Downloads

Get Rosewyn

Pick the build for your platform. The game is still in development — expect the occasional build that lags behind the latest features.

Linux — .deb

For Debian/Ubuntu-based distributions. Install with dpkg -i.

rosewyn_0.7.14_amd64.deb

Download .deb

Windows 11 — .zip

Self-contained build, no .NET install required. Unzip and run Rosewyn.App.exe.

rosewyn_0.7.14_win-x64.zip

Download .zip

Windows may show a "Windows protected your PC" SmartScreen prompt — expected for an unsigned indie build with no download history yet. Click More info, then Run anyway. The app itself isn't flagged as a virus; this is just Microsoft's reputation check for new, unsigned publishers.

Some Windows 11 installs also run Smart App Control, a separate, stricter feature — if it decides the app is untrusted it blocks it outright, with no SmartScreen prompt and no "Run anyway" option. If the app just doesn't launch at all, go to Windows Security → App & browser control → Smart App Control, turn it off, run the app, then turn it back on. Note that while it's off it protects nothing at all, not just this app. On a recent Windows 11 build (the reversible toggle rolled out from late 2025 onward) turning it back on afterward works fine; on an older build, disabling it is permanent — turning it back on requires resetting or reinstalling Windows — so only disable it there if you're fine with that trade-off.

Android — .apk

Sideload build, arm64 devices only. Not on the Play Store — install the .apk directly.

rosewyn_0.7.14_android-arm64.apk

Download .apk

Android blocks installs from outside the Play Store by default. When opening the file you'll see a Play Protect warning ("blocked an unsafe app" or similar) — this is expected for an app outside the Play Store, not a sign anything's wrong. Tap More details, then Install anyway. If your browser refuses to install at all, allow it once via Settings → Apps → [browser] → Install unknown apps.

Changelog

What's changed

0.7.14

  • Companions: a pet system with one companion per trade skill (13 in total: Mining, Woodcutting, Fishing, Farming, Smithing, Fletching, Cooking, Firemaking, Crafting, Tailoring, Alchemy, Thieving, Runecrafting). Each companion has a small chance (1 in 2500) to be found during an action of its own skill — once only, no second copy once you have it. Once found, equip it in a new Pet slot on the Gear page, after which it levels up on its own (its own XP counter, separate from your skill level and from Proficiency) while equipped during actions of its own skill, capped at level 50 — deliberately shorter than a skill's own level 200, so a companion becomes "fully grown" within a manageable time rather than turning into a second endless grind. Every 10 levels (10/20/30/40/50) it earns a new tier name (Young/…/Seasoned/Devoted/Legendary) and a rising, guaranteed Skill XP bonus (+1% up to +5%) — deliberately a different axis than the existing Skill Tree and skillcape bonuses (Speed/Output chance), so it doesn't inflate what's already there. A new "Companions" Wiki page shows the shared tier ladder and, per companion, whether you've found it yet and at what level/tier it is.
  • Monster loot: low-tier Crafting/Tailoring materials (Soft Leather/Woven Cloth and their tier 2/3 successors Ranger Leather/Artisan Cloth and Ethereal Leather/Ethereal Cloth) only dropped from a handful of monsters around their own low level band — once you hunted higher-CL content for XP, there was no monster source left for them, making Crafting and Tailoring needlessly slow at those tiers through scarcity rather than craft time. Monsters from CL 30 onward now have an extra chance to drop these materials, in larger amounts (2–8) than the original low-CL sources: CL 30+ for Soft Leather/Woven Cloth, CL 50+ also Ranger Leather/Artisan Cloth, CL 70+ also Ethereal Leather/Ethereal Cloth — stacked per tier, so a CL 70 monster can drop all three. Monsters that already drop a material natively don't get a duplicate entry on top.
  • Potions: a potion's remaining duration seemed to jump back once it exceeded an hour (e.g. 1:05:00 showed as "5:00") — the buff itself stacked correctly, but the "🧪 Active" line in the inventory and the combat lines (stat modifiers, status effects, Poison Immune) only showed minutes:seconds and dropped the hour part. They now show "h:mm:ss" from an hour onward.
  • Skill Tree: an already-bought node looked practically identical to a locked one — the accent that was meant to mark it as bought was drowned out by the generic disabled styling, making it impossible to see where a spent point had gone. Bought nodes now stay at full opacity and show "OWNED" instead of the cost badge, in a separate gold accent rather than the same pink as "available".
  • Alchemy — Tracker's Draught: the recipe accidentally had exactly the same ingredients as Fletching Potion (1x Quillweed + 1x Feather), despite being a Rare level 45 unlock versus an Uncommon level 28 one. Tracker's Draught now requires 2x Quillweed + 2x Cowhide, which also fits better with what the potion is for (doubling the guaranteed cloth from a Hunting Contract).
  • Gear & Stats (desktop): the item picker could run off the screen — once it opened with enough candidates (e.g. Ammo with several satchels), the left column grew taller than the window with no way to scroll, leaving the bottom of the list unreachable. The left column now scrolls.

0.7.13

  • Skill Tree (Woodcutting, Mining, Fishing, Farming): a skill-wide talent tree per gathering skill, replacing the generic part of per-item Proficiency (Speed/Output). Three branches — Efficiency and Yield are linear ladders that exactly match that skill's old Proficiency max (level 120) plus a modest new third tier; Signature is a single Gateway node that unlocks three non-exclusive capstones: a Windfall variant (chance at a quadruple harvest in one go — Vein Strike/Big Catch/Bumper Crop), a Forager's Luck variant (chance to find a pouch of gold), and a cross-skill "Head Start" capstone that follows the existing skillcape pairing between gathering and processing skills (Woodcutting→Firemaking, Mining→Smithing, Fishing→Cooking, Farming→Alchemy — faster action speed and bonus XP in that other skill). Points aren't stored anywhere — they follow live from your skill level (milestones at 25/50/75/99/120/150/200, 20 total) plus a bonus of up to +6 points for mastering specific items to Proficiency 99/120, so item Proficiency stays worthwhile even for skills without a gear affix or catch chance. Respec via a new, generic shop item (Tree Reset Scroll, works on any skill's tree, one-time use per scroll) — repeatable to buy, each purchase about 9% pricier than the last. Reachable via a new 🌳 button in each skill's own header (with a points badge), on both desktop and Android.
  • Skill Tree expanded to the remaining 9 skills — Smithing, Fletching, Cooking, Firemaking, Crafting, Tailoring, Alchemy, Thieving, and Runecrafting now get their own tree too, covering all 13 skills. Same Efficiency/Yield/Signature shape as the four gathering skills above, with a few adjustments where the old Proficiency ceiling didn't translate one-to-one: Firemaking's Yield column grants Fire Duration instead of Output Chance (logs have no item output to boost the odds of), with a matching Inferno capstone instead of Windfall; skills without their own skillcape-linked downstream skill get a new Master Craftsman capstone (small chance of double XP) instead of Head Start; and Thieving — which never ran through the same Proficiency system at all — gets a new Silent Step capstone (a small, lasting reduction to Catch Chance) instead of Forager's Luck.
  • Skillcapes: the 14 tier-1 skillcapes (level 80) had exactly one effect, clearly weaker than their tier-2 counterpart (level 100) in the same area, and nothing else — a big jump in value between the two tiers with no stepping stone. Every tier-1 cape now gets a small second effect: a fraction of what the tier-2 version grants in that same area, never a fully separate bonus. The four gathering capes gain the output-chance nudge toward their downstream trade skill that the tier-2 version already had, at half tier 2's strength. The 7 trade capes gain a small input-skip chance alongside their existing output-chance bonus. Pickpocket's Cape gains a small chance to skip a stun entirely, Devout Cape a small death-item-loss reduction, and Battleworn Cape a small +1% Crit Chance. Tier-2 capes are unchanged — still clearly stronger across the board.
  • Wiki (Android): a label-and-value text pattern silently dropped the value part on Android — affecting both the existing stat bonuses section and the new Proficiency blocks — now fixed by switching to the same two-separate-labels layout desktop already used.
  • Wiki: an item page's Proficiency Milestones block only ever showed one skill, even when an item id belongs to multiple skills (e.g. every Woodcutting log shares its id with its own Firemaking burning activity) — each item now shows a separate block per skill it actually tracks.
  • Save-sync: a just-picked activity (e.g. switching from Firemaking to Woodcutting) was only updated in memory, not saved immediately — losing that choice entirely if the app stopped before the next autosave or a clean exit. Starting/stopping an activity now saves right away. Android's background retry task could also leave a stale "unconfirmed" marker in place even once the content turned out to match the server already, causing a conflict popup to appear later with no real conflict behind it — it now checks for an actual content difference first, same as the rest of the sync code.
  • Save-sync: even with the fix above, a player who played all day on their phone could still log into desktop that evening with no warning at all and lose that day's progress — the conflict dialog only ever checked the current device's own local pending state, and the phone's background retry task gave up silently on a genuine conflict instead of retrying or telling anyone. Fixed on four fronts: the retry task now keeps retrying a genuine conflict instead of marking itself done; a local notification now appears on the phone itself if a conflict can't resolve on its own; any failed save immediately queues a new retry attempt instead of waiting for the next time the app is backgrounded; and if it still goes wrong, the device that hit the conflict now also leaves its rejected save as a "draft" on the server, so any other device discovers it at the next login and shows the same choice screen — with the real numbers from both sides — instead of the divergence going unnoticed.
  • Quests: a "Collect X of item Y" requirement only counted unlocked item stacks — a locked stack is purely meant as a sell-guard and shouldn't have excluded that item from quest progress. Progress now counts the full stack, locked or not.
  • Prayer: turning on a prayer from the standalone Prayer page (instead of the Combat Arena's Quick Prayers row) wasn't recorded in your current combat style's saved loadout, so it silently switched back off the next time your prayer points hit 0 mid-fight. The Prayer page now stays in sync with the loadout, same as the Combat Arena already did.
  • Equipment: Ranged/Magic leather/cloth armor and ammo were only gated on Defence/Attack (the generic default) even though they grant a Ranged- or Magic-specific attack bonus — letting a Defence-only build equip top-tier gear with Ranged/Magic still at 0. Both are now also gated on the matching style skill itself, the same way bows/staffs/skillcapes already work.

0.7.12

  • Android: Rosewyn is now also available as an Android app, alongside the existing Windows and Linux versions — the same game (offline and online accounts, the same save sync) in its own mobile shell: a hybrid bottom-nav instead of the desktop sidebar, a real expandable drill-down Wiki menu instead of chips, and its own Combat Arena layout (Gear/Stats/Runes/Food tabs, per-style Quick Prayer icons, drop feed) built for a small screen. Login, profile management (including the avatar picker, migration banner, and save import/export), and every other screen have been ported 1:1.
  • App: automatic update checks — the app now checks itself (on launch and every 6 hours after) whether a newer version is available. On every platform (Windows, Linux/.deb, Android/.apk) this shows a banner with a direct download link to the right file — no platform installs it automatically.
  • Wiki: the Combat Level formula is now documented on the Combat Mechanics page — the base weight from Defence/Hitpoints/Prayer plus the weight of your highest-trained offensive style (Melee, Ranged, or Magic), including a new "Combat Level" table with the individual weights.
  • Wiki: weapon coating items (Poison/Burn/Bleed Vials) now show their actual effect — damage per tick (as a function of your hit damage), tick interval, duration, and charge count — instead of just the generic item text.
  • Smithing: from the Steel tier onward, Gloves gave exactly as much Defense as Helmet/Boots while still only costing 2 bars against their 3 — making it both the best Defense-per-bar and the second-best XP-per-bar Smithing item at every tier (after Platebody), and from Runite onward even better than Platelegs despite half the bar cost. Bronze/Iron are untouched (there Gloves is still proportionally cheaper and weaker). From Steel onward, Gloves now costs 3 bars and has the same XP, craft time, and rarity as Helmet/Boots — the same pattern Boots already followed.
  • Gathering/Trades/Thieving: the progress bar and the "Xs" time shown on every action card ignored speed bonuses (tools like +20% smithing speed, potions, proficiency, fishing areas) — the bar never actually filled to 100% before the next action already started, and the shown time kept displaying the unmodified base value instead of the actual, sped-up craft time. Both now read the same bonus-adjusted duration the game itself uses to decide when an action actually completes.
  • Account (sync): a save-conflict screen could incorrectly appear after a longer stretch in the background (most noticeable on Android). Root cause: the same device's own already-successful push was mistaken for a cross-device conflict, because the local "pending save" marker wasn't cleared in time if the process was then killed (backgrounding, force-stop). Now compares the full save content (ignoring the timestamp) and silently resolves a conflict like that once both sides are actually identical; a genuinely diverging save (even if it's just a few items in the inventory) still shows the screen as before.
  • Android: fixed two memory leaks — the Wiki screen kept holding onto the previous view on every visit, and switching characters didn't clean up the previous screen's state, leaving its timers and event handlers running in the background. Both built up over longer sessions with repeated Wiki visits or multiple character switches, respectively.

0.6.5

  • Account/Character select: character export to JSON (📤 button on each character card) and import it back from the character-select screen — uses the same signed-envelope format (PlayerEnvelopeCodec/HMAC) as a regular save, so an exported file is just as tamper-evident as one on disk. On import you choose your own name for the imported character (pre-filled with the original name); it always gets a brand-new id — never overwriting an existing character — both offline (local Guid) and online (server-assigned id via the same CreatePlayerAsync as "Create character"). A save is never hard-linked to the character name, so renaming on import is purely cosmetic.
  • Alchemy/Combat: six new weapon coating vials (Weak/Potent × Poison/Burn/Bleed, 20/50 charges) — craftable at Alchemy (new "Weapon Coatings" tab, level 20-65), applied from Inventory to your weapon. Every landed hit inflicts the effect (guaranteed, no chance roll) on the enemy, with the same tick/duration numbers as the existing enemy→player variants of Poison/Burn/Bleed, now scaled off your own damage level instead of the enemy's. A charge is only consumed when it actually adds something, so a vial doesn't drain in seconds from repeatedly refreshing an already-active effect. Applying the same vial again while it's still active stacks its charges (instead of replacing them) up to 5x its own charge count — max 100 for Weak, max 250 for Potent — just like Pouches; applying a different vial still replaces it. Status and remaining charges are visible on the Combat Arena page, next to the enemy and next to your own potions respectively.
  • Prayer/Shop: four new Prayer Wards (Lesser/regular/Greater/Grand, 30 min up to 4 hours) — a reusable Shop item, drunk like a potion from Inventory or the Combat Arena, that automatically refills your Prayer Points from your own stock of Prayer Potions once they drop below a threshold. Deliberately designed not to void the benefit of a high Prayer level: Tier 1 only refills at 0% (emergency brake), Tier 2 at a fixed 25%, Tier 3/4 at a threshold you configure yourself, and Grand Prayer Ward also gives 5% less drain on top. Priced as a real, ongoing gold sink (1,200/3,200/8,000/20,000 gold) since you need to keep rebuying them.
  • Fletching/Crafting: Superior upgrades for Bows, Crossbows and Staffs — all 7 bow tiers, all 7 crossbow tiers (Bronze through Dragonite) and all 8 staff tiers (Ash through Elder Oak) now have a Superior variant, like Smithing/Leather/Cloth already did. Same pattern: the crafted weapon plus dungeon-boss shards grant +2 craft level, x1.5 XP, +1s duration, one rarity step higher (capped at Legendary) and ~+15% on the attack stat.
  • Fletching: Arrow Shafts and Bolt Shafts now accept any wood tier (Ash through Elder Oak) instead of only Ash Log, for more shafts per log — click the wood in the INGREDIENTS row to cycle through tiers. Output scales linearly by +3 per tier (15 at Ash Log up to 36 at Elder Oak Log). New OUTPUT column on the crafting card shows the current choice's yield live.
  • Crafting/Tailoring: new Gloves slot for the Leather (Ranged) and Cloth (Magic) lines — Smithing already had a Gloves tier per gear tier, Leather/Cloth never did. All 7 Leather tiers and all 7 Cloth tiers now have craftable Gloves, with stats that follow their own Helmet tier. Includes 14 new icons.
  • Build: new resize-images.sh script on top of the existing lossless optimize-images.sh — actually scales art back down to a realistic maximum (512px for icons, 1024px for the Combat-area banners), since almost all art was still at 1024x1024+ raw resolution while nothing in the UI is shown larger than ~260px. Assets folder: 666MB → 209MB (-69%), important with a future Android build in mind.
  • Inventory: new Equip All (Max Stacks) button, only shown when a pouch is selected — fills the charge to the max (20x, 100→2000) in one click instead of clicking Equip 20 separate times.
  • Statistics: new Max Offline Time stat in the General section, alongside the real-world absence needed to fully use it (e.g. "12h progress / 24h away").
  • Tools: new Tools page — every gathering/production skill (Mining through Thieving) now has its own tool slot, separate from other skills. All 13 skills get four Smithing-craftable tiers (Iron/Mithril/Runite/Dragonite) giving +10%/+20%/+35%/+50% action speed while equipped, replacing the old Silver/Gold tools from the Shop.
  • Wiki: new separate Tools page, with a subcategory per skill for its tool tiers.
  • Equipment: satchels/pouches can now be equipped up to 20x in a row — charges stack (100 → max 2000) instead of resetting when re-equipping the same pouch.
  • Combat: new Rarity tier Mythic (above Legendary) and three boss-exclusive Mythic weapons — Hollow King's Warcleaver (Melee), Plaguecaller (Ranged) and Voidheart Grimoire (Magic). Each never craftable, each with a unique mechanic found nowhere else in the game: Lifesteal, a free Double Strike chance, or fully ignoring enemy Defence. Drop chance 1/500 per boss kill; a Mythic weapon can never be lost via the chance-to-lose-an-item-on-death mechanic.
  • Inventory: tabs are now configurable with an auto-filter, via the new ⚙ icon next to each tab — a tab can automatically show any item matching a rule (e.g. "all Gear", or more specifically "Epic Rings and above"), combining Category, Equipment slot and Rarity. A live counter shows how many items match before you save.
  • Mining/Woodcutting/Fishing/Farming: the four gathering skillcapes never explained where the surplus ore/logs/fish/harvest actually goes once your bag is full. The item tooltip, the Shop listing, and the "?" help popover on each skill page now explicitly state that it goes to the same Combat overflow that Combat drops also use, claimed on the Combat Arena page, capped at 20 stacks.
  • Crafting/Tailoring/Smithing: four Superior gear sets never had a monster that actually dropped them — Plain Cloth, Deepwatch Leather, Blackspire Regalia (partially), and Dragonite's Helmet/Boots/Shield. All four now have a proper loot source at the same drop rate as their tier-mates. New content test (SuperiorItemLootCoverageTests) ensures every future Superior item is forced to get a loot source.
  • Fletching: Bolt Shafts always yielded only 1 shaft per craft, while every bolt recipe consumes 15 at a time — now yields 15, like Arrow Shafts. The seven bolt recipes themselves had the same bug and now also yield 15 per craft.
  • Gear: the hover popup on an equipped unique-rolled item didn't show the rolled bonus as recognizably separate from the base item's own stats. Now shown in its own "Unique Roll Bonuses" section with a ✦ badge, same as on the Inventory page.
  • Inventory: equipping a unique-rolled item accidentally equipped a regular copy of the same item instead of the selected unique roll, if the player owned both.
  • Inventory: the stat-comparison hover popup didn't display Ranged/Magic Attack Power, even when the hovered or equipped item actually granted that stat.
  • Quests: "Hide completed quests" left empty gaps in the layout instead of letting the remaining quest cards shift up.
  • Combat Arena & Thieving: extended fighting (or thieving) caused memory usage to steadily climb (up to several GB in a long Windows session). Root cause: Avalonia's own CompositingRenderer leaks the visual container of every item removed from a bound collection — the floating damage numbers and the drop feed both triggered this on every update. Fixed on the app side with a fixed pool of reused slots that are repainted in place instead of replaced.
  • Inventory: a Fishing "unique catch" looked identical in the grid to a regular stack of the same fish, and selection could silently snap back to the regular stack on every live-refresh tick. Now shows a 🎣 badge and tooltip, and selection/sell price correctly stay on the unique catch.
  • Inventory: "Sell price (total)" defaulted to showing the price of 1 item even if you owned more — now defaults to the full amount you own, until you type a different amount yourself.

0.6.0

  • Alchemy/Tailoring: new Tailoring Potion (Skill Potions tab, level 40) — boosts Tailoring action speed by 15%, like the other skill potions. Tailoring was the only production skill without its own skill potion, and was also missing the active-potion countdown on its own page (it already had the Pouch indicator); both are now added.
  • Ranged gear: four new leather gear tiers — Ranger Leathers (level 15, between Soft and Ethereal Leather), Mirestalker (40, between Ethereal and Leviathan Leather), Twilight Huntress (50), and a new top tier Deepwatch (85, above Leviathan Leather). Each with its own material, helmet/boots/chaps/body pieces, and its own art.
  • Magic gear: three new cloth gear tiers — Traditional Robes/Woven Cloth (15, between Plain and Artisan Cloth), Hollow Vestments/Hollow Cloth (60, between Ethereal and Leviathan Cloth), and Blackspire Regalia/Blackspire Silk (85, above Leviathan Cloth). Each with its own material, hood/boots/leggings/robe pieces, and its own art.
  • Crafting (Leather) & Tailoring (Cloth): every piece of leather and cloth gear — old and new, every tier — can now be upgraded directly to its Superior variant by combining the crafted item with its matching tier shard, like Smithing/Fletching already could, instead of only waiting on the RNG boss drop.
  • Dungeons: new "Keep running this dungeon" option (Auto-Repeat) — clearing the boss immediately claims the run's loot and restarts the same dungeon instead of stopping for the "Dungeon Cleared!" summary. Dungeon progress (next fight, Auto-Repeat claim-and-restart, clean stop) moved from the Combat Arena page into the core combat engine, so a run now also keeps advancing correctly while you're offline, not just live.
  • Offline progress: gold earned while away (combat, dungeons, ...) now shows in the welcome-back summary, not just items and XP.
  • Inventory: an active potion's remaining duration now shows on its slot and in the detail panel (skill and combat potions), potions can now be bought/drunk in bulk ("Drink All" or a typed amount), and a locked item's Sell buttons are now disabled with an explanatory tooltip instead of silently doing nothing.
  • Combat Arena: using a potion or food now briefly flashes the row on success, so spam-clicking Use always shows a clear confirmation.
  • Quests: new "Hide completed quests" toggle.
  • New Shop item Elder Hourglass — permanently extends how long you can be offline before catch-up progress stops accruing (12h, up to +36h), now with its own art. The four Auto-Eat tiers also have their own art for the first time, instead of a fallback icon.
  • Downloads page: now also documents Smart App Control alongside SmartScreen.
  • Combat drops: eleven Ranged/Magic enemies that previously never dropped Superior gear — Bandit Scout, Marsh Skirmisher, Corrupted Ranger, Serpent Charmer, Deep Marksman (Ranged) and Apprentice Mage, Gallows Wraith, Bog Warlock, Hollow Priest, Arc Mage, Void Acolyte (Magic) — now drop Superior leather/cloth gear of their own tier, at the same odds as their Melee/Plate equivalents. Ranged and Magic now have as many Superior-dropping enemies as Melee.
  • Shop: Auto-Eat tier prices are now a fixed, tier-independent price (10k / 50k / 250k / 500k) instead of a rarity-derived one.
  • Ranged gear: Leviathan Leather's level requirement is lowered from 70 to 65 (with a small Defense/Health reduction) to make room for Deepwatch as the new top tier at 85.
  • Combat Arena & Inventory: the decoded Bitmap of the previous enemy/item was never explicitly disposed when switching enemies or selecting a different item — a long-running session (lots of fighting, or clicking through Inventory) slowly leaked memory as a result. Now explicitly disposed on replacement.
  • Combat drops: Mire Stalker, Mire Broodmother, Blightroot Abomination, Crypt Sovereign, Plague General, Blackspire Archmagus, and The Hollow Goddess (all Ranged or Magic) accidentally dropped melee Plate gear instead of their own leather/cloth Superior tier — now drop the correct Superior gear matching their combat style.
  • Tailoring: Superior cloth gear variants lived in their own separate "Superior Cloth" tab instead of directly under their own tier, unlike every other crafting skill (Smithing) — now sit directly under their own tier tab, like there.
  • Dungeons: closing and reopening the app mid-run used to drop you out of the dungeon entirely, and could silently strand the run's already-earned loot. Dungeon progress now survives a restart correctly.
  • Firemaking/Cooking: a fire's remaining burn time was compared against real wall-clock time even while offline, so Cooking could silently produce nothing if you were away longer than the fire had left. The remaining time is now correctly preserved and used during offline progress.
  • Downloads page: the download button shifted out of line once the SmartScreen/Smart App Control note wrapped to a new line.
  • Inventory & Combat Arena: a potion buff's remaining time past one hour (potions stack their duration when drunk repeatedly) only showed the minutes within that hour, not the total remaining time — a buff with e.g. 1h03m30s left showed "3:30", as if it had just reset to a few minutes. Now also shows the hours once there are any.
  • Combat (offline): Auto-Eat was only checked once for the entire time you were away during offline progress, instead of every combat round — on a longer absence you could still die and lose an item despite having plenty of food in your Tier 3 preset, simply because there was no chance left after that one check to switch to the next food in the list once the first ran out. Auto-Eat is now re-checked every round, including during an offline catch-up.

0.5.5

  • You can now play online — choose "Play offline" or "Play online" on the login screen. An online account (invite-code registration during this beta) syncs your character across devices instead of only saving locally; "Remember me" now works for online accounts too.
  • Online characters can now be deleted, just like local ones.
  • Existing local characters are recognized the first time you log in online, with a banner offering to import them into your online account — your local save is never touched.
  • Playing the same online character on two devices, or missing a save while offline, now shows a clear screen to pick which version to keep, instead of silently overwriting the other.
  • Fishing: every area now has its own passive bonus (Speed, bonus XP, Output Chance, or Unique Catch Chance), plus a shared tide cycle that periodically amplifies it.
  • Fishing: new "unique catch" mechanic — Fishing's own counterpart to gear's unique-roll system. A unique catch sells for 3× the normal price, or grants +50% Cooking XP used as an ingredient.
  • Gear & Stats: Attack Power is now split into three always-visible rows — universal/Melee, Ranged, and Magic — instead of one combined row that only counted your currently-selected combat style.
  • New Shop/Firemaking item Emberkeeper's Oil, temporarily extending your Firemaking fire's maximum runway.
  • Inventory: items can now be moved to a different tab — via a "Move to tab" button, or by dragging a slot onto a tab.
  • Inventory: an active potion (skill potion or combat-stat potion) now shows its remaining duration directly on its slot and in its detail panel, instead of only on whichever skill page or Combat Arena tab you drank it from.
  • Inventory: potions can now be used in bulk — "Drink All" or a typed amount, not just one click at a time.
  • Quests: new "Hide completed quests" toggle.
  • Combat Arena: using a potion or food now flashes the row briefly on success, so spam-clicking Use always shows a clear confirmation.
  • Proficiency: the chance to roll a unique item when crafting gear is doubled at every milestone (2/6/12/20/30% → 4/12/24/40/60%).
  • Smithing: Arrowtips' XP-per-bar has been brought down closer to Helmet/Boots' level across all 7 tiers — they were quietly the most efficient item in the skill.
  • Selling a stacked unique-rolled gear item or Fishing unique catch did nothing — Sell now correctly recognizes and sells these stacks, all at once instead of one at a time.
  • Login: with "Remember me" active, the login screen used to flash briefly before switching to the character screen — especially noticeable for online accounts. Shows a neutral "Signing you in…" placeholder instead.
  • Offline progress: a Firemaking fire was compared against real wall-clock time even while offline, so Cooking (which needs it lit) could silently produce nothing for your whole time away if you were gone longer than the fire's remaining duration. The fire's remaining time is now preserved and correctly used during the offline catch-up instead.

0.5.0

  • Proficiency: a new per-item mastery system, separate from skill level. Every item you mine, chop, fish, smith, cook, and more builds its own Proficiency (up to level 120) as you keep making it, unlocking small production bonuses at 25/50/75/99/120.
  • Crafted gear (Smithing, Fletching, Tailoring, jewelry) can now roll as a unique item with a bonus stat once your Proficiency is high enough — rarer and stronger the higher you go.
  • Combat Style Loadouts: spell, prayers, Auto-Eat, and the new Auto-Potion setting are now remembered per combat style group (Melee/Ranged/Magic) and applied automatically when you switch.
  • Auto-Potion: automatically re-drinks any starred boost potion when it expires, mid-fight.
  • Combat Triangle: Melee beats Ranged, Ranged beats Magic, Magic beats Melee. A favorable matchup now gives a hit chance advantage (and the reverse a disadvantage), shown as a badge in combat and on enemy Wiki pages.
  • Inventory: "Lock All" / "Unlock All" buttons to lock or unlock every item in a tab at once.
  • Thieving targets now show the HP damage you take if caught, on both the Wiki and the activity card.
  • Ranged and Magic now have their own Attack Power stats, separate from the universal one Melee uses — bows, crossbows, arrows, bolts, and staffs grant style-specific power. Leather and Cloth armor grant a matching small bonus, giving light armor an actual reason to exist for non-Melee builds.
  • Combat Arena's Stats tab now shows Max Hit and Min Hit alongside Attack Power.
  • New Wiki "XP Curve" page, documenting the shared XP formula used by skills and Proficiency.
  • Locked items could not be equipped, crafted with, or consumed — locking was only ever meant to prevent accidental selling, so it's back to blocking just that.
  • Drinking the same potion again refreshed its remaining duration instead of stacking it — durations now stack correctly everywhere.
  • Fishing's 4 cards per area no longer wrap to a second row.
  • The "Stop" badge on an active card no longer overlaps the new Proficiency badge.
  • Auto-Eat/Auto-Potion toggled from the pre-combat loadout panel now stays in sync once a fight starts, and can be toggled without first selecting a food or potion.
  • Auto-Eat's instruction text no longer disappears (and the panel no longer resizes) once you've picked a food.
  • Combat's loadout panel is now scrollable, so Auto-Eat/Auto-Potion stay reachable even with Magic's long spell list.
  • Shop cards no longer lose a column to a template sizing mismatch.
  • Starting a fight with a style that didn't match your equipped weapon no longer silently reset it to Offensive Melee.
  • Firemaking and Prayer cards now show "Total time left", like every other crafting-style skill.
  • Firemaking's log cards now scroll properly when the list doesn't fit the window.
  • Windows: emoji icons throughout the app no longer render as blank boxes.

0.4.0

  • New enemy stats panel in the Combat Arena — attack style/level, max hit, defence, defence bonus, immunities, and status effects it can inflict.
  • Combat Arena and enemy stats both show exact Hit Chance now, computed from the same formula the actual damage roll uses.
  • The Stats tab groups your modifier breakdown by stat (Attack Power, Defense, Crit Chance, ...) instead of a flat per-item list.
  • Recipe cards across the production skills show "Total time left" — how long you can keep crafting with what's currently in your bag.
  • Locked activity cards now dim fully instead of just showing the level requirement as plain text.
  • Wiki item pages show Shop Price for anything sold in the Shop; the Shop itself keeps showing price on locked upgrades instead of hiding it.
  • Monsters that grant Slayer XP now show a consistent "🗡 Slayer XP" badge everywhere — Combat, the Arena's switch menu, Dungeons, and the Wiki.
  • Auto-Eat's threshold slider shows the exact HP value it triggers at, not just the percentage.
  • New Combat Level shown in the sidebar.
  • Firemaking now fuels a shared fire that Cooking needs lit to work — burning logs extends it, higher tiers add more time, and it keeps counting down in real time even while you're offline. Both pages show a fire bar.
  • Quest cards now show their rewards; a running quest's timer is always visible in the sidebar; a persistent note explains you need a quest's requirements before you can start it.
  • Farming herb cards show "Owned: N"; the Compost toggle is now a clear on/off chip instead of literally reading "Compost: True/False".
  • Thieving target names are now wiki-linked, like every other activity page.
  • Locked activity cards stayed dimmed after you actually reached the required level mid-session, until you navigated away and back.
  • Card grids on every skill page no longer stretch to oversized widths on large or high-resolution windows — cards keep a consistent size and more fit per row instead.
  • Bronze Shield/Platelegs/Platebody were Uncommon, inconsistent with the rest of normal Bronze gear — now Common.
  • Missing Chef's Cape description in Cooking's skillcape help text.

0.3.1

  • Recipe cards show the crafted item's stat bonus (e.g. "+5 Attack Power", "+18 HP") right above the product image, with a consistent image size across every skill.
  • New "Sell price (total)" line on the inventory item detail screen, updating live with the amount you're selling.
  • Selling now asks for confirmation first, with a "don't show this again" checkbox.
  • Mining rarity fix: Copper/Tin Rock are now both Common, Iron/Coal Rock both Uncommon.
  • Owned/XP figures on recipe cards no longer misalign with the ingredient row when an ingredient icon needed more vertical space.

0.3.0

  • Gathering tools (Silver/Gold Pickaxe and the like) that are actively in use now behave like real equipped gear — they no longer clutter the inventory grid, and "Sell all" skips them automatically.
  • The inventory slot counter moved from the header down next to the item grid.

0.2.2

  • Healing Brew and Greater Healing Brew can now be set as your Auto-Eat target from the Potions tab, not just from Food.
  • The ingredient row on Alchemy recipe cards no longer overflows the card for large stacks.
  • Tracker's Draught was mis-ordered in the Skill Potions list.
  • Running out of runes mid-fight now falls back to your cheapest castable Wind spell instead of stopping combat.
  • Running out of food no longer silently disables your Auto-Eat preference.

0.2.1

  • New inventory filter chips (All/Gear/Tools/Consumables/Ingredients/Cosmetics) above the item grid, combinable with search.
  • Profile deletion button alignment, missing wiki "used in" entries for a few items, inconsistent inventory icon/badge rendering, and barely-visible Sort/Search buttons.

0.2.0

  • Hunting contracts in tougher areas now guarantee rare cloth drops, and cost cooked food to start and auto-renew.
  • New Tracker's Draught potion doubles the guaranteed cloth from Hunting contracts.
  • Fishing has a chance to yield Fish Offal, usable as Farming compost for a harvest bonus.
  • Tier-2 skillcapes now also boost the skill their resource feeds into.
  • Firemaking logs have a chance to drop bonus Attack Potions.
  • Profiles (characters) can now be deleted from the profile-select screen.
  • Hunting's auto-renew now correctly pays the food cost instead of renewing contracts for free.