28th March 2026
Series 0 — Balance & Configuration
The first official Blitz series has launched with significant balance changes across the board:
Game Duration- Blitz game duration reduced from 90 minutes to 60 minutes (10 Eternum Days).
- Realm starting materials updated for Series 0:
- Wheat: 1,000
- Labor: 1,500 (up from 1,200)
- Wood: 360 (up from 180)
- Coal: 240 (up from 120)
- Copper: 120 (up from 60)
- Donkeys: 500 (up from 200)
- T1 Troops: 5,000 (up from 3,000)
- Camp starting materials updated:
- Wheat: 500
- Labor: 5,000 (up from 2,500)
- Donkeys: 1,000 (up from 200)
- All Realms now start the game at City level — the Settlement → City upgrade has been removed.
- Kingdom upgrade costs updated: 720 Labor, 2,400 Wheat, 600 Essence, 360 Wood.
- Empire upgrade costs updated: 1,440 Labor, 4,800 Wheat, 1,200 Essence, 720 Wood, 360 Coal, 360 Copper.
- Base output of all resources, essence, and labor increased to 2 units/sec (up from 1 unit/sec).
- Donkey production increased to 5/sec (up from 3/sec).
- Labor input costs for simple mode resource production have been doubled.
- Troop production: resource and labor input costs doubled alongside a doubled output rate, while wheat and essence input costs remain unchanged.
- Essence costs for constructing T2 and T3 buildings have been halved — this applies to both military buildings (T2: 300 Essence, T3: 600 Essence) and T3 resource buildings (Adamantine Mine, Mithral Forge, Dragonhide Tannery: 300 Essence).
- Exploration reward table updated. T1 troop drops have been removed from exploration rewards:
| Reward | Quantity | Chance |
|---|---|---|
| Essence | 150 | 35% |
| Essence | 300 | 25% |
| Essence | 600 | 15% |
| Labor | 500 | 15% |
| Labor | 1,000 | 5% |
| Donkeys | 500 | 5% |
- Essence Rift discovery chance increased from 1/50 to 1/40.
- Essence Rift production doubled from 10/sec to 20/sec.
- Stamina on deployment increased to 30 (up from 20).
- Stamina gain per phase increased to 30 (up from 20), totaling 180 per Eternum Day.
- VP awarding values updated:
- Explore a tile: 5 VP (down from 10)
- Claim a World Structure from bandits: 250 VP (down from 500)
- Open a Relic Crate: 250 VP (down from 1,000)
- Claim a Hyperstructure from bandits: 1,000 VP (down from 3,000)
- Control a Hyperstructure: 1-6 VP/second (unchanged)
- Hyperstructure calculation updated for 1 vs. 1 mode.
- VP radius fixed for single-realm Blitz variants.
MMR & Leaderboards
- MMR system rolled out to mainnet.
- MMR leaderboard overhauled with podium display, badges, and "find me" button.
- MMR profile enhanced with resource tier badges.
- Leaderboard now populates during the game, not just at the end.
Post-Game Review
- Full post-game review flow added with game review screens and map fingerprint review card.
- Game review Blitz awards flow with refined visuals.
- Shareable claim rewards recap card.
Realtime Chat
- Realtime chat enabled on mainnet Blitz games.
- Chat UI polished with message grouping, date separators, DM toasts, emoji categories, and typing indicators.
Prediction Markets
- Prediction market UI unified with resolved winner behavior.
- Market resolve and claim flow unified with improved redeemable UX.
- Landing UX, filters, and data sources improved.
Visual & Audio
- Night readability improved with moon rim lighting and a raised lighting floor.
- Time-of-day readability improved across all phases.
- Random biome light variants removed for visual consistency.
- Sound effects expanded across UI, trading, chat, and 3D interactions.
- Noisy gong sound removed from non-battle story events.
- Worldmap camera tilt adjusted for a more tactical perspective.
- Count-up animation added for resource balance changes.
- Production badge pulse now color-matches its resource type.
- Bottom-right panel refactored for smaller screens.
- Markets terminal UI redesigned.
- Marketplace UI/UX overhauled with performance optimizations.
- Landing page redesigned with explicit Blitz and Eternum entry points, including prize pool display.
- Loot chest reveal presentation polished.
Onchain Agent (Axis)
- Full headless mode for AI orchestration.
- ABI-driven action and policy pipeline.
- A* pathfinder with biome-aware dynamic stamina costs and move executor.
- Password authentication, auto-bootstrap, and heartbeat loop.
- Axis documentation section added to game docs.
Factory V2
- Complete rewrite of the game deployment factory.
- Series and rotation launch runs with prize funding flow.
- Mobile-optimized layout with advanced launch overrides.
- Extensive hardening of indexer recovery, grouped launches, and maintenance flows.
Stability & Infrastructure
- Torii connection health monitor with auto-reconnect.
- Client clock drift capped to prevent resource desync.
- VRF: single request per transaction enforced.
- Transaction retry with backoff and configurable batch delay.
- Production automation dashboard with inline feedback.
- Game client memory retention reduced with lazy-loaded manifests.
- Blitz and Eternum mode isolation hardened in the game client.
This changelog covers all game and documentation changes between 18 February and 28 March 2026.