
Making Greyhaven Feel Alive
October 8–10: A living-world pass adds more believable resident movement and conversation behavior, with the latest improvements still in branch testing.
The Faded Vagrant / Development
A chronological record of The Faded Vagrant as it takes shape.

October 8–10: A living-world pass adds more believable resident movement and conversation behavior, with the latest improvements still in branch testing.

October 8: A real development playthrough documented the game's quests, combat, shops, leveling and exploration with 98 authentic gameplay captures.

October 5–6: Expanded and stabilized the hand-authored world—18 playable maps including seven Greyhaven interiors—while rebuilding the Old Cave and improving mobile loading.
October 4: The RPG received its official name, a dedicated logo and a more complete launch screen.
October 2–3: Tuned combat, made forest encounters easier to read and turned the wolf cave into an accessible location.

September 27–October 1: Linked authored wilderness regions and made choices matter through a persistent Road Bandit encounter, improved RPG combat and dialogue.

September 23–28: Rebuilt the interface around landscape play and added tools for shaping the world directly by touch.

September 27: Early quest objectives, wolf encounters, RPG combat statistics and character growth began coming together into a playable adventure.

September 19–22: Rebuilt the town environment around consistent scale, traversable buildings and distinctive scenery.
September 15–17: The earliest recorded RPG commits established its characters, dialogue, combat and first substantial interior location.