Latest Hotfix

v0.3.16.1 - Economy; Shop Balance

Adjusted gold costs on several early-game items and fixed a shop discount not being applied correctly at the checkout.

Small balance and economy fixes following the passive skill update.

  • Early-game pricing - reduced gold cost on starter tools and basic seeds to ease the early economy for new characters.
  • Shop discounts - fixed subscription and seasonal discounts not being correctly deducted at the point of purchase.
  • Sell prices - adjusted sell-back prices on animal products to better reflect their effort cost relative to crop produce.
  • Gold display - fixed the gold counter occasionally showing the pre-purchase amount for a brief moment after a transaction.
Patch Notes

v0.3.16 - Passive Skills Update

Passive skills now unlock at defined milestones and grant permanent bonuses to gathering, crafting, and farming as you level them up.

Passive skill progression has been expanded with new unlockable bonuses.

  • Skill milestones - passive skills now unlock at specific character milestones rather than all being available from the start.
  • Gathering bonuses - investing in gathering passives increases resource yield per hit and reduces the chance of a failed harvest.
  • Crafting bonuses - crafting passives add a chance for bonus output and reduce material cost at higher levels.
  • Farming bonuses - farming passives speed up crop growth and improve seed recovery rates from harvests.
  • Visible progression - your current passive skill levels and next unlock thresholds are now shown in the character panel.
Hotfix

v0.3.15.1 - Quest & Reward Hotfix

Fixed quest rewards not being granted on completion and resolved a case where the quest tracker showed a finished quest as still active.

Critical fixes for the quest reward loop.

  • Reward delivery - fixed quest completion not granting the gold, items, or experience attached to the reward.
  • Tracker state - fixed completed quests remaining visible in the active quest overlay instead of moving to the completed list.
  • Repeat prevention - fixed a case where a completed quest could be handed in a second time if the player talked to the quest NPC again immediately.
Patch Notes

v0.3.15 - Quest Progression Improvements

Quest events for reaching locations, talking to NPCs, and spending resources now track correctly, and the quest overlay has been made easier to read.

The quest system has been updated with better event tracking and clearer UI.

  • Location quests - ReachLocation quest objectives now trigger reliably when you enter the target area.
  • NPC talk quests - talking to a quest NPC correctly advances the TalkToNpc objective without needing to reload.
  • Resource spend quests - crafting and spending resources now correctly decrements ResourceSpend quest counters.
  • Quest overlay - the floating quest tracker has been restyled for better readability on both desktop and mobile.
  • Completed feedback - quest completion now shows a clear notification instead of silently updating the tracker.
Hotfix

v0.3.14.1 - Farming Hotfix

Fixed crops occasionally skipping a growth stage visually and seed recovery not triggering on some harvests.

Follow-up fixes to the crop visual and farming loop.

  • Stage skip - fixed crops sometimes jumping visually from sprouting to mature without displaying the intermediate growing stage.
  • Seed recovery - fixed certain crop harvests not returning any seeds, making replanting impossible without buying more.
  • Harvest timing - clarified harvest readiness; crops now only show the harvest prompt when they are genuinely at the mature stage.
Patch Notes

v0.3.14 - Crop Growth Visuals

All growable crops, trees, and bushes now have artwork for every growth stage — no more invisible or placeholder sprites while your plants develop.

Farming visuals are now complete across all crop types and growth stages.

  • Full stage coverage - every crop has distinct artwork for seed, sprouting, growing, and mature stages.
  • Trees and bushes - trees and berry bushes now show visible progression from sapling to full size.
  • Harvested state - crops now correctly display a harvested/empty state after you collect them, before they regrow.
  • Consistent scaling - all growable sprites now scale correctly relative to the tile grid.
Hotfix

v0.3.13.1 - Housing Hotfix

Fixed furniture losing position data on relog and a room interior that became unenterable after placing a door decoration.

Stability fixes for the housing and decoration system.

  • Furniture save - fixed placed furniture reverting to its default position after logging out and back in.
  • Door decoration - placing a door decoration no longer blocks the room entry trigger behind it.
  • Decoration limit - clarified the per-room decoration cap in the placement UI so it no longer silently rejects items past the limit.
Patch Notes

v0.3.13 - Housing & Decoration Improvements

Placed furniture now shows snapping previews, room entry and exit is smoother, and several decoration categories have new items.

Housing has received quality-of-life improvements and new content.

  • Placement preview - furniture now shows a ghost preview while you position it so you can see exactly where it will land before confirming.
  • Room transitions - entering and exiting house interiors is faster and no longer causes a brief input lockout.
  • New decoration items - added new items across the storage, lighting, and floor categories.
  • Stacking fix - fixed furniture items clipping into each other when placed too close together.
Hotfix

v0.3.12.1 - Guide Content Hotfix

Fixed several guide entries showing stale information after recent system updates and corrected a display issue with long guide descriptions.

Content accuracy fixes for the game guide.

  • Stale entries - guide entries for Gathering, Farming, and Animals have been updated to reflect how those systems actually work today.
  • Long descriptions - fixed long guide card descriptions overflowing their container on smaller screens.
  • Missing entries - added missing guide entries for Tool Progression and Animal Breeding that were overlooked in earlier content passes.
Patch Notes

v0.3.12 - Game Guide: Categories & Art

The in-game guide now groups entries by topic and each guide card can show a background image for easier browsing.

The game guide has been reorganised and given a visual upgrade.

  • Topic categories - guide entries are now grouped into categories such as Crafting, Farming, Animals, Housing, and Combat.
  • Background art - guide cards can display a background image, making it easier to spot the entry you are looking for at a glance.
  • Uncategorised fallback - entries without a category are grouped under General so nothing gets lost.
  • Better descriptions - several existing guide entries have been updated with clearer explanations based on how systems work today.
Hotfix

v0.3.11.1 - NPC Routine Hotfix

Fixed NPCs not returning to their scheduled spot after a conversation and corrected shop-closed states persisting past opening hours.

Stability fixes following the NPC routine launch.

  • Routine resumption - NPCs now correctly resume their scheduled movement after a player ends a conversation with them.
  • Shop open state - fixed shops remaining closed past their scheduled opening time in some cases.
  • Overnight reset - NPC routine schedules now reset cleanly at the start of each in-game day.
Patch Notes

v0.3.11 - NPC Daily Routines

NPCs now follow daily schedules — they move between locations, open their shops at set hours, and take breaks throughout the day.

The village feels more alive with NPCs following their own routines.

  • Scheduled locations - each NPC has a timetable that moves them between home, work, and leisure spots throughout the day.
  • Shop hours - merchant NPCs only have their shops open during their working hours; visiting outside those times greets you with a closed sign.
  • Routine variety - NPCs now eat, rest, and socialize at different times, giving each character a distinct personality.
  • Dialogue context - some NPCs have different things to say depending on what they are currently doing when you talk to them.
Hotfix

v0.3.10.1 - Animal Comfort & Products Hotfix

Fixed animals not producing eggs or milk when comfortable and resolved hunger not counting down correctly overnight.

Follow-up fixes to the animal keeping loop.

  • Product generation - comfortable adult animals now correctly generate their products (eggs, milk) on the expected cycle.
  • Hunger tick - animal hunger now decrements correctly during overnight ticks instead of staying frozen.
  • Comfort threshold - clarified the comfort level required before an animal produces; the tooltip in the animal panel now reflects the actual value.
Patch Notes

v0.3.10 - Animal Reproduction Update

Breeding, pregnancy, and egg incubation have been expanded with more lifecycle stages and better feedback on what your animals are doing.

Animal reproduction now has a clearer and more complete lifecycle.

  • Breeding feedback - animals now visually signal when they are ready to breed and when a cooldown is active.
  • Pregnancy stages - pregnant animals show a visible state change as they progress toward giving birth.
  • Egg incubation - egg timers are now visible in the animal panel so you always know how long until hatching.
  • Young animals - newborn and hatched animals now correctly start at their first growth stage and progress naturally over time.
  • Species support - chickens and cows both fully support the updated reproduction system.
Hotfix

v0.3.9.1 - Fence Rendering Fix

Fixed tiled fence segments showing a visual gap or misalignment — fence sections now connect cleanly end-to-end.

Fence rendering has been corrected after a regression during recent world draw updates.

  • Tile gaps - fence segments no longer show a thin gap or pixel shift between adjacent tiles.
  • Corners and caps - fence corners and end pieces line up consistently with adjacent straight sections.
  • All fence types - the fix applies to all tiled fence variants placed in the world.
Hotfix

v0.3.9 - World Visual Fixes

Fixed all village houses rendering visually offset from where they actually block movement. Buildings now sit exactly where they look like they should.

A visual alignment issue affecting all buildings in the village has been resolved.

  • House sprites - all village houses now render with their base correctly on the ground rather than floating above their collision area.
  • Placed buildings - houses placed via the map editor had the same offset and are now corrected too.
  • No collision change - the blocked areas were always correct; this was purely a visual misalignment.
  • Consistent anchoring - all building sprites now use the bottom edge as their anchor point, matching how characters and objects are drawn.
Hotfix

v0.3.8.1 - Axe Damage Fix

Fixed axe rarity not correctly feeding into damage calculation — woodcutting now scales the same way as mining.

A small follow-up to the tool rebalance patch.

  • Axe damage - fixed the axe reading an uninitialized rarity value instead of the equipped tool tier, causing it to always deal 1 damage regardless of quality.
  • Pickaxe unaffected - pickaxe rarity was reading correctly; only the axe branch had this bug.
  • Gathering now consistent - both tools scale identically by rarity tier from this patch onward.
Patch Notes

v0.3.8 - Tool Damage Progression

Tool damage now scales cleanly across all rarity tiers — from 1 hit per swing at common up to 5 at legendary. Mining and woodcutting have a real progression arc.

Tool quality now has a direct and meaningful impact on how fast you gather resources.

  • Damage tiers - damage per swing scales by rarity: none and common deal 1, uncommon 2, rare 3, epic 4, legendary 5.
  • Ore HP - ore nodes have 5 HP, so a starting player takes 5 swings; a legendary pickaxe owner takes 1.
  • Wood HP - wood nodes have 3 HP, meaning uncommon axes can two-hit and rare or better chop in one.
  • Clear progression - upgrading your tool now has a tangible effect on gathering speed at every tier jump.
Hotfix

v0.3.7.3 - NPC & Shop Interaction Fix

Fixed certain NPC shop interactions not completing and NPCs occasionally ignoring their assigned routines.

Interaction stability fixes for NPCs and shops.

  • Shop interactions - fixed a case where buying from certain NPCs would silently fail without giving the item or deducting gold.
  • NPC routines - NPCs now correctly return to their scheduled location after an interrupted routine.
  • Dialogue flow - resolved a dialogue edge case where speaking to an NPC during their routine change would lock the conversation panel.
Hotfix

v0.3.7.2 - Animal Lifecycle Fixes

Fixed animals staying stuck in feeding animations, egg incubation not saving between sessions, and breeding cooldowns resetting on logout.

Several bugs in the animal keeping system have been resolved.

  • Feeding animation - animals no longer stay locked in the eating pose after consuming food.
  • Egg incubation - incubation timers now save correctly and pick up from where they left off after reconnecting.
  • Breeding cooldown - breeding cooldown no longer resets when you log out and back in.
  • Growth stage display - adult animals were occasionally shown as still growing after a lifecycle update; this is now fixed.
Hotfix

v0.3.7.1 - Gathering & Resource Hotfix

Ore and wood nodes are now gatherable at any tool level. Better tools still deal more damage — quality determines speed, not access.

A long-overdue change to how gathering works.

  • No more hard block - you can now mine ore and chop wood even without a pickaxe or axe equipped; any tool (or bare hands) will do damage.
  • Ore toughness - ore nodes now have more health to make low-gear gathering feel meaningful rather than instant.
  • Tool quality matters - higher rarity tools deal significantly more damage per hit; a legendary tool can still one-shot a node.
  • Herbs unchanged - herb gathering remains instant regardless of what you have equipped.
  • Respawn fix - resource nodes now respawn correctly after a mid-session reload instead of staying empty.
Patch Notes

v0.3.7 - Quest Overlay, Crafting & Gameplay UX

Added quest overlay flow, forge crafting panel, resource/quest event wiring, and stronger gameplay responsiveness.

v0.3.7 introduces new player-facing systems and progression UX updates.

  • Quest UX - added floating quest overlay with improved styling and readability.
  • Crafting - added forge crafting panel and integrated touch/panel behavior.
  • Quest events - wired ReachLocation, TalkToNpc, and ResourceSpend event progression.
  • World loop - added resource respawn flow and better gameplay feedback states.
  • Inventory/UI integration - improved quickbar tool visuals and related HUD responsiveness.
Hotfix

v0.3.6.1 - Stability, Input & Mobile Hotfixes

Fixed interaction edge cases, save timing issues, camera clamping, and multiple mobile UX regressions.

This hotfix improves stability and usability across desktop and mobile.

  • Interaction fixes - resolved blocked interact input in panel edge cases.
  • Save reliability - fixed missing save scheduling and improved day-tick save consistency.
  • Camera/input fixes - corrected house camera clamp behavior and touch target issues.
  • Mobile UX polish - improved overlays, transitions, and mobile panel readability.
Patch Notes

v0.3.6 - Homes, Rooms & Decoration

Own or rent homes, step inside your rooms, and decorate them with furniture, storage, and personal touches.

Homes now give your journey a place to settle.

  • Ownable and rentable houses - make a home in the city and keep track of your property.
  • Interior rooms - enter house interiors and move through a dedicated room space.
  • Decoration placement - furnish rooms with beds, tables, chairs, storage, decor, floors, and structure pieces.
  • Home style - furniture categories make it easier to shape each room around a purpose.
Patch Notes

v0.3.5 - Animals, Feeding & Breeding

Animals can now join your homestead, produce goods, grow over time, and need regular care.

Animal keeping has grown into a fuller part of the game.

  • Animal ownership - buy animals such as chickens and cows from the right sellers.
  • Products - comfortable adult animals can produce resources like eggs and milk.
  • Feeding - keep animals fed with grain or hay so they stay comfortable.
  • Breeding and incubation - raise new animals through breeding, pregnancy, and egg incubation.
  • Growth stages - young animals grow over time before reaching adulthood.
Patch Notes

v0.3.4 - NPC Shops & Better Merchants

Merchants now have clearer roles, NPC-specific stock, and more useful shop interactions around the world.

Shopping is now tied more closely to the people you meet.

  • NPC-specific shops - talk to the right merchant to see their own stock.
  • Animal sellers - visit dedicated vendors for animals instead of one generic shop.
  • Feed merchants - buy animal food when your homestead needs supplies.
  • Contextual stock - shop panels now reflect the nearby character whenever possible.
Patch Notes

v0.3.3 - Passive Skills & Tool Progression

Long-term progression now includes passive bonuses, tool ranks, movement upgrades, and stronger gathering.

Your character can now grow beyond simple resource counts.

  • Passive skills - unlock bonuses that support gathering, travel, property, and specialist playstyles.
  • Tool ranks - improve pickaxe and axe performance for better harvesting.
  • Tool reach - expand the area affected by work actions as you progress.
  • Movement upgrades - increase travel speed through steady upgrades.
  • Skill panel - review unlocked bonuses and ranks from inside the game.
Patch Notes

v0.3.2 - Quests & Story Progress

Quests now track active objectives, NPC conversations, rewards, and story progress for registered players.

Questing now gives clearer direction as you explore the forge and city.

  • Available quests - discover and accept quests when they become available.
  • Active objectives - follow current goals from the quest panel.
  • NPC dialogue - conversations can move stories and objectives forward.
  • Quest rewards - earn gold, items, property progress, or house-related rewards.
  • Saved progress - accepted and completed quests stay with your account.
Patch Notes

v0.3.1 - Farming, Terrain & Quickbar

Dig, rake, plant, and harvest crops with new farming tools, richer terrain rules, and a larger quickbar.

Farming is now part of daily life in Forge & Pray.

  • Farming cycle - dig grass, rake soil, plant seeds, wait for growth, then harvest mature crops.
  • Shovel and Rake - new tools support soil preparation and field upkeep.
  • Seeds and Crops - grow crops, recover seeds from harvests, and sell produce for gold.
  • Terrain movement - roads, sand, farmland, mud, and water now affect how you travel.
  • Expanded quickbar - nine slots make room for tools and the new hand mode for free interaction.
Patch Notes

v0.2 — Demo Mode & Account Save

Players can now try the forge as a guest and pick up where they left off after registering.

This update brings the long-requested progression save and a proper onboarding flow for new visitors.

  • Demo Mode — play as a guest for up to 3 completed orders before being prompted to create an account.
  • Cloud Save — registered players have gold, resources, upgrades, and position persisted to the server and restored on login.
  • Auto-save — state is saved 4 seconds after a significant action and again on page unload via Beacon API.
  • Fixed shrine blessing timer resetting incorrectly when switching maps.
Patch Notes

v0.1.3 — Multi-Map World

Four explorable maps are now connected: the Forge, City, Mountain, and Sea. Each region has unique resources.

The world now extends beyond the starting forge yard.

  • City map — visit the market district and deliver orders at the city counter for a bonus.
  • Mountain map — rich ore deposits and rare stone outcrops.
  • Sea map — driftwood and exotic timber wash ashore.
  • Map transitions now show a brief loading label.
  • Minimap now highlights exits at map edges.
Announcement

Future Leaderboards

Competitive rankings are planned for completed orders, total gold earned, and high-end progression.

Leaderboards are planned for players who want to compare their progress with the wider village.

Expected categories include Orders Completed, Total Gold Earned, Highest Enhancement Level, and fastest early-game order streaks.

Announcement

Welcome to Forge & Pray — Beta Launch

After months of development the forge opens its gates. Gather ore, pray at the shrine, and fulfil the village's orders.

We're thrilled to open the beta of Forge & Pray — a browser-based crafting game inspired by medieval mountain towns.

  • Explore the Forge yard, gather ore and wood, and pray at the shrine.
  • Fulfil orders at the counter to earn gold.
  • Register a free account to save your progress permanently.