Patch Notes

Version 0.64.0-PB - Construction (Houses)

This update introduces Housing, a new system that allows you to extend the maximum idle time for various activities.

Village Management has been postponed for now, as it required significantly more development time than originally expected.

Important: This update includes major foundational changes to several core systems, particularly Guild Halls and primary skills. Because of the scale of these changes, the first few days after release may be slightly turbulent. While we have taken extensive precautions to minimise issues, some problems may still appear. If you encounter anything unexpected, please submit a bug report so we can investigate and resolve it quickly.

Houses

  • Head over the the Construction skill to get started.
  • Houses can be created by building a foundation.
  • Houses are built at the location your character is currently at.
  • Houses cost 25,000 gold.
  • Houses use the same dynamic system that powers guild halls, so players who run guilds will find the mechanics very familiar.
  • Build different structures to gain various boosts and quality-of-life improvements. For instance, constructing a Lumber Store can increase your maximum idle time for woodcutting.
  • The effects of the building are only applicable to the location the house is built in unless you purchase a Remote Conduit. For instance, without a remote conduit, you can only increase your maximum idle time at the location your house is built in.
  • Your house buildings don't stay in perfect condition forever. Over time, active components slowly degrade. If a component reaches 0%, the effects cannot be accessed.
  • While the buildings are in repair, they also cannot be accessed.
  • Check out the wiki for a more detailed explanation of how houses work.

House Guests

  • You can share your house with other characters (including your own alt characters) by building a Guest House. Please note that, due to the nature of this building, it is more expensive than other buildings.
  • Guests can only join a house one every 24 hours to prevent abuse.

More

  • Improved UX in the tavern on the apps.
  • Guild Conquest rewards have been updated so a character can no longer receive the same season shard reward more than once in the same zone after changing guilds. For new seasons starting on or after May 9, 2026, only that character’s best contribution will count for the reward, and older duplicate entries will show as Superseded.
  • Added the ability to view another character’s profile when inspecting a party.
  • Added "Food Used" to battle notifications.
  • Removed the snow map.
  • Players who reach level 100 in Meditation will now receive a free moving animated gradient.
  • Added rule 4.5 to clarify household trading.
  • Teleportation costs have been slightly reduced for most players to account for the newly added Construction level.
  • League rewards now only go to characters who contribute at least 1 point.
  • Added a "Getting Started" guide for new characters.
  • Changed the wording from "The game has been updated" to "Something has been updated".
  • Improved the friends list to make it easier to use, including the ability to pin friends.
  • Increased the membership item price to 50,000.
  • Added vendor price visibility on the market listing screen.

Bug Fixes

  • Fixed bug where viewing a zone from a past season showed Dominated or Contested instead of the guild that actually won that zone.
  • Fixed bug where past seasons could incorrectly show a live assault as active in a zone, even though that assault did not belong to the selected season.
  • Fixed bug where switching from a past season back to the current season left zone tags in the wrong state, showing winning guild or empty labels instead of the correct live conquest status.
  • Fixed bug that caused stamina to return as 1 at the end of a pet hunt.

Public API

  • Added evolution data to the pet public API.
  • Public pet API allows users to view other character pet inventories.
  • Fixed rounding bug for dungeon loot. This was a visual bug. It did not affect the game in any way and was isolated to the public API.
  • The public API now respects the characters pet inventory privacy setting and will return a 403 response if their inventory is closed.
  • Added location details to the character endpoint.
  • Removed happiness and hunger from the pet endpoint.

Version 0.63.3-PB - Membership Items

Following on from the previous message, we're beginning with a modest increase to the membership item value while we observe how the change affects the economy over time.

The value of membership items has been increased from 1,000 gold to 20,000 gold. This is intended as a cautious starting point, and we’ll continue monitoring the impact before considering any further adjustments.


Version 0.63.2-PB - Membership Items

It's come to our attention that the use of membership scrolls has increased market activity significantly over the past few weeks. Due to their extremely low vendor value and high circulation, they are effectively being used as an alternative currency to reduce or bypass trade tax.

We haven't made any firm decisions yet, but we’re watching the situation closely and analyzing what it could mean for the economy long term. If it starts heading in a direction that feels unhealthy, we'll step in before it becomes a bigger problem.

The market tax is the primary way gold leaves the game, and if that system is weakened and left unchecked, gold can gradually inflate, pushing prices up and impacting everyone. Over time, this makes the entire economy harder for us to balance and maintain. The effects tend to build slowly, sometimes only becoming obvious years later, which is why it is important to for us step in early before the situation grows into something much more difficult to correct.

One of the options we're considering is gradually increasing the vendor sell value of membership items over time. That would naturally raise the tax impact when they're used in direct trades, which helps close the loophole without doing anything too heavy handed.

This is just a quick heads up to let you know we're aware of the trend and keeping a close eye on it. We haven’t made any firm decisions yet, but we felt it was important to flag it now so anyone involved in the market can factor this into their plans going forward.

As we've said in the past, the long term health of the game will always come first. We recognize the potential risks if this continues unchecked, and we want to make sure it doesn’t quietly grow into a larger issue over time.


Version 0.63.1-PB - Privacy Policy

  • If you need support, feel free to ask in our Discord server in the #community-help channel or over in the Tavern. For payment or account-related issues, please open a ticket through our helpdesk at https://support.galahadcreative.com
  • We've updated our Privacy Policy to clarify the external third parties that support our services, including our new Help Desk platform.

Version 0.64.0-PB (Preview)

Housing Preview

Houses and Villages

We’re excited to give you a small preview of what’s coming in the next IdleMMO update. It includes the long-awaited housing feature, along with something a bit different for us: Village Management.

You can read our lengthy preview here: https://www.galahadcreative.com/blog/idlemmo-v0-64-houses-and-villages


Version 0.63.0-PB - Guild changes and more!

Guild Changes

We’re making a small change in how we approach guilds.

When the guild system was first introduced, we intentionally put a high cost on creating and maintaining a guild. The idea was to make sure guilds only existed when they had a clear purpose and commitment behind them. Over time, it's become clear that this approach is a bit too restrictive, especially for more casual players.

Our goal now is to make guilds more welcoming and accessible, mainly by lowering the costs to create and maintain them.

These changes also take future features into account, particularly housing. While housing is still in active development and no final resource requirements have been set, we want to avoid a situation where players feel forced to choose between investing in their personal house or supporting their guild. Reducing guild costs now helps remove that pressure before it ever becomes a problem.

As a result, we're making the following changes:

  • The guild creation cost has been reduced to 50,000 gold.
  • The mark cost for creating guild components has been reduced, along with the cost to repair them.
  • Quantity requirements for all guilds have been halved.

This should make it easier to start and sustain a guild, while keeping them meaningful as the game continues to grow.

Skin Chests

We feel like the skin system has been a bit underused, especially when it comes to collecting skins through normal gameplay. While museums help track your collection, acquiring skins almost exclusively through tokens has felt too restrictive. Tokens are already used for utility rewards, such as slots and the recently added character name colouring, which makes skin collecting feel like a trade off rather than something you naturally work towards.

We love collecting systems, and we want skin collection to happen more organically through playing the game. That’s where skin chests come in.

  • We’ve added support for skin chests that drop random character and background skins. These chests will be obtainable through gameplay, starting with dungeons, and potentially expanding to other areas like World Bosses in the future. They won’t be available for direct purchase from merchants.
  • When you open a skin chest, it rolls from all skins currently available in the merchants (including both token and shard merchants). Campaign skins are excluded. If you roll a skin you already own, you’ll receive shards instead. Shard rewards scale based on quality, ranging from 50 shards for standard skins up to 2,500 shards for mythic skins. For instance, if the chest rolls a mythic skin that you have, you will receive 2,500 instead.
  • Skin chests will begin appearing in dungeons over the next few days. There will be several different chest types, each with its own drop rates.
  • For full transparency, all odds for each chest will be fully visible on the item inspection page. Some chests will have a higher chance of dropping rarer skins, including Mythics. The museum will also list if the skin is acquirable via the chest or not.
  • Skins will still remain available in merchants if you’d rather purchase a specific one directly.

To be clear, these chests can only be obtained through gameplay or by trading with other players who earned them through gameplay. They cannot be purchased directly from the game. The chests will be tradable on the market at first, but we’ll be monitoring the economy closely. If they begin to cause issues, we may make them untradable later on.

Leagues

Leagues have been updated to use a fixed party size of 4. This change addresses concerns around players being able to participate in multiple leagues at the same time.

Any new or existing leagues that are scheduled to start more than 2 days from now will be automatically updated to use the new party size of 4.

More

  • Increased username gradient edit time to 6 hours.
  • Added "Where to find?" tab for skins in the museum.
  • Fixed an issue where character health could be set to 0 when starting another action while in the middle of queued battles.
  • Fixed a bug that caused pets to be stuck in a characters showcase after being sold or traded.
  • Improved pet group UI.
  • Improved user onboarding when signing up for the first time.

Version 0.62.1-PB - Minor Improvements

  • Custom character name colours are now fully editable, with unlimited changes available for up to one hour after purchasing the slot.

Version 0.62.0-PB - Custom Name Colours

Custom Name Colours

  • Characters can now purchase a custom name colour.
  • A solid colour slot costs 400 tokens. A gradient colour slot costs 700 tokens.
  • Custom name colours are only active while an active membership is in place.
  • Colours must remain clearly readable and visible. If a colour is intentionally set to be difficult to read or invisible, the colour slot will be revoked without a refund.
  • Colours can be purchased on the character settings page.

More

  • The token conversion rate for the shrine has been increased to 900 gold per token, up from 700.
  • Fixed incorrect item effect listings on the inventory page.

Edit: This update mistakenly allowed existing username colours to be edited. This will be disabled after 5pm UTC (in around 1 hour). Please make any colour changes before this time, as editing will no longer be available afterwards.