fixed: a failed Continue with Google on the web now shows a message instead of leaving the login card silent, the Messages panel's tabs no longer overlap into garble on the iPad rail, and the Alaria gem shop's sign reads properly at last.
2026-08-10

Now with feeling

  • Your emotes have bodies now. Type laugh, shiver, dizzy, jump, rage and friends and your character acts it out — bobbing, trembling, slumping, puffing up — and so does everyone around you, with reduced-motion honored. A second wave adds two dozen more, from stomp and guffaw to curtsy, flex and bigoof, while stare and flirt sway gently and float little hearts. There's a new lean as well, on its own or aimed at someone.
  • A guide to the money. The Game menu now carries a Currency Guide explaining Gold, Crowns, Bonus Crowns, Loot Tokens, Boss Tears and Quest Points in a line or two each.
  • Starting out. Creating a character now drops you straight into play instead of back at your character list. Finishing the tutorial hands you a chain of missions to follow instead of an empty journal, and the New Verden mission board sorts its notices by how well they fit your level. The starter weapon from your care package survives logging out now, and retires with a ceremonial line at level 8.
  • New Verden says what it means. The town's under-street hatches, false-front cottages and killer doors describe what waits below or behind them — including when to bring a light — the Old Ruins junction signpost bands all eighteen destinations by danger, and the east-wall Goblin Path teleporter no longer yanks a level-1 graduate out of town.
  • A death ray looks like a death ray. The grave lance is a dark violet shaft with an acid-green core and the classic bone-white skull at its head, so you can tell it from a lightning bolt at combat speed.
  • Comfort. Inventory, ground, spell and bag rows scale their text and icons to your screen — larger on phones, tighter on desktop. On Android, the login card remembers you and offers Continue with Google in a single tap.
  • Fixed: four sounds that had been silently missing play again, a music regression that had reverted the loudness pass and dropped 175 newer sounds is repaired, your paperdoll refreshes when worn gear is destroyed, stolen or dropped, a kept stack no longer loses its do-not-sell mark when it merges with an unkept one, and characters standing in a poison cloud stop wearing dark slabs.
2026-08-09

The Wizard of Sokoban retires his old line

Updated 2026-08-15 with the final deal, after the balance council weighed in and the last objection window closed: redeemed gear is unbound, the retirement covers the legacy Red and Gold Wizard's variants too, every voucher is a red voucher except the gold half of a legacy Gold pair (the earlier "red or gold, your choice" is withdrawn — see below), legacy Red and Gold both pay double, and the pouch is no longer part of the retirement at all — details in the bullets below. Credit where due: the trophy idea is Rizato's, the heads-up window Asmodean's, the real-money flag SirPam's, the tier ladder, census and the no-free-gold call Dyana's, and the gold pair Pado's.

  • Two weeks' notice, straight from the Wizard. On August 23 the twelve classic Sokoban wizard pieces retire: they become trophies — yours to keep, display and appraise, but no longer wearable. That covers all three colors of his early work: the classic blue pieces and the rare Sokoban Red and Gold Wizard's variants built on them.
  • You come out ahead. The Wizard of Sokoban himself sets up shop that day: soko convert turns an old piece into a bound voucher — a red one for a classic blue piece — and soko redeem trades a voucher for the matching piece of that voucher's own tier in the class set of your choice — warrior, samurai or sorcerer — a full tier above what the classic blue gear ever was. Converted pieces stay in your hands as trophies, marked with the Wizard's own stamp.
  • Red and Gold both pay double. A legacy Red piece converts to two red vouchers; a legacy Gold piece converts to a gold voucher and a red voucher — the announced gold-and-red pair. Either way its holder fills two slots where they had one.
  • What you redeem is yours, free and clear. Redeemed pieces are unbound: wear them, trade them, sell them, or hand them to an alt — they behave exactly like the same piece found in a boss map today. (The vouchers themselves stay bound to you; the deal is per-holder.)
  • No deadline, ever. Conversion never expires; retire your pieces whenever you're ready. Nothing is deleted and nothing converts without your say-so.
  • Red is the line — the earlier "red or gold, your choice" is withdrawn. The council's call: red versus gold is power progression, not paint, and a free gold pick would have minted hundreds of top-shelf pieces overnight. So every voucher is a red voucher, except the gold half of a legacy Gold pair — the only gold the Wizard hands out is what legacy Gold holders already earned. You still pick your class set at the counter; the voucher names its tier.
  • The pouch stays. It's a utility bag, not gear — it isn't retiring, it isn't converting, and the earlier plan to pay a crown credit for it is withdrawn. Your pouch keeps working exactly as it always has.
2026-08-07

Clear water, moving sound

  • The fountains run clear again. Public fountains across the realm — Minath, Alaria and beyond — had been running an unfortunate yellow since mid-July; the alchemists finally traced the contamination and the waters are blue once more. Players reported that one.
  • Sound follows what makes it. A looping sound now re-aims as its source moves, so a growling monster circling you swells, fades and shifts from one ear to the other instead of staying frozen where you first heard it — and something that wanders into earshot after you arrive is audible now.
  • Ball and cone spells find their weight. Each now carries a pause after casting scaled to how strong it is — none at all for the lightest, and a heavy spell's pause shortens as your skill grows — with missile speeds matched to the same scale. A poison cloud also drifts much further before it thins out.
  • Fixed: pressing a button you haven't bound yet points you at button-bind <n> <command> instead of a command that doesn't exist, and the flying balloon names the exit beneath it the way walking does, without calling out route markers.
2026-08-06

Orders for your summons

  • Your summon takes orders. pet attack sends it at whatever you've targeted, pet attack <id> at a particular monster you can see, and pet passive stands it down — a player asked for a way to point a summon at something its own instincts would have walked past. An order that stops making sense, because the target died or left the map, simply lapses and normal behavior takes over.
  • Health bars over your own summons. A creature you summoned carries a health bar the same way a monster you're fighting does, so you can see at a glance how your companion is holding up. Another player request; other summoners' pets still draw you nothing.
  • Jump leaves the rest of you free. Casting Jump no longer parks your looking, talking, casting and pack for the length of the two-square hop — only your feet ride it out.
  • Safer saves. A login on a server mid-rotation that would have quietly dropped gear that server didn't recognize is now turned away instead; try again a moment later and you land with everything intact. And a flaky lookup can no longer take away a living character's house.
  • Fixed: reconnecting — a page refresh, or picking the game back up on a second device — keeps your guidance and Hall of Records listing toggles showing their real state.
2026-08-05

The road walks itself

  • Travel there hands-free. The new travel command walks you along your tracked mission's route, stopping the moment you're hurt, move on your own, or type travel stop — and your journal's tracked mission gains a Travel action. Out on the continent the compass aims down a real trail now, instead of through the mountains.
  • Open windows by name. window inventory on — or ground, spells, messages, chat, combat — so any window can sit on an alias or key you choose. A player asked for it.
  • Comfort & control. An off-by-default Settings → Interface option lets a gamepad's bumpers walk the button bar and the left trigger press the highlighted slot. The damage flash gets an off switch and a threshold, so by default only a hit taking 5% of your max HP paints the red rim. Dragging gear in your web inventory drops it where you aimed again. And the Settings dialog keeps one size across its tabs.
  • The Minath Monster Arena keeps score. Clear one of the built-in arenas and you get your results and the Town Crier's shout — a player reported that neither ever came.
  • For new characters who type. The first missions name real commands — loot chest, sell all — instead of telling keyboard players to tap, the shop errand marks the store's door on your map, and the talking lesson lets you walk out instead of holding you there.
  • Combat & spells. A weapon that procs a spell no longer breaks its own concentration on your next step, so the whirlphlosion axe's frost wave grows to full size — two players reported that one. A siren's lure drags you without locking you out of looking, casting or your pack. And fireballs stop chewing the garden doors inside Minath homes.
  • World. The Crypt of Ernzof's doorway dwarf hands out the quest again, Kyalami's Memorial Tower no longer turns away characters above level 5, Sokoban's weapons hit harder across the set, and the Obsidian Precipice's boulders take a share of your health per hit and shatter into rubble.
  • On a phone browser, shop floors name the item you step on, exits name the teleporter underfoot, and your mail opens the tappable mailbox — affordances the iOS app already had.
  • Fixed: walls in fog draw as walls instead of dithered floor, a bare apply on a marked staircase no longer hits the mission marker, a bayonet still attached to your gun can be repaired at the anvil, the newbie-house quest stops pointing you at unreachable lava, and auto-eat will lick an Everlasting Gobstopper when nothing else is left.
2026-08-04

Who's who, and what your gun really does

  • who names your guild. Your guild shows beside your level and race everywhere the player list appears — typed who, the #who dialog, guildwho, and the Who's Online page. A raid leader recruiting for boss runs asked for it.
  • Know what your gun really does. appraise reports malfunction chance and reload speed as the wielder actually gets them — a parrot on your shoulder reads as the real 0, with the gun's own number in parentheses when the two differ.
  • Health bars beyond monsters. A wall or gate you're attacking now carries a health bar while you damage it, so you can see how close it is to giving way.
  • A bigger free stall. Your free bazaar stall is rebuilt roomier at 8x8 the next time you walk into it, with your goods and your own placements exactly where you left them.
  • The auction-house concierge answers in numbered lines, one match each, and those numbers are the ones bazaar find <number> takes — a player sent in a screenshot of the old wall of text.
  • Stay out of the index. Settings has a per-character toggle to keep that character off the public Hall of Records player list.
  • Your commands list makes sense. Some sixty verbs that used to pile up under "Other" — enter, swim, learn, forget, equip, keep, the shop verbs, the greetings — are filed under the category they belong to, each with the description its own handler gives.
  • Combat. A large character — an uncoiled naga with a wall at their flank, say — no longer loses the shot at launch; the arrow leaves the bow.
  • Comfort & clarity. Flipping the command box in or out of the Messages window no longer takes the caret out of your sentence. Steering with the fire pad stops parking your other actions for a step. Builder Mode's archetype sheet keeps its title and close button clear of an Android status bar.
  • Fixed: reloading after a long session reconnects you to the server you were actually on instead of timing out, your summoned pet comes along through a world rotation even when you're set down somewhere unexpected, a teleporter whose destination differs only in capitalization works again, an offering paid from your wallet costs what it asks rather than the coin stack you were carrying, and name sword of hover names the sword instead of vanishing.