Daily Raid is in active development. These notes distinguish systems
already available in the public beta from work still being validated for
a later release.
Public beta
Crypt rooms keep their names and change their plan
Burial Crypts still use the landing, processional hall, ossuary, long
gallery, side tombs and sanctum. The placement is new. Tight halls
keep two doors. Side vaults are narrow and dead-end. The ossuary stays
the wide room. Spawns sit on the niche walls or at the far end of a
vault, with low bone piles and coffin pairs in the sealed rooms.
Chapel and Gaol generation are unchanged. Enemy factions are
unchanged. A Daily that rolls Crypt uses the new grammar. One that
rolls Chapel or Gaol does not. This is a layout change, not a new
campaign or a new bestiary. The
dungeon guide describes the three
environments.
Public beta
Combat sounds, without a music bed
Hits, hurt, blocks, deaths, whiffs and a light fire, ice or poison
cast now have their own cues. The mix is master, effects and a quiet
ambience. Cinder Refuge and the dungeon floors do not yet have music
beds. Click the page once if the browser has not unlocked sound.
The same client carries the nine Mage-only element skills: three each
for fire, ice and poison, with a cast, an impact and a status. A
Warrior, Ranger or Hybrid cannot learn them. Weapon binding from the
previous client stays: blunt weapons rest along the forearm, and the
heavier enemy tolls line up with their damage frame.
Public beta
Heavier hits and clearer healing
Crushing Blow now follows the weapon with a heavier steel trail and
releases compact sparks and dust on a confirmed hit. Mend adds a
pale-green glow around the hands during casting, followed by soft
rising wisps when health is restored.
Siphon has a crimson casting glow and thin wisps drawn from the struck
enemy toward the caster. A small healing pulse appears only when the
player actually gains health. These effects work in solo and party
raids, with multiplayer impacts confirmed by the server.
This is a visual update: damage, healing, resource costs, cooldowns
and combat timing are unchanged. The recent Daily and Weekly encounter
balance stays in place, and existing characters and leaderboard
results are preserved. Particle counts and lifetimes are capped, with
cleanup when changing floors or leaving a raid.
Public beta
Dungeon variety and party raid responsiveness
The public build adds Forsaken Gaol as a third environment, removes
freestanding room pillars, and introduces the independent Ironbound
enemy faction. Daily seeds can now combine three environments with
three factions instead of tying a roster directly to its surroundings.
A multiplayer performance pass reduces authoritative world broadcasts,
interpolates visible movement between snapshots and limits active
floor simulation to floors occupied by party members. Party raids also
gain the complete character and equipment panels so earned items,
skill points and character points can be used without returning to
Refuge.
Public beta
Trading, score and denser Daily encounters
Mara's shop now combines starter essentials with a dated rotation from
the equipment catalog. The economy supports exact same-visit buyback,
account-to-account item offers, gifts and party sharing of raid-found
gear while preserving ownership of normal personal drops.
Leaderboard-eligible solo completions submit automatically under the
signed-in display name. The current score formula combines completion,
kills, damage and elapsed time. Daily encounter density has also been
increased without simply adding more floors or rooms; this pacing pass
is gathering data before health, damage or reward rates are changed.
Public beta
Accounts and server-authoritative party raids
Email accounts, unique changeable display names and one persistent
character per account are available on dailyraid.net. Invite-code
parties gather in Cinder Refuge and can commit to Daily or Weekly
raids. The Cloudflare service owns movement validation, enemies,
attacks, skills, projectiles, loot, settlement and the reconnect
window rather than trusting one player's browser as the host.
Party drops are personal by default. A majority extraction decision
can complete the run, while total party death ends it. Mage Revive can
return a fallen same-floor teammate at low health after significant
skill and Focus investment.
Next Milestones
Near-term work centers on validating the new party synchronization
model, improving environment-specific room composition and enemy
variety, and continuing the combat effects and animation pass.
Longer-term plans include deeper guild competition, party scaling,
additional dungeon themes, expanded audio, stronger equipment visuals
and broader social trading.