RELEASE HISTORY

What changed under the Overworld.

Every release in plain words. The newest version is always the one on the download button.

VERSION 1.15.0 · 2026-08-29 · LATEST

The wardens

Every delve used to end with the same monster. Now each band of tiers keeps its own warden, and each one teaches you a different way to stand.

  • The Flobberwock is no longer the only thing waiting in Chamber III. It still guards tiers 1 to 3, and three new wardens guard the depths beyond it.
  • The Gloamweaver holds tiers 4 to 6. It hauls anyone fighting at range back into the web and slows them, so the answer is to close in rather than back off.
  • The Maw Tyrant holds tiers 7 to 9. It devours everything inside the arc it is facing, so the answer is to get to its flank.
  • The Riftheart waits at tier 10 and alternates two rules: a collapse that catches everyone standing away from it, and the Flobberwock's shockwave. You have to read which one is coming.
  • Every warden warns you about a second and a half before it strikes, and the warning now reaches whoever the strike can actually hit instead of only the people standing next to it.
  • No warden strikes the instant it appears anymore. The first attack is announced like every other one.
  • Being pulled in hurts less than being thrown out. The wardens that move you around trade damage for control, and the pull can never fling you across the room.
  • Wardens no longer get stuck two rooms behind you. Every one of them can walk the whole route back through its own dungeon.
  • The Realm Ledger counts wardens slain rather than Flobberwocks, and the Field Guide has a new Wardens entry naming all four and what each one does.
  • Your world is untouched. Wardens appear the next time you enter a delve, and everything you have earned stays exactly as it was.
Download version 1.15.0Minecraft 26.2 · Fabric JAR

VERSION 1.14.0 · 2026-08-01

The Riftguard

Your armor stopped upgrading itself behind your back. Now you temper it, Shards finally have somewhere to go, and the trophies you were hoarding turn back into materials.

  • Riftbound armor no longer levels up on its own. Take any bound piece to a smithing table, crouch, and use it to temper the whole set one Riftguard rank.
  • Tempering is felt. Rank II reforges everything you wear into diamond, rank III into netherite, each with deeper protection and a hardier Rift Soul.
  • Rank II costs 6 Hollow Mob Shards and 40 Essence once you have cleared a tier 3 delve. Rank III costs 14 Shards and 120 Essence after tier 6.
  • Hollow Mob Shards were piling up with nowhere to go. Now they buy Flobcakes and Riftguard ranks, and the piles finally drain.
  • Riftworn armor from Ironbound enemies is worth carrying home. Crouch-use a piece on a crafting table to break it down into Shards, and the deeper the mob it came from, the more you get back.
  • Two benches, one rule each: a crafting table makes and unmakes materials, a smithing table reshapes bound gear. Both work the same way, by crouching.
  • The HUD has a new GUARD line that turns gold the moment your next temper is affordable, and the Field Guide has a new Forge page explaining every cost.
  • Your existing world keeps the rank it already earned. A save that had cleared tier 3 stays diamond, tier 6 stays netherite, and nothing you already own gets taken away.

VERSION 1.13.0 · 2026-07-26

Essence takes shape

Essence finally has a job, relic awakenings say what they unlocked, and the complete Field Manual now maps the road from first night to Primordial Heart.

  • Essence is no longer just a growing number. Sneak-use your relic on a smithing table to spend 50 Essence and reshape it between Blade and Cleaver.
  • Hollow Mob Shards now have one clear purpose: Field Forge recipes. Your existing Shards and Essence are preserved when you upgrade.
  • Relic awakenings name the ability you just earned, including Riftmark, Fracture, Flob Burst, Faultline, Piercing Lance, and Wide Cleave.
  • The Realm Ledger now defaults to left bracket ([) instead of Minecraft's occupied L key. The HUD keeps only its compact H and G reminders; the complete control map lives in the Field Guide.
  • A conquered rift reports the Essence earned from completion, your new total, and the tier waiting next.
  • The website's new Field Manual explains every control, progression gate, resource, relic ability, dungeon hazard, party rule, recovery command, and leaderboard promise in one place.

VERSION 1.12.0 · 2026-07-18

Delves with real bones

Every delve has been rebuilt from the ground up, the Rift Soul learned to take the heat for you, and the guide motes finally walk the same halls you do.

  • Delves are rebuilt with real architecture: six room shapes instead of three, grand two-room halls, domed ceilings, framed archways, and corridors that feel built rather than hollowed out.
  • No two delves carry the same mood. Some stand pristine, some crumble, some bloom with moss, and each style of dungeon wears its age differently.
  • New discoveries wait in the side rooms: flooded cisterns, toppled spires, a candlelit treasury around the guaranteed cache, and a glowing arrival ring where your party steps in.
  • Your existing worlds upgrade on their own. The next time you enter a rift, that delve reshapes itself into the new architecture, on the same site, from the same seed.
  • Send out your Rift Soul and nearby monsters turn on it instead of you. Use the breathing room to eat, sort your pack, or just watch it work.
  • The Soul's shared pain no longer rattles your screen. Your hearts still fall while it fights, but quietly, and the bond beam tells you how it is going.
  • The rift motes that guide you between chambers now light the actual walkable path, through doorways and around corners, instead of pointing through solid rock.
  • Dungeon decorations are scenery again: ornamental pots no longer swallow whatever you were holding. One sword was lost learning this. It has been avenged.

VERSION 1.10.1 · 2026-07-17

The Realm Ledger

The 30-day leaderboard came home to the game, delves grew into full room graphs, and the Rift Soul became a true second body.

  • Press L in game for the Realm Ledger, a native view of the same 30-day rankings shown on this site.
  • Every rift site grows its own connected graph of eight to twelve rooms, with branches, loops, and a hidden side-room cache.
  • The Rift Soul wears your skin, carries your named weapon, salutes when it wakes, and holds its ground in a fight instead of snapping back to you.
  • Enemies fight as one faction: no more skeletons accidentally starting wars with spiders mid-encounter.
  • Stranded water-bound rifts receive a natural causeway so every site has a walkable approach.