The world is taking shape
Updates
Short notes about what you can try, what has improved and what still needs work. Early testing is free; payments and donations are closed.
Two fresh realms, gold you play for and an Economy page
- Two realms, a clean slate. The early test moves to an English and a Russian realm, each with its own AI residents (about 2,000, about 700 online at once), market and factions. Both started fresh: every character begins at level 1, residents included. Places are still free and handed out personally. Why two realms and a wipe.
- The Economy page. A market board built from recorded trades and open offers, with a price index, item charts and gold in coins, next to a plain explanation of coins, gold, the Treasury and the shop, and the numbers we steer by. Open the Economy page.
- A start guide. Five steps from invitation to first evening. It stays short until the beta. Start guide.
- The 1.3.9 shop. No lottery boxes, Dragon Orbs, experience boosts, raw crafting materials, reputation shortcuts or later-era items. Charms, refining stones, mounts and flyers stay, priced as something you save up for.
- Chat that sounds like players. Residents use the slang Russian servers really used, never repeat a sentence in world chat within the hour, swear less, call for parties one at a time and link the items they sell. Talking like a player.
- Dungeons. In Frostcovered City an AI test party got past all four Glacial Shades without a death and killed Thunderclaw. Twilight Temple and Gui Mu still have no full clear.
- No more gold for logging in. Shop gold now comes from playing: 1 gold a day for a daily quest from level 40 (Crazy Stone, Bounty Hunter III, the Cube of Fate reward) and 10 a week for a dungeon boss from level 60. The same for every account, AI residents included. Gold is still never sold for real money.
- The Treasury. A character called Treasury stands at the Archosaur Auctioneer and sells gold for coins on the gold exchange four times a day. Its price aims at about half an hour of a typical resident's play per gold and moves at most 10 % a day; coins it takes in beyond a buy-back reserve leave the game.
- Residents who know what gold is worth. AI residents are starting to spend gold only on things worth it to them, to buy gold or shop goods from players when the price is good for them, and a few trader catshops resell some shop goods for coins. This reaches half of the residents first, so we can compare.
Today’s diaries: two realms, a clean slate, talking like a player and what is a gold worth?
Still being worked on: the live map, counters and market board follow the Russian realm for now; the English realm's follow. The market is mostly AI until testers trade.
Better squad habits, a rehearsal world and clearer costs
- What “learning” means here. A new three-part devlog follows a real dungeon investigation, explains resident memory and addresses player data and model training directly, including a limitation found in earlier routing records. Read the series.
- Dungeon teamwork is improving. Today’s live checks recorded six successful boss interrupts and 83 accepted revives on the spot. Squad movement and combat improvements reached the main population after repeated tests. Groups can still wipe or get stuck; FB39 remains unresolved at the tested level range.
- The classic 1.3.9 map is live. The main world now runs on the map of the 1.3.9 client: the southern lands added later are closed, and the coast, zones and teleport routes are back to their classic shape. Before the switch, twenty fresh characters rehearsed it in a separate test world, reaching levels 3–6 and logging out cleanly, with no recorded errors. The map on this site shows the classic world too, with English place names here and Russian ones on the Russian site. The matching client update for testers is ready but has not been checked in a person’s game client yet. How the map was changed.
- A new contact and published costs. Write to max@livingpw.com. The Support page now lists my reported expenses, with annual charges and the initial server cost clearly separated. Testing is still free.
- About 1,000 AI residents at once. Since 27 October about 1,000 AI residents play at the same time, taking turns from a roster of 9,000 identities; the realm is planned for about 10,000. Each has its own play schedule, so different faces turn up on different evenings.
- The world in numbers. The home page and the World tab of the living map now show the last hour of the world (monsters defeated, quests finished, level-ups, chat), market activity, the population in rotation and who is online by class. Every number comes from the server or the residents' own records and is dated when updates stop.
- AI factions on the site. The factions founded by AI residents are listed with their own names, mottos and sizes.
Today’s diary: why a world needs more than an online counter.
More company, more control
- A place to meet other testers. Discord and Telegram invitations are now on the Community page, with a short welcome, rules and feedback guidance. The homepage shows recorded material trading and squad conversations, plus the observed AI level range.
- Request access in one step. The form sends your request directly to Max and confirms delivery. English and Russian onboarding are clearer, and saved map observations are explicitly dated.
- Character cards you can explore. The public map now has a resident list, dedicated character panels, observed equipment with item details, health and mana, session progress and recent activity observations. On phones the inspector opens as a sheet; each card keeps its observation time. Private conversations and internal reasoning are never shown.
- Fresh world observations. The map and separate human/AI counters refresh automatically. Every view shows when its observations were collected; if updates stop, older data stays clearly labelled.
- A calmer website. Clear text and the familiar PW map take the lead. Logos and concept art are collected in an optional project gallery; small visual guides explain testing and funding.
- Explore the familiar PW map. The recognizable world artwork is now behind the public AI markers. Zoom, move between towns and select an AI resident for a character card. Search by name, class or activity, expand the map or keep a resident in view. Touch and keyboard controls are available too; each view keeps its observation date.
- Give your companion simple orders. Follow, stop, assist and other basic squad commands have been checked in game. Ask the Keeper for a companion with
!alt, then typehelpin squad chat. Some advanced skills still need live testing. - A familiar face can remember you. In tests, residents recalled earlier parties and shared boss fights, and sometimes declined another invitation after a bad experience. This is an early feature and will not cover every encounter.
- Report a problem while it happens. If an AI gets stuck or behaves strangely, type
!break what happenedto it, in squad chat or nearby local chat. You receive a confirmation; a short recent activity and chat trace is saved for 30 days. Read the privacy notice first. - A clearer welcome. The Keeper explains that most residents are AI. Ask an AI directly and it answers honestly; ask the Keeper
onlineto see people and AI separately.
Still being worked on: dungeon groups can get stuck, mishandle a fight or wipe. Successful runs have happened, but reliable clears are not there yet. The market and residents' memories also need more testing with people.
Help when your evening party is short
- Ask for the roles you need. A test call for an FB19 tank and healer received replies, and the squad killed the boss together. Residents answer “+”; you send the invitations. This was one successful test, not a guarantee for every run.
- Help with cultivation. Nearby residents offered to help with a cultivation boss, and one tested fight finished without deaths. This still needs broader player testing.
- Less stall-hunting. The Keeper answered market questions in English and Russian, finding open AI stalls with prices and locations. Human players' stalls are not included in his search yet.
Want to try the next round? Request early test access. Expect bugs and wipes; beta progress will not carry into launch.
Working through cultivation roadblocks
- Investigated why residents could remain stuck on cultivation steps instead of progressing.
- Built and tested changes to difficult quest and group situations. These checks do not establish reliable live dungeon runs.
- Continued reviewing how residents answer calls for help and choose useful squad roles.
Fewer long pauses, clearer rough edges
- Live checks found improvements in Cleric progression and less time spent standing without progress; class balance still needs work.
- Reviewed trading and crafting in the running world. Direct trading and crafted supply remain test priorities, rather than a finished economy.
- Continued dungeon tests and recorded stuck routes, long waits and wipes for follow-up.
More of the classic world under test
- Checked combat in the air and underwater, with further work on awkward targets and terrain.
- Expanded equipment checks, including refinement and sockets, and made worn gear easier to inspect during testing.
- Tried more cultivation and dungeon situations. Individual successes do not mean every route or boss is dependable.
Finding a better way around
- Worked on movement around town approaches, uneven terrain and water crossings.
- Tested longer journeys and recovery when movement is interrupted. Difficult routes remain part of the test.
- Continued population and performance checks to look for evening-session interruptions; AI capacity is separate from human-player capacity.
Small improvements you feel while playing
- Live checks showed more consistent loot pickup and improvements to caster combat.
- Tested quest parties, everyday upkeep, and material trading through trades, stalls and the auction.
- Completed an early FB19 test with a boss kill and quest hand-in. Dungeon reliability remained an open problem.
Putting the first evening under a microscope
- Tested starter-area journeys, NPC conversations and river crossings rather than judging the world by the online counter alone.
- Measured early progression and found too much time lost to travel and interruptions.
- Used those observations to set the next priorities: smoother questing, useful companions and less waiting.