Sail between camps from your boat, buy boats from Maren and Marlow, and set out from signposts. Saves carry over.
New
Any of your dragons can follow your leader about, like a boss pet: pick one under Follower on the leader's sheet. Your camp dragon still helps while it does.
Tap your boat at the dock to sail to any camp you've opened, free, or send a voyage from that camp's waters.
A signpost where each camp's track leaves for the wilds lists its land expeditions.
Maren sells the small boats in Briarhold, and Marlow the big ones in Saltmire. Buy any, in any order, and pick which one is moored.
Ashenveil has a little river landing, so the boat reaches every camp.
Changed
The game is now called Hatchfire, and the draigons are dragons, each with a name of its own: the Malachite Dragon at camp from the start, then the Umber, Ochre, Opal, Pyrite, Aquamarine, Jasper, Peridot and Slate Dragons.
Waymeet and its raids are now part of the full game.
No Leave button in towns, on roads or in Waymeet: walk back the way you came, or use the Spellbook. The phone's back button opens it there.
Boats are looks and cargo: any boat sails any voyage, a voyage takes its own party, and boats add no power.
The world map in the guildhouse is a picture of the regions you've opened. Parties are sent from the boat and the signposts.
In The Far Light, Maren gives you the rigged raft he built.
Rigging Loft and Deck Hands are gone from the guild tree (points back); Deep Holds and Steady Keel take their place.
Briarhold's voyages are open from the start, and a few are tougher to make up for it.
Version 0.9.7
Beta, on TestFlight
A RuneScape-style Spellbook with teleports, benches to sit on in Waymeet, and Finn the bard's songs. Saves carry over.
New
The Spellbook is one page of icons, every spell and teleport with new art. Tap to cast or go; hold to read about it.
Teleports to each camp, each town and Waymeet, each needing your leader's Magic. Paid teleports train Magic.
Every bench in Waymeet can be sat on, and picnic tables stand round the carousel. Everyone sees who's sitting.
Finn the bard plays four songs of his own at his stops, or one just for you if you tap him.
Changed
Melody's Carousel is now the Melly-Go-Round.
Old Tamsin's hut moved across the pond, with a little jetty of her own.
Saltmire's camp is calmer: no lighthouse or harbour arm, a layered cliff with a proper stair, and the road to town leaves to the east.
No Home teleport: your camp's own teleport takes you back. Without the Magic for it, walk down a town's lane or out of Waymeet's south gate.
Walking down another camp's town lane takes your leader to that camp.
The elder dragon's Go needs Magic 8, like the Waymeet teleport.
Version 0.9.6
Beta, on TestFlight
Sparring in the city, a new Saltmire camp, gem spells, Melody's Carousel, and every material worth grinding. Saves carry over.
New
Saltmire's camp is rebuilt on a clifftop, with a stair down to a harbour cove, a quay with a crane, and a lighthouse that sweeps at night.
Sparring happens in Waymeet's own ring. Fighters get the ropes, the bars and a Concede button; everyone else just sees the bout as they walk by.
Gem spells: a second page in the Spellbook from Magic 15 to 45 (Tidecall, Calm seas, Hearthstone, Amber hour, Dreamwalk, Meteor). Pour up to five pearls, amber or moonstone into a cast for a stronger one.
Lures: a hide and five feathers make ten at Woodworking. Fishers with lures catch fish faster.
Quivers are sewn at the loom, one for every archery tier.
The recruits board stands outside the guildhouse, with the recruits on offer waiting in front of it.
Melody's Carousel turns in Waymeet's park, beside the bandstand. Hop on a horse for a ride to its own music-box waltz, and everyone nearby sees you go round.
Tern Rock: a short first voyage in Maren's rigged raft, for driftwood, feathers and shrimp. The Far Light now sails there before the crossing.
The main menu shows your save: your leader, guild, camp and how long since you last played. Settings has its own button under Continue.
The Crafting table's Build tab has tabs across the top: Stations, Decor, Walls & floors, Capes and Lanterns. Decor sorts by kind, with a Can make filter.
You can surge at camp while walking, once you've learned Surge.
Changed
Hunting is gone. Dragonhide comes from each region's dragons: green wyrmlings at Briarhold, yellow drakes at Saltmire, ash wyrms at Ashenveil. Hide comes from wolves, feathers from wild chickens.
Cave bats are now wild chickens, and stalkers are now green wyrmlings.
Expeditions bring no gear. Gear is made, bought, or won in boss fights. Necklaces are still found out there.
Made gear sells for at least what went into it, so crafting a pile for XP never loses gold.
Market carts are open all day, from 6 am to 8 pm.
Surging needs the Surge perk everywhere.
The Fight job is called Combat.
The Fellowship branch of the guild tree is gone; its points come back.
Stats and Social hang from the banner, beside Build and Settings.
All members opens in a box over the camp, like the Journal and Inventory. Long-press the Guild button to jump straight to it. The boxes are a little smaller.
Two side quests are gone: Somewhere to Set Up and Wolves at the Wood's Edge.
The elder dragon's Go costs the waystones' fare to Waymeet.
The mage's cat and the archer's hawk are gone. Rune grades come from your drawing alone.
Fixed
The bounty board's progress bar fills.
Members on the Combat job show their fighting style's level bar.
Sheets no longer draw a frame inside a frame.
Version 0.9.5
Beta, on TestFlight
Health, armour and a fighting style for everyone, and a lot of tidying. Saves were reset for this one.
New
Hitpoints and Defence: two new skills. Health comes from Hitpoints, and Defence and armour cut the blows you take.
A combat triangle, as in RuneScape: Melee beats Range, Range beats Magic, Magic beats Melee. Every foe, boss and place has a style, and the cards show who has the edge.
A stance for each member: pick where their fighting XP goes.
Gear needs a level to wear. Anything already on stays on.
Two trinket slots. Work tools go there now, so they help at the job without taking a hand.
Lanterns to make at the Crafting table. Whoever wears one carries a pool of light through camp, towns and Waymeet after dark.
Three new skills: Woodworking (cut and string your own bows, fletch arrows), Foraging and Hunting.
Hunting grounds north of every camp. Put members on the Fight job and they work through the mobs while you're away, with food and arrows from storage.
A bounty board by the hall, with marks to spend in its shop.
Storage opens over the camp from its own button, and shows the guild's gold.
A little sign on the road to town tells you when someone's waiting there or a stall is open.
Changed
Sparring goes by the same health, armour and triangle as every other fight.
Combat is called Melee and Archery is called Range.
Sailing is gone as a skill. Voyages count everyone's own power, Magic and Range included, with the boat's on top.
Work outfits are gone. Only the tools are kept.
Deeds are Achievements, Decorate is Build, and the Hall of Echoes is the Boss room.
Recipes are picked by material, as at a RuneScape anvil.
The Journal lists main quests and side quests apart.
The Guild is one sheet, with Members, Stats and Friends.
Fixed
The campfire's sheet draws the same fire as the camp.
The dragon faces the fire when you first meet it, and people round the fire stand in front of its flames.
Driftwood can't all be picked up from one spot on the beach.
A double tap on the banner's crest no longer leaves a black screen.
The leader stops working while they're off in a town.
Lots of stale and wrong words put right.
Version 0.9.4
Beta, on TestFlight
Boss fights from above, and the guildhouse to walk round.
New
Boss fights seen from above, in each boss's own lair. Lead the fight, read its big moves, and your companions fight beside you.
Every boss is remade this way, at sea too, and the Hollow raid has three rooms.
The guildhouse from above: walk in and around it, with a plan for every hall level.
The Boss room (then the Hall of Echoes): build portals, attune them to bosses you've beaten, set up gear stands and keep the war fire going.
The King's Road, walked from Briarhold's gate to Waymeet.
Waystones in every town and in Waymeet, and a magic surge to get about faster.
Sparring is fought from above, with rules set by whoever challenges.
The guild tree rebuilt: six branches, with new ways to earn points.
The main menu asks you to sign in or play offline.
Changed
Fewer places on the map, and every voyage has a boss.
Quivers are worn on the back. Crafting makes staves and bows.
Talking in town happens in a dialogue box at the foot of the screen.
A sturdier bow, drawn and loosed properly, with arrows in flight.
Fixed
Signing in can't get stuck any more, and there's a way out while it's slow.
Version 0.9.3
Beta, on TestFlight
Waymeet opens: a town to share with other players.
New
Waymeet, an online town. Walk its streets, chat with quick chat, fish its pond, play dice and darts in the tavern and spar in the ring.
Raids for up to four players, from Waymeet's arena.
World events: now and then the elder dragon lands in Waymeet's square, and everyone there fights it together.
Work parties: raise the Festival Pavilion with everyone, a step at a time.
Seasons that follow the real months, with snow, petals and leaves, and festivals through the year.
Cloud saves, signing in with Apple or Google.
Player cards with two pinned show-offs, friends, and visiting a friend's hall to look round.
The towns redrawn from above and walked round, with townsfolk going about their day.
The waystones: travel between camps, towns and Waymeet.
Changed
The dragons, foes and pets are redrawn, with full animation.
The Trophy Hall became the Hall of Echoes.
Mage magic looks like storybook magic: orbs, blooms and shooting stars.
Saltmire and Ashenveil are drawn as places of their own.
Fixed
A quick second tap on Fight no longer opens a second fight under the first.
Version 0.9.2
Beta, on TestFlight
Boss fights, the Trophy Hall, and everything from the later 0.9.1 tester builds.
New
Boss fights everywhere, played the RuneScape way, with ticks, hitsplats, eating, drops and kill counts. Each boss has its own unique drop and a pet.
The Trophy Hall: a hall of doors to every boss you've beaten.
Ashenveil Woods: a third region, with a forest camp under the great tree, the Circle's story and its people.
Briarhold and Saltmire's towns, down the lane from camp, to walk round.
Friends and more: get to know the people in town, with daily moments, gifts and scenes of your own.
Members make friends with each other, and do a little better side by side.
Quest steps play as scenes, at the fire and at the places they happen.
The guild hall from inside, with stations to build and a room to decorate.
Looks for everyone: hairstyles, beards, face marks, and a guild crest on a pennant over the hall.
Capes, worn for looks.
The guild's banner: tap its crest for the Journal's pages and Settings.
Changed
Raids are called boss fights, and the leader leads them.
The map hangs in the hall, and the sea chart is on the ship.
The Workshop has its own station, and the charter became the Guild Tree.
Version 0.9.1
Beta, on TestFlight
A big update for testers. Saves from 0.9.0 start over.
Saltmire
Saltmire's own story: false lights on the bluffs, smugglers, and something under the reef.
Raids at Saltmire's places, on land and from the deck.
A second cart, open after dark.
The guild
Everyone moves now. They breathe and blink, walk the roads, chop, mine and hammer at work, and fight each in their own way in raids.
Archers start in leather and work up through dragonhide, taken from wild wyrms.
One tier number across all gear, so a sword, a staff and a bow can be compared at a glance.
The dragon's watch
After the way is cleared, fly the dragon as it escorts the party, and pick up what it spots on the way.
A Watch button on the map, under any place with a party out.
Dragons
More eggs to find, on both sides of the water.
Version 0.9.0
Beta, on TestFlight
The first build in testers' hands. Here's what's in it so far.
The guild
Hire a crew and train them in Woodcutting, Mining, Fishing, Smithing, Cooking, Tailoring, Combat, Archery, Magic and Sailing.
They keep working for hours while the game is closed.
Arms and armour from scrap to tidesteel, with kits for sailors, archers and mages. All of it shows on whoever wears it.
A guild hall to build up, with perks to choose as it grows.
Out in the world
Places to send a party, by land and by sea.
Raids to play by hand: the Old Mine, the Wolf Den, the Ruin and Smugglers' Cove.
A boat that grows from the Raft to the Galleon, for voyages and trade runs.
A new camp across the water at Saltmire.
Watch a party on the road through the dragon's eyes and clear its way.
Dragons
The Dragon, at your camp from the first day.
Eggs to find. What hatches from them is for you to see.
Life at camp
Camp spells to trace, market carts, deeds to earn and a collection log.
An angry chicken.
Price
Free up to the crossing to Saltmire. One purchase ($4.99) opens the rest. No ads.
Notes for versions 0.1 to 0.3 described an earlier form of the game. It was
rebuilt from the ground up, and those notes no longer apply.