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DevBlog #94: Trading has been released!

Post-trading release notes & more news!

A new location art piece from maxchill!A new location art piece from maxchill!

Welcome to DevBlog #94!

This time, the DevBlog will be a bit shorten than usually. We're still in the trenches providing post-trading release support and hotfixes, although things seem to be stabilizing quite well now.

Let's dig in!

Patreon discount is available until 22nd

As a reminder, the discount on our Patreon page is still active for one more week until 22nd of October. If you haven't supported the game before or would like to start playing, this is a great opportunity to do so!

You can find the discounts & more info on our post on Patreon.

Trading release & the way forward

Trading was released last Wednesday (7th of October)!

First of all, we would like to thank everyone for trying out the feature and providing us with some amazing feedback so far. Please keep doing that - we've been reading through all of it and it really helps us to move forward with this feature.

Like we said in the previous DevBlog this is just the initial start for the feature. It's still too early for us to lock in how we'll be expanding the feature. But the most common (and what we expected) was that there needs to be more centralized and easy way to do trades. And that's something that we'll definitely be delivering later down the road.

The statistics we've been gathering from trades and general game economy have also been great, but we still need more data to have a more clear picture. We have data from just a few weeks at this point and although it's already giving us a great general sense how to tune things it's not much in terms of long-term economical data of the game.

ANRs have been fixed (for the most part)

A graph showing the reduction we've had on ANRsA graph showing the reduction we've had on ANRs

Application-not-responding has been an issue for some users (especially those on Pixel phones) for quite some time, and we promised a couple DevBlogs back that Crushy will dedicate his time to properly investigate and fix the issue. We internally estimated it takes around three weeks to fix the issue, and indeed that's pretty much how long it took!

We released a fix to ANRs on this Tuesday (13th of October). You can see from the attached graph that once the update went live, our reported ANR rate went down to 0-2 reports from the previous peaks.

There are still more that we can do on this department. Once the Job Boards rework goes live we think the ANR rate will be pretty much 0. We're almost at that already, but we want to try eradicate this issue entirely.

Apart from the graphs the users on our Discord have also reported that the performance has gone up significantly and that there are no longer almost any ANRs happening in the game. So job well done Crushy!

More news

Okay, then some quick other news we have for you!

Crushy will be on vacation!

Crushy didn't have a Summer vacation like the rest of the team as he joined the company this year. But he'll be having a vacation starting from next Monday and he'll be enjoying the warmth of Portugal for couple of weeks. I gotta say I'm a bit jealous, it's already pretty cold and bleak here in Helsinki :D

Now with the ANRs fixed for the most part this shouldn't really affect the work the rest of the team will be doing.

Job Board rework

While Crushy is on his vacation me and myzozoz will be working to finish up the Job Board rework. We also expect this feature to alleviate the remaining issues that we have with ANRs. So that's the next short-term release we'll be having!

This feature is currently mostly completed with just the content side rework & server work remaining.

Some fun Trading trivia

Here are some statistics we wanted to share as a fun thing for you all:

  • The fastest trade was someone gifting another player some Apprentice breeches. It took 18 seconds, sounds like someone needed an urgent pair of trousers.
  • Day 1 of trades had 632 trades total, of which only 6% got rejected.
  • The longest negotiation (completed trade that took longest to close) took 5 days. A Gem Shield and a Spectral Pan was traded for an Amulet of Bat and an Adamant Pickaxe.
  • Someone traded 100k berries, which truly an astonishing amount of berries moved from one person to another.
  • Since release, 1390 trades have been started, with only 110 being rejected. These trades all came from 483 players.
  • 301 trades were one sided (ie gifts).
  • 7 687 000 in estimated gold value was traded so far.
  • On the first day alone 2 760 000 coins were traded with only an estimate of 129 000 gold worth of items switched hands.
  • Most valuable pets in terms of trade are Camel, Pet Rock, Chicken, Tiger, Gecko
  • Apart from the release date we had the biggest peak in trading yesterday (14th of October)

Top items by value (in terms of NPC shop prices) moved between playersTop items by value (in terms of NPC shop prices) moved between players

Until next time

That's the DevBlog for today! I hope you guys enjoyed it, and we'll hopefully have more exciting news in the next one.

Happy walking and stay hydrated everyone!

15/10/2026 14:50