A lot changed between July 10 and July 28. This is the short, point-form version of what shipped across Bored People Chat.
The MMO became much more class-based
- Added three permanent classes: Swordman, Thief, and Priest.
- Gave every class its own combat strengths, attack effects, badge, and recommended stats.
- Added same-map party effects through class auras.
- Let Priests heal themselves or another player on the same map.
- Added Swordman passive HP regeneration, including during combat.
- Added weapons, armor, and a Gear Shop in town.
- Updated the Status screen to show effective stats after equipment and aura bonuses.
The MMO world got bigger
- Added the Path to Alten and the town of Alten beyond Lumeno.
- Added player housing with unlocks, visits, and furniture placement.
- Added house previews to player profiles.
- Added an Orc Dungeon with Orc Warriors and aggressive Orc Berserkers.
- Added Orc Dungeon B2 with group combat against Berserkers, Archers, and Shamans.
- Gave Archers and Shamans ranged aggro attacks so they can attack from a distance.
- Rebalanced Orc Legend and added a server-wide grave that remains for 24 hours after a kill.
- Added a training scarecrow in Lumeno for testing damage without fighting a normal monster.
MMO movement, combat, and character art were rebuilt
- Added full idle, walking, and attack body animations for hunters.
- Added front, back, side, and diagonal animal face directions.
- Made characters face the direction they move and turn toward enemies during combat.
- Added directional Orc faces, animated bodies, class outfits, and dedicated Orc Legend animations.
- Added a follow camera for larger hunting maps.
- Made movement retargetable instead of forcing players to finish the previous path.
- Allowed players to flee combat by clicking the map.
- Improved multi-monster combat so several aggressive monsters can attack one player at once.
- Separated player and monster attack timing so being surrounded no longer makes the player's attacks unusually slow.
Animal Pop launched
- Released Animal Pop, a match-style arcade game connected to the chat world.
- Added combo scoring and special blocks.
- Added gold rewards and costume integration.
- Added a global Top Scores panel.
- Added chat and Online activity status while somebody is playing.
- Improved touch dragging, board animations, audio, and mobile layouts.
Animal Bombers went from an idea to a full game
- Released Animal Bombers, a real-time browser arcade game inspired by classic grid-based bomb games.
- Added instant local solo play with computer-controlled animal opponents.
- Added real-time multiplayer with spectators who can join the next round.
- Built bombs, chain explosions, breakable blocks, item pickups, knockouts, and round resets.
- Added eight campaign stages based on places from the MMO world, including Lumeno, the hunting grounds, the desert, Alten, and Bazrad.
- Added stage-specific layouts, backgrounds, music, and animal opponents.
- Added round standings with ranks, kills, boxes broken, items collected, survival time, score, and gold.
- Connected positive match performance to persistent gold rewards.
- Added a compact nickname-and-score result screen for small displays.
- Added mobile touch controls with a virtual stick and a dedicated bomb button.
- Added gamepad support and automatically hid touch controls while a controller was connected.
- Improved multiplayer joining, reconnection, remote movement, prediction, and the handoff from a solo round to PvP.
- Added Online and chat activity indicators so other people can see when somebody is playing.
- Added an itch.io build with production authentication and game assets.
Animal Bombers also became an AI experiment
- Recorded human gameplay locally for imitation-learning experiments.
- Built behavior-cloning and PPO training tools.
- Trained several stage-specific bot policies and tested them in live-like four-player rounds.
- Added curriculum training that gradually moves bots from stationary opponents to full matches.
- Combined neural decisions with A* pathfinding for more reliable movement.
- Added escape logic, legal-move masking, sticky goals, farming behavior, item collection, and opponent targeting.
- Kept iterating on bots that froze, oscillated, walked into danger, or refused to plant bombs.
Fortune games became their own section
- Added a detailed Saju fortune game with daily, monthly, yearly, and longer-term readings.
- Added birth-time and timezone handling.
- Added personality, category, and calendar-based fortune details.
- Added result sharing to chat and social platforms.
- Added a free Western birth chart.
- Collected MBTI, Saju, and astrology under the new Fortune Teller hub.
Profiles and community features expanded
- Added public profile walls where visitors can leave messages.
- Let profile owners delete posts from their own wall.
- Added the author's current costume to wall posts.
- Added an in-app notification bell for wall posts and direct messages.
- Added DM sounds, toast alerts, persistent unread badges, and better unread-tab ordering.
- Added pull-to-refresh and older-message loading for DMs on mobile.
- Replaced the old Online pier list with a campfire scene showing player characters, full nicknames, session duration, and AFK status.
Chat became easier to enter and use
- Added a PWA install prompt for supported desktop, Android, and iOS devices.
- Added GIF search and sending, plus support for YouTube links.
- Added lightweight conversation starters for new visitors.
- Simplified the chat shortcuts and game navigation.
- Added a bottom-left return-to-chat control inside games.
- Restored a clear 13+ entry confirmation for new nicknames.
Support and moderation tools improved
- Turned Contact Admin into a ticket system with reply threads.
- Added notifications when an administrator replies to a ticket.
- Added a dedicated Helpdesk view for administrators.
- Improved moderation coverage across public chat, DMs, reactions, and profile walls.
- Changed repeated spam handling to behave more like filtered messages instead of immediately applying a soft ban.
A lot of work happened behind the scenes
- Reduced the size of MMO progress and combat responses.
- Moved non-critical MMO status publishing to a background queue.
- Removed unnecessary logging and database work from high-frequency paths.
- Improved service worker updates and asset caching.
- Added HTTPS canonical URLs and HSTS headers.
- Fixed crawler-facing soft-404 issues on the homepage.
- Added page-view tracking across the site.
That is the compact version. The chat room is still the center of the project, but the world around it now has more places to explore, more ways to play, and more reasons for people to stay around long enough to meet someone.
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