Bitcraft Online maker Clockwork Labs is improving dungeon battles. They are adding enemy scaling and a new rewards system.
Bitcraft Online is a video game that tries to bring the small and friendly feeling of a Minecraft server with your friends into a much bigger and more exciting world. Imagine when you and your friends are on a small Minecraft world. You build houses together. You dig tunnels and mines. You fight monsters. You explore the land. It feels personal and creative. Now imagine that same personal and creative feeling but on a huge scale like the biggest online role playing games in the world. This is what Bitcraft Online wants to do. It takes the freedom and building style of Minecraft and mixes it with the big worlds and long adventures of famous games like World of Warcraft and Old School RuneScape. Many players all over the world can share the same world at the same time. Everyone can build things. Everyone can explore. Everyone can fight. It is one big living place that everyone shares.
The game went into early access in June. Early access means the game is not finished yet but players can join early. They can try the game and give feedback. The developer is called Clockwork Laboratories. Since June they have been improving the game. They listen to players. They change the world. They fix problems. They add new things. They want the game to be better each week and each month. Recently they shared new patch notes. Patch notes are lists of changes. The new patch focuses on the very first dungeon in the game and on some important combat changes. Dungeons are special areas where players fight monsters and bosses for rewards. Combat changes mean the way players fight or the rules for fights are adjusted.
The first dungeon of Bitcraft Online is special. In many big online games dungeons are instanced. Instanced means that when your group enters a dungeon the game creates a private copy for you. No other group can enter your copy. But Bitcraft Online does not do that. The dungeon is part of the open world. It looks like a normal dungeon from a game like World of Warcraft or Final Fantasy 14 but the design is different. Clockwork Labs says the dungeon works more like an open world boss or open world dungeon. Anyone who is playing in the world can come to the dungeon. They can join the fight. The gameplay and the rewards are not supposed to be harmed when new players show up. If a stranger walks in to help fight a boss you should still have fun and get fair rewards.
The developers tested this dungeon for two weeks. They learned some things. They decided two main improvements were needed. They also made some smaller fixes. The first main improvement is called enemy scaling. In simple words enemy scaling means monsters get stronger when more players join. If one player is fighting a boss the boss has normal strength. If ten players join then the boss becomes stronger to match the group. Without scaling a large group could defeat the boss too easily. That would not be fun or fair. But Clockwork Labs also says the scaling should not hurt your experience points or rewards. Experience points are what you gain when you fight. They help your character grow stronger. Rewards are the items or loot you receive. These are calculated based on the damage you do. So even if more players join and the monster becomes stronger you still earn your fair share based on your own actions.
The second big change is about loot contributions. Before this patch your loot was compared to the loot earned by others in your group. If you did not do enough damage you might not get meaningful loot. This was only added because there was no scaling before. Now that scaling is here the developers are removing that system. Your payout is now based on discrete levels of contribution. That means if you reach a certain amount of damage against the boss you get a set reward. You do not need to worry about being compared to others anymore. Your drops will not be affected by how much your friends or strangers perform. If you help and deal enough damage you will be rewarded.
There are also some extra changes. You now have to clear each room of the dungeon before you move forward. You cannot run past enemies and skip rooms. Passive health regeneration has been removed during combat. This affects players enemies and bosses. Passive regeneration means your health slowly heals by itself over time. Now in a fight your health does not heal on its own. But if you stop fighting the monsters will slowly heal. Weapon tooltips have been updated. Tooltips are the little descriptions you see when you look at an item. They now give better information. Tier 7 to 10 food has been added. Food in games like this is used for healing or buffs. Adding higher tier food means advanced players have better options.
Clockwork Labs says they hope these changes make the dungeon better. They plan to continue balancing the game. Balancing means adjusting the difficulty and rewards so everything feels fair. They will add new dungeons and bosses soon. The next big part of the game to improve is hunting. After hunting they want to make sailing and hauling much better. Sailing means using ships to travel. Hauling means moving large amounts of items or resources. These systems will be made smoother and more fun.
Now let us think about what these changes mean for players. Imagine you and your friends decide to explore the dungeon. You gather your gear. You bring some food. You step inside. Before these changes you might have rushed through rooms skipping enemies. Now you must clear every room. This makes the experience feel more like an adventure. You fight through every chamber. You work together. You plan your moves. Maybe another group of players comes in. They join the fight. The boss becomes stronger because of scaling. But you still get fair experience and rewards. You are not punished because others joined. If you work hard and deal good damage you will earn your loot.
Imagine you are a solo player. You are worried that a big group will show up and take your rewards. Now you can relax. The scaling and contribution system mean your effort counts. If you join late and help you still get your share. If you start alone and others join you do not lose your rewards. This makes the world feel alive and cooperative. It encourages strangers to help each other instead of competing or stealing rewards.
The removal of passive regeneration in combat also changes strategy. You cannot rely on your health healing slowly during a fight. You must plan your attacks. You must dodge. You must use food or healing items at the right time. Monsters also do not heal during a fight. But if you run away and stop fighting they will heal. This prevents players from slowly wearing down bosses by hitting them once and waiting for regeneration. It makes battles more active and exciting.
Updating weapon tooltips may seem small but it helps players. Clear information is important in big online games. Players need to know what a weapon does. Better tooltips mean fewer mistakes. Adding tier 7 to 10 food also matters. High level players need powerful food for tough battles. This change supports long term play and tough challenges.
Balancing content is an ongoing task. In online games developers must watch player behavior. If something is too easy players get bored. If something is too hard players get frustrated. Clockwork Labs promises to keep adjusting. They will watch how people play the dungeon. They will tweak numbers if needed. They will make sure rewards match the effort. They will also add new content so players always have something fresh to explore. Hunting will be improved. This could mean better tracking systems better animals or better rewards. Sailing could become faster or more engaging. Hauling could be made easier or more rewarding. These improvements will make the world feel even more alive.
Bitcraft Online wants to be a place where creativity meets adventure. Players can build villages. They can craft tools. They can sail ships. They can fight bosses. They can trade goods. They can explore vast lands. It is a single shared world which means every action matters. If a player builds a tower everyone can see it. If a group defeats a dangerous boss the world becomes safer. If someone hauls resources to a distant place they help others build.
The idea of mixing a Minecraft like feeling with a huge MMORPG is powerful. Minecraft servers are loved because they feel personal and friendly. Big MMOs are loved because they feel epic and endless. Combining the two can create something new and exciting. Early access lets players be part of the process. They can see the game grow. They can give feedback. They can shape the world. The new dungeon patch is one step in that growth.
Let us consider how these systems affect community. When dungeons are open world people can meet each other naturally. You might be walking in the forest and hear the sounds of a battle. You follow the noise and see a group fighting a boss. You jump in to help. After the fight you chat. Maybe you become friends. Maybe you form a guild. This is the kind of moment Bitcraft Online wants to create. Scaling and fair loot systems make such encounters positive. Instead of fearing others will steal your rewards you welcome them.
This approach can also teach teamwork. In an instanced dungeon you only deal with your small group. In an open dungeon you may have to coordinate with strangers. You learn to communicate. You learn to share strategies. You learn to adapt when more people arrive. These skills make the game world feel alive.
The decision to remove passive regeneration in combat is also about excitement. If health healed during fights players could stall. They could drag battles out. Without regeneration fights are sharper. You must stay engaged. You must take risks. It keeps tension high. Monsters healing after you leave prevents exploits. You cannot slowly chip away at bosses over hours. You must commit to the fight.
Better food tiers and weapon tooltips support progression. As players grow stronger they need tools that match their level. New food tiers mean advanced players can take on tougher challenges. Better tooltips help new players understand the game faster. Small details like this improve the overall experience.
Looking ahead hunting sailing and hauling changes will expand the game. Hunting improvements could involve more realistic animal behavior. Maybe animals will roam in herds. Maybe tracking will be deeper. Sailing could become more thrilling. Maybe ships will handle wind and storms. Maybe hauling will require planning routes and defending cargo. These changes can make the world richer.
The Bitcraft Online dungeon update is already live. Players can experience all these changes now. They can explore the dungeon. They can test the scaling. They can try new food. They can see the updated tooltips. They can give feedback to Clockwork Labs. This feedback will shape future patches.
Bitcraft Online represents a new vision for online worlds. It values creativity. It values community. It values fairness in rewards. It tries to merge the joy of building with the thrill of adventure. The changes in this patch are part of that vision. By refining the dungeon by scaling enemies by adjusting loot and by planning for future improvements Clockwork Labs is building a world that feels alive and fair.
When you think about the future of Bitcraft Online you can imagine new dungeons appearing. You can imagine grand hunts across wild lands. You can imagine fleets of ships sailing to distant shores. You can imagine caravans hauling goods between cities. You can imagine players gathering to build monuments and towns. Each update will bring new stories. Each player action will leave a mark.
Bitcraft Online may still be in early access but it already shows promise. The open world dungeon design is bold. The scaling system is fair. The combat changes keep fights exciting. The planned updates for hunting sailing and hauling show that the developers are thinking long term. They want a game that grows for years. They want a world where players feel at home. They want to capture the magic of a small Minecraft server and expand it to the size of a massive online world. With careful updates and community feedback Bitcraft Online could become a beloved game for many players. The dungeon patch is just one step on a long journey of growth and adventure.
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