DEVELOPMENT LOG

What is changing

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.