Monthly Treeverse Update #40
An update on Treeverse. A look at our development and art team progress. We will be posting monthly for you to follow along the development of Treeverse, so make sure you subscribe!
We’ve officially launched on iOS (App Store), Android (Play Store) and Windows (Epic Games)!
Over the last month or so we’ve had thousands of daily players in our pre-season testing out the game. It’s been so nice to see an active open world for the first time. This is a massive milestone for us. We’ve also been updating a bunch of stuff and adding things in this version to get ready for Season 1. Most recently skilling and dungeon runs.
The launch of Season 1 is planned for early April. We will announce on our X, Discord and here so you can prepare days in advance and understand how it is going to work.
As mentioned, we still have a lot of work to do on the game. Just takes time, and you can see the progress we make every update we share :). This is the worst it will ever be, but it will be exciting (& nostalgic) to look back at what we have now and what we will have 2 years from now—download it and check it out!
It’s impossible to post all of the content we’ve seen shared on X within the last month so make sure to check our retweets! Here are a few we liked:
Art Update
Engineering And Design
by Aizea
The team has been working on various game designs whilst engineers work on Season 1. We have new, revamped UI as well as some key systems that are being worked in parallel whilst we fix recent bugs. Talent tree system, cosmetics system, improved dialogue and quests, enhanced combat features and more. I am very excited to show how they will all look once we implement them in game.
We’ve continued fixing bugs and making necessary adjustments for our Season 1 release. It really has felt like an infinite grind, but we are at an end now. We’ve added everything reasonable for the upcoming launch. From now on we’re only going to be adding critical bug fixes to the game servers and clients if required.
We’ve achieved a lot this past month. We’re now on version v1.0.2-1028 as of this monthly update. Since version v1.0.0-2-1006 which was launched almost a month ago, we’ve added a ton of important things and fixed numerous issues.
Below is a simple bullet point list
Fixed production immutable NFTs usages
Backend experience aggregation to track most xp earned
Fix various quests
Set character creation limits to one per account (will be activated on release of campaign)
Update mini map ui and quest indicators
Adjust client side input rate limits to prevent over sending packets
Various networking fixes and DDOs protections that kick players with poor latency
Fix various issues causing server to crash and introduce mechanism to catch these easier in the future
Fixed health rounding issues on monsters
Adjust weird avoidance behaviour of player against some monsters
Fixed infinite monster summoning
Support better player rotation when dodging
Refactors of services code
Update daily task tracking
Fix issue with double login
These changes are a bit more notable
Introduce news and updates section in title page
Introduce a simple skilling system in the game, up to level 60 for lumbering, fishing and mining.
Add chat box with history on client side
Improve combat responsiveness and ability cancellation
Introduce global potion usage cooldown
Going Forward
We’re looking forward to finally getting Season 1 out and the reward campaign started, and also show off our new content sometime next month which introduces new zones, dungeons, monsters, gear and abilities. Thank you for the continued support and we look forward to seeing all of your awesome gameplay clips.
Disclaimer: Please note that anything written in this document should not be taken as financial advice. Endless Clouds is dedicated to producing a fun, enjoyable game that integrates NFTs. NFTs are a new and highly experimental technology and should not be bought for investment purposes.