Aetheria Wiki

Changelog

Unreleased (v1.0 "Bloom", on Beta as 1.0.x)

  • Trees (1.0.1, the start of Orchard & Mill): buy an Olive, Rubber Tree or Maple sapling in the shed and plant() it on grass (no tilling, no watering). Once grown, a tree stays, and its olives, latex or sap ripen again and again: Poncho rolls under it and harvest()s. clear() from next door fells a grown tree for wood (sometimes with the sapling back). Ironwood is rare (from the Loop Warden and the Great Warden), slow to grow, and felled for Ironwood Logs, saved for what comes next.
  • Bushes, flowers and new crops (1.0.2): a Blueberry Bush and a Rose Bush, and Lavender, Marigold and Indigo flowers. Planted on tilled soil, they stay once grown and give again and again (water them for each lot). Flowers in bloom near a beehive make its bonus bigger (up to double), and they calm Poncho when he's next to them (lavender most, up to Content). New crops: Sunflower (gives its seeds), Cotton and Pumpkin.
  • Machines (1.0.3): the Oil Press (olives or sunflower seeds -> oil), the Curing Vat (latex + sulfur -> rubber) and the Kiln (sap -> syrup, wood -> charcoal). Fill them from their window or with deposit(); they work on their own, even while you're away, and the product waits inside. At the bench: Weave Cloth and Ironwood Planks.
  • Frames, crafted parts, oil and paint (1.0.4): a new part slot, the Frame (Poncho's body, under his portrait on the workbench). Frames are crafted only: a Wooden Frame (planks + rubber) or an Ironwood Frame (ironwood planks, rubber and oil). The bench also makes Rubber Treads, a Charcoal Heat Sink and a Canvas Bag. Crafted parts roll rarity and affixes like loot. Oil a part once for 10% more cooling. Paint Poncho red, orange or blue with a rose, marigold or indigo; others see it in shared places.
  • The Hall of Records (Records): leaderboards, this week and all time, for lines of code run and written, crops, potatoes earned, Great Warden damage, the deepest ruin, level and achievements. A gold board in Mendwell (next to the bank) opens them; click a name for their card. Every Monday the week's top 3 on each board are announced and wear a gold name tag for the week. They're on the wiki too.
  • Player cards (Records): click another player's Poncho or their name in chat (or Card in Friends) to see their card: name and title, level, time played, what they're doing, six records and the achievements they show off, with Add friend / Visit / Trade / Report. Pick what yours shows off and who may see it (everyone, friends or nobody); "My player card" is on the notebook's records page.
  • Achievements (1.0.9): 49 of them (a few hidden), earned from your lifetime records: lines of code, harvests, glitches, the deepest ruin, potatoes earned, friends, time played and more. A pop-up when you earn one, the notebook's Achievements page with your progress and how many players have each, and titles to wear ("the Loop Breaker", "the 10x Engineer"...). Gold ones are announced to everyone online. Two new Poncho paints, gold and midnight, are achievement rewards. Everyone playing now gets the hidden Founder achievement.
  • My records (1.0.8): the notebook keeps your lifetime totals: lines of code you've written (only lines that are new since the last run count), lines Poncho has run, crops, glitches, potatoes earned, time played.
  • Discord announcements: the server posts big moments to the Discord's announcements channel: silver and gold achievements, levels 10, 20 and 30, finishing Grandpa's Notebook, newcomers, the Great Warden waking and falling, Mendwell events, and the weekly Records champions. Set your player card to Nobody to stay out of it.
  • Bug fixes from the bug list: #10 a free Grass piece in Build → Paths paints paths back into grass (half their materials back); #9 Play Online has a Main server section (Continue / Log in with Discord, its address no longer shown) and an Another server section (an IP or address and a name).
  • Launch prep (10.6): a Download the launcher link on the wiki's front page (always the newest launcher), a Privacy page (what Discord login shares, what the server keeps and for how long, how to have your data deleted) linked from the wiki and a new Privacy button in the launcher. Chat logs are now kept for 30 days.
  • Ready for a crowd (10.5): a busy Mendwell costs the server less (people's farms are checked twice a second while they're away from them, and one "who moved" list is shared by everyone in town), and the notebook no longer checks every player on the same tick (that caused short hitches with 50 players online). In the Relay Commons, a crate you've emptied fades out for you until it refills, and scan_crates() skips it. Launch limits: the server takes up to 100 players at once (anyone already playing always gets back in), and a brand-new Discord account can start a character once it's 7 days old.
  • The first hour, smoother (10.4): clearer notebook hints for the early goals (pick Potato in the plant block, how to earn your first 100 potatoes, where the manuals are sold, where Send to the Ruins is, how to reach a crate before Poncho has sensors, how to get a better part and how to fight). If a goal hasn't moved for 3 minutes, Poncho reminds you of Grandpa's hint (once more at 15, then he waits). "I need the Syntax Manual: ..." now says where to get it. A "Getting started" on the wiki's front page, and a New here? button in the launcher.
  • A roomier bag: the General Store buys wood, stone, weeds, scrap, compost and seed potatoes (1 potato each; planks and bricks 2), seeds and materials stack to 999, and a notebook reward that doesn't fit waits in your mailbox instead of being lost. More cargo for Poncho: the Cargo Pouch is in the General Store (40), and three new cargo parts drop in the ruins: Scavenger's Saddlebags (item level 12, a little loot find), the Field Backpack (15) and the Hauler Pack (25, the most room but a bit slower). A new cargo-only prefix, Roomy, adds bag slots too.
  • The shop moves to town (1.0.8): buying and selling happen in Mendwell now. A General Store (the green house with the awning, west of the market) sells everything the bag's shop did and buys goods the market doesn't (oil, syrup, cloth...); crops sell at the Market. The bag is just your items now, with Poncho's sample case right under them (it was hidden at the bottom of the shop list), and Poncho says when a sample goes in.
  • A new perk tree (1.0.7): each branch is a tree of icons now, tiers as rows, with arrows to the perks that need another one first, rank badges, a glow where a point can go, and details on hover. Some perks now need a point in the one above them (the arrows); points you've already spent stay.
  • Smaller updates (1.0.6): art and sound are their own download now, and the game's exe no longer changes with every patch, so an update that only changes code is about 1 MB instead of ~128 MB. (This update itself downloads everything once more.)
  • Grandpa's Notebook, chapter 10: The Orchard (1.0.5): a side chapter that opens after chapter 5 (Homestead) and runs alongside the main chapters, one goal at a time: plant an olive tree, pick olives, press oil, cure rubber, build a Wooden Frame, and fell an ironwood. Its goals unlock the other saplings, the bushes, flowers, new crops and the three machines (the Olive Sapling is in the shop from the start). Sounds: a drip when Poncho taps a tree, and the press, kiln and vat when he loads them.
  • Restarts don't stop Poncho any more. Before an update the server warns everyone in chat and gives them a minute. Poncho keeps working your farm through the restart (even if you don't log back in), a program running in the ruins starts again when you're back, and you just get a short line in the chat instead of a "while you were away" window.
  • The Great Warden's schedule survives restarts; a fight cut short by one comes back ten minutes later (with the usual warning).
  • Fixed: after a restart, an away farm could restart a program that had already stopped with an error.

0.9.0 (2026-10-25): Look and Sound

The game gets its look and its voice: pixel art, sound and music, and a new UI. (On Beta as 0.9.1-0.9.6.)

  • Sound! Effects for farming, zapping, getting hit, crates and loot (by rarity), levelling up, goals, mail, whispers, the Warden's warnings and vents, trades, programs starting, finishing and failing, and every button. Music for the farm, Mendwell, the ruins, the Relay Commons, visits, the title screen and boss fights, fading between places. Music, effects and interface volumes in Settings. (Ninja Adventure and Kenney packs, CC0.)
  • Pixel art for the world (0.9.1, Ninja Adventure, CC0): grass, wild land, furrowed soil (still darker when it's richer or wet), the ruins' stone floor and walls, trees, brush, boulders and crates. Every crop through each growth stage (hungry and thirsty crops still show it in their colour; ripe ones sparkle). Mendwell's painted cottages, the bank, the market, lamp posts, flowers and waystones; chests, barrels, hedges and paths on the farm. Glitch drones, wisps and rust brutes are animated monsters, and the Loop Warden and the (now much bigger) Great Warden have proper sprites. Buildings without art yet keep their drawn look; Poncho, items and the menus come next.
  • Poncho in pixel art (0.9.2): his visor shows his mood (happy, calm, uneasy, anxious, and a hot face when he's about to overheat). He leans into his moves, squashes as he works, hops when he levels up, spins on a harvest, shivers when he flees, and smokes when he's running hot. Other players' Ponchos look the same, in their own colour.
  • Little effects: dust when tilling or clearing, a splash when watering, sparkles on a harvest, a puff and a burst from opened crates, smoke when a glitch goes down, a ring when Poncho levels up, and an explosion on every tile the Warden's blast hits.
  • A new look for every window (0.9.3, "Old Stone"): dark slate and bronze frames, gold pixel-font titles with a red X, raised buttons that sink when pressed, sunken text boxes and slots, file-style tabs, and a shadow under each window. Main actions, risky ones and "yes" each have their own button colour.
  • "Are you sure?" before throwing things away, selling a whole stack, respeccing, buying land, buying or listing at the Trading Post, and deleting a saved script. Enter says yes, Esc says no.
  • Icons for every item and part: in the bag, the shop, storage, Mendwell, trades and the Trading Post; the workbench shows each installed part and a big pixel Poncho.
  • Poncho is the game's icon (0.9.4): the window, the .exe and the launcher. The title screen and launcher wear the Old Stone colours with a gold pixel title, and the wiki matches: parchment by day, slate at night.
  • Pixel art for (almost) every building and decoration (0.9.5): fences, gates and stone walls that join up with their neighbours, flagstone and boardwalk paths, the well, sprinkler, beehive, compost bin, field lab, seed vault, silo, mailbox (its flag still pops up for mail), signs and banners (with your writing on them), benches, carts, scarecrows, chairs, birdbaths, the charging dock, Mendwell's boards and Trading Post, and all the rare decor: fountain, obelisk, rusty robot, trophy, Grandpa's tractor and a windmill. Only the greenhouse keeps its see-through drawn look.
  • You're never on screen now (0.9.6): you send Poncho his orders wirelessly. In the ruins the person at the entrance is replaced by a relay beacon that works the same way (glitches keep away, Poncho calms down beside it). "Bike to the Ruins" is now "Send Poncho to the Ruins" / "Call Poncho home".
  • Fixed: after the server restarted while Poncho's program ran, the code panel could stay locked ("Running") with Stop doing nothing (bugs #7/#8). It now catches up with the server, and Poncho says the program stopped.

0.8.0 (2026-10-25): While You Were Away

Poncho keeps working while you're logged off, and tells you what he did when you're back.

  • Beta now carries the next milestone (0.8.0, then 0.8.1, 0.8.2...); Stable gets each finished one.
  • Poncho keeps working while you're away: log off on your farm and, for up to 8 hours, the farm grows and his program runs at half speed. Log off elsewhere and he bikes home to rest while the crops grow. A "While you were away" window shows what he did when you're back. Solo saves catch the crops up on load.

0.7.0 (2026-10-25): Trade

Players trade with each other: directly, or through the Trading Post with listings and buy orders. The server keeps everything in a database so a trade can never half-happen.

  • Trading between players (Poncho level 5+): anyone in Mendwell, or a friend anywhere. /trade name, the Friends panel's Trade button, or Actions → Trade with someone. Both sides put things in, both press Ready, and it all swaps at once (any change clears both Ready ticks). Parts show every stat first.
  • The Trading Post in Mendwell (level 5+): list things for sale at your price, buy from other players, post buy orders ("I want 50 Corn at 6 each") that others fill from their bags, and collect your pay even after selling while offline. 1% to post, 5% of each sale; listings last 3 days. Prices shows recent sales and the week's average.
  • The server now keeps its saves in a database (SQLite), with a log of every trade, so a trade can never half-happen. Old saves were moved over automatically.
  • The bottom bar's buttons are in one Actions menu, so it no longer runs under the side panel.

0.6.0 (2026-10-24): Together

Reasons to play together: a shared ruin, a world boss, community events, and the moderation tools to run a server for more people. Plus the Aetheria Wiki.

  • The Aetheria Wiki is online at https://vps-207979dc.vps.ovh.us/wiki/ (open it from F2 help, the Esc menu, the launcher's Wiki button or the dashboard). It's rebuilt on every server update: every command, crop, item, part, affix, enemy, perk, recipe, manual, build piece, event and notebook goal, straight from the game's data, guides for every system (the manual, split by topic), "Your first hour", Help and FAQ, the changelog and roadmap, with search.
  • Moderation: player reports go to a report queue on the server dashboard (with the chat lines), where a moderator can dismiss, mute for 24 hours, kick or ban. Bans are by account, timed or permanent, and a banned player is told why and until when at login.
  • The Friends panel lists everyone you've muted, with Unmute buttons.
  • The Relay Commons: a big shared ruin (level 5+) everyone online explores together. Glitches respawn and chase the nearest Poncho; everyone who helped with a kill gets their own loot, and crates are personal (refill for you after 5 minutes).
  • The Great Warden, a world boss: every 3 hours it wakes in the shared Warden's Arena (level 5+), with a warning in chat 5 minutes before. Everyone online fights the same one; its health grows with how many Ponchos are there. Beat it within 15 minutes and everyone who did at least 2% of its health gets Loop Cores, Glitch Cores, XP and a shot at a Legendary part by mail.
  • Loop Core (new material) and the Warden Assembly recipe: 3 Loop Cores + 2 Glitch Cores make a Legendary part.
  • Mail can carry a whole rolled part now.
  • Community events: the server works toward one goal together (hand items in at Mendwell's new Event Board, or harvests and glitches count by themselves). Meet it in time and everyone who helped gets rewards by mail; the top 3 get a Mendwell Trophy decoration. Started from the server dashboard. First three: The Great Potato Drive, Glitch Sweep and Harvest Festival: Corn.
  • Balance pass (v0.6): the Great Warden has 500 health per Poncho (was 900; a typical level-5 Poncho does its share in about 6 of the 15 minutes), a 40% Legendary chance (was 25%) at your best item level. The Relay Commons drops loot at your own best item level with depth-6 glitches (was a fixed item level 45, a shortcut at level 5). The Potato Drive wants 10,000 (was 20,000), and admins can size any event to the crowd. ./tools/godot.ps1 balance now covers the world boss, the Commons and events.
  • Faster: the Loop Warden's marked tiles are worked out once instead of every tick, and sent as a pattern instead of a tile list.

0.5.0 (2026-10-24): Tools of the Trade

Programming quality of life: autocomplete, a blocks-first start, nested blocks that look nested, a step-through debugger, and a script library with run_script(). Plus the mailbox opening and in-game bug reports from after 0.4.0.

  • Saved scripts: a script library above the editor. Save as, Load and Delete (up to 10, saved with your character).
  • Subroutines (new Engineering perk, tier 2): run_script("name") runs a saved script from inside a program, sharing its variables and functions. Its lines don't count against the motherboard limit.
  • Step-through debugging: Pause, Step and Continue buttons, and breakpoints (click left of a line number in Text, or the circle on a block). While paused, a box shows the line about to run and your variables. Works online too (it all runs on the server).
  • New players start with blocks. Typing programs (the Text tab) is unlocked by proving you've got loops and choices: the new end-of-chapter-1 goal Loops and choices (an if inside a loop) gives Grandpa's Typing Manual. Characters who were already past the first loop keep typing. Chapter 1's hints now talk about blocks, and clicking a sensor tile adds a move block when Blocks is open.
  • Nested blocks look nested: a block inside a loop or if moves right as a whole, and a coloured rail runs down from the loop or if to its last block, so the program's shape shows at a glance.
  • Autocomplete in the code editor: a dropdown as you type (after 2 letters, or Ctrl+Space) with the commands Poncho knows and their inputs (plant(crop)), constants, your own variables and functions, keywords and built-ins. Tab or Enter accepts. Commands he hasn't learned show greyed out with the manual or perk that teaches them.
  • A new opening: every farm has a mailbox. The first notebook goal is now simple: grow and harvest a radish (the starter program plants them; you start with 3 radish seeds). Grandpa's Waystone arrives in the mail; place it (it goes up at once) and go sell your radish in Mendwell. Town, chat and other players are now minutes in instead of chapter 5. Older characters get a mailbox and, if they have no Waystone, a Waystone Kit in the mail.
  • Mail (from the notebook and friends) is collected at the farm mailbox, or at the Mendwell bank.
  • Report bugs from the game: F8 (or Esc → Report a bug). Version, place and recent messages go along; solo reports are sent the next time you play online. They land on the server dashboard's new Bug reports panel.
  • Fix: the Mendwell bank (and other town tabs) looked empty right after a deposit until reopened. The items were always safe; the screen now updates when the server's answer arrives, and the server sends everything right after any action.
  • Fix: in Mendwell the sensor grid covered the waystone (and blocked walking near Poncho); it's hidden in town and on friends' farms now.
  • Fix: swapping parts while a program runs used to be refused with the reason only in chat (it looked like equipping did nothing). Swapping now stops the program, and the workbench shows the result.
  • Fix: item tiles (bag, workbench) only took clicks on their margin; the whole tile works now.
  • Fix: the tile info under the cursor was hidden behind the bottom buttons; it has its own bar above them.
  • Right-click an item in the bag to throw it away (asks first).
  • Launcher: readable text (it was drawn at ~40% size), and it shows the history of earlier updates.

0.4.0 (2026-10-24): The Shared World

Online, Aetheria Bloom is now one world: the live server at wss://vps-207979dc.vps.ovh.us, Discord login.

  • The launcher (AetheriaLauncher.exe): pick Stable or Beta, updates itself from the server (only the files that changed), keeps the previous version as a backup, puts it back if a new build won't start, and has Repair. Beta keeps its own saves.
  • One Mendwell for everyone online: see other players' Ponchos walking around with their names, click the ground to walk, and "Here: ... · N online" in the town bar.
  • Chat: talk to everyone in town (speech bubbles over Ponchos), /w name whispers anyone online, /r replies, /mute, /unmute, /report. Filtered and rate-limited.
  • Friends: add friends, see who's online and where, visit their farms (look-only, even when they're offline) and leave notes, choose who may visit yours, and mail them items via the bank.
  • Smoother online play: the server sends only what changed (a busy farm went from ~500 KB/s to ~2 KB/s), your game grows crops itself between updates, and a dropped connection reconnects on its own.
  • The Loop Warden's warning tiles now show online.
  • Soak-tested: 30 bot players (half farming with programs, half walking and chatting in town) for 3 minutes over real connections: no errors, no disconnects, no memory growth. It caught a slowdown (26 ms average ticks, spikes to 137 ms); the server now checks slow-changing data twice a second instead of every tick: 7 ms average, worst 42 ms, a fifth of the bandwidth.
  • For the server's admin: a password-protected dashboard (players, live log, charts, debug console, chat and report logs, kick, chat bans).

0.3.0 (2026-10-24): Grandpa's Notebook

  • Grandpa's Notebook (N): chapters of goals with Grandpa's notes, hints and rewards. Chapters 1-3 cover the opening through the first ruins. A goal strip under the status bar shows what to do next.
  • Some shop items (Hobbyist Board, Tin Heat Sink, Horticulture/Navigation/Functions manuals) now unlock through the notebook. Older saves keep everything they could already buy.
  • Setting: everyone is human; the Great Loop is the reason people fear robots. New intro lines.
  • Soil chemistry: every tile has Nitrogen, Phosphorus, Potassium and pH, from a natural soil map. Each crop has its own pH range and nutrient needs. The scarcest nutrient sets the harvest (30%-120%), wrong pH cuts it more. Harvests take nutrients out; beans fix nitrogen. Plants show symptoms (yellow = low N, purple = low P, brown edges = low K, stunted = pH).
  • Soil tools unlock as you go: Compost (notebook ch. 1), Urea (ch. 4), and new Horticulture perks: Soil Science (take_sample(), the Soil Lab, get_lab(), soil map on M, Lime/Sulfur), Nutrient Balancing (Phosphate/Potash), Field Probe (live probe()), Precision Spreading. New spread(Urea)-style command. "Fertilizer" is now Compost.
  • Land: the farm is now a 96 x 64 valley of 4 x 4 plots. You start with Grandpa's corner; buy more on the Land map (L), next to land you own, for a rising price. Wild land can't be farmed. Notebook chapter 2 gets "Room to grow". Old saves keep their farm as the starting corner.
  • Big maps: pan with WASD/arrows or middle-drag, F to follow Poncho, zoom out further. The farm is drawn in chunks and crops grow in half-second batches, so a fully planted valley stays smooth.
  • Potatoes (the currency) all fit in one bag slot.
  • Build mode (H): paths (Poncho rolls 10-30% faster on them), fences, stone walls, hedges, gates and ten decorations. Ghost preview, drag to paint lines (Shift for areas), rotate, demolish (half refund), undo. Wood, Stone, Planks and Bricks in the shop.
  • Wild land: the valley is full of brush, trees and boulders (Grandpa's corner starts clear). New plots must be cleared with clear(direction) before farming or building: brush gives weeds, trees give wood, boulders give stone. look(direction) sees what's next to Poncho. Weed Compost recipe. Notebook chapter 2 gains "Elbow grease". Land bought before this update stays clear.
  • Storage: Chest, Silo (crops, sell straight from it), Seed Vault and Compost Bin (weeds and crops turn into Compost). Click one to open it. Programs use deposit(), deposit_all(), withdraw(), stored() and scan_structures(); item names like Wood and PotatoSeed work in code.
  • Working buildings: Well, Sprinkler, Beehive, Charging Dock, Greenhouse and Field Lab. They start as construction sites that Poncho finishes with build(direction). Wells and sprinklers water crops in range, bees grow harvests, the greenhouse speeds growth, dock() cools Poncho, the field lab makes soil tests free and fast. New notebook chapter 5, "Homestead", unlocks them.
  • Signs and banners you can write on (click them; read_sign() in code). Text is filtered.
  • Rare decor from ruins-crate kits: Loop Obelisk, Rusted Robot, Old Fountain, Grandpa's Tractor, Windmill.
  • Blueprints: save an area you built and stamp copies anywhere (Build mode, Blueprints tab).
  • Mendwell, the valley town: build a Waystone to travel there. Request board (deliveries for the townsfolk), town trust (Wary to Beloved: better prices, trader goods, cheaper land), a market with daily prices and a rotating trader, and a bank. Notebook chapter 6, "Into Town". No programs in town.
  • Online: the travel buttons no longer disappear with the speed controls.
  • Shed upgrades (crafting bench, Shed tab): Workshop, Barn, Homestead Hall, with new recipes (planks, bricks, cheaper circuits and cores), more bag slots and a shop discount.
  • New crops: Radish (fast), Beans (restore soil here and next door), Corn (needs rich soil, sells well).
  • Selling: the bag's Sell list buys radishes, beans and corn.
  • New commands: get_crop(), plus get_soil(), get_neighbors(), get_ripeness() from the new Agronomy manual. Notebook chapter 4, "Tired Soil".
  • Economy fix: a potato harvest now gives 2 potatoes and a seed potato back (it used to give 1 potato for a 5-potato seed, so farming lost money).
  • Hover a farm tile to see its soil, crop, ripeness and water.
  • Fix: exported builds rejected plant(Potato) and other commands with inputs.
  • The Loop Warden: every fifth ruins depth is a boss room. The Warden marks tiles in a fixed loop (rows, columns, ring, cross), blasts them, then vents for 6 seconds with its shield down. New sensors danger(), scan_danger(), boss_open(). Beating it drops Duskberry cuttings, glitch cores and a 35% legendary chance.
  • Duskberry: a perennial bush. Plant it once and pick it 5 times; picking it unripe pricks Poncho. Likes acid soil (pH 4.5-6.0). From the Warden, or the Mendwell trader.
  • Syntax Manual: Memory: dictionaries ({key: value}, get, keys, values, items, pop) and remember() / recall() / forget(), which keep values between programs and in saves.
  • Notebook chapters 7 "The Deep Relay" and 8 "Memory".
  • The Aether Lily: the endgame crop. 5 minutes, and it needs water the whole time (it drinks every 40 s), soil health 80+, and 3 different crops next to it. Neglected, it wilts; healthy, it gives its bulb back. Notebook chapter 9 "Bloom" (the last one). Mendwell's Beloved requests want lilies.
  • Notebook goals can end with a line from Poncho (story beats).
  • Balance pass: Duskberry regrows in 60 s and sells for 5 (it was either worthless bought or far too strong free); a spent bush leaves a cutting. Trader cuttings 2 for 90. ./tools/godot.ps1 balance prints the economy (crop income, notebook rewards, XP curve, land prices, the Warden fight).

Online play (M0-M3, 2026-10-22 to 10-24)

  • Play Online: connect to a game server; the server runs your farm and Poncho, and the game shows it live.
  • Log in with Discord (once the Discord app is set up), then Continue as <name> for 30 days.
  • Intro tips are remembered online too.
  • Player manual (docs/MANUAL.md): controls, screens, G-Script, commands, loot, crafting, perks, examples.

0.2.0 (2026-10-22): loot, crafting and progression

  • Diablo-style loot: every part rolls rarity (Common to Legendary), item level and up to 5 random affixes from 15 (4 tiers unlocked by item level), with generated names like "Overclocked Calyx Pro CPU of Fortune". Loot beams, rarity-colored callouts, and tooltips that compare against what's equipped.
  • 7 legendaries with rule-changing powers (free loop checks, attacks that vent heat, never fleeing, bumper crops, hopping walls, extra loot, faster cooling).
  • New stats: loot find, crop growth, experience, fear resist, plating, double harvest, shop discount.
  • Syntax Manuals: Sensors, Horticulture, Navigation and Functions teach new commands and the def keyword. Read them from the bag; your first ruins crate always has one.
  • Crafting bench (C): salvage parts into materials, craft recipes, reroll affixes, upgrade rarity, temper parts past their normal maximums.
  • Levels and perks (P): Poncho levels to 30; spend points in a three-branch perk tree with capstone powers (including the new Sprinkler). Respec for potatoes.
  • Depth ladder: clear a ruin's depth to unlock the next; deeper means tougher enemies, more crates and better loot. New enemies: Static Wisp and Rust Brute.

0.1.0 (2026-10-21): first playable

Fresh rebuild of Aetheria Bloom from a blank project.

  • G-Script: a Python-like language with its own interpreter. Loops, conditions, functions, lists, friendly errors with line numbers and "did you mean" hints. Runs a few lines per tick so the CPU stat matters and an endless loop can never freeze the game.
  • Programming: text editor with highlighting and live line tracking, plus a Blocks view of the same program. Click Poncho's sensor grid to insert moves.
  • Farming: till, plant, water, fertilize, harvest. Crops need water, and fertilizer speeds them up. Potatoes are money; the shop sells seeds, fertilizer and starter parts.
  • Hardware: 14 parts across six slots with rolled stats and rarities. The workbench shows Poncho with his parts wired around him. CPU = lines/second, motherboard = program length, heat sinks keep him from overheating, servos = speed, sensors = reach, cargo = bag space.
  • The ruins: a new layout every trip, with crates of loot and glitch drones whose hits heat Poncho up and scare him. When he's anxious he abandons your program and flees to you, then gets back to work.
  • Saves (autosave too), pause menu, settings, help screen, first-run tips.
  • Launcher that updates the game from a private GitHub builds repo (download, verify, swap, relaunch, automatic rollback), plus tools/release.ps1 to build and publish playtest releases.