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News & Dev Notes

The latest updates, patch notes, and developer insights from the world of Mordovia.

View Full Changelog (v0.0.01 – v0.1.0)

Feb 18, 2026 — This Week in Vestra Coda

Big week. Three systems got meaningful polish and we're feeling good about where things are headed.

The ocean system received another round of tuning. Wave heights now respond more naturally to bathymetry changes near the coastline, and we fixed an issue where foam particles were spawning below the water surface during high swells. It's the kind of thing most players won't consciously notice, but it makes standing on the Shattered Coast feel right.

Goblin Stronghold boss encounters are now in a playable state. The first two bosses — the Goblin Warchief and the Tunnel Broodmother — have full ability sets, phase transitions, and loot tables. We're still iterating on the Warchief's second phase (his call-for-reinforcements mechanic needs better visual telegraphing), but the fights feel dangerous in the way we want. You will die if you don't pay attention.

On the crafting side, the first wave of recipes is in. Roughly 40 recipes across Smithing, Cooking, and Herbalism. Nothing exotic yet — these are your foundational items, the bread and butter that make the early and mid game feel functional. More complex recipes (multi-step, cross-skill) are coming in the next sprint.

Feb 10, 2026 — Skill Tree Builders Now Live

We shipped something we've been quietly excited about: interactive skill tree builders for all three combat disciplines are now live on the website.

You can plan your Melee, Ranged, and Magic builds right now, before early access even starts. Allocate points, see synergies, and share your builds with other players. This isn't a simplified marketing version — these are the actual skill trees from the game, rendered with the same data the game engine uses.

Why put this on the website? Because theorycrafting is part of the game. Some of the best moments in MMOs happen outside the client — in spreadsheets, on forums, in late-night Discord conversations about whether investing three extra points into a passive is worth the tradeoff. We wanted to give that community the tools as early as possible.

Known issue: some tooltip descriptions are still placeholder text. We're working through them. The tree structures and point costs are final.

Feb 3, 2026 — Wiki & Database Launch

The Vestra Coda wiki is live at wiki.vestracoda.com with 274 entries and counting.

This covers items, creatures, abilities, recipes, regions, and game mechanics. Every entry is written by the dev team (not scraped or auto-generated) and reflects the current state of the game. If something changes in development, the wiki gets updated the same week.

We know 274 entries is just the beginning. Mordovia is a big world and the database will grow substantially as we build out more content for early access. But we wanted to launch with a solid foundation rather than a half-empty shell.

Community contributions will open up after early access launches. For now, if you spot an error or something that's unclear, flag it in the Discord and we'll fix it.

Jan 2026 — Early Access Roadmap Published

We published the full Early Access Roadmap this month. Three phases, honest timelines, no vague promises.

Phase 1 (Foundation) focuses on core gameplay: combat, skilling, the first batch of quests, and the initial world regions. Phase 2 (Expansion) brings group content, the faction system, and a major world expansion. Phase 3 (Polish & Launch) is about refinement, endgame systems, and preparing for full release.

We deliberately structured it so that each phase delivers a complete, playable experience — not a drip-feed of half-finished features. If you play during Phase 1, you're getting a real game, not a tech demo with a roadmap taped to the wall.

This roadmap is a commitment. We'll update it publicly if timelines shift, and we'll explain why. No silent delays, no "soon" without context.