7 DAYS OF FUN
Week two · 31 October – 7 November 2026 · Everything in one place
14 days in! Since opening day we've fixed over 100 bugs and the server is now a lot more stable. Thanks to everyone who's helped with the bugs and stuck around. Most of this list came from your reports on Discord and the forums.Week two · 31 October – 7 November 2026 · Everything in one place
Rewards
- 500 MVCP thank you — everyone who logged in this week has been given 500 MVCP. It's already on your account.
- Welcome back: 300 MVCP — if you haven't logged in for 7 days or more, log in this weekend (before Sunday midnight UK) and 300 MVCP is added automatically, with an in-game mail.
- Wooma 40 · Bug Cave 60 · Angled Stone Tomb 60 · Zuma 100 · Red Moon 100 · Fox 180 · Dark Devil 150 · Kings Tomb 90 · Yimoogi 220 MVCP.
- Fox and Yimoogi land you inside the room — no orb, key item or full party needed.
- Group teleports: up to 8 characters, every extra character is half price. Leader pays for everyone, or everyone pays their own share.
- Every trip comes with a free TownTeleport.
- Single teleport every 30 minutes, group teleport every hour. After a group teleport, your first single teleport back has no cooldown.
- Does not count towards any quests or cave challenges while you're in that cave.
2. Stability
- Logging in and out no longer freezes the whole server.
- Loot, deaths, potions, scrolls and the 5-minute save no longer wait on the database, so one full bag can't freeze everyone.
- A burst of network traffic no longer freezes the world.
- Zuma Taurus room lag spikes cut.
- Fixed several crashes: NPC clicks, item saves, and monsters hitting a hero whose owner had just logged out.
- Characters are saved on a timer and before every shutdown. Fixed a rare save bug that could put an old copy of a character back.
- Rate limits no longer kick you for clicking rankings.
- A refused step no longer yanks you across the screen, and you can't get bounce-locked on empty tiles.
- Monsters stay on the square the server says they're on, and their steps play at normal speed.
- Boss knockback and attacks no longer leave you a square or two out of place.
- You can no longer run through monsters to cross caves.
- After a random teleport the cave is no longer empty.
- The first cast after switching spells works.
- Holding a spell key no longer fails every second cast, and pressing a spell during the cast delay no longer freezes you.
- Flame Field works when your mouse is past its range. Lightning and HellFire aim at the cursor.
- Mana isn't taken when a cast doesn't fire. Dash skills and Twin Drake charge properly.
- Monster magic attacks now roll from MC/SC instead of DC.
- Curse shows when it lands and how long it lasts.
- Mirroring: you can see your clone, and its Thunder Bolt hits at your damage.
- Entrapment holds the monster after the pull.
- Archer — big buff to shot power, MP now matches the Taoist, summons stay until killed, Vampire Spider follows you. Archers start with a Wooden Bow, and existing archers got one by mail. Bows back to normal prices.
- Assassin — interim pass on Flash Dash and DC skills. Flash Dash steps forward.
- Taoist — Healing Circle heals allies and slows enemies (no damage). Bone Familiar, Shinsu and Holy Deva are tougher.
- Skill levels — level 0→1 and 1→2 need about 80% less skill EXP on all 109 spells.
- Taoist heroes summon Shinsu and Deva properly, one pet at a time.
- Archer heroes use all their enabled attacks and shoot with a bow.
- Heroes no longer attack their own skeleton. Monsters can pick a closer hero instead of all chasing you.
- Pets stop ping-ponging, stop flipping targets every hit, and walk smoothly.
- Pet and hero modes show on the HUD (Ctrl+A / Alt+A).
- Hero class choice no longer creates a Warrior by mistake.
- Electric Shock taming is shorter, and shocked pets last three hours.
- Fixed quest chains: Merchant Vincent, Village Chief Andrew, Merchant Anne (carriage chain) and Merchant Sandford.
- 39 shop quests now ask for the renamed Earth Necklace items.
- Scroll of Seal (for the Skull Pile maze in Serpent Valley) drops from Ghoul.
- Every cave has a proper difficulty curve, and boss rooms are tougher. Starter monsters are back to normal.
- Bosses now drop high-level gear. Some archer jewellery and Evil Mir Mir-set drops are rarer.
- Archer jewellery has its own icons. Heaven / Hell / Earth / Air necklaces are in the GameShop.
- Mining ore comes up more often. Fox cave Elements cut by about 20%. More Bulls.
- Old items nobody could get have been removed.
- Belt slots no longer lock after finishing a potion stack.
- Craft stays greyed out with the reason shown, and spamming Craft no longer disconnects you.
- Refined DC/MC/SC shows in tooltips.
- Fishing bait re-equips, and tackle and mount parts stay put.
- Logging out in a King's room sends you back to that cave's entrance.
- Awakening warns that a failed awakening destroys the item.
- You can run a second game window.
King's rooms we still need to look at before they go on the teleporter:
- Ancient Wooma (Lv 16) — no runs to the King's room logged yet.
- White Dragon (Lv 17) — no real king, just a room of Hydras.
- Lunar (Lv 18) — statue bosses need a look.
- Dark Swamp (Lv 18) — no King's room or boss yet.
- Town Hall (Lv 19) — the run is very short.
- Ice Hell (Lv 23) — the run is very short.
- Hell Fire (Lv 24) — no runs to the King's room logged yet.
- Red Cavern (Lv 25) — a long run on foot, a good teleport candidate.
- Thunder Storm — weak against monsters that aren't undead. Stronger, or labelled as an undead spell?
- Gem recipes — 14.0 purity Gold Ore is very rare from mining.
- Assassin — the skill pass so far is interim; a full pass is coming.
- 3,433 hours played since opening day — 1,710 of them this week.
- 386,905 monsters killed.
- 3,048 cave runs, 946 of them all the way to the King's room.
- Most-run cave: Oma Cave (419 runs).
- Highest player: level 52. 29 characters are already level 40+.
- Warriors are the most played class. Archers are the rarest — and just got buffed.
