Grayborn is in active development. Here's what we've been working on, in plain terms.
New
There's always a way out
A new Leave button lists every place you can reach from where you stand, with the days, the danger and whether you have the supplies. Saying you want out of a place opens it too, and the way out is never a trap.
Every background now starts with food and water for the road, and the Scavenger's find is a real item you can sell.
Balance
What you do sticks
Each separate wrong you do a faction now counts against you, and beating a faction's people inside their own town makes them your enemy on the spot.
A run of hard-won successes now pays off: the story can no longer turn your wins into decoys and dead ends.
New
Clearer paths for new survivors
Each background now shows what you start with: health, gear and weapon, food and water, money, who already knows you, and the scene you open in.
The trait screen explains what a trait does, marks the ones that suit your background, and lists the traits you can earn later in play.
Story
Hated is one faction at a time
The sheet and the Lore now spell it out: each faction keeps its own standing, and one that hates you closes only its own doors.
New
Know where you stand
Everyone in your party has their name under their face.
Your sheet now says what your condition means and how to heal, shows each faction's standing level (hover for the whole ladder), explains each trait when you hover over it, and lists what you owe and are owed.
A trait that fits now helps when you haggle, forage, scout, talk your way past the checkpoint or handle trouble on the road.
The guide in the Lore panel and on the world page now covers how everything plays today.
Fixed
Every stall in reach
Talking to one trader no longer hides a town's other stalls: Other stalls here lists the rest.
The Sons of the Switch deal only with their own. Swear to a warband before you expect to trade with them.
Fixed
A truer map of the Corridor
The pilgrim's road now rejoins the highway at Truck Stop Two, the long way around the fields.
The Holdout, the survey post, the Carrion Stables and the biodiesel works are where they really are, and Truck Stop One is nobody's.
The Greenline spur leaves the road east of Station 9's gate, and the last stretch into Station 9 no longer shows as Sons country.
Balance
Your traits count in a fight
A trait that fits the move now helps in combat too, the way it does everywhere else. A natural stumble can still sink the best fighter.
How hard a hit lands now depends on how the moment went: a good beat against a crowd hurts less than a bad one.
A job you finish on a bad moment pays the small-errand rate, not the full fee.
Repairs never use up another piece of your gear as material, and the sheet now flags armor you're carrying but not wearing.
Fixed
A steadier world
On the road, suggestions point the way you're actually headed.
Named people stay where they live; you won't meet a Greenline councillor at a roadside fire.
Companions aren't remembered at events from before they joined you.
If your ride is stolen in the night, you find out that morning, and the world doesn't send you chasing it.
The guide now explains grudges, rides, hauling and the work board, credit and debt, and the map's trip planner.
New
You grow by what you do
The world keeps a record of your deeds: fights won, trips finished, things seen through, work paid, your own repairs, people who joined you. Your sheet shows them.
Enough of one kind earns a trait for it, and the attributes your deeds lean on grow, slowly, a step or two over a long life. A veteran is better, but a bad fight can still kill them.
Sworn to a faction? Service raises your rank with them, and each rank opens something more. The Provisional will ask you to enlist, and it's your choice.
People who'd know start to know your name. When you die, nothing carries over.
New
Your ride is yours
Name your mule or horse. One that has made a few trips with you holds steady under fire and is harder to steal.
Fit your ride out: saddlebags, a cargo rack, an extra fuel tank, or plating for a runner.
Leave your ride at a road stop and pick it up when you pass that way again.
Sworn to the Trade? They'll paint their mark on your ride, and raiders near their posts give it room.
The Covenant and the Trade will tend a worn or lame animal, for a fee.
Balance
Rides on the road
In a fight on the road, a runner beside you is cover, and a runner or a horse can run them down.
An animal that hasn't bonded with you may bolt when the shooting starts.
Sleep out in the open with nobody on watch and your ride may be gone by morning. Gone means gone.
New
The map is your road
The map now shows your route, how dangerous each stretch of road is right now, who is hunting which road, and the places you have been.
Before you set out, the map tells you how long the trip will take, whether your food and water will last, and whether you will get there in time.
The road sometimes asks you to choose: a wreck to search, a toll chain across the cut, a dust storm rolling in. The dice and what happens are real.
When you camp, choose a fire or a cold camp and who keeps watch. A companion on watch may tell you something about themselves.
New
Grudges have levels, and a face
How hard a faction comes after you depends on how much they hate you, from watched to kill on sight. Your sheet shows where each one stands, what would end it, and how long lying low would take.
Each faction that hunts you sends one named hunter who leads every party, remembers how your last fight went, and stays dead if you kill them.
The Carrion Trade will sell you word on who is hunting you and when. The Trade can broker terms with the Provisional or the Sons for a fee, and the Covenant will ask a favor for a friend.
Come back after a break and a Previously card shows where you are and what happened last.
New
Haul for pay
Grain, water and scrap sell cheap where they are made and dear where they are short. Haul the right load to the right place and you come out ahead.
Work boards in Marrow, Station 9 and the Compound post hauling and escort jobs, paid when you arrive. Run late or lose the load and they will remember.
Fixed
A dry runner stays dry
When a runner runs out of fuel on the road, the story now says the engine is dead and you're pushing it, instead of carrying on as if it were running. You can always leave it behind.
New
Make enemies, and they come for you
Cross a faction badly enough and they act on it: a warning first, then people sent after you on the road or out in the open. The Sons, the Carrion Trade and the Provisional hold grudges; the Covenant and Greenline simply shut their doors.
Settlements are safe ground. Nobody starts that fight inside Marrow, Station 9 or the Tabernacle, and whoever holds a place will stand with you there if they count you a friend.
Some grudges can be settled: pay what the Trade or the Provisional want, or give yourself up to a patrol, and it ends.
Friends act too. They warn you who's coming, offer a bed when you're hurt, and send work your way.
New
Your story, kept
The game now keeps a record of your run and a short story so far, so the early chapters of a long life stay part of the tale. Read it in the Journal on your character sheet.
New
Ride, drive and haul
Mules, horses, carts and the rare working runner are back on sale. A horse gets one rider across the Corridor in half the time; a runner carries four and makes the crossing in a morning.
Animals need feed (the Pale Fields have no grazing), runners need fuel and break down on dirty fuel, and heavy cargo like a fuel drum needs something to haul it.
Lose a fight on the road and they take your ride.
Balance
Scouting pays off
A good scout of the road ahead now always finds a way around trouble it spots.
A night in camp is a little quieter than pressing on through the dark.
New
Pack for the road
On a trip, everyone in your party eats a day of food and drinks a day of water each morning. Carry enough before you set out; the map tells you what you have.
Going without wears you down and slows you, but hunger alone won't kill you.
On the road you can forage for water and game or scavenge the roadside for stashed food. The Pale Fields' water can't be trusted.
Caravans and peddlers you meet along the way will sell you supplies.
In town, eating and drinking cost nothing from your pack.
New
The road is a journey now
Getting somewhere takes the trip: pick a place on the map or say where you're headed, and the road comes a leg at a time. Marrow to Station 9 is two days on foot across the Pale Fields.
Each leg is your call: press on, make camp for the night, scout the road ahead, or turn back. Most crossings pass without a fight; some don't, and trouble on the road comes at you on the next step.
The pilgrim's road goes the long way around the fields, past the Tabernacle.
Station 9's checkpoint stops the unregistered. By day you can talk your way through, pay the guards or show papers; at night the thin crew can be slipped past. Get caught twice and you'll spend a few days on the labor roll.
Some places stay off the map until someone shows you the way.
New
Day and night now matter
The Corridor keeps a clock. Talking and looking around cost no time; a long job, waiting for dark, a night's sleep or days of lying low move it. The header shows the day and the hour.
Night changes things: Marrow's day stalls close (the night trade keeps working), Station 9 rings its curfew bell, the Tabernacle lights its fire at dusk, and the road empties.
A short rest helps once a day; a night's sleep helps once a night, wherever you bed down. A bed you pay for is only booked when you ask for one.
Scenes darken with the hour. Where a place has no night art yet, you'll see its day view dimmed for now.
Balance
No mounts for sale, for now
Mules, horses, carts and runners aren't for sale anywhere right now; every one is spoken for. They'll come back when they matter on the road. Anything you already own stays yours.
The checkpoint west of Station 9 turns the unregistered back by day; its night crew is thinner.
Fixed
Fights and failed rolls stay honest
A failed roll no longer quietly earns you standing, a repair or a faction oath, and a fight you're losing can't hand you a job's pay or new gear.
Once the last enemy falls, your options stop offering to attack nobody.
The story always knows what you're holding, so you won't be narrated firing a gun you don't have.
Resting rough helps once every few turns. A paid bed or medicine still works any time.
Some of the Corridor's secrets now stay hidden until you've earned them.
Fixed
Fairer trading and a steadier party
Haggling works on worn gear, down to what it's worth in its condition. When a price can't drop, the stall shows "Best price" instead of wasting your one try.
A trader you've walked away from no longer blocks Browse wares, and locked items aren't offered as if you could buy them.
You can buy a meal or a round of drinks for a few tally.
Tell an ally to wait by the wagon and they stay put; "watch my back" or "stay close" keeps them with you. The dead stay dead, even when someone new shares their name.
New
Haggle, hire on, and sleep it off
Buy and sell with anyone just by talking to them. Prices come from the market you're standing in, and a short receipt under the story shows exactly what changed hands.
Take paid work. When someone offers a job you'll hear what it pays, and you get paid when the work is done, never before.
Borrow from people who trust you, and pay them back. A debt nobody wrote down isn't owed, whoever's asking.
A real bed heals you fully: a caravan-yard berth in Marrow, the Tabernacle hospice, a bunk at Station 9 if you're registered. A night rough on the road only takes the edge off.
New
Every story starts with a scene
New characters begin with an opening scene built from their background: where you are, what has gone wrong, and something to act on, with three ways in.
After a risky action the feed tells you how it went in plain words, like "Wit: at a cost".
Fixed
What happens is what you earned
When an attempt fails, the story now says so. Failures were too often told as clean successes, which made your choices feel weightless.
Fixed
Your progress is safer
Your actions can no longer be lost or applied twice when the connection drops. If something goes wrong mid-turn, the game checks before asking you to try again.
Trading, gear changes and repairs wait until the current action finishes, so nothing you do mid-turn gets undone.
Closed several trade exploits that made items free or money endless.
Fixed
Gear, traders and memory behave
Armor you pick up or buy is worn automatically if that slot is empty. It used to sit in your pack doing nothing until you equipped it.
A trader you walk away from closes after a few turns or when a fight starts, and reopening the same stall keeps what you already bought or haggled.
The story keeps every fact it has established about your character, including where they started.
Fixed
Fights end fairly, and you can get out
A blow that drops the last enemy is a clean win. Fallen foes no longer land a parting shot.
Breaking away from a losing fight now reliably gets you out, battered but alive. If you do go down and survive, you get back up with a little health instead of none.
Talking a rattled crew down can end a fight, and the story no longer declares a fight over while enemies are still standing.
Fixed
Your traveling companions behave
Escorts and hired guards now leave, recover, and fall when the story says they do. Before, they could linger after you parted ways or show up twice in your party.
Reviving a downed ally resets their bleed-out clock, so if they go down again you get the full window to save them.
Balance
The Corridor keeps a fairer ledger
One incident now shifts a faction's opinion of you once. A single ambush could previously count against you several times over.
Enemies are identified by who is actually attacking you, not by whose territory you are standing in.
Suggested actions more often include one that plays to your strongest attribute.
New
A chance to save your fallen allies
Travel companions reduced to zero health will now enter an incapacitated state instead of being permanently removed immediately.
You have a limited window to revive fallen companions between encounters before they succumb to their injuries.
Balance
Trade and travel improvements
The trade interface now features a quantity slider and improved support for items created by your Game Master.
The 'Work it off' action now automatically fills the chat with the relevant item name for better clarity.
Fixed
Companions finally show their true faces
Named characters traveling in your party will now correctly display their unique portraits instead of random faces.
Fixed
Companions no longer hog the spotlight
Your party members now appear correctly in the status row while they are speaking.
Fixed an issue where companions would accidentally take over the narrative focus when they weren't involved in the action.
Fixed
The Tally economy has been stabilized
Resolved an issue where payments and purchases were being incorrectly processed multiple times across several turns.
Ensured your currency balance now accurately reflects completed transactions without duplicate deductions or rewards.
Fixed
The road ahead is less crowded with ghosts
An ally you dismiss no longer lingers as a ghost fighter in later combat.
Leaving your group now updates both who's present and who fights, so it can't fall out of sync.
Fixed
The right face shows when you're trading
While trading, the portrait now shows the trader you're actually dealing with, not whoever else happens to be standing nearby.
Fixed
Trade negotiations are now more reliable
Haggling and special deals now correctly apply to the trader you are dealing with, even if other characters are nearby.
The game now properly handles switching between different merchants to prevent inventory errors.
You can now specify the exact quantity when purchasing stackable items.
Fixed
Companions no longer lose their unique identities
Fixed a bug where some established companions were mistakenly appearing with generic portraits instead of their official designs.
Ensured that story-important companions are correctly tracked in your roster regardless of how they are recruited.
Fixed
Conversations with travelers are now remembered accurately
Fixed an issue where notes for new characters were accidentally merged into the wrong profiles.
The Game Master now correctly prioritizes established events over generic world lore to keep your personal history consistent.
New
Fresh faces in the wastes
The GM can now display Mara’s portrait before she joins your party.
The cast roster is now easier to read, helping the GM keep track of everyone currently in the scene.
New
Streamlined trade and gear management
You can now select specific quantities when selling stackable items.
The trade screen now helps you pitch items to the GM by pre-filling the chat box.
The ammo display now tracks individual weapon rounds instead of showing a pooled total.
Balance
The wasteland economy gets an adjustment
Work credentials can no longer be pawned or sold in the trade screen.
The game now prevents duplicate loot drops from appearing in your inventory.
The GM will now prompt you to manage your party size if a new hire exceeds your travel capacity.
New
Trading and inventory tools for the wary survivor
Quest items are now clearly marked and protected from being accidentally sold or bartered.
New faction-restricted trade credits have been added to the economy to reflect local loyalty.
The 'Work it off' interaction has been improved to keep your trade menu open while you settle your debts.
Fixed
Trade interactions are now smoother and more rewarding
You can now sell or barter various trade credit items and badges at any stall.
The Work it off button now keeps your trade window open so you can continue negotiating with the Game Master.
Fixed
Travel companions are now tracked reliably
Fixed an issue where allies would sometimes appear twice in your travel party or roster.
The game now correctly recognizes duplicate companions by name even if they were added under different internal identifiers.
New
Navigation is now easier on mobile devices
Added a menu button to the game header to help you navigate between support and site pages while playing on your phone.
Balance
Trading practices have been refined across the wastes
The 'Browse Wares' option now only appears when interacting with characters capable of commerce.
Trade sessions will now automatically close when you travel to a new location to prevent peddlers from following you.
New
A new loadout system brings your gear to life
You can now manually equip weapons, armor, and specific ammo types directly from your character sheet.
The Game Master will now reference your specific equipped gear when narrating combat and interactions.
Ammo management is now smarter, automatically handling compatibility between your weapon and ammunition.
New
The Quartermaster's Manifest is now live
Warlord-tier players can now access a complete catalog of all known gear, faction requirements, and trader inventories.
This comprehensive reference page includes details on repairs, ammo types, and items locked behind reputation.
Fixed
Cleaned up the interface and visuals
Removed redundant attribute labels from suggestion buttons to keep your action choices tidy.
Added a fallback placeholder for any missing character portraits to prevent broken image icons.
Balance
The black market offers more illicit wares
The Undercroft fence now maintains a unique inventory of contraband, intel, and pre-war salvage.
Black market traders are now distinct from standard roadside peddlers.
New
Provisional soldiers are now properly supplied
Sworn members of the Provisional faction now receive a regular stipend of tally, bandages, and matching ammunition when resting at Station 9.
Balance
Trading and faction reputation are more transparent
Your faction standing now directly influences trade prices and unlocks previously restricted inventory at merchants.
The Covenant trade screen has been updated to clarify that they prioritize trust and favors over traditional gear exchanges.
New
Trade hubs are better stocked and more specialized
Traders now specialize their inventory based on their role, so medics will prioritize medical supplies.
Store inventory will now periodically rotate and refresh to keep supply chains dynamic.
Balance
Expanded repair and ammunition systems
You can now choose specifically which damaged item you wish to have repaired rather than letting the shop decide.
Ammunition has been simplified into four clear categories, ensuring that any standard firearm bullet works in your weapon.
New
Trade networks have expanded across the Wastes
Traders now offer a much larger catalog of gear, including specialized faction equipment and basic repair services.
Settlements now feature multiple traders, allowing you to browse different stalls and roaming caravans.
Buying and selling prices are now improved for those who have sworn membership to a faction.
Balance
Market fairness and supply refinements
Trader stock is now consistent and no longer changes by repeatedly reopening the menu.
High-tier items are now gated behind reputation requirements, displayed clearly in the trade interface.
Gear bonuses have been removed to better emphasize the specific value of your items over raw inventory clutter.
New
Trade with the wastes is now more intuitive
Traders now stock items relevant to their faction and background.
Browse available goods easily using the new category filters.
Expanded inventory sizes ensure you see a wider variety of items at once.
New
A smoother way to handle your business
You can now initiate a trade with NPCs directly using the new 'Browse wares' button in the action zone.
Trader identities and roles are now correctly displayed during your transactions.
New
A faster way to offload your scrap
You can now quick-sell items directly from your character sheet while inside any settlement.
The sell toggle allows you to clear out your inventory without needing to initiate a formal trade session.
New
The wastes grow more tactical and trade becomes more intuitive
Factions now deploy specialized leaders, brutes, and sharpshooters for more varied combat encounters.
The trade menu no longer interrupts your conversation and can now be opened or minimized via a dedicated button.
New
A smoother path for character briefs
Your character briefs are now sent directly to the team the moment you submit them.
This update ensures that our creators receive your story details immediately without extra processing steps.
New
Expanding the Scavenger's Ledger
Updated the pricing page to include new supporter tiers for those helping keep the wasteland alive.
Improved the loot simulation to ensure non-weapon items drop more frequently for a better variety of salvage.
Fixed
A smoother path for supporters
After paying for a creative tier, your brief form now comes into view automatically instead of being buried at the bottom of the page.
Balance
Risk and reward in the wastes
The hardest fights now have a much better chance of dropping a standout weapon worth the danger.
Story
Refined historical accounts of the Collapse
Updated the world framing text to be more consistent across all player panels.
Removed specific legacy references regarding the origin of the conflict to better align with the core narrative.
Fixed
The spoils of war are finally hitting the jackpot
Fixed an issue that caused jackpot loot drops to be extremely rare.
Jackpot rewards now consistently provide the best weapons allowed for your current loot tier.
New
A clearer view of the world and our path forward
The landing page now features updated background lore regarding the origins of the Gray.
Players can now view our public roadmap on the website to see what features are currently in development.
New
Trade with the survivors on your own terms
The new barter system allows you to trade your scavenged gear directly for shop stock instead of just using currency.
If you come up short on trade value, you can now offer to perform services or work off the difference for the Game Master to narrate.
New
Support the wasteland and leave your mark
We have updated our supporter tiers to include new options for naming NPCs and companions.
The supporter page now requires a connected Discord account to ensure your rewards are properly tracked and fulfilled.
New
Leave your mark on the wasteland
Supporter tiers are now available for players who wish to name a custom NPC or companion in the world.
Check the support page to view tier details and submit your character concepts.
Fixed
The Game Master's memory has sharpened
Fixed an issue where characters who had already left the scene would occasionally reappear in descriptions.
The Game Master will now correctly track your remaining ammunition and will not offer impossible shots when your weapon is empty.
Chase scenes now properly conclude when contact is broken, preventing getaway narrations from triggering during active combat.
New
A clearer view of the frontlines
Combat narration now appears as a clear overlay on top of the scene art.
The layout has been adjusted to give more breathing room to both your tactical cards and the Game Master's descriptions.
New
Your traveling companions are now visible in the scene window
The scene now shows a portrait for everyone travelling with you — escorts and guards read like companions, not anonymous extras.
Covenant attackers now appear as their own Vigil guards, and independent raiders draw on a much wider set of faces, so encounters look more varied.
New
Warlord roles on Discord now sync automatically
The system now periodically checks and updates Warlord roles to ensure they correctly reflect your account status.
New Warlords and players who recently linked their Discord accounts will have their roles granted automatically within minutes.
New
More distinct faces across the factions
The NPCs you meet and fight now draw on a wider set of portraits — Carrion bosses and fixers, Provisional conscripts and medics, the Covenant's Vigil guards, and Greenline medics and agronomists.
Walk-ons and enemies look more varied and true to their faction instead of repeating a handful of faces.
New
A clearer view of the battlefield
Combat screens now show your non-combatant allies, even if they aren't participating in the fight.
Large groups of enemies are now clustered together in the interface to keep combat organized.
A new action log displays exactly what your allies are doing during each turn.
Fighters now visibly bloody and darken as they take wounds, so you can read the state of a fight at a glance.
New
A clearer memorial for those lost to the wastes
The death counter is now more prominent and easier to track at a glance.
New buttons have been added to the site to help you join our community or honor the fallen.
Fixed
The traveling party is finally staying put
Fixed an issue where a character you left behind (a quest-giver, an escort) could reappear at your side as if they'd traveled with you.
The game now keeps an accurate record of who is actually with you and who stayed behind, so the people in a scene match who's really there.
New
Exclusive Warlord Status for Supporters
Subscribers will now receive the Warlord role on our Discord server automatically.
Roles are updated instantly when your subscription status changes.
New
The Wasteland armory now reports your remaining ammunition
A new ammo counter appears in the combat menu when using ranged weapons.
The display changes color to warn you when your magazine is running low or empty.
New
A final tribute for the fallen
When a character meets their end, a commemorative death card is now generated to mark the occasion.
These memorial cards will now appear directly in the community feed whenever a survivor falls.
New
Enemies are now properly identified in the wastes
Combat cards now display lore-friendly faction names instead of generic enemy roles.
New
A final portrait for the departed
When a character meets their end, their avatar now appears alongside the death notice in Discord.
Fixed
Travelling allies keep their face when they speak
Fixed an issue where a named travelling ally (an escort or guard) could lose their portrait when speaking to you out of combat.
Fixed
Consistency across the wasteland
Allies now keep their name and portrait when a scene turns into a fight, instead of becoming an unnamed stand-in.
Fixed an issue where a recurring character could flicker between different appearances from turn to turn.
Fixed
The dust settles on the frontier's fiercest skirmishes
Resolved an issue where some fights didn't properly track health and enemies when the fighting first broke out.
Fixed a bug that occasionally caused looted items to be duplicated in your inventory.
Ensured caravan escorts now properly participate in combat encounters as intended.
Fixed
Combat visuals and identification are now more consistent
Corrected faction labels on combat cards so enemies are always identified accurately.
Stabilized enemy portraits during battle to prevent flickering between turns.
New
A final record for those who have fallen
We have introduced a public memorial page to honor survivors who met their end in the wasteland.
Each death now generates a short, custom epitaph and keeps track of how many turns you managed to survive.
A new ticker on the homepage displays the latest departures and overall statistics for the community.
New
Combat visuals have been overhauled for clarity
Combatants are now displayed as detailed portrait cards instead of simple text strips.
Each character card provides a clear view of health, status, and identity during encounters.
Fixed
Combat clarity and feedback improvements
Added a visual flash effect when landing critical hits for better combat impact.
Fixed display issues where combat odds were incorrectly prioritized in the UI.
New
Visceral impacts for your most devastating strikes
Critical hits now trigger a visual flash and screen effect to highlight your combat successes.
Balance
Overwhelming odds are now a rare, real threat
Truly overwhelming fights are now reserved for warbands and faction assaults — most encounters are scraps you can fight or flee, not hopeless walls.
The game reads who you're fighting from their faction, so a battle against organized muscle feels different from a few desperate scavengers.
New
Your allies now stand with you in the fray
Your companions' and allies' health is now shown right in the combat bar, so you can see who's hurt.
An ally who takes too much damage is marked as down — out of the fight, but alive.
New
Combat lands with more impact
A precise, well-timed strike can now land as a critical hit, dealing extra damage — enough to drop a tougher enemy outright.
Balance
You need the means to turn the field into a weapon
Improvising a hazard in a fight — igniting fuel drums, cutting a loaded net, springing a trap — now requires a weapon or tool in hand. You can't rig anything bare-handed.
Balance
Your companions now face the same perils you do
Companions and allies now keep their health levels across multiple encounters instead of healing automatically.
Injured allies will stay hurt until you find a safe place to rest and recover.
Resting at a camp now properly restores both you and your companions to full health.
New
Your allies have entered the fray
Companions and recruited allies now actively fight alongside you, attacking enemies and sharing the damage load.
Support-focused allies can heal your wounds during combat.
Allies who lose all their health are knocked out rather than killed.
Fixed
Visuals and characters in the wasteland
Fixed an issue where some character portraits failed to display correctly.
Improved how the game manages character descriptions to ensure portraits and gender details remain consistent.
Fixed
Trade and travel in the wastes is smoother
Fixed issues where some non-player characters would appear with the wrong name or portrait.
Weapon repair services now correctly upgrade your gear's condition based on the workshop quality.
Settlements now properly track and manage confiscated personal belongings when you enter restricted areas.
Fixed
Characters now behave more like themselves
Fixed issues where characters were incorrectly using pronouns or getting lost in the wrong locations.
NPCs will now be found in their intended areas and maintain consistent personal histories.
Balance
The wastes hit harder and smarter
Your health is now displayed with precise numbers and a clear status bar.
Combat encounters now track individual enemies and their current battle status more clearly.
New
Improved inventory management and character consistency
Items taken during checkpoints are now securely stored and returned automatically when you revisit the location.
Characters and NPCs will now consistently use matching pronouns for a more immersive narrative experience.
Story
Deepening the mysteries of the wasteland
New atmospheric locations and encounters have been added to the dead city and beyond.
Balance
Combat survival has been overhauled
Your health is now based on your grit rather than consumable charges.
Combat encounters now feature more varied enemy tactics and improved targeting.
Armor and survival mechanics have been updated to provide a more consistent challenge.
Story
Conversations feel more dynamic
NPCs will no longer repeat the same descriptions during a single conversation.
The world now acknowledges your return visits by focusing on what has changed since you were last there.
Fixed
Inventory systems are now back in sync
Resolved an issue where confiscated items were not correctly reappearing in your inventory upon retrieval.
Fixed a bug preventing the proper tracking of gear returned by faction officials.
Restored several missing personal items to your inventory records.
New
Faction allegiances are now visible at a glance
Your character's sworn factions are now displayed as icons in the header while you play.
Hover over these icons to see the name of the group you represent.
Fixed
A tighter grip on the wasteland's economy and social encounters
Resolved an issue where NPCs would occasionally adopt the portraits of former companions.
Prevented accidental double-purchases by ensuring item trades finalize strictly once during conversations.
Fixed
Characters now show their true colors
Fixed an issue where certain named characters would fail to appear correctly in scenes.
Ensured that characters correctly display their specific faction affiliations rather than inheriting the location's alignment.
Balance
Warchiefs are now solitary threats
Fanatic enemies will now only appear as single, dangerous leaders during encounters.
Combat groups are now categorized as breakable muscle rather than special forces.
New
Expanded narrative encounters
Added eight new scenario types to enrich your journeys through the wastes.
Expect more variety in how weapons fail, armor protects you, and allies react to danger.
Fixed
Streamlined Faction and Ally Interactions
Provisional allies now receive clearer access to bunk space, depot supplies, and contract work.
Established contacts are no longer subject to unnecessary conscription pressure during trade.
The Drust coordinator has been re-indexed to focus on dispatching runs rather than personal road-travel.
Balance
Extended Journey Limits
The daily action cap for free-tier players has been increased from 50 to 120 turns.
New
New traveling companions join the fray!
Your journey just got less lonely! Allies can now officially join your travel party.
These companions will fight alongside you in encounters without the GM needing to remember them each time.
Keep an eye out for opportunities to recruit new faces or say goodbye to old friends, as your party can hold up to three allies.
Fixed
Allies' faces are clearer than ever.
Character portraits for companions and other NPCs now properly fill their frames.
No more awkward blank spaces around faces – every portrait is displayed edge-to-edge.
Fixed
Combat narration is more accurate
The Game Master will no longer mistakenly narrate enemies falling when they only took partial damage.
You will now have a clearer understanding of enemy numbers during a fight.
Balance
The Tide of Battle Shifts
Only powerful faction leaders — warchiefs and bosses — will now fight to the absolute last, making those confrontations distinct and dangerous.
Sons warbands now have real morale: press them hard enough and they can be broken, though they hold longer than desperate raiders.
New
A Living Map of the Corridor Unveiled
Explore an interactive world map, featuring zoom and clickable locations.
See your current position highlighted as you venture through the wastes.
Access it from the homepage, the World tab, or directly within your game.
Fixed
Loot feels more authentic after a fight
Enemies you defeat will now drop loot that better reflects how they fought you.
Expect to find a firearm on a foe who engaged you with one, though it might be worn or low on rounds.
Loose ammunition will no longer appear alone in loot, unless the narrative specifically explains its presence.
Fixed
The Storyteller speaks without delay
Narration audio now begins almost immediately.
You no longer have to wait for long passages to fully load.
New
The Game Master sees your true strengths
The AI Game Master will now more consistently offer action choices that align with your character's strongest skills.
If your character has a clear specialty, you'll find more unique ways to use it in dangerous situations.
New
The Narrator finds their grim voice
The AI Game Master now performs narration with a more dramatic, weighty, and menacing style.
The default voice for the Narrator is now deeper and more gravelly, suited for the harsh world.
Fixed
The GM identifies your foes with sharper eyes.
The AI Game Master will now more accurately determine the types and numbers of enemies you encounter.
This ensures combat descriptions and enemy behavior are always true to who you're fighting.
Factions like the Sons will now reliably behave as the hardened fanatics they are in battle.
New
The Game Master speaks!
You can now hear the Game Master's narration spoken aloud.
A new 'Read Aloud' button will appear on GM messages when the feature is active.
This feature is available exclusively to Warlord-tier players.
Fixed
The AI Game Master introduces foes with clearer details.
When combat begins, the AI Game Master will now provide more consistent and descriptive details about the enemies you face.
Expect clearer information about the type and number of adversaries, helping you strategize from the start.
New
New Horizons Emerge: Explore More of the Wastes
Venture into newly discovered locations across the Undercroft, Pilgrim's Road, Pale Fields, and Station 9.
Key Greenline interiors like the Medical Station and Council Chamber now feature unique visual art.
The familiar Waypoint along the Corridor has been officially renamed to the Carrion Stables.
Fixed
Your combat tactics now make more sense
Tactical choices presented by the Game Master now better reflect your character's strengths.
A clever, technical combat option now reads as clever and technical, instead of sounding like a feat of brute strength.
New
The Wasteland remembers more faces
The Game Master can now remember a greater number of characters you've previously encountered.
Expect more consistent recognition of familiar faces throughout your journey.
Balance
Fights feel fairer, especially with allies
Having companions or allies by your side now meaningfully reduces the overall threat of combat.
If you anticipate or detect an ambush, you will no longer start the fight at a disadvantage.
Fixed
The maps of the Corridor are more precise.
Key locations like Carrion Stables, the Tabernacle, and Calla's Plot have clearer positions.
The Undercroft / Dead City is now firmly established north of the Pale Fields.
Fixed
Familiar faces stay familiar.
The world now keeps a more consistent track of the characters you've met recently.
This means recurring encounters should feel more natural and memorable.
New
The Corridor is more populated
Generic characters you encounter, like vendors, guards, and raiders, now have unique portraits.
These faces will remain consistent, so recurring NPCs will be recognizable.
This adds more visual variety and brings the world to life.
New
Changelog entries now show when they were written.
Each entry in the changelog now displays a timestamp.
Timestamps are shown in your local timezone.
Fixed
Faction reputation is now correctly earned.
Completing paid jobs for factions will now properly increase your standing with them.
Various other interactions with factions should also correctly adjust your reputation.
Fixed
Your inventory and gear are now working as intended
Carrying weapons and ammunition will no longer incorrectly provide a bonus to your non-combat rolls.
Older weapons and armor items now correctly display their properties on your character sheet.
Weapons are now accurately classified as ranged or melee, preventing issues with ammunition and weapon features.
New
Companions join the fray, and character portraits get a visual upgrade.
Your companions now actually fight alongside you — a marksman picks enemies off, a bruiser shields you and brawls up close, a medic keeps you on your feet.
Each helps in their own way, and only as much as their skill and their condition allow. None of them can save you from death, though; that is still yours alone.
Character portraits now sit on a soft blurred backdrop, filling the frame instead of leaving flat bars on the sides.
Fixed
The AI Game Master now guides your journey with improved realism and flow.
Ongoing objectives are tracked more clearly, ensuring your missions don't get sidetracked.
Evasion and stealth encounters now resolve more swiftly, keeping the action moving forward.
Travel between regions is more varied and reflective of local factions, and not every journey from Marrow will lead to an ambush.
Fixed
Your gear and supplies are now clearer.
The specific bonuses provided by your equipped gear are now clearly visible on your character sheet.
Supplies like clean water are tracked by clear quantities, making their value for trade more apparent. There is no hidden hunger system.
Fixed
The AI Game Master better understands your gear
The system will no longer accidentally interpret your carried ammo as a weapon.
Fixed
Your gear is now safe from mistaken identity
Weapons will no longer accidentally consume items that aren't true ammunition.
First-aid kits and other vital supplies are now safe from being mistaken for weapon charges.
New
New faces and faction details are now visible
Encounter new, unique portraits for various Non-Player Characters, reflecting their faction and role in the Gray.
Your character sheet now clearly displays your faction allegiance and any sworn oaths.
New
New Weapon System: Wield Your Gear Wisely
Firearms can now jam during combat, potentially downgrading your attack's effectiveness and degrading the weapon's quality.
Ranged attacks now consume ammo! Keep an eye on your inventory, as running dry will force a different approach.
You can now maintain and repair your weapons in the field, restoring their quality up to 'Serviceable' by using materials.
Story
Fresh Insights for the Wasteland Survivor
New sections in your in-game Lore codex provide deeper insights into combat approaches and weapon maintenance.
New
Minor characters now have unique looks
Even unnamed characters like vendors, guards, and raiders now have unique portraits.
These visuals reflect their faction and role, making the world feel more populated and authentic.
New
Your Worn Weapon Feels More Potent
Attacks now gain a bonus when you're actively wielding a serviceable weapon.
Weapons no longer tie directly to a specific combat stat; your chosen 'Approach' still guides that.
Fixed
A Breather in the Badlands
The Game Master will be less relentless when you're struggling, giving you more opportunities to recover.
Your efforts will now lead to more consistent progress, with earned faction gains and story threads resolving more reliably.
When you're battered, the Game Master is more likely to suggest ways to regroup and heal.
New
Weapon Quality now visible on your sheet
Your character sheet now clearly displays the quality of your equipped weapons.
New
Your weapons now display their quality
You can now see the quality of your weapons directly on your character sheet.
Weapon quality ranges through five tiers: Broken, Poor, Serviceable, Fine, and Pristine.
Story
The Sons of the Switch take on clearer forms.
The visual identities for rank-and-file members of the Sons of the Switch have been expanded.
Expect more detailed and consistent descriptions when encountering this faction's Initiates, Old Zealots, and Masked Ones.
Balance
Your combat approach now dictates your attack style, not your weapon.
The 'Press' (Grit) for aggressive attacks and 'Target' (Instinct) for precise attacks can now be chosen regardless of the weapon you are using.
Your weapon type no longer restricts your choice of combat approach, allowing for more tactical flexibility in battle.
Story
Factions of the Corridor get a visual upgrade
The Provisional faction's general appearance has been locked down for a more consistent feel.
Members of the Carrion Trade, including specific roles like Enforcers and Ledger-Bosses, now have distinct visual descriptions.
Look out for their unique markings, like the notorious vulture-mark, as you encounter them in your travels.
Fixed
Greenline and Provisional Factions Clarified
The relationship between Greenline and the Provisional now correctly reflects their cold war; you can no longer be sworn to both.
Choosing an allegiance with Greenline will now limit your other options to only the neutral Carrion.
New
New Guide to Faction Allegiances
A new section explaining the full standing and allegiance system is now available.
You can find this plain-language primer in the in-game Lore panel and the World guide.
New
Your Faction Allegiances Now Truly Matter
Your standing with various factions will now dynamically shift based on your actions, and you'll see these changes reflected more often.
You can now officially join multiple factions, unlocking new opportunities and responsibilities. Beware, though: some factions are sworn enemies, and betraying an oath is permanent.
Faction membership grants specific advantages, from safer rest areas to unique benefits and altered interactions in the Grayborn world.
New
The faces of Grayborn's factions stand out clearer.
Faction cards with several leaders now show a full-size roster instead of small thumbnails.
Each face is captioned by name and grouped under its role (the Sons' warchiefs, Greenline's council, and the faces you'll meet on the road).
New
The World Codex Gets a Cleaner Look
The world guide now opens in a tabbed layout, making it easier to read up on how the game plays, who holds the Corridor, and the places between.
Faction pages now show their key leaders side by side — the Sons' warchiefs, Greenline's council, and the faces you'll meet on the road.
Weapons lore refined: arms and ammunition are crudely made again, but reliable, well-made weapons, and anything that survived from before the Switch, stay rare and worth hoarding.
Fixed
The people you meet stay true to who they are
Named characters now turn up only where they actually belong, in their real roles, instead of showing up out of place.
Passing, incidental encounters bring fresh unnamed faces rather than borrowing someone you've already met.
New
A Deeper Dive into the World of Grayborn
Discover the new World Codex, an illustrated guide to the factions, key locations, and general knowledge of the Corridor.
Expanded lore details are now available for combat, the economy, and preparation, including specific insights into weapons and armor.
The World Codex can be reached from the homepage and from the in-game Lore panel.
Balance
Drifters now journey further each day!
The daily turn cap for Drifter players has been significantly increased.
You can now take up to 50 turns per day, letting you explore more of the Corridor.
This increased daily cap is active for the duration of the Alpha.
New
More glimpses into the world of Grayborn.
Two new hero images have been added to the game's visuals.
See new perspectives of the formidable Station 9 gate and unfortunate detainees.
New
Armor now offers a deeper layer of defense
Your equipped armor can now absorb incoming damage to specific body zones, reducing the severity of hits.
Each piece of armor has a quality that degrades with use, becoming less reliable after taking blows.
Armor can even protect you from fatal damage, saving your near-death charge for another time.
New
New vistas greet you at the start
We've added 10 more unique hero images that will cycle on the game's landing page.
New
Fresh sights greet you on the Grayborn landing page.
We've added several new high-quality images to the rotation.
Each visit to the landing page will now offer a more varied visual experience.
New
A fresh look, and a place to follow what's changing
The landing page now greets you with rotating, atmospheric artwork instead of a single static scene.
You can now follow what we're working on: a changelog page, with the latest update teased on the homepage.
Balance
The Corridor fights a little fairer
Combat and skill checks are more forgiving without going soft: even a weak stat can now scrape a partial success instead of auto-failing.
Carrying the right gear gives a small edge on the rolls it fits, and the action buttons now show which stat they lean on.
Losing a fight no longer traps you. You can break off and flee, taking a wound on the way out, instead of grinding a fight you can't win.
Fixed
The narrator keeps names and pronouns straight
Every named survivor now has a fixed identity the Game Master is held to, so it stops mixing up who's who or misgendering the cast.
New
A deeper, more consistent world
The Game Master now pulls in much richer detail about whichever place, faction, and people are in your scene, so the world holds together from one turn to the next.
Some secrets stay hidden until you actually uncover them in play, instead of slipping out early.