Glinaur

what has been built

Built,
piece by piece.

Everything that has gone into the game so far, newest first. Each date is when that piece was built: history, not a pace. From version 0.2.52 on, each update shows the game’s version.

October 2026

Built is not always reachable: Alpha Today says what a player can actually get to. Content and every number are placeholders.

A version reads 0.X.Y. The middle number is the developer’s own judgement of how far the whole project has come: not a percentage, and not a date. Earlier updates have no version.

7 OctoberVersion 0.2.52

  • Quests: a rat hunt on the Market Hall’s quest board, a two-step chain from the Guild of Herbalists, and a letter to carry for the townsfolk. A chain hands you the next quest by itself, and quests can have a time limit or be taken again after a while.
  • A Quests window: active and completed quests, a Go there button that walks you to where a quest is handed in, a logbook of every quest you started, finished or failed, and your own quest statistics.
  • Conversations: a tap on an NPC opens a conversation first, with training, buying and selling and the quests on offer, and a “!” marks someone with a quest for you. Some choices only appear if your Charisma is high enough.
  • Companions: hire the Mercenary at the East Guardhouse for gold and upkeep, or talk a townsperson into following you if your Charisma is high enough. A companion follows you, fights in your fights, protects you, carries what you give it if it has room, and is gone if it dies.
  • Player against player: attack another player on your square, and party members with Auto attack on join in by themselves. Death at another player’s hand costs no combat experience, and spells still work only against monsters.
  • Dispositions: four, with working names, taken at a hall in the Tavern and shown on your card for all to see. Whether a fight is lawful depends on the dispositions and the ground; every unlawful act adds to one Wanted clock with no ceiling, and everyone on the square sees the Wanted mark.
  • Rooms of your own: rent or buy one of two rooms in the Lodging House. The key is soulbound and never leaves your bag, the door opens only for you, and the room holds your things where only you can see them. A bought room can be sold on to another player; let the rent run out and your things end up on the floor.
  • A claim deep in Mine Mountain stays sealed until the players have dug through to it; then it can be rented or bought like a room.

6 October

  • Mudbury’s people: townsfolk, beggars and militiamen walk the streets, town guards patrol, and a gate guard stands at each of the four guardhouses. They can be fought in the streets but never inside a house, killing them gives experience, and they count in your Monsterpedia.
  • Wanted: kill one of the people while a guard or militiaman looks on, and the guards attack you and call for backup, and the patrols nearby walk to your square. It lasts as long as the fight does, even after the clock runs out.
  • The Clay Mound is holy ground: no fight starts there, for anyone, so a Wanted player who wakes there is safe until they step off.
  • The game is named Glinaur: the login screen, the browser tab and the pop-out windows carry the name.

5 October

  • The Monsterpedia: your own book of every monster you have met. It shows where you first saw it, how many you have met and killed in each region, the loot you took, and its HP and damage once you have killed enough. Its second part lists every house you have found.
  • Inspecting monsters and NPCs: long-press or right-click to see what your book knows about a monster, or an NPC’s house, place and wares.
  • The interface in pictures: dark iron and worn oak, a forged Attack plate, a leather Flee tab, a movement disc, and a header of objects (map, sack, helmet, book and keys).
  • Monsters and NPCs stand out from the square picture with a darkened backdrop and a faint glow.
  • Pictures for almost every place: the Burnt Coast, the new roads and the rest of Mudbury, the four new monsters, new shopkeepers and school masters, and a wooden figure in the bag window.

4 October

  • The Clay Mound: the central square where you wake and return is clay, no longer a star, and death sends you back with “You are shaped anew from the clay.”
  • The Oath: character creation ends with the game’s opening story. The world was one, other lands came, and at the clay you swear to seek the answer.
  • Mudbury, the first starting city: rebuilt to about twice its size, with four gates, a ring street, houses with one door each, fourteen schools, eleven shops and a portrait studio.
  • The Burnt Coast north of the city, where a foreign continent struck the shore, with four monsters of its own and five new roads.
  • Equipment on a body in the bag window: drag an item to its box, or double-click to equip. On desktop the character screen opens in its own window.

3 October

  • The map: the ground drawn as one connected surface, houses shown as rooms with a symbol each, region names and danger thresholds.
  • Tempo, block and parry: attack speed as a derived value, and block and parry happen on their own on the hit roll. One strike hits one monster; only area attacks hit several.
  • Monsters can land critical hits.
  • The character screen shows your race traits and personal traits.
  • Behind the scenes: formula and creation editors. Balance numbers, races, backgrounds and traits are edited in a panel, without code.

2 October

  • NPC shops have stock that runs out and refills after a while.

1 October

  • Avatars: choose a portrait when you create your character, a character screen of your own, and inspecting another player (their presentation, never their build).
  • Rest: sit down to regenerate faster outside combat.

September 2026

29 September

  • Abilities: used on demand, charging the next strike, or passive. The base schools’ first abilities are built; the rest are shown greyed.

26 September

  • The school network: requirements form a graph, masteries, Level Down, and the 25 base schools.
  • Critical hits.
  • The whole network of 120 schools visible as a skeleton, with the levels not yet built shown greyed.

17 September

  • Traits: race traits from your kindred and subrace, personal traits from your background and two chosen at creation.

15 September

  • Glinaur’s own layout: a full-height scene with cards as the combat display, a mini log, a ground strip and a direction cross. It is the same on every screen width.

6 September

  • A new main view: portraits as the combat display, a log with chat, an action row and a place row.
  • The main view rearranged in a second layout.
  • Bag and vault as a grid: icons, tooltips, drag and drop with mouse and touch, and browsing into shops.

5 September

  • The first city: Testcity (working name) with eight profession houses, three schools, a bank, an inn and sewers, and The Meadows, The Deepwood and Mine Mountain around it.
  • Herbs as a stock per region: a picked plant regrows somewhere else in the region, and what you have discovered stays discovered, across logout.

4 September

  • Behind the scenes: the world editor. Squares, monsters, shops, schools and images are edited in a panel, without code.

3 September

  • Monsters fight back with magic: spells, healing, draining and curses, with mana and cooldowns of their own.
  • The world engine: monsters belong to a region, wander inside it and respawn somewhere in it.

2 September

  • The enchanter: extract essence from gear, combine four into one of the next level, and bind it into equipment.
  • Spells: casting rolls, mana, cooldowns, autocast beside the weapon strike, area spells that reveal hidden monsters, and the first element school with three spells.

1 September

  • The alchemist: potions whose quality multiplies their effect, mana potions, death protection and the first booster.
  • The cook: food that gives buffs. The herb chain is complete in both branches.

August 2026

20 August

  • Timed effects with a personal clock that stops while you are logged out.

17 August

  • The smith: quality on gear, the maker’s mark, and repair by players. The ore chain is closed.
  • The jeweller: rings and amulets, gems that only bosses drop, and repair per profession.

16 August

  • Professions, each with its own experience, levels and tiers, and the first one, herbalism.
  • Mining: veins, mining that runs on its own, and a mine that grows as players dig.
  • Crafting and the smelter: recipes you know, a craft queue, workshops, and quality carried from ore to ingot.

14 August

  • Monster visibility for each player: Perception decides who sees a monster first.

13 August

  • Equipment: seventeen slots, requirements, wear and NPC repair.
  • Trading between players, and a second-hand tab in the shops.
  • Hard death: corpse looting, the bank and the inn vault, and no logging out of a fight.
  • Parties: one unit on one square, with shared sight.
  • Open combat: anyone may join a fight, the killing blow owns everything, protect chains and loot distribution modes.

12 August

  • Kindreds, backgrounds and character creation.

11 August

  • Every item an individual with a place and a history, and finding things on the ground with Perception.

10 August

  • Two experience tracks, levels that come on their own, and buying school and guild levels.
  • Eight stats, real combat maths with misses, regeneration and mana.

The first steps

  • The first thread through the whole game: an account, a world, walking, and the race for a monster that has just appeared.
  • The basic cycle: earn experience, buy a rank, grow stronger, hunt harder ground, and train a skill by using it.
  • Items and potions: hunt, loot, sell junk, buy potions and drink them in combat, with a hotbar and automatic potions.
  • Getting around: the keyboard, coordinates, floors, a minimap with fog of war, walking on your own, aggressive monsters and fleeing.
  • Windows and views instead of one long page.