Early Access - Key New Features Pt.1
Detailed Dive into Key Features
1. Skill Overhaul + Skill Tasks for Travelers
✅ Player-facing impact:
Non-profession skills including Construction, Monster Slaying, Cooking, Merchanting, Taming, and Sailing have been overhauled to tie directly into specific Travelers. Each of these Travelers now offers randomized, personal tasks that allow players to gain XP and rewards in these skills through a fresh and more dynamic loop which replaces the previous repeatable trades for earning coins from travelers. These tasks complement the existing world gameplay loops (such as building roads or fighting monsters), giving you more than one way to progress in each skill and more reasons to explore.
🌟 What’s exciting about it:
This system introduces real choice and variety into how you develop your character. Profession skills (like Carpentry, Smithing, or Farming) reward deep specialization and are designed to shine when players collaborate and trade. In contrast, non-profession skills encourage breadth. You’re rewarded for dabbling across all of them, while still being able to progress deeply into any one if you choose.These skills are also the primary way to unlock powerful quality-of-life improvements, such as mounts, vehicles, housing, and account-wide upgrades. Traveler tasks serve as one major way to progress these skills and they’re also now the main source of Hex Coins, BitCraft’s primary in-game currency.
🧩 Developer intent:
This system was designed to solve two major challenges:
- How to make non-profession skills meaningful and progression-worthy in a way that supports all playstyles.
- How to create a healthier, more dynamic in-game economy, especially the source of coins into the world.
Tasks are personal and randomized on a cycle, which means players can no longer exploit the old system by repeating a single optimized trade over and over. Instead, each player receives a unique set of tasks that refresh every few hours. This encourages variety, drives demand across a wide set of items, and ensures that players can’t monopolize the best methods for earning Hex Coins. In effect, this creates a soft rate limit on currency generation that doesn’t rely on player-enforced competition. Players are incentivized to produce items of value to trade for the things they need, resulting in a more balanced, player-driven economy that supports all tiers of progression. The more advanced you are in a skill, the more you’ll have access to more rewarding, but also more demanding trades.
2. Overhauled World Map
✅ Player-facing impact:
The world map has been completely redesigned, both in function and appearance to better support BitCraft’s growing scale and new regional world structure. Players can now see rough terrain outlines of unexplored areas (like land vs. water), as well as global empire territory overlays and significant settlements, even in places they haven’t personally explored. The map itself is no longer a 1:1 tile-for-tile view of the world, but a representational map, improving aesthetics, clarity, and performance, especially when zoomed out to see multiple regions. It’s now easier than ever to plan your journey, understand global dynamics, and navigate with purpose.
🌟 What’s exciting about it:
The map is now a true window into BitCraft’s emerging world. You can see where other empires have claimed territory or where important settlements lie, giving the world a much stronger sense of political identity without needing to physically uncover every tile (since that will be a much larger endeavor than ever before). Exploration still matters, and we're planning to tie access to features like resource tracking and fast travel to how much of the map you’ve personally explored, but now you can make smarter decisions even early in your journeys. The new stylized visual design also makes the world feel more alive and cohesive, transforming the map from a basic tool into a beautiful and strategic layer of the game. We can’t wait to show this off in the near future!
🧩 Developer intent:
We redesigned the map to support both the technical demands of a multi-region world and the social dynamics of systems like empires. In earlier versions, unexplored regions were completely blank, which made seeing settlement icons and empire territory somewhat useless. We’re deliberately designing the map to show the right amount of mystery: enough to make exploration rewarding, but not so little that players feel blind or disconnected from the broader world. The representational style also allows us to strike a balance between clarity, style, and performance, laying the groundwork for more strategic features and layers in the future. As always, we’ll continue to listen to the community’s feedback to perfect the right level of mystery vs information for the unexplored and explored sections of the map.
3. Town Marketplace Feature
✅ Player-facing impact:
Towns can now construct a Marketplace, a powerful new building that serves as a one-stop shop for all item trading within a claim. From this interface, any player can:
- Buy items
- Sell items
- Place buy orders (offering to purchase an item for your chosen price)
- Place sell orders (offering to sell an item at a price you set)
All trade activity within a town’s claim is centralized into one clean UI, and all Marketplaces within the same town connect to the same listing pool — meaning you only need to visit one to access everything being bought or sold in that town.
🌟 What’s exciting about it:
This is a huge leap forward for BitCraft’s trade experience. Previously, players had to rely on more complex decentralized systems like barter stands scattered around, which offered flexibility but lacked clarity and ease-of-use. The new Town Marketplace provides a unified, intuitive trade experience that supports both casual and high-volume traders. It’s fast, searchable, and lets you browse offers, list items, and complete trades without needing to coordinate in chat or hunt down other players.Best of all, we’re not removing bartering or personal trade systems. Players can still set up barter stands and run custom trade shops, but for the vast majority of use cases, the Marketplace will offer a vastly more streamlined solution.
🧩 Developer intent:
Earlier Alpha versions of BitCraft featured open-ended trade mechanics designed to simulate emergent barter economies. While cool in concept, they didn’t always deliver the player experience we wanted at scale. The Town Marketplace is our answer to that, a focused, accessible system that enables large-scale trade and builds a reliable foundation for a healthy, player-driven economy.In addition, we’re integrating this with the Trade Finder, now called the Market Search, allowing players to search for items across nearby claims and compare prices between towns. This will make inter-settlement trade routes and market competition far more discoverable and dynamic.
4. Combat System Update
✅ Player-facing impact:
Combat calculations have been overhauled under the hood, focusing on how every attack and defense outcome is determined. While the user experience of combat (animations, pacing, responsiveness) is still planned for future improvements, this update lays the essential groundwork for deeper combat systems. Players will now benefit from a richer set of combat stats, clearer progression through gear, and new potential for abilities, buffs, debuffs, and combat effects.
🌟 What’s exciting about it:
The core stats that determine combat outcomes are now much more interesting and meaningful. Instead of simple, linear progression where weapon power was the only thing that mattered, combat now factors in Accuracy (chance to hit), Evasion (chance to avoid attacks), Strength (damage dealt), and Armor (damage received). These are all "stat ratings," meaning each point contributes to an underlying formula rather than providing a flat bonus. This allows us to make gear progression feel impactful across tiers, without either breaking balance or making upgrades feel trivial.Additionally, combat now includes an element of randomness, making fights feel less like predictable math problems and more like dynamic encounters. Enemies can also now receive debuffs, opening up new strategies and room for future combat depth.
🧩 Developer intent:
This update is about building the foundation for the future of BitCraft’s combat. We know combat needs to feel good to play, and while this update doesn’t yet change how combat feels moment-to-moment, it unlocks our ability to do that in the future. With these new systems in place, we can design more interesting weapons, gear, and enemy encounters. We can support meaningful player progression across tiers and start introducing more tactical decisions in combat, like choosing whether to focus on evasion, defense, or raw damage. This also prepares us for more exciting future combat features, like abilities that apply buffs and debuffs, varied weapon identities, and more thrilling PvE challenges. It’s an important first step in making combat in BitCraft both fun and deeply rewarding.
5. Rarity Upgrade System for Tools and Weapons
✅ Player-facing impact:
Tools and weapons now have a chance to upgrade in rarity during the crafting process. Higher rarity versions come with better stats and enhanced performance, with rarities ranging all the way up to powerful mythic gear. This system gives players a long-term goal to chase: crafting a truly top-tier tool or weapon is now a journey in itself, not just a one-and-done milestone.
🌟 What’s exciting about it:
This system adds a layer of excitement and progression to crafting without increasing the number of tiers. Every craft holds the potential to produce something rare and valuable, or at least better than average. For top players, this creates a deep pursuit of best-in-slot items, which means they’ll be crafting a lot of gear in the process. That, in turn, drives demand for materials and fuels the economy. And here’s the best part: all the "imperfect" or mid-rarity gear produced along the way will flow back into the economy, giving regular players access to strong tools at affordable prices. It’s a win-win, prestige for elite crafters and great value for everyone else.
🧩 Developer intent:
We introduced rarity to give high-level players something meaningful to chase without having to endlessly raise the tier cap. But more importantly, we wanted to create an organic resource sink that’s healthy for the economy. Players grinding for mythic gear will consume large amounts of materials, which keeps demand high and prices steady, creating a strong incentive for gathering, crafting, and trade. The backflow of sub-mythic gear into the market makes powerful tools more accessible for the average player, who can benefit from gear that others discarded. This system turns high-end optimization into an engine for economic health and horizontal player progression, and we’ll continue tuning rarity balance to keep it desirable but not overpowering compared to natural tier progression. We will be keeping tabs on how this system plays out to see if a complimentary salvaging mechanic is needed to avoid ballooning the supply of tools. We’re also keen to explore unique appearances for these high rarity version of tools in the future.
6. Big Performance Improvements
✅ Player-facing impact:
With some long awaited features arriving in SpacetimeDB, we have been able to take advantage of some potential optimizations both on the server and client which will yield big performance improvements in the future. For example “incremental subscription” will mean that your client will only need to download new data when crossing chunks where previously it would re-request data it already had, bogging down the server more than needed and causing you to have a more noticeable hiccup. This among other changes such as the new map rendering will hopefully yield improvements that can be immediately felt, as well as a path to more easy gains in the coming updates.
🌟 What’s exciting about it:
I think this is self explanatory, but the game running better is always going to enable either smoother gameplay or to improve fidelity.
🧩 Developer intent:
Moving into Beta, we are shifting from adding a bunch of new systems to fleshing out and adding content and polish to what we have. A big part of this will be around the performance of the game, both bringing a smoother experience to our current players and to push the boundaries of what systems can run the game to allow more people to join us in the world of BitCraft.
7. Added Pets
✅ Player-facing impact:
Players can now obtain pets, which are collected in their vault and can be activated to have them follow you around the world. Pets accompany you as you explore, adding a personal touch to your character.
🌟 What’s exciting about it:
Pets come in many visual and color variants, with varying rarities, giving collectors a fun and rewarding goal to work toward. Whether you’re showing off a rare pet on your adventures or hunting down your favorites to complete your collection, pets add personality and flair to your journey. We have just a few pets to kick off this new system but are excited to add many more in the future.
🧩 Developer intent:
Pets are a purely cosmetic feature and do not provide gameplay benefits, they’re here to help you express yourself. We're also exploring future ways for pets to be shown off, such as placing them in your player house to hang out while you’re away on adventures. This system lays the groundwork for more expressive, collectible, and social features in the future.
8. World Regions System (Multi-Server Scaling)
✅ Player-facing impact:
BitCraft is no longer limited to a single playable region. With the introduction of multi-region worlds, the game now supports a vastly larger map and many more concurrent players. Each region operates on its own “server” (SpacetimeDB Module), and players can cross between them by traveling to the edge of one region and loading into the next, or via Waystones. While these transitions currently include a loading screen and potentially a login queue if the region is full. This system marks the first major step toward a fully scalable, persistent world.
🌟 What’s exciting about it:
In all previous pre-Alpha and Alpha tests, BitCraft was confined to a single region, which meant a hard cap on world size and active players. With the new multi-region architecture, we can now scale the world both in size and population simply by spinning up additional regions, something we can do dynamically as the game grows. This makes the world feel much more expansive and alive, and allows us to better tune the balance of player density to ensure that you encounter others naturally while still feeling like you have space to explore. While the current world for Steam Early Access is already much larger than in previous tests, this system allows us to grow even further over time, with no theoretical ceiling. For now we have started the world much larger than before and will monitor in our next tests how that goes as player populations rise and fall.
🧩 Developer intent:
The move to multi-region worlds is one of the most important technical changes we’ve made. It gives us the infrastructure to scale BitCraft indefinitely, supporting far more players and territory than ever before. Although transitions between regions aren’t seamless yet, this is the foundation we need to build toward that future. Our goal is to strike the right balance between world size and player experience, ensuring you’re not overwhelmed by crowds, but also not wandering a ghost town. Over time, we’ll continue optimizing this system to support our vision of a single, persistent, continuous world shaped entirely by its players.