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What's New in Ghelmyon

The town crier's board, more or less. New things, changed things, and guides worth a read - the short version.

This is the player-facing news board: recent additions and changes, plus the new reference guides as they're written. For the deep mechanical detail, follow the links into the guides themselves.


June 2026

New guide - Corpses, Looting & Skinning. Slain foes now leave a lootable corpse in the room with the coin and gear they were carrying. Use loot corpse to take it, skin corpse to harvest a hide from animals. Corpses decay after roughly a day - don't wait.

New guide - Furnishings & Mementos. Homes are now furnished. Every patrician study has a desk, a wardrobe, a cabinet - and signature NPCs have personal mementos placed inside. Use examine <surface> to see what's there and explore to search for what's hidden. The things you find have real weight beyond loot.

New guide - Locked Homes & Lockpicking. Private homes can be locked. Your own door opens for you freely; use a key to open any other; or use Locksmithing to pick it - quietly, if your skill is up to it. Walking into someone's home uninvited is a crime whether you picked the lock or found it open.

New guide - A Place to Live - Homes, Bunks & Rent. Every NPC in Ghelmyon now has a home - a real, explorable location with rooms that scale to their station. This guide covers the six social tiers (warren to villa), the residential districts in each city, and how inn bunk rooms work for travellers passing through.

New guide - Getting Around - The Map & Compass. Compass movement, named exits, how to read the minimap navigator (exits laid out by direction), the four /map views, and fog of war: why undiscovered places show as ????? until you find them.

New guide - Money Matters - Banks, Coin & Prices. Banks are now in every city and share a single global account - deposit in Ghelmyon, withdraw in Millhaven. This guide covers the four coin denominations, what things actually cost, the vault for item storage, and what makes prices move.

New guide - Wounds, Healing & Infection. The full picture on the two kinds of hurt (your HP bar vs. lasting wounds), who patches you up - field medicine, healers, temples, herbalists - and what festers if you ignore a wound. If you've ever limped out of a "won" fight, read this.

Screen effects & status auras. Combat and conditions now read at a glance: a red pulse when your HP runs low, soft glows for healing, protection and berserk. Toggle it under Settings ▸ Screen effects if you'd rather play clean. More effects (on-fire, drowning) are on the way.


Late May 2026

Interactive scenes - click to fight. Combat can now be played on the scene image itself: click a foe, aim for a weak point, watch it stagger. The first taste of the clickable scene system the rest of the world will grow into.

Bestiary tab. A browsable field guide to the creatures you've met - silhouettes for the ones you haven't. It fills in as you explore and fight.

New guides - Crime & Stealth and Bounties & Wanted. Theft, pickpocketing, hiding and sneaking - and the flip side: hunt the names the authorities want, or find your own on the board.

The Ashworth heist. A full vertical-slice heist you can case and crack end to end - intel, the four-phase break-in, and getting out clean. See First heist.


How to keep up