Edenverse v0.1.0: Laying the Foundation

We are thrilled to announce Edenverse v0.1.0, the very first public milestone of our Web3 MMO mining adventure. Over the course of 10 weeks and more than 60 commits, this release establishes the entire gameplay foundation, from tilling soil to swinging pickaxes.
Farming System
The farming system was the single largest effort in v0.1.0, spanning over 30 dedicated commits across 3 weeks of development.
Soil & Crops: Players can now till soil on a grid-based system, plant seeds, water crops, and watch them mature over time. The crop maturation pipeline progresses through distinct growth stages, each rendered with unique sprites. Harvested crops are automatically added to your inventory.
Tools & Equipment: A full farming toolset was implemented: hoes for tilling, watering cans for irrigation, and scythes for harvesting. Each tool features directional walk and attack animations synced to the player sprite. Tool durability was introduced, with visual durability cards displayed in the HUD.
Server Integration: Farming data is fully persisted via SpacetimeDB reducers. Seeds, crops, tilled soil coordinates, and player homebase positions all survive disconnects and page refreshes. A composite key system was implemented to ensure farming data isolation between players.
Economy: Crops can be sold through a dedicated selling service. Farming tool purchases flow through the in-game store, and the inventory system was extended to track seed counts, tool conditions, and harvested goods.
Lumbering System
Tree Chopping: A complete lumbering system was built from scratch. Players equip axes, approach trees, and trigger chopping animations. Harvested wood is deposited directly into the inventory.
Axe Durability: Each axe has a finite durability pool. Swinging at trees consumes durability, and the remaining life is displayed on a durability card in the UI.
Persistence: Harvested trees are tracked server-side. When trees regrow, new grown trees spawn in-place. Lumbering sprites were updated twice during this cycle to improve visual fidelity, and the lumbering database and reducers were refactored for consistency.
Fishing System
Rod Physics: Fishing was introduced with real physics-based rod mechanics. Casting, waiting, and reeling animations were implemented with attention to rod string rendering (fixing early artifacts where the fishing line would persist incorrectly).
Integration: Fishing is tied into the quest system. Catching specific fish advances quest objectives. Fish probability tables were added to control rarity distribution across different biomes.
Mining & Core Gameplay
Mining: The mining system allows players to break geodes across the homebase map using pickaxes. A key fix in this release prevents mining from triggering in the homebase map when a player is not actively in the mining zone.
Quest System: A daily quest system was introduced. Quests reward XP for farming, lumbering, fishing, and mining activities. Quest items were added for each skill, and the reward pipeline was connected to the inventory.
Sound Effects: Scene-appropriate music and sound effects were added, including tool-use audio (axe chops, pickaxe strikes, water splashes) and ambient scene music.
Technical Improvements
Client Refactor: The entire client codebase was refactored for type safety and modularity. Homebase map managers were separated into discrete modules, and the forge panel tool use/equip logic was extracted into reusable functions.
Scene Persistence: Player position, equipped tools, and scene state are now persisted across sessions. Scene transitions were stabilized with proper state management and loading pages.
Sprite Overhaul: Base player sprites were updated. Farming tools, fishing rods, lumbering axes, and inventory icons all received new artwork. All emoji-based UI elements were replaced with proper React icons.
Performance: Fullscreen mode was improved, and the homebase map manager refactor yielded measurable performance gains by reducing unnecessary re-renders.
Stats
| Metric | Value |
|---|---|
| Commits | 60+ |
| Development Period | Sep 25 – Dec 6, 2025 |
| Core Systems Added | 4 (Farming, Lumbering, Fishing, Mining) |
| Sprites Updated | 15+ sprite sheets |
This release is the bedrock on which every future feature is built. Next up: dungeons, boss battles, and gear crafting in v0.2.0.
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