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Changelog
Lark is updated regularly. This is the honest record of what has shipped — the big features, the reworks, and the fixes that mattered. Newest first.
July 2026 — quests, events and the Ember Crown
The largest update so far, aimed squarely at giving the mid and late game a reason to keep going.
- The Ember Crown finale. The main story's last quest was rebuilt into an eight-stage siege, and the saga now ends properly instead of trailing off.
- Three marquee quests rebuilt. The Wreck of the Solace became a detective story that turns into a dive; The Bog Parliament gained a boss you can talk your way past instead of fighting; The Unsleeping King got its own trophy reward.
- World events. Five things that now happen to you rather than waiting to be found: a Treasure Sprite that bolts with a purse you have to run down, a Gem Rush seam, an Ent-woken tree worth triple logs, a Fish Frenzy shoal, and a Travelling Merchant with rotating stock. A scheduler keeps them to one at a time.
- The Ember Kiln. A solo Firemaking minigame — the first proper flagship activity for a non-combat skill.
- Skilling got a pulse. Enriched nodes that pay double, rhythm windows that reward a well-timed swing, and hazard beats you have to step away from.
- Titan of the Week and weekly Disturbances. A rotating world boss to hunt, and marked sites that pay richer for the trek out to them.
- Boss pets. The Titanling, dropped by the world titans.
- Loot identity. Every cave archetype now has a signature drop, and the echo landmarks drop their own lesser version instead of a photocopy of the original.
- Readable combat and hunt payoffs, opt-in leaderboards, and a share card.
Fixed: a quest search soft-lock where pots, urns and book piles could not be clicked; two live breaks in The Wreck of the Solace; a combat bar that rendered an "undefined" keybind for prayers past the first five; and sixteen further bugs found in review.
July 2026 — the art and world passes
- Trees redrawn. Four iterations ending in a stacked "shelf" canopy with painted cast shade, plus thinned groves you can actually walk through. The forests stopped reading as green blobs.
- The player character rebuilt. A proper rig with per-weapon attack and per-skill work animations, replacing a body that had a long-standing arm bug.
- Gear you can see. Each tier has its own geometry rather than a recolour, unique weapons carry a visible motif, and rarity is legible on the item frame and on the character.
- World depth. Real mountains with cliff faces, summit trails topped with cairns, larger cities with towers and gardens, a three-pier harbour at Tidehaven, and ten kinds of natural cave mouth.
- Cave entrances read as enterable — a trampled apron of ground at every mouth and torches that light at night.
- Shallow-water wading. The near-shore shelf is now passable at a slowed pace, and enemies wade after you, which closed a safe-spotting exploit.
- Rolled loot. Weapons can now drop with a tier and an affix — a "Bronze Sword of Fire" is a real, distinct item.
26 June 2026 — version 1.1.0
World enrichment and a long-overdue lava rework.
- Themed specialty caves, and landmark dungeons doubled from six to twelve — around 177 caves and dungeons in the world in total.
- Lava rebuilt to flow and glow rather than strobe.
- Cook-all, a humbler starting kit, single-card events, and a batch of user-experience fixes.
26 June 2026 — version 1.0.0
The first tagged release: the open world of Embermere, 17 skills to level 99, 42 quests, 44 creatures, 15 settlements, and a save that lives in your browser.
How updates reach you
There is nothing to download or patch. Reload the page and you have the current version. Saves are versioned and migrate forward, so an update does not cost you your character — object depletion is stored by coordinate, which is why new content can be added to the world without breaking an existing save.
Found something broken in a new build? The contact page explains what to include in a report.