<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
<title>Eord updates</title>
<id>https://eordgame.com/</id>
<link href="https://eordgame.com/"/>
<link rel="self" href="https://eordgame.com/feed.xml"/>
<updated>2026-10-16T12:00:00Z</updated>
<author><name>Elliot Bonneville</name></author>
<entry>
  <title>Creatures hunt for their own reasons</title>
  <id>https://eordgame.com/updates#motives-and-burdens</id>
  <link href="https://eordgame.com/updates#motives-and-burdens"/>
  <updated>2026-10-16T12:00:00Z</updated>
  <summary>Creatures now choose what to go after by what they are, not by who you are, and what you carry finally weighs something.</summary>
  <content type="html">&lt;p&gt;Creatures now choose what to go after by what they are, not by who you are, and what you carry finally weighs something.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Wolves and ghosts go after people and other beasts; the guardian keeps to its post. Possess a wolf and its pack leaves you be and turns on the body you left behind.&lt;/li&gt;&lt;li&gt;Anything you hit, shove or throw at will turn on you, even its own kind, and badly hurt wolves break off and run.&lt;/li&gt;&lt;li&gt;You can drop anything you carry, wear or hold from the inventory (d). Creatures that die leave their gear where they fall.&lt;/li&gt;&lt;li&gt;Carrying too much slows you down: past your limit you're burdened, and past half as much again you're overloaded. Your load shows on the character sheet and in the inventory.&lt;/li&gt;&lt;li&gt;A scavenger now wanders the undercroft, picking up and using what it finds.&lt;/li&gt;&lt;li&gt;On phones, a Self button opens your character sheet (@ on a keyboard).&lt;/li&gt;&lt;/ul&gt;</content>
</entry>
<entry>
  <title>A moment to look</title>
  <id>https://eordgame.com/updates#a-moment-to-look</id>
  <link href="https://eordgame.com/updates#a-moment-to-look"/>
  <updated>2026-10-16T12:00:00Z</updated>
  <summary>When a creature comes into view, the game says so and holds the next turn for a moment, so nothing slips in and out of sight before you've seen it.</summary>
  <content type="html">&lt;p&gt;When a creature comes into view, the game says so and holds the next turn for a moment, so nothing slips in and out of sight before you've seen it.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;A creature coming into view is announced (&amp;quot;A wolf comes into view.&amp;quot;) and turns wait about half a second.&lt;/li&gt;&lt;li&gt;Holding a movement key doesn't carry you on past it: let go and press again to keep moving.&lt;/li&gt;&lt;li&gt;The cursor, the throw target and a walk's destination no longer show up in mirrors or through portals. They're drawn once, where they are on screen.&lt;/li&gt;&lt;/ul&gt;</content>
</entry>
<entry>
  <title>What you see depends on who you are</title>
  <id>https://eordgame.com/updates#how-you-see</id>
  <link href="https://eordgame.com/updates#how-you-see"/>
  <updated>2026-10-16T12:00:00Z</updated>
  <summary>The world under the hood was rebuilt so every creature and item works the same way, and what's on screen is now what your character can actually perceive.</summary>
  <content type="html">&lt;p&gt;The world under the hood was rebuilt so every creature and item works the same way, and what's on screen is now what your character can actually perceive.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Fox-blooded characters see ghosts plainly. Everyone else only feels a patch of cold air.&lt;/li&gt;&lt;li&gt;Stoneborn and fox-blooded darkvision shows the dark in shades without colour.&lt;/li&gt;&lt;li&gt;Fighting something you can't see now reads &amp;quot;Something misses you.&amp;quot; and a blow your armour stops reads as glancing off.&lt;/li&gt;&lt;li&gt;Being slowed now makes you act less often, turn by turn, rather than skipping whole turns.&lt;/li&gt;&lt;li&gt;Your torch burns, gets knocked loose, douses in water and relights the same way as any other light.&lt;/li&gt;&lt;li&gt;Saves from before this update can't be continued. Start a new run.&lt;/li&gt;&lt;/ul&gt;</content>
</entry>
<entry>
  <title>Click to walk</title>
  <id>https://eordgame.com/updates#click-to-walk</id>
  <link href="https://eordgame.com/updates#click-to-walk"/>
  <updated>2026-10-16T12:00:00Z</updated>
  <summary>Click (or tap) anywhere you've seen and your character walks there, one turn at a time, and stops the moment something needs your attention.</summary>
  <content type="html">&lt;p&gt;Click (or tap) anywhere you've seen and your character walks there, one turn at a time, and stops the moment something needs your attention.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;The walk finds its own way around walls, water and fire, through portals too, but only over ground you've seen or remember.&lt;/li&gt;&lt;li&gt;It stops when a creature comes into sight, when you're hurt, when something new turns up in the message log, or when you press any key or click again.&lt;/li&gt;&lt;li&gt;With a creature already in sight, a click takes a single step instead, so you never sleepwalk into a fight.&lt;/li&gt;&lt;li&gt;Clicking into the dark still takes one step towards it.&lt;/li&gt;&lt;/ul&gt;</content>
</entry>
<entry>
  <title>Play on your phone, and mirrors that keep up</title>
  <id>https://eordgame.com/updates#phones-and-mirrors</id>
  <link href="https://eordgame.com/updates#phones-and-mirrors"/>
  <updated>2026-10-16T12:00:00Z</updated>
  <summary>Moving on a phone is now a swipe or a tap anywhere on the map, and reflections no longer run a step ahead of you.</summary>
  <content type="html">&lt;p&gt;Moving on a phone is now a swipe or a tap anywhere on the map, and reflections no longer run a step ahead of you.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Swipe on the map to walk, or tap a spot to step towards it. The on-screen d-pad is gone, so the map gets the whole screen.&lt;/li&gt;&lt;li&gt;Reflections in mirrors and the views through portals now move in step with you instead of one step early.&lt;/li&gt;&lt;/ul&gt;</content>
</entry>
<entry>
  <title>Who you are: races, classes and a fight worth having</title>
  <id>https://eordgame.com/updates#the-character</id>
  <link href="https://eordgame.com/updates#the-character"/>
  <updated>2026-10-16T12:00:00Z</updated>
  <summary>A run now starts with a choice of race and class, and fighting is rolled from your stats and gear instead of a flat hit.</summary>
  <content type="html">&lt;p&gt;A run now starts with a choice of race and class, and fighting is rolled from your stats and gear instead of a flat hit.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Four races (human, sylvan, stoneborn and fox-blooded) and four classes (warrior, hunter, qi cultivator and scholar), each with its own stats, traits and starting kit.&lt;/li&gt;&lt;li&gt;Five stats: might, agility, vitality, spirit and literacy.&lt;/li&gt;&lt;li&gt;Equip what you carry in your hand, on your body and in your off hand. Swords, spears that reach two cells, quarterstaffs, leather armour, iron cuirasses and bucklers.&lt;/li&gt;&lt;li&gt;Melee is rolled: agility decides whether you hit, might how hard, armour how much gets through. You can shove things, too.&lt;/li&gt;&lt;li&gt;Stoneborn and fox-blooded characters see a little way into the dark without a torch.&lt;/li&gt;&lt;/ul&gt;</content>
</entry>
<entry>
  <title>Runs that survive closing the tab</title>
  <id>https://eordgame.com/updates#saves</id>
  <link href="https://eordgame.com/updates#saves"/>
  <updated>2026-10-15T12:00:00Z</updated>
  <summary>Close the tab in the middle of a run and it's waiting when you come back.</summary>
  <content type="html">&lt;p&gt;Close the tab in the middle of a run and it's waiting when you come back.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;The game saves as you play, in your browser's storage, and loads the run when you return.&lt;/li&gt;&lt;li&gt;Saves are small and quick to load, even after a long run.&lt;/li&gt;&lt;li&gt;Death ends the run and its save, as it should.&lt;/li&gt;&lt;/ul&gt;</content>
</entry>
<entry>
  <title>Every screen drawn in glyphs</title>
  <id>https://eordgame.com/updates#glyph-ui</id>
  <link href="https://eordgame.com/updates#glyph-ui"/>
  <updated>2026-10-15T12:00:00Z</updated>
  <summary>The panels, the message log, the inventory, the help and the developer tools are all drawn by the game's own renderer now, on the same grid as the map.</summary>
  <content type="html">&lt;p&gt;The panels, the message log, the inventory, the help and the developer tools are all drawn by the game's own renderer now, on the same grid as the map.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;One look from edge to edge: health and torch meters, your pack, what you're looking at, and the message log, all in glyphs.&lt;/li&gt;&lt;li&gt;Works the same on a phone, with a layout that fits a narrow screen.&lt;/li&gt;&lt;/ul&gt;</content>
</entry>
<entry>
  <title>Portals and mirrors</title>
  <id>https://eordgame.com/updates#portals-and-mirrors</id>
  <link href="https://eordgame.com/updates#portals-and-mirrors"/>
  <updated>2026-10-15T12:00:00Z</updated>
  <summary>Space in Eord no longer has to be flat. Mirrors reflect sight and light, and portals join two places so you can walk, look and shine a torch straight through.</summary>
  <content type="html">&lt;p&gt;Space in Eord no longer has to be flat. Mirrors reflect sight and light, and portals join two places so you can walk, look and shine a torch straight through.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Mirror walls reflect what's in front of them, including you. Light bounces off them too.&lt;/li&gt;&lt;li&gt;Portals join two distant cells. Step in one side and you come out the other, and you can see through before you go.&lt;/li&gt;&lt;li&gt;Creatures see and chase you through portals and around mirrors by the same rules you do.&lt;/li&gt;&lt;/ul&gt;</content>
</entry>
<entry>
  <title>First light</title>
  <id>https://eordgame.com/updates#first-light</id>
  <link href="https://eordgame.com/updates#first-light"/>
  <updated>2026-10-15T12:00:00Z</updated>
  <summary>The first playable build: a night on the proving ground, a torch, and a world that follows its own rules.</summary>
  <content type="html">&lt;p&gt;The first playable build: a night on the proving ground, a torch, and a world that follows its own rules.&lt;/p&gt;&lt;ul&gt;&lt;li&gt;A simulation where fire spreads through dry grass, water puts it out, oil burns and floats, and lightning runs through anything wet.&lt;/li&gt;&lt;li&gt;One light for the whole world. What it doesn't reach is black, and what you've seen stays on the map as a memory.&lt;/li&gt;&lt;li&gt;Fire, oil and lightning to throw, wolves that are afraid of fire, and stairs down into the dark.&lt;/li&gt;&lt;li&gt;Every run comes from a seed, so the same choices always play out the same way.&lt;/li&gt;&lt;/ul&gt;</content>
</entry>
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