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127.0.0.1
Joined April 2015
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12 / UI — LESS FRICTION, MORE CLARITY Quite a few interface improvements have accumulated throughout these updates. Some are immediately visible. Others are the sort of things you only notice because they have stopped being irritating. The Leaderboard now makes the current player's name easier to identify. Talents have received a more consistent upgrade confirmation interface, including improvements to the level selector, keyboard confirmation and the visual distinction between already upgraded Talents. The Relic Market and Auction have received additional responsive corrections, particularly on tablets. One especially unpleasant problem involved the Batch Select control, which could become an enormous orange rectangle on certain screen sizes. That was not an experimental piece of interface art. The loading screen has also been redesigned for desktop and tablet displays. Previously, the central illustration could appear absurdly small, floating between large empty areas. The artwork now uses a more deliberate presentation, with improved proportions and framing. The general visual language has also continued moving toward the things that inspired Reverie Field in the first place: engraving, printmaking, etched surfaces, faded illustrations, old recording equipment and materials that look as though they've spent a little too long in somebody's field archive. I've also refined several player-facing explanations, reward windows and result displays. The game contains an enormous number of connected systems now. A player shouldn't need to read the source code to understand whether a modifier is working. Although some of you have come impressively close to doing exactly that. 13 / NOTIFICATIONS AND REWARD DELIVERY There has been another round of work on how generated Relics and other rewards reach the game's notification systems. Different activities use different reward-generation paths. Crafting, Farms, Daily, Tasks, Learn, Expeditions, Secret Phrases and Referrals all have their own rules, eligibility conditions and result information. The important thing is that a successfully generated Relic should be represented consistently. That includes its identity, rarity, school, level, quality, Memory Word and other relevant details wherever the notification format supports them. Referral Relics were a particular problem. A player could successfully receive a Relic in the game and see its details in the activation result, while the corresponding bot notification failed to appear. I've corrected the referral notification path so it can pass the completed reward information through the normal delivery process. The reward itself remains authoritative inside the game. An external notification should report what happened, not determine whether the player receives the object. I've also continued separating notification delivery from the parts of the game responsible for committing actual rewards. If Discord or Telegram is temporarily unavailable, that should not become a reason to roll back an otherwise valid gameplay reward. These systems are still subject to external API availability, of course, but the game's internal reward accounting should not depend on a successful social-media message. 14 / PERFORMANCE, STABILITY AND THE LESS INTERESTING PART As usual, some of the most important changes are the ones that aren't particularly exciting to describe. Reverie Field has become a fairly complicated interconnected application. A player may be listening to the Radio while another is running a large Craft order, somebody else is collecting Farms, and another group is interacting with Crew rewards or the Market. None of these activities should require the entire system to stop and reconsider its existence. I've continued paying attention to server load, database activity, Redis usage and the amount of work performed by the browser. The newer visual effects are largely handled on the player's device. The tape animation does not introduce a new game-server simulation loop. Sound Banks are requested explicitly by the player rather than automatically downloading the entire soundtrack on every visit. Achievement eligibility for the new cassette interactions is checked through the existing synchronization process, without introducing additional database polling into every second of audio playback. Notification work continues to be kept away from authoritative reward calculations where possible. And some of the large-number improvements remove the need for inaccurate conversions that could otherwise create more complicated problems later. There has also been work on avoiding unnecessary page movement, repeated rendering and interface conflicts between older and newer elements. I won't claim that every possible problem has disappeared. This is still a beta. The important thing is that new features should not casually undermine the stability of systems that were already working. I would much rather make an existing mechanic reliable than add another complicated system nobody really asked for. Except perhaps the magnetic tape animation. I definitely asked for that one. 15 / VERSION HISTORY, IN BRIEF For anyone interested in the progression of these changes, here's a simplified history. RFV258–263: Learn SONO reward balancing, high-level affix corrections, Rare → Epic probability revisions, and adjustments to extreme Farm rarity combinations. RFV264: Final Rare → Epic crafting ceilings and Crew Grandmaster participation in school-specialization counts. RFV265–268: Referral reward increases, Referral Relic requirements, Grandmaster-related improvements, large-number economy corrections, Referral Crate progression and the new Point Signal milestone. RFV269: Referral Relic notification delivery and improvements to the way the music player selects an initial recording. RFV270–272: Sound Banks, local music storage, responsive loading-screen improvements, music player refinements and fixes to reward popup presentation. RFV273–276: The cassette-inspired music player redesign, improved layout, tape transport appearance and reel-animation work. RFV277–282: Audio transport transitions, cassette interactions, custom pencil control, recorder-style faders and the evolving reel-to-reel tape-loop interface for Radio. RFV283–284: New cassette achievements, integration with Sync Achievements, Discord-role eligibility, reward synchronization and additional mobile interface corrections. Not every version introduced an entirely new feature. Several were follow-up corrections to make earlier changes behave properly. I think that's worth saying. A patch number is not a measure of how much new complexity a game should receive. Sometimes the most useful patch is the one that makes yesterday's patch finally work as intended. 16 / WHAT HASN'T CHANGED I want to make this especially clear for players who have spent months building their accounts. Your existing Sonic Relics are not being deleted or reset by these changes. The ordinary Active Resonance affix system still exists. The 5/8/11 school-specialization structure introduced in The Field Rewired is still in place. Its stabilization timers still apply to the additional specialization bonuses, not to every ordinary Relic affix. Mixed builds remain valid. Fader Banks remain part of the game. The previously corrected independent Tier Roll system remains in place. And the new balance limits are not a declaration that advanced players should stop investing in their equipment. I understand that collecting and upgrading exact Relics takes time. Some of you have spent months assembling very specific combinations, and the effort behind those builds is real. I also understand that discovering a lower probability after an update can be frustrating, particularly when the old calculation was beneficial. But there are three different things that should not be confused. A bug fix corrects behaviour that wasn't intended. A balance change deliberately adjusts how strong an existing mechanic should be. A new feature gives players another way to interact with the game. The original Tier Roll correction was a bug fix. The new Rare → Epic ceilings are a balance decision. The cassette transport and its little achievements are new interactions. I want to be clear about those distinctions, because they affect players in different ways. I don't want the game to reward only the person who discovers the largest mathematical loophole. But I also don't want it to stop rewarding people who enjoy understanding its systems. There should be room for both a carefully optimised endgame build and somebody who simply wants to listen to the Radio. That has been the point of the recent work all along. 17 / WHAT HAPPENS NEXT Here's the personal part. When I published The Field Rewired, I genuinely thought I had finished the last major technical chapter of Reverie Field for this stage of development. I still consider the core gameplay framework complete. But finishing the framework and making every interaction within it reliable turned out to be two slightly different projects. Over the past weeks, I've spent a considerable amount of time following player reports, comparing calculations, testing extreme character builds, checking notification delivery, refining mobile interfaces and occasionally repairing something I had broken while trying to improve something else. Some of these problems only became visible because players were using the game in ways I hadn't anticipated. That's frustrating sometimes, but it's also useful. Reverie Field is a solo-developed project. There isn't a large team of programmers, designers, testers and economists quietly handling different parts of the system behind the scenes. It's mostly me, a rather large collection of code, and a growing number of people who have become very good at finding the limits of that code. I appreciate that. Even when somebody manages to produce a reward number that looks like a malfunctioning astronomical instrument. But I also want to return to the reasons I started this project. Recording places. Working with sound. Making music. Creating strange little illustrated spaces. Building a world where a field recording can become an object, an expedition, a memory, a piece of music, or simply a moment of quiet. The recent redesign of the Radio and music player feels particularly important to me for that reason. It brings some of the physical experience of recording and listening back into the game. The old machines, the cassettes, the endless loops, the imperfect transport mechanisms, the little mechanical sounds. Things that don't necessarily make a game more efficient, but can make it feel more personal. I've also been working on a complete musical update, including a remastered soundtrack and new recordings. I'll publish a separate announcement about that very soon. For now, I want to give the existing systems some room to settle. There will still be bug fixes, performance work and necessary adjustments. I won't promise that a project this interconnected will never need another correction. But I'm not planning another fundamental redesign of the game economy or a completely new collection of specialization systems. I'd rather spend the next part of development filling the Field with things worth discovering. More recordings. More music. More places. More Live from the Field sessions. More little stories hidden in the equipment. And hopefully fewer situations where somebody has to explain why a probability should never have been allowed to reach that number. Thank you to everyone who continues playing, testing, reporting problems, offering ideas and sharing their discoveries. Some of the best corrections in this update came directly from people paying attention to details I had missed. There is something appropriate about that. A game that began as an invitation to listen has gradually become a project shaped by people who are listening very carefully. And beneath all the mathematics, Relics, currencies, Crews, tape machines and everything else, the original idea is still remarkably simple. There are sounds out there worth hearing. Sometimes you only need to stop for a while. The field is always listening. PLAY: https://sono-game.comANDROID: play.google.com/store/apps/d… WIKI: catchtherecord.com/reverie-f… #ReverieField #FieldRecording #IndieGame #GameDev #SoundDesign
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REVERIE FIELD — AFTER THE REWIRING 📻 Huge Patch Notes · RFV258–RFV284 Hey everyone :3 In the previous patch notes, The Field Rewired, I wrote that the machinery was finally in place and that I wanted to spend more time making recordings, writing music, expanding the world and actually enjoying the game rather than constantly rebuilding its technical foundation. I meant that. And then, naturally, I spent another series of updates fixing the machinery))) There is a difference :3 though. This is not another fundamental redesign of Reverie Field. The school specialization framework remains in place, the existing progression systems are still here, and your Relics haven't suddenly become part of an entirely new game. Instead, these updates address the things that became apparent once players started using those systems together. Some Crafting builds were generating rarities at a rate that could not remain sustainable. Extremely powerful Learn configurations had begun stretching the economy in unusual directions. Referral rewards needed attention. Crew Grandmaster Relics weren't contributing to school progression as expected. And a few players had accumulated enough Points to make ordinary JavaScript arithmetic look rather embarrassed. There has also been a considerable amount of work on the Radio, the music player, achievements, notifications, mobile layouts and the general presentation of the game. Some of these changes are significant. Others are small corrections that probably should have happened a long time ago. I want to explain what changed, why it changed, and - just as importantly - what has been left alone. 01 / CRAFT — KEEPING RARE THINGS RARE Let's begin with one of the more sensitive subjects: Rare → Epic crafting. In The Field Rewired, I explained the correction to the old Tier Roll calculation, where bonuses intended for Rare, Epic and Legendary had been incorrectly multiplying one another. That problem was fixed. However, further testing revealed another issue, this time involving highly specialised Crafting builds. Some accounts had accumulated enormous combinations of Craft-related Relic affixes, upgrades and other modifiers. The resulting Rare → Epic chances were becoming much higher than the intended progression curve. I spent some time comparing the behaviour of ordinary players with that of advanced Crafting configurations. The most important conclusion was that I didn't want to punish newer players for something happening at the extreme upper end of the system. The final Rare → Epic rules are: General maximum chance: 3% per eligible Rare crafting attempt. Dedicated Crafting setup with at least five qualifying Craft Relics: 3.5% maximum. Players with smaller chances retain their existing calculation until the relevant ceiling is reached. The higher ceiling requires an actual qualifying Craft setup, not simply a large collection of unrelated bonuses. Simple → Rare crafting is unaffected by this particular adjustment. The separate Grandmaster Legendary crafting route remains its own mechanic. The five-Relic requirement for the higher ceiling is based on qualifying Craft-school membership. You don't have to wait for the normal specialization stabilization timer simply to gain access to that probability ceiling. That distinction is deliberate. Crafting should still reward dedication. If somebody builds an entire character around collecting, upgrading and combining Craft Relics, that effort should be meaningful. But a strong build and an unlimited probability engine are not the same thing. Craft Result information has also been updated to communicate the relevant limits more clearly. Where a maximum is reached, the result can indicate that the chance has been capped rather than presenting an unrealistic theoretical value. I don't want a player spending valuable resources based on a number that isn't actually being used by the server. And I don't want the game to become a place where every second object is Epic simply because somebody found a sufficiently complicated multiplication chain. 02 / FARMS — A MORE SUSTAINABLE RELIC ECONOMY Farms received a related balance adjustment. The new Farm specializations introduced in the previous update are still here. Their storage improvements, production bonuses and progression benefits remain part of the system. What needed additional work was the interaction between very large relic-generation bonuses and the final rarity calculations. Farms can benefit from several different sources of improvements: their own upgrades, Talents, Relics, school effects and additional modifiers. Those combinations are intentional. However, at the highest levels, certain configurations were producing disproportionately strong Epic and Legendary recovery chances. I've refined the way those bonuses are applied, especially when their combined values become unusually large. The important distinction is that ordinary Farm builds retain their intended opportunities. A player who is still developing a Farm, collecting better equipment or assembling their first specialisation shouldn't suddenly find that the whole system has become less rewarding. The adjustments mainly affect extreme combinations of bonuses. I've also brought the calculations behind Farm rarity previews closer to the probabilities used for actual rewards. There are still separate mechanics for additional copies and special rewards, so not every possible Farm outcome is represented by one simple percentage. But the underlying rarity calculation should be much more consistent. I want Farms to remain useful for players who enjoy a slower form of progression. Set up your equipment, improve it, leave it running, return to collect what the Field has produced. That's a nice little ritual. I just don't want it to turn the Legendary classification into an everyday household item. 03 / LEARN — A SMOOTHER REWARD CURVE Learn has received important adjustment. Some players (GAP <3) have created remarkably powerful Learn configurations, especially through combinations of high-level Learn SONO Amount Relic affixes. I like this. Learn is one of the systems that reflects the original idea behind Reverie Field: sound is something worth paying attention to, understanding and exploring. It shouldn't exist merely to fill the space between Crafting attempts. At the same time, the highest SONO Amount configurations were starting to produce rewards that grew much faster than the underlying economy. Rather than introducing another blunt maximum reward, I've implemented a smoother diminishing-returns calculation for exceptionally large combinations of Learn SONO Amount bonuses. In practical terms: Ordinary and moderately developed Learn builds retain their intended progression. High-level SONO Amount bonuses still improve rewards. At very large combined values, each additional bonus contributes progressively less. There is no new fixed maximum SONO reward per Learn attempt. That last point is important. The intention isn't to make upgrading Learn Relics pointless. It's to prevent the strongest configurations from accelerating at a rate that makes further progression impossible to balance. I've also corrected some behaviour involving high-level Learn SONO affixes and the values retained after upgrades. A valuable Relic shouldn't become unexpectedly worse because its upgrade calculation handled a particular bonus incorrectly. These changes allow strong Learn builds to remain strong without letting one combination of modifiers determine the entire economy. And hopefully they give people another reason to open Learn for the actual subject matter. There really is more to sound than Points. Although apparently there can be quite a lot of Points. 04 / REVERIE CREWS — GRANDMASTER RELICS AND SCHOOL SPECIALIZATIONS One of the most important consistency fixes concerns the Crew Grandmaster Relic. This Relic occupies a special position in Active Resonance. Unlike ordinary equipped Relics, it belongs to the player's Crew-related progression and has its own rules for effective strength, quality and other characteristics. Until recently, however, something was missing. A Crew Grandmaster Relic could belong to a particular school without properly contributing to the 5/8/11 school-specialization counts. That behaviour has been corrected. An active Crew Grandmaster Relic can now contribute one matching school member toward the normal 5, 8 and 11 specialization thresholds. For example, a Farm-school Crew Grandmaster can help complete a Farm specialization. The same principle applies to the corresponding schools. These contributions also respond to relevant changes in Crew state, Grandmaster Relic acquisition and school adjustments, rather than relying on the player to rebuild their entire setup. The existing specialization stabilization rules still apply to the bonuses themselves. This does not mean that a Crew Grandmaster has become an ordinary equipped Relic in every respect. It retains its separate slot and mechanics. Contributing to the specialization count does not automatically give it every other possible school-set, Memory Word or Secret Phrase interaction. I've also corrected aspects of Crew Grandmaster voucher handling and adjustments. Changing a Grandmaster Relic's school does not automatically increase the percentages of its existing affixes. Quality and other applicable progression characteristics are separate matters. There have also been improvements to voucher accounting, including the handling of eligible Crew Grandmaster adjustments when a Crew is disbanded. One more change: Grandmaster Reset players can now access Active Resonance from Level 1 under the relevant GM progression rules. Previously, the usual level requirement could become an unnecessary obstacle for somebody who had already completed an entire progression cycle. That didn't make much sense. A Grandmaster should be able to begin again without forgetting how their equipment works. 05 / REFERRALS — REWARDS THAT ACTUALLY FEEL LIKE REWARDS Referral activations have received a considerable reward increase. As the game economy developed, the original Relic Fragment rewards for activating a referral link became increasingly insignificant. This was especially noticeable for players who had invested heavily in Referral Talents, Relics and specialization bonuses. I've changed that. Successful referral activations now receive a ×100 increase to the existing Relic Fragment reward component. This applies to both sides of the activation: The player activating somebody else's referral code. The owner of the referral code. Each player's reward is still calculated independently, using their own eligible modifiers and progression. For players with Grandmaster Reset, the activation's Points reward has also received an additional ×10 multiplier. These changes build on the existing reward system rather than replacing all its previous bonuses. A successful activation should now be much more meaningful, especially for players who have deliberately invested in Referral progression. I've also corrected the requirements for Referral Relic generation. There are two different mechanics here, and I want to clarify them because their Talent requirements are easy to confuse. Referral Crate Claim requires: Referral Resonator Lv10+ Daily Amplifier Lv10+ Your accumulated Crate rewards are preserved while the requirements are not met. Referral Relic generation during activation, on the other hand, requires: Referral Resonator Lv10+ Level Booster Lv10+ These are independent conditions. The system now handles that distinction more consistently. I've also improved Referral Relic notifications. Generated Relics can carry their actual identity and source information through the notification process, including the relevant details of new or duplicated objects. A player should be able to see what they discovered, both in the game and through the appropriate notification channels. The activation result window has also been improved. Relic information and awarded resources are presented more clearly, and compact reward numbers can be expanded to reveal the full amount. There was even a rather ridiculous interface problem where the exact-number popup appeared behind the activation result window. A popup that nobody can see is technically still a popup. But not a particularly useful one. That has been addressed. 06 / REFERRAL CRATES AND CREW REWARD SAFETY Alongside the direct activation changes, I've refined some of the systems responsible for accumulated Referral rewards and Crew distributions. Referral Crate progression now uses more carefully defined limits and calculations for different player states, including Grandmaster progression. Large values are handled with greater numerical precision, and the accumulation process is designed to respect its intended ceilings. Crew reward distribution has received similar attention. The interaction between shared rewards, individual limits, cooldowns and very large modifier combinations can become surprisingly complicated. I've tightened these calculations to reduce the possibility of repeated or excessive awards and make the results more predictable. These aren't new activities or additional currencies. They're corrections to systems that already exist. I want a Crew to feel like a shared effort, not an opportunity to discover which accounting operation can be repeated the fastest. And I want players to know that rewards already earned will not simply disappear because another part of the system needed adjustment. 07 / THE ECONOMY HAS REACHED SOME ABSURD NUMBERS I have to admit that I underestimated how far some players would take the Points system. There are accounts in Reverie Field whose balances are large enough to expose problems that don't normally appear in the everyday use of JavaScript. At those sizes, a number is no longer something you can casually convert into an ordinary browser floating-point value and expect every digit to survive. This matters for much more than presentation. It affects calculations, reward settlement, conversions, displayed balances and anything that depends on an exact integer amount. I've made several corrections to the handling of very large values, particularly in Points-related operations, GAS conversions and WOS calculations. Where exact integer values are required, the system now preserves their precision rather than relying on ordinary floating-point arithmetic. The WOS printing progression has also been refined, including calculations at very small progression steps and consistency with relevant Season-entry conversions. The goal is straightforward: the game should not silently lose or invent value because a number has become inconveniently large. The interface has also become more readable. Large quantities can now appear in compact form using letter abbreviations, as they already do in several parts of the game. But the precise amount remains available. For supported values, clicking or hovering over the number reveals its full representation. This includes improvements to balances, rewards and Radio information such as: Current Session Points Estimated Reward for 1h Total Boost Other supported large resource values And because somebody inevitably had to reach an almost unbelievable amount of Points, I've introduced another milestone in the existing Point Signal achievement line. Point Signal VI — The Sextillion Veil It recognises reaching one sextillion Points. 1,000,000,000,000,000,000,000. I think at this point we can safely say the game has progressed beyond counting pebbles. 08 / ACHIEVEMENTS — SOME THINGS SHOULD BE DISCOVERED Achievements have also received some new additions and corrections. The new Point Signal milestone is one of them, but it isn't the only one. There are also two new cassette-related achievements connected to some rather nostalgic interactions in the music player. I'll explain more about the player in a moment, but I don't want to spoil these particular discoveries. Some of us grew up with cassette tapes, and there were certain very practical things we learned to do with them when the batteries were almost empty. You may remember. Completing the corresponding interaction records the event. The game does not immediately award the full achievement and its resources simply because the player has finished a local interaction. Instead, the achievement is recognized through Sync Achievements in the Profile. That is where the player can receive the corresponding achievement recognition and its one-time rewards. Each cassette achievement offers 2,500 SONO and 2,500 Relic Fragments. Both also have their own little stories and Discord-role support, where the corresponding Discord roles are configured. The new synchronization handling is designed to recognize the completed events without repeatedly awarding the same achievement. I rather like these achievements. Not everything in Reverie Field needs to be about an enormous multiplier or an exceptionally rare drop. Sometimes a small gesture can be worth remembering. 09 / THE RADIO — A MACHINE YOU CAN ALMOST TOUCH The Radio interface has undergone one of its most noticeable visual changes. Reverie Field began as a continuous field-recording radio, and I wanted the act of listening to feel more physical. Not just another Play button inside another browser window. I've been looking at old recording machines, cassette transports, reel-to-reel equipment and the remarkable contraptions people build around endless magnetic tape loops. If you've ever seen a reel-to-reel tape loop stretched across an entire desk, routed around improvised supports, you'll understand why. The tape leaves the recorder, travels around a pencil or another object, bends around guides, accumulates slack, and returns to the transport. The entire workspace becomes part of the instrument. I've tried to bring some of that feeling into the Radio. When a Listening Session is active, a stylised tape transport appears around the listening controls. The tape travels through a system of rollers and external guides, with an extended loop moving around an improvised pencil support. Instead of simply rotating two decorative wheels, the animation includes variations in tape movement, tension, drift and the shapes formed by the moving loop. It's an interpretation of the physical behaviour of magnetic tape, created to fit the illustrated world of Reverie Field. The transport and controls have also been reorganised. Listening Time and Current Session Points now belong more directly to the recorder-inspired interface, while the remaining session information is arranged beneath it. The Stop Listening control has received visual improvements and a more deliberate position within the transport. The Radio volume control has also been redesigned with a physical fader appearance inspired by old recording equipment (Marantz pmd740). There are separate layout considerations for smaller screens, where a literal copy of the desktop transport would simply consume too much space. I've also continued refining the relationship between this visual system and the real listening session. The animation belongs to the interface. It does not determine how Points are earned, and it doesn't require the server to simulate a magnetic tape machine. The underlying listening and heartbeat systems remain independent. Because however much I enjoy old recording equipment, I don't think the database needs to know the rotational speed of a pencil. 10 / THE MUSIC PLAYER — THE WAX FIELD TAPES 📼 The music player has also been completely redesigned. The previous interface was functional, but visually it didn't have much of a relationship with the recordings it was playing. I wanted something closer to the feeling of an old cassette deck or portable field recorder. The result is a new player inspired by vintage tape equipment, worn metallic surfaces, engraved markings, aged controls and the warm, dusty visual language associated with old recordings. There is now a little cassette in the player, complete with rotating reels. Its transport responds to playback, pausing and seeking. You can also interact with the cassette itself, including manually moving through a recording. I've tried to make these interactions feel like small physical actions rather than ordinary browser controls. The interface includes a custom pencil (yeh, Pencil :3) cursor for the appropriate tape interactions, with transport behaviour that responds to the direction and speed of manual movement. Playback transitions have also been refined. Starting, pausing, stopping and changing recordings now have softer audio transitions, and the player has support for additional tape transport sounds and variations. The aim is to avoid the unpleasant hard cuts that can happen when one recording is abruptly replaced with another. The design draws inspiration from equipment such as old Sony and Marantz recorders, alongside the dusty trip-hop atmosphere of my music itself. You'll also notice a little reference to The Wax Field Tapes. It's a tribute to that particular culture of worn cassettes, imperfect recordings, instrumental hip-hop, tape noise and music that feels as though it has been sitting in somebody's personal archive for twenty years. And a Dusted Wax Kingdom label. I grew up with this label's music. I've also improved the playlist. Rather than always beginning with the first track, the player can introduce a different available recording when a new listening experience begins. This includes eligible music unlocked through Secret Phrases. I don't want somebody to listen for months and never discover a track simply because it happens to be number 34. There is also a new Sound Banks system that allows players to save the available music to their device's local browser storage. Where the local copy is available and supported by the browser, playback can use it instead of unnecessarily downloading the same audio again. The system can also account for changes to the playlist as recordings are added or updated. Sound Banks are presented as a collapsible section, so they don't constantly occupy half the player when someone simply wants to listen. The soundtrack itself has undergone a much larger musical update, including remastering and new compositions. I'll give that its own separate announcement, because I think the recordings deserve more attention than a paragraph inside technical patch notes. For now, the important thing is that the player has become something much closer to the atmosphere I originally wanted. A small archive of imaginary tapes. And perhaps a slightly unreasonable amount of attention paid to the movement of two little plastic reels. 11 / MOBILE PLAYBACK AND DEVICE-SPECIFIC CONTROLS The Radio and music player have also received more device-specific interface work. This is particularly important on iPhones. Mobile browsers do not all behave like desktop browsers, and iOS has additional limitations concerning software-controlled audio volume. A slider that works normally on a desktop computer may not provide meaningful continuous volume adjustment on an iPhone. Rather than pretending that this limitation doesn't exist, the interface now provides a more appropriate control where necessary. On affected iOS devices, the unavailable software volume fader can be replaced with a styled mute control. The same principle applies to the Radio and music player, with their corresponding audio behaviour. There have also been improvements to how the interface handles playback transitions, background state changes, visibility changes and interruptions. These areas remain dependent on the restrictions imposed by the browser and operating system. For example, no web application can guarantee unrestricted background playback if the operating system decides to suspend it. But the game can handle supported transitions more carefully and avoid unnecessarily fighting with the device. The music and Radio systems have also continued moving toward better coexistence. Playing a piece of music, listening to the continuous Radio, or hearing another eligible sound inside the game shouldn't automatically destroy the state of everything else. That's especially important in a project where several different forms of audio are supposed to exist together.
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REVERIE FIELD — THE FIELD REWIRED Huge Patch Note · RFV230–RFV257 Hey everyone :3 This has been another big development periods in Reverie Field's history and the last huge Tech update. After this update there will be only some bug fixes. There is a new way to experience the recordings and music behind the game, a complete school specialization framework, major improvements to Crafting, Farms and Expeditions, and a considerable amount of work on stability, mobile playback and the economy. There has also been frustration about the number of changes. I hear that. But I think it's important to explain what actually changed, what didn't, and why I spent so much time finishing these systems. Reverie Field started as a continuous field-recording radio. Then came Points, levels, Sonic Relics, Talents, Expeditions, Farms, Secret Phrases, trading, achievements, Seasons and Crews. Somewhere along the way, the most advanced gameplay started revolving around two things: craft as much as possible, harvest Farms, repeat. I enjoy seeing people build wonderfully complicated strategies. But there is so much more to the Field than those two activities. Listening, exploration, interpretation, discovery and the recordings themselves should all be worthwhile. This update is about making the whole game matter. 01 / LIVE FROM THE FIELD 🎙️ This is probably my favorite addition. Reverie Field now has integrated live broadcasts. When I go live on YouTube, a LIVE card can appear inside the game's Radio tab. Open it, start the embedded broadcast and join a verified live listening session to earn in-game rewards. These broadcasts are a little window into the sound world behind Reverie Field. Some nights I'll play recordings from my field-recording archive or even live locations from my field recording sessions. Others will happen at the studio desk: synthesizers, samplers, tape machines, electronic improvisations, unfinished compositions, or an experiment that may not survive the evening. Sometimes you'll hear a place much as I recorded it. Sometimes its sounds will be taken apart and folded into music. There is room for silence, repetition, rough edges and the occasional machine with a very strong opinion about the signal passing through it. I make these recordings and this music myself. Reverie Field grew around that collection, and I wanted a way to bring it back into the game in a more immediate, shared form. Verified Live from the Field rewards include: • ×3 listening Points and ×3 Relic Fragments in the default Live reward configuration. • A chance for a Sonic Relic recovered through Live to start at Lv5–Lv12. • Dedicated Live achievements, verified listening milestones and special recovery records. • A Live Impression Recovered summary, showing the rewards earned from the session. The Live broadcast doesn't guarantee a relic. It changes the rewards when you participate in an eligible verified session. Important: watching on YouTube alone does not start a game session. Enter through the LIVE card in Reverie Field's Radio tab to receive game rewards. The Live system has also received extensive work on mobile playback, fullscreen video, interrupted sessions, background transitions, recovery and the prevention of duplicate rewards. The result screens take inspiration from etched plates, field notebooks and printmaking. I want these streams to become a regular part of the project. Not just another resource generator, but a place where the sounds and music that inspired Reverie Field are actually shared. 02 / SCHOOL SPECIALIZATIONS — AN IMPORTANT CLARIFICATION The new school specializations are additional progression bonuses. They DO NOT replace the existing Active Resonance affix system. This distinction is extremely important, because I think some of the recent discussion has confused the two systems. Your normal relic affixes have not stopped working because you aren't wearing five, eight or eleven relics from one particular school. A mixed build still works and can be even better for your scenario. Your existing relics, their upgrades, qualities, schools and Memory Words remain yours. The new specialization framework gives each school its own long-term identity. A dedicated Craft collection can do things a general collection cannot. An Expedition collection makes exploring much more rewarding. A Listening setup improves listening-related progression. Economy and Relic Hunt offer entirely different goals. Most schools have three new thresholds: 5, 8 and 11 equipped relics of the corresponding school. Most new specialization stages stabilize over 48 hours. Daily uses 2 hours, Learn uses 12 hours, and Referral has different network progression rules. The tiers progress independently: if your 5-relic tier is already ready, building toward 8 does not erase that completed first tier. HERE IS WHAT THE 48-HOUR TIMER DOES NOT DO: It does not turn off your existing affixes. It does not make ordinary Active Resonance bonuses wait 48 hours. It does not reset the relics you spent months upgrading. It does not block you from using mixed sets or Fader Banks. The timer applies to the NEW bonuses introduced by specializations. Your old affixes continue following their existing rules, including the separate, older short Fader Recall protections where applicable. Why have a timer at all? Because without it, anyone with several Fader Banks could switch immediately before each reward and activate the maximum bonuses from every school in succession. The specializations would stop representing a choice and simply become universal bonuses. You can continue with the build you already enjoy and work toward a specialized set when you're ready. You do not need to throw everything away and start again. 03 / CRAFT — LARGER ORDERS, MORE INFORMATION Crafting now supports larger protected orders through Craft specialization: Standard: up to 25 attempts per order. Craft5: up to 50. Craft8: up to 100. Craft11: up to 500. These are order sizes, not free attempts. The usual resources, available attempts, success rates and limits still apply. Large orders are processed in safely recorded portions of up to 25 attempts, so already completed progress can be recovered after an interruption. This avoids running hundreds of rolls inside one enormous transaction. The first version of this feature introduced unnecessary waiting and made normal crafting feel slower. That was a technical mistake, not an intentional nerf. Subsequent updates restored the direct path for ordinary batches and removed the fixed eight-second delays between portions of larger orders. Performance will continue to be monitored on the actual server. Craft results have also become much more useful. They show success and upgrade chances, resources spent, duplicates, active bonuses, roll history and the real properties of recovered relics: ID, school, Memory Word, quality and starting level. Eligible GM Mirror results are also more detailed. There are now exceptionally rare chances to craft an already leveled relic. Without Grandmaster Reset, Crafting Adept Lv10+ unlocks a very small chance of Lv1–Lv5 starting relics. With GM Reset and a ready Craft5+ tier, the alternative route permits very rare Lv1–Lv3 starting relics. Most crafts still generate Lv0. This doesn't improve the base crafting success chance by itself. And yes - without GM reset there is a better option for craft 1-5 levels. GM is not about only about boosters. 04 / FARM — BETTER STORAGE AND CLEARER ECONOMICS Farm specialization provides additional harvest headroom: Farm5: +5%. Farm8: +10%. Farm11: +15%, plus storage of up to two production cycles. These are NEW bonuses. Existing equipped Farm affixes continue to contribute to their usual mechanics. The two-cycle benefit is designed for players who don't want to return every time a Farm becomes ready. It expands storage flexibility rather than simply doubling production speed. The Farm interface is also clearer about speed, silo capacity, accumulated resources, Forager Luck, harvest bonuses, Rank effects and estimated rewards. The headers and upgrade panels have been redesigned for better readability on desktop and mobile. Farms remain important. I just don't want them to be the only important activity in the game. 05 / EXPEDITIONS — MUCH MORE REWARDING JOURNEYS Expedition specialization now strengthens the relevant rewards and relic-generation chances: Expedition5: ×2. Expedition8: ×3. Expedition11: ×5. At Expedition11, the protected reset period is reduced from seven days to three and a half days. The normal verification and completion requirements remain in place. There is also a new chance to recover an Expedition relic with a starting level from Lv0 to Lv10, provided Expedition Pathfinder and Daily Amplifier are both Lv10+. This uses the Daily-style starting-level system; a relic still needs to drop first, and high starting levels remain very rare. Verified Expedition listening received improvements to mobile playback, continuation, interrupted sessions, Claim states and route recovery. The shared Expedition Archive Print has also been made much more readable, with larger rewards and a less awkward presentation when no relic is recovered. I want an Expedition to feel like a visit to a place through sound, not merely the prerequisite for another Farm. 06 / RELIC HUNT — A COLLECTOR'S SPECIALIZATION Relic Hunt amplifies applicable relic-generation affix bonuses: Relic Hunt5: ×1.5. Relic Hunt8: ×2. Relic Hunt11: ×3. At a stabilized Relic Hunt11, eligible newly rolled Legendary relics also receive an additional copy. This applies to supported generation paths, not purchases or existing inventory, and a bonus copy does not trigger another copy. This is a genuine new endgame path for people who love searching for unusual relics. There should be more than one way to become good at Reverie Field. 07 / LISTENING — BACK TO THE BEGINNING Listening specialization makes the supported effects of Long Take Legend and Level Booster more significant, with ×2, ×3 and ×5 specialization tiers. At a stabilized Listening11, an eligible relic recovered from a Listening Session is guaranteed an additional copy. It does not guarantee that a relic drops; it doubles the successful recovery when one occurs. The result appears in the Listening settlement summary. This is important to me. Reverie Field began with listening, and listening should remain worth doing even at high levels. Good for someone who just listens. 08 / DAILY, TASKS, LEARN AND SECRET PHRASES Daily gets additional reward progression at 5/8/11 relics, including ×2/×3/×10 specialization effects in their designated reward layers, advanced relic rewards and a short two-hour stabilization period. Tasks now have meaningful specialization multipliers, advanced reset privileges and more reasons to revisit field assignments. A ready Tasks11 can shorten its protected reset period from seven to three days. Learn has a dedicated ×1.5/×2/×5 progression, with a 12-hour stabilization period and the appropriate Sound Interpreter requirements. Its strongest tier can also improve the number of available daily sound descriptions. Secret Phrases gains ×2/×3/×5 specialization effects for its designated phrase-related bonuses, and an advanced Memory Word editing route for players who meet the additional conditions. Yes, you be able to edit every word at your relics collection. These are ways to make all the other activities more useful, rather than leaving Craft and Farm as the only serious endgame loops. 09 / REFERRALS AND GM MIRRORING Referral specialization expands the long-term network and its associated benefits. GM Craft Mirror recipient eligibility has also been corrected: enhanced recipient chances should belong to qualified recipients, not be handed out to everyone merely because the crafting account wears a Referral set. I also changed the Referral Crate requirement in response to feedback. The temporary requirement for three equipped Referral-school relics has been removed. To claim the crate, the current Talent requirements are Referral Resonator Lv10+ AND Daily Amplifier Lv10+. The crate continues accumulating normally even while those requirements aren't met. Your accumulated rewards are not erased. That was a useful criticism, and I think the revised requirement is better. 10 / ECONOMY AND MARKET Economy specialization increases the supported daily economic limits at Economy5 (×1.5), Economy8 (×2) and Economy11 (×3), covering eligible conversions, swaps, WOS/SONO operations and Market capacity. At Economy11, ordinary daily batch listing and batch buying ceilings are removed, while safe limits on the size of an individual transaction remain. Existing applicable capacity affixes continue working. Economy also improves final eligible SONO Burn rewards: ×1.2 at 5, ×1.5 at 8 and ×2 at 11. New Simple/Rare Market listing price ceilings: Standard: 400 / 1,200 SONO. Economy5: 800 / 2,400 SONO. Economy8: 1,200 / 3,600 SONO. Economy11: no ceiling for those listings. These are Simple / Rare prices, respectively. Auction remains separate. The price ceilings are a genuine economic rule change, not a hidden effect of specialization timers. 11 / THE TIER ROLL BUG — WHY IT HAD TO BE FIXED This is probably the most important technical clarification in the entire update. Some players noticed a sharp reduction in certain Epic and Legendary recovery rates. We investigated unusual Legendary generation in Learn and Farms and found a concrete mathematical problem, not merely an overpowered strategy that I suddenly decided to dislike. Previously, Rare Tier Roll increased the weight not only of Rare but also of Epic and Legendary. Epic Tier Roll then increased Epic and Legendary. Legendary Tier Roll increased Legendary again. These modifiers MULTIPLIED one another for the highest rarity. A simplified example: +100% Rare Tier Roll, +100% Epic Tier Roll and +100% Legendary Tier Roll could give Legendary ×2 ×2 ×2 = ×8 weight — rather than the ×2 provided by its own Legendary bonus. At high affix values, this became extreme. We checked historical Learn rolls recorded by the server. One advanced build was being given a Legendary probability of about 6.8854% per eligible description. Recalculating the same recorded bonuses with independent rarity weights gave about 0.2274%. Over THIRTY times lower. The randomness wasn't secretly favoring anyone. The server was following the probability it had calculated. The underlying probability formula was wrong. The corrected rule is straightforward: Rare Tier Roll improves Rare. Epic Tier Roll improves Epic. Legendary Tier Roll improves Legendary. Each improves its intended rarity rather than directly multiplying higher tiers. Normalization between rarities can still affect the final shares, but the unintended cross-tier multiplication is gone. This was corrected across the relevant generation paths. Craft has some separate rarity-upgrade mechanisms, so not every Legendary in the game follows the same roll. I understand why a build that benefited from the old calculation may now feel weaker. But this was a bug fix, not an arbitrary nerf aimed at successful players. Leaving a known multiplicative probability bug in place would undermine the meaning of separate rarity bonuses and the long-term game economy. No existing relics were deleted. No schools, qualities, Memory Words or upgraded relic levels were erased. Tier Roll affixes still have their intended effects. What changed is how those effects are calculated for new rewards. I do not intend to restore the broken cumulative formula. 12 / OTHER TARGETED BALANCE CHANGES I also want to distinguish that bug fix from actual balance decisions. Two specific rarity-upgrade-related affixes — relic upgrade chance and secret phrase bind upgrade — now have their effective bonuses multiplied by 0.8 when the relic carrying the affix is Lv10+. That is not a general 20% reduction to every high-level relic affix, and it does not reduce the chance of manually upgrading an existing relic's level. The generated base values for the Relic Burn SONO Yield affix were adjusted, and the Token Alchemist burn calculation was revised. Economy specialization adds separate final burn multipliers. Existing stored relic values were not simply wiped and regenerated. These changes genuinely affect specific economic calculations. I want them documented clearly, not disguised as cosmetic fixes. 13 / BETTER RELIC AND RESULT INFORMATION Recovered Sonic Relics now have more of their actual identity visible in the UI: school, rarity, level, quality, Memory Word, source and affixes. Craft Result histories separate successful rolls, failures, rarity changes and duplicates. GM Mirror notifications can identify the specific mirrored items and their recipients rather than displaying only a counter. Active Resonance, the All School Specializations guide, Talent descriptions and Signal Routes have been updated to make requirements easier to understand. Farm, Market, Expedition and other result windows have also been refined, including for mobile layouts. 14 / PERFORMANCE AND RELIABILITY The less glamorous part of these patches matters too. Verified Radio, Live and Expedition sessions need to survive interrupted playback, phone screen locks, page refreshes, network loss and browser background behaviour, while keeping reward settlement correct. Craft Orders now have safer per-portion progress, recovery and duplicate-request protection. Notification handling is kept separate from authoritative reward commits where possible. Farm and profile queries received targeted optimizations. Market operations continue to respect transaction boundaries and safety limits. I won't pretend every possible bug is gone. This is still a beta. But stability and reliable rewards are more important than inventing yet another layer of complexity. 15 / VERSION HISTORY, IN BRIEF RFV230–231: Verified Expedition playback, heartbeat and Claim stability. RFV232–238: Live from the Field foundations, video integration and safe session recovery. RFV239–245: Live reward verification, mobile improvements, achievements and GM Mirror corrections. RFV246–250: School Specializations, Craft Orders, expanded results and reward protections. RFV251: the independent Tier Roll bug fix. RFV252: Expedition, Relic Hunt and Economy specializations, plus Listening expansion. RFV253–254: Expedition relic levels, Farm/Market UI refinements and a template hotfix. RFV255–256: faster standard crafting, removal of artificial large-order pauses and full result details. RFV257: Craft starting levels, Referral Crate adjustment, detailed GM Mirror results and targeted Lv10+ affix scaling. 16 / TO EVERYONE WHO HAS SPENT MONTHS BUILDING A SET I know the time you've invested is real. You've searched for exact affixes, upgraded relics, prepared Fader Banks and worked out combinations. I understand that discovering different results after an update can be frustrating. But it is important to separate THREE things: First, SPECIALIZATIONS. These are new bonuses on top of ordinary affixes. The 48-hour timer is for the new tiers; it is not a 48-hour shutdown of your old build. Second, BUG FIXES. The Tier Roll calculation was mathematically wrong. Correcting it can change the results of builds that relied on that error, but keeping the bug forever isn't a sustainable solution. Third, REAL BALANCE CHANGES. Some targeted rules - Market listing prices, burn calculations and the two Lv10+ affixes - have been adjusted. Those deserve clear explanations, and I should have communicated some of these decisions earlier. GAP created an excellent document with suggestions for Craft and Farm specializations, and I took those ideas seriously. But if those were the only schools with meaningful additional progression, we'd end up reinforcing the imbalance: Craft and Farm would become even more central while Listening, Expeditions and everything else remained secondary. So I extended the concept to the other schools. Not to make everyone rebuild immediately, but to give players more directions in which to grow. You can still play a mixed build. You can still use your existing affixes. You can specialize later - or not at all. 17 / WHAT HAPPENS NEXT Here's the personal part. I wanted to finish the technical foundation of Reverie Field back in June. That was the plan. Instead I spent several more months balancing, fixing, testing, responding to feedback and occasionally fixing something I had broken while trying to improve something else. Believe me, I'm probably the last person who wants to keep tweaking these systems forever. I'm developing the game on my own (usually, in gamedev, an entire team handles these kinds of mathematical and code fixes), and I want to spend more time doing the things that made me start this project: recording places, making music, expanding the illustrated world, adding meaningful content and introducing the Field to new people. I now consider the core gameplay systems feature-complete for this stage of beta. That doesn't mean I'll stop fixing real bugs or improving performance. It means I'm not planning another wave of fundamental economic overhauls or new specialization systems. I want everyone, including myself, to have a long period of stable rules and time to actually enjoy the game. More Live from the Field broadcasts. More recordings and music. More places to discover. More reasons to listen. Reverie Field was never meant to be only an endless crafting machine. There is room here for the people who love complex strategies - and for someone who just wants to open the Radio, hear somewhere they've never been, and stay for a while. Thank you for testing, helping, reporting issues, documenting systems and being part of this strange little project. I appreciate your involvement, even when the discussions get difficult. At some point, the studio has to stop being rewired long enough for somebody to make a recording. The machinery is finally in place. Now I want to fill it with sound. Stay for a while. Listen to something. PLAY: sono-game.com/ ANDROID: play.google.com/store/apps/d… WIKI: catchtherecord.com/reverie-f… BLOG: catchtherecord.com/blog #ReverieField #FieldRecording #IndieGame #GameDev #SoundRecording
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🎁 A LITTLE THANK-YOU TO THE FIELD — FREE RELIC SCHOOL REASSIGNMENT! Hey everyone again :3 I've been thinking about your feedback regarding the recent School Specializations update, especially the time and effort many of you have invested in building and upgrading your relic collections. First, an important reminder: School Specializations do not replace or disable your existing affixes. The 48-hour stabilization periods apply only to the new specialization bonuses, not to the regular bonuses you've already worked so hard to develop. Still, I understand that these new opportunities might make some of you wish you'd chosen different schools for certain relics. And since we're still in beta, I think it's only fair to give everyone a little help adapting. ❤️ 🎁 ONE-TIME FREE SCHOOL REASSIGNMENT — UP TO 12 RELICS PER PLAYER! That's enough to reorganize an entire Active Resonance set, with one extra relic to spare. Here's how it will work: ✦ Completely free. No SONO, Fragments or other resources required. ✦ Up to 12 relics per player. You can choose which eligible relics you'd like to reassign and their preferred new schools. ✦ Your existing investments will be respected. The goal is to preserve each relic's rarity, upgrade level, quality, Memory Word and existing affixes, subject to technical compatibility. ✦ No need to start collecting from scratch. You can adapt relics you've already spent time developing. ✦ Normal specialization rules still apply. Newly unlocked school bonuses will follow their usual stabilization periods. Your regular affixes won't suddenly stop working for 48 hours. 🎫 HOW TO REQUEST YOUR SCHOOL REASSIGNMENT Simply open a support ticket here on our Discord server and mention that you'd like to request a Relic School Reassignment. Please include: • Your in-game username • The Relic IDs you'd like to change (up to 12) • The new school you'd like for each relic I'll personally go through every ticket with you. We'll review your collection together, check for any special restrictions or interactions with other game systems, and agree on the changes before applying anything. If a particular relic requires additional attention because of Secret Phrases, equipment locks or other mechanics, we'll work through that individually. There's no need to rush, dismantle your current build or make any preparations before opening your ticket. ❤️ WHY AM I OFFERING THIS? Because I genuinely appreciate how much time some of you have put into Reverie Field. Some collections have taken weeks or even months to develop, and I know that each upgraded relic represents a considerable investment. I'm very happy with the direction School Specializations are taking. I believe they add meaningful depth to the game and give every school a reason to exist beyond individual affix values. But the intention was always to expand your possibilities, not make your previous efforts feel wasted. So consider this a little thank-you for being part of the Field throughout this very busy period of beta development. This is a special one-time opportunity, not a permanent school-changing service, and it's available to everyone - not just those who raised concerns. I want you to have the freedom to explore the new mechanics while keeping the relics you've already worked so hard to develop. Your relics still matter. Your builds still matter. And the Field is only getting bigger. ❤️ Thank you for sticking around, for your suggestions, your patience and all the time you've spent exploring this strange little world. Stay for a while :3
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Gabriel Perez retweeted
Replying to @field_recording
thanks for the update, well done!!
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A large Reverie Field update is live. This one is a little different. A lot of previous updates were about adding more things to do, more systems to build around, and more ways to progress. This update is more about consequence, memory, scale, and making the Field feel like a place that actually remembers where you have been. Some routes now change you. Some machines remember how they were wired. Some networks care whether you kept the same people connected long enough. Some words refuse to believe you until you have actually lived through what they describe. And for the first time, parts of the Field can now be seen from outside the door. The Rail Where The Sea Stopped has become a real progression event. There is a point on the Expedition map where the railway simply ends at the water. Reaching it is no longer just a strange piece of map lore. The first time you cross that point, your level falls back to 1. The road behind you is not deleted. Your account history remains yours. Grandmaster Reset remains yours. But the Field changes its rate card. From that moment onward, ordinary base Level Up prices carry ×10 of their former weight. After Grandmaster Reset, they carry ×300. Level Booster can still negotiate with the bill. It cannot make the water forget. There is also a new achievement for surviving this: The Take After the Last Take. “The recorder kept rolling after the route had nothing left to give. The Field calls that continuity. Accounting calls it a new rate card. You came back anyway.” The reward is deliberately almost insultingly small: 200 Relic Fragments and 200 SONO. Some things are not valuable because they paid well. This event now matters elsewhere in the Field too. A Reverie Crew can grow normally through Rank III, but a Crew Lead cannot take it into Rank IV without having reached the end of that railway first. The Field is apparently suspicious of anyone trying to run a Studio Collective without ever losing anything. Several Secret Phrases have also become less cooperative. Phrases 5, 9, 12, 17, 18, 21 and 24 can still be assembled normally, but their final word will refuse to bind until the operator has experienced the rail at the sea. The message is simple: The Field has read these words. It is not yet convinced that you have. The second main Expedition / Farm map now follows the same logic. Completing every Expedition on the first map is necessary, but no longer sufficient. You also have to reach the place where the route ends. Resonance Orchard remains something separate. It was never really “coming soon” - it was waiting for the right build. Its real requirement is now shown clearly: at least 8 occupied Active Resonance slots, with every equipped relic at Lv5 or higher. The map is not unfinished. You are. Fader Banks also received their biggest progression change so far. A normal saved bank can now become PRINTED. A Printed Bank is an Active Resonance routing that has survived a Seasonal Reset and been committed to the Field as a mastered configuration. Only one bank can be printed through each Seasonal Reset, so building several fully mastered recallable setups is deliberately long-term progression. PRINTED belongs to the routing, not to a frozen stat snapshot. You can keep leveling and developing the same relics before and after printing. As long as the same relic IDs remain on the same Fader channels, the print survives. Replace a relic, remove it, or move it to another channel, and you have changed the routing. That new configuration has to earn its print again. Printed Banks can also recall their own Secret Phrase-bound routing in ways ordinary banks cannot. But instant recall created an obvious problem: Farm build → Recall Craft build → claim something → Recall Farm build. So Fader Recall now has Console Settle. Recall itself remains instant. There is no annoying global cooldown. Instead, for 120 seconds after a Recall, snapshot-sensitive actions still read the previous routing. Switching A → B → C does not wash the state away. The console is fast. The meters still need time to settle. Seasonal Anchors have also been made explicit and consistent. An equipped, phrase-bound relic at Lv1+ can act as an Anchor regardless of whether it is Simple, Rare, Epic or Legendary. Recall remains atomic: an Anchor already sitting in the correct channel does not obstruct the rest of the Bank, but an incompatible routing does not quietly become a half-recalled build. Quick +1 has been rebuilt around the same idea: the button should be fast, but the machine behind it should still know exactly what it is destroying. Quick no longer fires a long chain of real merge requests. It builds the missing feeder ladder in memory, shows you the route first, and commits the resulting upgrade as one protected transaction. The planner can now handle the deepest honest route all the way through the high levels. In the theoretical worst case, a Lv15 → Lv16 upgrade may require as many as 32,768 actual feeder relics if everything available is raw Lv0 material. That limit now means exactly what it says: 32,768 relics may be consumed. The target relic is the thing surviving the operation and is no longer accidentally counted as a 32,769th consumed object. Already-upgraded feeders are used when they shorten the route. Equipped, locked, listed and Fader-routed relics stay protected. Preview and Commit use the same deterministic route logic, so the result you approve is the route the server actually commits. The planner also explains itself better. You can keep it conservative and prefer cheaper / safer material, or allow a more power-aware route that prefers stronger quality matches, affixes and stored merge power when several valid paths exist. The point of Quick +1 is not to make upgrading mysterious. It is to make several thousand perfectly ordinary merges stop feeling like office work. The Echo Network / Referral system has grown into a real Active Resonance progression path as well. With fewer than 8 Referral-school relics equipped, the network uses its normal capacity. At 8+, outgoing activations, incoming referral uses and passive credited connections expand. At 11+, those three network capacities become unlimited. But unlimited capacity and mastered routing are not the same thing. An 11-piece Referral Network has to remain structurally unchanged for 7 days before its Master reward layer comes online. When it does, that side of the connection receives ×3 instant referral rewards, ×3 passive Referral Total Boost, and +50% to the final Referral Crate claim. Changing the actual Referral membership restarts the timer. Merely leveling the same relic does not. The system also now watches less obvious structural routes - including direct offers, burns, upgrades, Quick +1, Fast Forward and Fader changes - so swapping the network through a side door no longer preserves an old seven-day signature. The archive itself does not disappear when your build changes. Referral history is permanent; Active Resonance only determines how much of that archive can currently be credited. And “unlimited” no longer means “send an unlimited JSON document to somebody’s phone.” Lifetime totals are counted authoritatively, while the visible history remains bounded to a recent slice. That seemed like an important distinction. Learn has also become substantially less repetitive. Most ordinary descriptions can receive the richer lore layer after the rarer and blended responses have had their chance. The Field has more to say. The server does not need to think harder to say it. The Grandmaster Relay has become a much more physical system too. Previously, Crew Grandmaster Relics could inherit confusing historical quality states, and parts of the interface treated them almost like a decorative projection. An untuned Grandmaster Relic now enters the Relay with MP3 as its canonical quality. From there, the physical relic can actually be tuned. A Standard voucher can roll a different quality or school at random. An exact quality or exact school can be selected for 5 Premium vouchers. Affix tuning remains separate: a Standard voucher can reroll a random GM affix, while a Premium voucher can target the exact affix slot. And quality is no longer just a badge on the card. FLAC, WAV and DSD apply their normal quality scaling to the actual server-authoritative Grandmaster Relay affix values. What the Crew page shows and what Active Resonance uses now come from the same Relay state. Grandmaster Relics also categorically do not belong to Secret Phrases. Old accidental phrase associations can no longer leak into the card or progression logic, and the Relay remains its own lane: it does not occupy one of your ordinary resonance slots or silently contribute to normal school sets and phrase chains. The Active Resonance layout finally treats the Relay card as a real card when arranging the rack as well. A lone GM Relay is centered, overflow rows center correctly, and a Legendary Crew GM can sit cleanly beside the ordinary Legendary slot instead of fighting the grid for ownership of the same piece of empty space. Secret Phrases received a smaller but overdue usability pass around all of this. Bind All has been hardened so it can continue through the remaining bindable words without a UI rebuild making the button look as though nothing happened. Phrase bundle progression still intentionally moves through the phrase difficulty / length structure, but the Phrase # entries inside a bundle are now displayed in ascending order. And on mobile, the phrase preview no longer gets amputated by the boundaries of its own card. It now respects the viewport and wraps the text instead of politely hiding the interesting half outside the screen. Relic Crafting has a new late-game rate card too. Normal progression keeps its existing structure. Grandmaster Reset now has explicit base rates rather than a pile of hidden assumptions spread between the client and server. For GM Reset players below Lv60, the current fragment bases are 160 Simple / 1,600 Rare, with floors of 40 / 400 after Crafting Adept reductions. The GAS Coin bases are 360B Simple / 720B Rare. At GM Lv60, the base rates become 400 Simple / 4,000 Rare fragments, with floors of 100 / 1,000, and 900B / 1.8T GAS Coins. Crafting Adept keeps its role in the system: its fragment reduction scales with the relevant branch, while the GAS Coin discount remains 5% per level, capped at 50%. Single Craft and Batch Craft now use the same server-side pricing helpers, and the Craft tab, previews, info window and actual deduction all read the same rate card. There should not be one price on the wall, another in the preview, and a third one waiting behind the cash register. A particularly ugly Listening problem also turned out to have very little to do with listening. At the extreme end of progression, legitimate reward values became large enough to hit old numeric boundaries in parts of the settlement chain. The server did the safest thing it knew how to do: roll the transaction back and keep the session for retry. Unfortunately, that meant a perfectly valid session could remain trapped forever in: Previous listening session is still being safely finalized. The numeric range across the listening settlement chain has now been widened for the scale the game has actually reached. A failed settlement remains recoverable instead of being thrown away, but it can now finish instead of repeatedly crashing into the same arithmetic wall. Recovery itself is stricter and more useful too. An orphaned session can be retired safely when there is genuinely no recoverable timing evidence, without inventing a reward. Older delayed sessions can also settle after newer activity when durable accounting proves that the intervals do not overlap, instead of being rejected simply because one global timestamp moved forward first. The anti-double-credit protections remain. The assumption that every valid session must finish in the exact order it started does not. The client has been corrected on the same boundary. If the server credits zero seconds, the result window no longer substitutes several hours of local wall-clock time and tells you that those hours were the credited session. That was technically a fallback. It looked exactly like the game had eaten your afternoon. A number of less philosophical problems were fixed too. Android Expedition Listening should recover much more reliably after the app has been minimized or moved into the background. We found a resume case where a suspended heartbeat request could remain stuck and leave the listening verifier in a half-alive “Running” state. Foreground synchronization now has proper timeout protection and stale-request recovery, and a final listen that finishes right on the server checkpoint boundary gets one last synchronization attempt before being rejected. Farm upgrades after Farm Reset were also rebuilt around a cleaner operation identity. An old upgrade operation could previously survive a reset and make a completely new 0 → 1 upgrade look like a replay of something that happened before. New upgrade taps now carry fresh operation IDs and the server compares them against the expected authoritative farm level instead of asking the player to “tap once more” and hope reality agrees. Season Entry is no longer tied to the normal daily Print WOS allowance either. Entering a Season costs exactly 5,000,000 Points. If you already exhausted your ordinary WOS printing limit that day, the Season does not care. Entering the Season also does not consume that normal printing allowance. Relic protection received another pass. Anything assigned to a Fader Bank is now correctly hidden from feeder selection in the client, matching the protection already enforced on the server. Fader-routed relics remain protected through normal Resonance Merge, Quick +1 and Fast Forward. The interface should no longer offer you a relic that the server would correctly refuse to destroy. Batch Market selection is faster too: when Batch mode is active, the relic card itself becomes the selection surface instead of forcing you to hit a tiny checkbox repeatedly, especially on mobile. The Mnemonic Gremlin 11/11 achievement was also fixed. Some relics could visually and correctly belong to the Phrase school while an older stored school value caused achievement progress to count only 10. Achievement progress and Active Resonance now use the same source of truth. Resonance Merge also explains its power rules directly now. Legendary + Legendary = 50%. Epic + Epic = 25%. Simple / Rare same-rarity DSD + DSD = 50%. Simple / Rare same-rarity WAV + WAV = 30%. Cross-rarity quality matching does not add merge power. This formula was not recently nerfed. The problem was that the interface made it much too easy to interpret “DSD” as a universal 50% rule. Harvest received some much less dramatic carpentry as well. The progress line finally has its own space at the bottom of the popup instead of trying to live inside the text. The Guide now points to the current Reverie Field Wiki, and the Privacy page has been rewritten around the game that actually exists today rather than carrying old language from an earlier version of the project. Current Reverie Field gameplay and progression are off-chain. The paperwork finally noticed. And then there is the Observation Window. This started as a very small idea: before asking a new visitor to create an account, show them one piece of evidence that the Field actually exists. Not a landing page. Not “COLLECT RELICS! EXPLORE THE WORLD!” Just a small opening in the door: A SIGNAL IS CURRENTLY PRESENT ↓ It has now grown into five quiet views: Live Signal, Recovered Object, Current Route, Activity and Crew. Only one appears at a time, and the important part is that none of them are fake promotional lore. Live Signal is a real Expedition with real artwork and a real audio excerpt. Recovered Object is a real Sonic Relic that exists in the Field, with its actual rarity, quality, level, school, Memory Word, source and holder. Current Route comes from a real Expedition. Activity comes from real verified listening. Crew shows a real active Reverie Crew and its actual Field output. The Field continues moving even while you are standing outside it. Crews themselves can now exist outside the game too. Every active Crew has a stable public identity page with its tag, name, rank, operators, listening bonus, GM Relay, Field output and Crew Lead. Open Crews can be approached through Request a Patch. Invite-only Crews still decide who enters. And the collectible side of Reverie Field finally has a proper way to leave the application. Operator Cards, Relic Cards, Expedition Completion Cards and Crew Cards can now be generated directly from the real game state in both 1440×1800 and 1920×1080 formats. They use the actual relic and Expedition artwork when available. No JOIN NOW. No fake marketing slogans. Just: REVERIE FIELD sono-game.com The images are rendered locally in the browser only when you ask for one. There is no new image-rendering worker quietly burning server resources in the background. Underneath all of this, the machinery changed too. Reverie Field has completed its move away from the old Heroku footing and onto its new AWS production infrastructure. A large part of the project’s hosting and media-delivery work was rebuilt around that move as well. I already talked about the migration separately, so this patch note does not need to become a diagram of servers, databases, storage buckets and cables. The player-facing version is simpler: the Field has more control over its own machine now. That matters because this update also pushed several systems into territory that simply did not exist when some of the original infrastructure and numeric assumptions were written. A game that survives long enough eventually discovers limits nobody expected anybody to reach. Apparently some of you consider those limits invitations. Despite the amount of new connective tissue here, I tried very hard not to make the game heavier. The Observation Window remains click-only and cached. Normal login does not gain another request. Share cards are generated only when requested and are rendered on the client. Learn’s expanded response system is curated locally rather than adding live AI traffic. Quick +1 models its large route in memory and commits it as a bounded transaction instead of hammering the server with thousands of merge requests. Unlimited Referral Networks use aggregate totals and bounded visible history instead of unlimited payloads. The GM Relay tuning paths are explicit actions, not polling systems. There are no new normal-gameplay polling loops hiding behind these features. The recorder can become stranger without becoming slower. A lot of this update also came directly from people actually living in the Field long enough to notice where the machinery sounded wrong. Thank you to SnowBlind, GAP Computer (@gap_computer) , Bowiewowie, BG (@bgiannarakis80) , Post Tenebras (@_PostTenebras) , rosl80 (@rosl8097327) , and everyone else who kept sending screenshots, edge cases, strange sequences of events, balance arguments and very specific descriptions of things that “definitely worked differently yesterday.” Some of the best fixes in Reverie Field begin exactly that way. The archive is built from recordings. The game is increasingly built from observations too. The bigger idea behind this update is still memory. A route can leave a consequence. A build can become mastered because it survived a season. A network can become stronger because its structure remained stable. A phrase can require more than owning the correct words. A Crew can become something other people can see. A relic can leave the Field as an image without becoming an advertisement. A session can survive a server error long enough to be settled correctly later. And a railway can end without the game pretending there must always be another track. The Field is getting larger. More importantly, it is beginning to remember itself. #sono #reveriefield #webgame #fieldrecording #gamedev #gamedevelopment
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🍂 AUTUMN SEASON BEGINS IN JUST A FEW HOURS! The Summer race is almost over - and the next chapter starts immediately. At 00:00 UTC on September 1, Summer ends and the 2026 Autumn Season goes live. There is no downtime between seasons: you can enter Autumn and continue the race straight away. A quick note on how the changeover works: If a Listening Session crosses the season boundary, the game handles it automatically. Everything before 00:00 UTC stays in Summer, while the part after the boundary belongs to Autumn. Because of this, the finished Summer Season then enters a short 4h 15m finalization window. This gives sessions that started before the cutoff enough time to settle correctly before the final leaderboard is locked. Autumn is already live during that window. Only the Summer rewards are temporarily waiting. Once finalization is complete, head to Seasons → Claimable Rewards and collect what you earned during Summer. Then enter the new Autumn Season and get back into the race. Remember that season entry is separate for every season and requires at least 5,000,000 Points - the game will print the eligible WOS amount automatically, while excess Points remain on your account. Finish the Summer strong. Claim your rewards. Reset the clocks. Autumn is almost here. 🍁🎙️ #gamedev #gamedevelopment #sonogame #webgame #webgaming #gaming
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REVERIE FIELD — FIELD ARCHIVE UPDATE ASK THE FIELD IS NOW LIVE We have added a new Field Assistant to the Reverie Field Wiki. The archive has grown far beyond a single beginner guide, and many Reverie Field questions now cross several systems at once. Ask the Field is built for that kind of question. You can ask about a mechanic, a build, a relic state, Talents, Farms, Expeditions, progression routes, Crews, rewards, unlocks, or why something did - or did not - happen. Ask the Field searches the current published Wiki, follows the sections that matter, and answers from that material. Every response comes back with source links to the guides it used, so you can always open the exact page behind the answer. The original instant Wiki search is still there as well: Search the Field Index - best when you already know the system or page you need. Ask the Field - best for natural-language questions, cross-system mechanics and situations that are harder to search by keyword. MULTILINGUAL Ask the Field can be used in different languages. Write the question in your own language and the assistant will normally answer in the same language. The linked guide pages remain the canonical English reference. ARCHIVE BOUNDARY Ask the Field does not read your account, balances, relic inventory, private profile data or internal game systems. It works from the public Reverie Field guide archive only. WHERE TO FIND IT catchtherecord.com/main-page catchtherecord.com/reverie-f… NEW GUIDE - REVERIE CREWS Also published a dedicated guide to Reverie Crews / Field Crews: catchtherecord.com/reverie-c… It covers the full Crew route: joining and creating a Crew, Crew ranks, Crew Points, Crew Shares, roles and leadership, listening bonuses, progression from a small Field Crew toward larger production structures, and the Grandmaster Relay route. WIKI REFRESH IN PROGRESS A few older Wiki pages are still being brought up to the current game mechanics. We are working through the remaining pages now, and they will be updated in the near term. Ask the Field always works from the currently published archive, so its source base improves automatically as those guides are refreshed. The goal is simple: the game can stay deep without forcing every player to memorize the whole routing diagram before they can enjoy it. #ReverieField #GameDev #IndieGame #AudioGame
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A fairly important milestone for Reverie Field today: the game has moved to new infrastructure. Most of this work happened behind the scenes, but the difference is already very noticeable - pages load faster, requests complete faster, and the whole game feels much more responsive. Not a gameplay update, but an important foundation for everything that comes next. #sono #reveriefield #webgame #fieldrecording #gamedev #gamedevelopment #games #gamedevdiary
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Reverie Field - The Field Has a Crew Now I promised that the last big technical feature would be the last big technical feature for a while. Apparently there was a loophole: build a new gameplay feature instead, and hide an unreasonable amount of tech inside it :3 So, yes - the biggest part of this update is Reverie Crews. Crews now sit directly inside listening, Points progression, Active Resonance, Grandmaster Relics, Discord, achievements and the game economy. A crew can begin as six people carrying recorders around together and eventually grow into a 75-person Broadcast Network. And because I did not want this system to become another reason for ordinary listening, farming or relic management to slow down, quite a lot of work happened underneath the visible part too. Reverie Crews are player-run groups built around listening. Creating one unlocks at Player Lv10. A new crew begins as a Field Crew with six seats, and can grow through Session Crew → Ensemble → Studio Collective → Production Company → Record Label → Broadcast Network. The ranks are not cosmetic. Capacity grows from 6 → 10 → 16 → 24 → 36 → 50 → 75 members. The shared listening bonus grows from +0.5% → +0.8% → +1.3% → +2% → +3% → +4.5% → +7%, while the Grandmaster Relay grows from Rare Lv1 all the way to Legendary Lv10. Higher ranks require both enough active members and enough accumulated Crew Points, so the later stages are meant to be collective long-term goals rather than something one player can simply buy through in an evening. Every member receives the Crew listening bonus when a session settles. On top of that, a tiny 0.00025% trace of the final listening payout is mirrored into the Crew reserve. It does not come out of the player’s reward - you still keep the full session payout. The trace is generated alongside it as a little shared residue of everyone listening together. And this is finally visible where it should be. Sonic Session Ends now explicitly tells you which Crew listening bonus was applied and how many Points were mirrored into the Crew. The bonus was already calculated server-side, but an old client filter was quietly hiding those lines from the final session report. Now the result you see actually matches the result the game calculated. Crew Points can be used for rank progression, distributed back to members, or reserved into Crew Shares. Crew Shares are essentially small player-created reward drops. The leader chooses a title, Points per claim, number of claims, minimum time someone must have belonged to the Crew, and how many days the Share stays open. The budget is reserved immediately, so it cannot be spent twice somewhere else. If a Share closes with unclaimed Points, the remainder returns to the Crew. Every Share also receives a signed public link. That means a Crew reward can travel outside the game: post it in Discord, send it to someone directly, use it for a community event or recruitment. An invite-only Crew can use the signed link itself as an invitation, but joining and claiming remain separate things - the link does not bypass membership-time requirements, claim limits or the remaining reward pool. Crew roles now change as the organization changes. I wanted the early stages to retain the production-sound identity I like instead of immediately turning everyone into vague corporate ranks. A Field Crew is still a real little sound department: Production Sound Mixer, Boom Operator, Utility Sound Technician, Sound Service Person, Cable Person and Production Sound Trainee. At Session Crew scale, the structure grows into First Assistant Sound, Second Assistant Sound, Utility and Sound Recordist roles. An Ensemble can have a Head of Sound and Production Sound Mixer. Only once the organization becomes a Studio Collective does the vocabulary begin moving toward Producer / Production Manager, then Executive Producer / Line Producer, Label Director / Head of Production, and finally Network Director / Head of Operations. So the progression is not pretending that “Production Sound Mixer” somehow remains the supreme title of a 75-person media network. The language grows with the thing you built. There is also one real second-in-command at every rank. At Field Crew scale that person is the Boom Operator; later the title changes with the organization. The UI explains what this means instead of presenting an abstract “Deputy” button. The second-in-command can recruit and is first in line to inherit leadership if the leader leaves. Crew Points, upgrades, access settings, Shares, removals and disbanding remain under the leader. If there is no appointed second-in-command, succession falls to the strongest remaining contributor. Contributor titles themselves are awarded from actual contribution and do not secretly grant admin permissions. Grandmaster Relay is probably the strangest part of the system. If you own a Grandmaster Relic, your Crew can route it into a completely separate Active Resonance lane. The physical relic is not consumed, moved or equipped into one of the normal slots. Instead, the Crew rank determines an effective rarity and level for that relay - from Rare Lv1 at the beginning to Legendary Lv10 at Broadcast Network. Importantly, I did not build a second fake relic system for this. The Relay uses the same affix identities, level formulas, quality, thresholds and modifier rules as the rest of Active Resonance. Its affixes enter the canonical Combined Equipped Modifiers calculation, but the Relay itself does not count as another normal relic for school sets, Secret Phrase chains, Seasonal Signature stacking or the ordinary slot count. In other words: it is a new lane, not a twelfth/extra normal slot disguised as one. And the Relay now has its own Voucher Splice. Existing Quick +1 vouchers can be used to rewire one currently active Grandmaster affix. A Standard voucher rerolls one active affix slot at random. A Premium voucher lets you choose the exact active affixe slot you want to change, while every other affix identity remains untouched. The relic itself remains the same relic: its school, quality, Crew Rank calibration and other slots do not change. The new affix is rolled through the normal affix formulas rather than inheriting a meaningless number from the old bonus. No new voucher currency was invented for this. It uses the same Standard/Premium Quick +1 wallet that already exists. Reverie Crews also became properly connected to Discord. Linked members receive a private Crew role and room. The room uses the full Crew name, the Discord role uses the Crew name together with its tag, and the room topic is the Crew description you wrote in-game. Leaving or being removed drops access again, and Check / Repair Discord can repair existing rooms instead of simply creating duplicates. Opening a Crew Share now posts the same signed public Share link automatically into that private room. This happens after the game transaction has already committed, so Discord being slow or unavailable cannot hold the actual Crew action hostage. Two new social achievements arrived with the system as well: Sound Utility Call for joining a Reverie Crew, paying 2,500 Relic Fragments + 1,000 SONO, and First Assembly for founding one, paying 7,500 Fragments + 3,000 SONO. So yes. I said “one last big technical feature”, and somehow ended up building player organizations, a shared treasury, succession, private Discord infrastructure, public signed rewards and a virtual Grandmaster signal path. Close enough. But Crews were not the only thing that changed. Quick +1 received another fairly serious performance pass. High-level upgrades exposed a nasty difference between “the inventory mathematically contains enough material” and “the planner can prove it before its CPU budget runs out.” Lv12 and Lv13 routes are enormous if you model every possible feeder as a recursive binary tree. A Lv12 feeder represents 4,096 Lv0-equivalent units. Lv13 represents 8,192. On large inventories, the old planner could have more than enough material and still report that it could not assemble the route simply because it spent too much time rebuilding and rescanning the same branches. The first fix introduced indexed buckets, route-local cursors and direct same-level fallbacks. The deeper fix replaced the worst Simple/Rare ladder work with a linear in-memory builder. It still resolves the real merge chain and preserves quality rolls, inherited school state, affixes, Relic Power, Super Talent processing and costs - it simply stops representing thousands of deterministic merge steps as thousands of expensive recursive snapshots. The boundary tests now behave the way the mathematics says they should: 4,095 Lv0 units cannot build Lv12, 4,096 can; Lv13 correctly resolves from 8,192 equivalents. Locked relics, equipped relics, Phrase locks, Fader Banks and active Market material are still protected exactly as before. Market and Auction browsing were rebuilt around the same principle: do less work instead of increasing the timeout. Previously, Market pagination mostly existed in the browser. A cold server request could still collect roughly a thousand listings (in theory) and build expensive relic state for all of them before the client displayed a few dozen. Auction had a similar problem. Now pagination is authoritative on the server. A normal page contains 36 cards, with a hard maximum of 72, and search / rarity / school / quality / sorting are applied before the server constructs the page. Existing Market snapshots are used as a fast path, old listings fall back to the legacy resolver only when necessary, and the Market has versioned fresh/stale page caching with cheap invalidation instead of deleting a forest of cache keys after every sale. The first Market page and then Auction can also prewarm quietly after entering Sonic Relics, with staggered requests so they do not stampede the server together. If the player opens the page while that warmup is already running, the UI reuses the same request rather than launching another one. Auction also had a client renderer bug that could leave the old Market DOM on screen even after the Auction request itself returned successfully. That path has been fixed without undoing the new server pagination. Navigation got a small but surprisingly useful system of its own. I did not turn the whole enormous client into a new SPA router. Instead, Reverie Field now keeps a lightweight history of up to 24 game states over the existing navigation. So Back can remember not only “Profile → Events”, but deeper paths such as Sonic Relics → Active Resonance → Upgrade → Market → Auction and return you to the place you actually came from. The history survives an ordinary refresh through session storage and naturally disappears when the browser tab is closed. Seasons received several correctness fixes too. Season ranking now uses proper competition ranking at exact-second precision: #1, #2, #2, #4. If players have exactly the same Season listening time, they receive the same place and therefore the same reward. A username is only used to make the display order stable; it is not a hidden tie-breaker. The leaderboard also shows seconds now, so two players separated by twenty seconds no longer look identical while secretly occupying different positions. More importantly, listening sessions that cross a Season boundary are now split correctly. A session that begins in Summer and ends in Autumn records the Summer part in Summer and the Autumn part in Autumn instead of dumping the entire session into whatever Season happened to exist when Stop was pressed. The wording around the daily Season allowance was corrected too. It is not “00:00–16:00 UTC”. It is the first 16 accounted listening hours of each UTC day, wherever those hours happen to fall. When a Season ends, the next Season begins immediately. The old Season simply enters a 4h 15m finalization window so sessions that genuinely began before the boundary have time to Stop or reconnect before the old leaderboard becomes final and Claim opens. No dead four-hour gap between Seasons. Expeditions and Farms became a little stranger. Two field-lore points now live on the first Expedition map. At the end of the railway by the water there is a small note: The line ends at the water, and some distances cannot be crossed twice. The route closes here. This one is deliberately not a reward button. The first time you truly trigger it, your current level is reset to 1. If you are already in Grandmaster mode, Grandmaster itself is preserved - only the current level returns to 1. The event is recorded permanently and cannot take the level from you twice. The little house nearby carries a very different object: Rainer Maria Rilke’s Ninth Elegy. The German original is joined by independent Reverie Field translations in English, Russian, Spanish, Italian and French, with a compact reader that adapts pagination to desktop and mobile and remembers your language. Its framing is intentionally the opposite of the railway note: a plaque for the once-only world The answer there is not return, but presence. Reading that point for the first time leaves a small gift: 500 Fragments + 500 SONO, or 5,000 + 5,000 in Grandmaster mode. Like the loss at the railway, it is a one-time event. Neither is meant to be endlessly farmed; they are marks left on the account by something that happened on the map. Cycle Boost on Farms was also checked from end to end. Its intended behavior is now much clearer: Production ×1.50 for 24 hours; silo capacity stays unchanged. That means it does not give you a larger harvest container - it makes the same container fill faster, taking roughly two-thirds of the normal time under a continuous boost. The production math itself was already applying the multiplier. The real problem was state recovery: the UI could decide the boost had ended because a short-lived live Redis key disappeared even though the durable boost window was still valid. That state can now be recovered from the existing metadata, and the UI shows the effective production rate instead of making the buff look useless. Talents got a build map. Each Talent detail window can now show Signal Routes: real synergy chains between talents, their current effective levels, required thresholds and whether the route is currently ROUTED or still missing something. This covers routes around Daily / Tasks / Referrals / Learn relic generation, Craft upgrades and duplication, Secret Phrase generation, Learn SONO, Active Resonance expansion, Quick +1, weekly Tasks / Expeditions, Farm networks, Fader Banks + Pathfinder and Grandmaster mirror routes. There were also a few less glamorous fixes around protected actions. Entering the wrong High Pass Key during batch crafting could leave the request lifecycle in a half-finished state, with the loader or buttons stuck after a password retry. Protected requests now have one clean completion path whether the password succeeds, fails or is cancelled. A stale Login expired response is also no longer thrown at a device that still has a valid remembered game identity just because some unrelated request happened before Start Listening refreshed the normal session state. And there was a more serious listening recovery case. A dead previous listening runtime could sometimes remain stuck behind “previous session is still being safely finalized” for hours. The recovery path can now fall back to the durable accounting boundary already recorded in the database, without inventing reconnect time that was never confirmed. The client performs a few quiet retries under the same loader, and truly orphaned runtime state can finally be released once the server proves that no unfinished award is hiding behind it. Finally, the SONO tab has stopped pretending that relic burns are the entire economy. The old management view was born when SONO mostly came from a much smaller number of systems. It could show relic burns and a few historical mint records, while the modern game can move SONO through Learn, Secret Phrases, Seasons, achievements, Farms, Market and Auctions, Pools, Staking, Store packs, refunds, buffs, relic progression, lore events and swaps. So there is now a proper Currency Ledger. The current Store Balance is read from the actual off-chain wallet ledger. SONO and WOS movements are grouped by source, positive and negative flows are separated, and old public/on-chain records remain visible as a distinct legacy layer rather than being accidentally counted twice. Instead of one misleading “Total mined SONO” number, the page can now distinguish Store Balance, recorded inflow, Store outflow and legacy public records. The detailed view can filter SONO/WOS, Incoming/Outgoing and source, while showing recent activity and lifetime totals by source. WOS is included beside SONO as well, so Points printing, Season entry, pools, swaps and spending can be checked from the same place. And because this is Reverie Field and the economy can produce horrifyingly long histories, the new ledger is bounded and mobile-first rather than one enormous desktop table. The compact balance summary uses one lightweight aggregate request; detailed transaction history only loads when you explicitly open it, recent rows are capped, the client keeps short caches, and there is no new polling loop. That last part has been a theme across this entire update. A lot of systems became more connected, but I tried very hard not to solve that by making every screen constantly ask the server what time it is. Crew titles are derived from member data we already load. Signal Routes are local. Grandmaster Relay reuses the already loaded relic inventory whenever possible. Active Resonance only forces a refresh when Crew state actually changes. Market pages are bounded. Discord room work happens after gameplay commits. Crew Share announcements happen in the background. The Currency Ledger is read-only and detail-on-demand. Most importantly, listening rewards, spending, attempts and authoritative settlement still stay in the web/game process. The background worker remains deliberately non-authoritative: it receives notifications and fanout only after successful commits, with bounded retries instead of being allowed to decide whether a player earned something. So this ended up being a much bigger stretch of updates than planned. Reverie Crews are probably the most visible part, but the more important change is that many systems that used to feel adjacent now actually know about each other. Listening can grow a Crew. A Crew can route a Grandmaster Relic. That Relay can be rewired with vouchers. Listening leaves a tiny trace in a shared reserve. The reserve can become a Share. The Share can leave the game through a signed link and appear in a private Discord room. Talents now show the routes that connect them. The economy can finally show where SONO actually came from. Expeditions can leave permanent marks that are neither another chest nor another button. The Field is becoming less like a collection of menus and more like one strange machine. Which is, unfortunately, exactly what I wanted. #sono #reveriefield #webgame #fieldrecording #gamedev #gamedevelopment #games #gamedevdiary
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Reverie Field - The Map Now Remembers Another rather noticeable patch note. This was not one isolated feature drop :3 Expeditions, farms, Active Resonance, relic upgrades, achievements, the Market, Music, audio settings and the entrance to the game have all been revisited as parts of the same field system. The result is a game that listens more carefully, remembers more reliably and explains itself without losing the strange little world growing underneath it. Expeditions now remember a real listen Expedition progress is no longer granted simply because a recording was opened or the Play button was pressed and after it just rewinded to the end :3 Every rewarded listen now begins as a Verified Route. The server opens a timed listening session, issues a protected route token and follows the recording through periodic checkpoints. Position, duration, playback speed and continuity are checked before the route can be completed. A verified route must be heard at 1× speed, without scrubbing. Only a successfully completed route increases Your Listens, and every reward claim requires a new verified listen that has not already been used by an earlier claim. For players who simply want to hear the recording, every expedition also offers Open Listening. This mode allows normal pausing and seeking, but does not create verified progress or rewards. The distinction is now visible directly in the player: Verified Route - protected progress, no scrubbing, 1× playback. Open Listening - unrestricted listening, no reward progress. Verified sessions are also much more resilient. The recording and its route state can remain alive while returning to the map or moving elsewhere in the game. Reopening the same expedition no longer rebuilds the player or resets its position, and the client can reconnect the same route after visibility changes, page restoration or a temporary loss of connection. The expedition interface has been rebuilt around this system. It now includes a dedicated audio deck, verified progress, visible reward multipliers, clearer recording credits, equipment information and a complete result window. When a relic is found, the result shows its rarity, quality, level, school, source, memory and active affixes instead of reducing it to a generic reward line. Returning to a place now has its own progression Repeated listening has become a real long-term path. The first completed verified route raises the expedition reward to 110%. Every additional verified listen adds another 10%. Points and Relic Fragments can grow up to ×10 of the expedition’s base reward. The relic roll can grow up to ×6. Listens can be accumulated before claiming, so a player may continue returning to the same recording and decide later when the stored route is worth resolving. A new Expedition Replays achievement series now follows the highest number of verified full listens completed on a single expedition: Second Pass — 2 listens 2,500 Relic Fragments + 1,000 SONO Familiar Footpath — 5 listens 7,500 Relic Fragments + 3,000 SONO Groove in the Map — 10 listens 20,000 Relic Fragments + 10,000 SONO Weathered Route — 15 listens 40,000 Relic Fragments + 20,000 SONO Returning Ear — 30 listens 100,000 Relic Fragments + 50,000 SONO Field Memory Keeper — 50 listens 150,000 Relic Fragments + 90,000 SONO Century Echo Custodian — 100 listens 450,000 Relic Fragments + 300,000 SONO At one hundred complete routes, the archive no longer files it as listening. It files it as residence. These achievements reuse the existing verified-listen record. They do not add another counter or another job to the expedition completion path. Resonance Orchard A new map now waits beyond the ordinary expedition routes. Resonance Orchard is a dynamic endgame location shaped by the current state of your Active Resonance. It opens when at least eight Active Resonance slots are occupied and every equipped relic is Lv5 or higher. Remove too many pieces or fall below the requirement, and the route closes again. The Orchard contains eleven school-bound hotspots: Listening Craft Learn Phrase Referral Daily Expedition Farm Economy Relic Hunt Tasks Each hotspot requires at least five equipped relics of its own school. A relic found there is forced into that school, allowing the Orchard to become a deliberate source of material for focused resonance builds rather than another completely uncontrolled drop table. Its relic trigger begins at three times the ordinary farm baseline. Every matching piece beyond the required five adds another 10% relative trigger strength, reaching a maximum additional increase of 50% with ten matching relics. Orchard relics may begin anywhere from Lv0 to Lv10. Their level-roll progression follows the same established curve used by Secret Phrases and Daily relic generation, while deeper school commitment advances the roll further. The Orchard alternates between SONO and Fragment nodes. Its farms are tuned slightly above the strongest ordinary hotspots, but they also cost more to calibrate: SONO nodes begin at 1.62 SONO per hour, with 110 base capacity. Fragment nodes begin at 2.90 fragments per hour, with 285 base capacity. Upgrades use a ×1.20 location calibration cost. The map itself has also been populated with listening points built around the objects visible in the landscape. At the left side stands a memorial and a portal to first map . Fader Banks You don't need to reconstruct Active Resonance builds relic by relic anymore :3 Players can now keep five Fader Banks: saved resonance configurations designed like banks on a digital mixing console. A read-only Master Bank shows the build currently equipped in Active Resonance. Each bank follows the real Active Resonance structure: 5 Simple channels 3 Rare channels 2 Epic channels 1 additional Epic III channel when it has been unlocked 1 Legendary channel A bank can be named, cleared, filled from the current resonance build or recalled in full. Individual relics can also be routed directly from their Memory window through Send to Fader or Edit Fader Routing. The route window shows the destination bank and channel strip before anything is replaced. Occupied channels require confirmation, and the relic remains fully inspectable throughout the process, including its rarity, quality, school, memory, source, power and active affixes. Recalling a bank happens inside one protected transaction. The game does not unequip the current build, expose a temporary empty resonance and then slowly rebuild it. The old configuration is replaced by the recalled one as a single authoritative action. Fader Banks also act as protection. A relic stored in any bank cannot be selected as an upgrade feeder. It is excluded from the ordinary feeder list, rejected by Upgrade Preview, checked again during Merge, removed from the Quick Upgrade material pool and checked once more immediately before any destructive operation. A banked relic may still be used as the target of its own upgrade. It simply cannot be consumed accidentally while serving as part of a saved build. The system remains deliberately bounded. One player can hold five bank records and at most sixty small channel records. The ordinary relic bundle performs one compact membership lookup, while complete bank contents are loaded only when the banks are actually opened. Fast Forward and Quick +1 Low-level relic progression now has a route of its own. Fast Forward Route is available for relics from Lv0 to Lv4. Instead of performing a single intermediate upgrade, it calculates the entire missing chain and takes the selected target directly to Lv5. A Lv0 target follows: 0 → 1 → 2 → 3 → 4 → 5 A Lv2 target follows: 2 → 3 → 4 → 5 A Lv4 target follows: 4 → 5 The complete route is prepared in one preview and committed in one protected transaction. It uses the same Feeder Safety rules, Route Priority, Standard vouchers and Premium Preserve system as Quick +1. The original Quick +1 remains the progression route for Lv5 and above. Its previous range and upgrade behaviour have not been replaced by the new low-level system. Both routes now provide a clearer final result. After commit, the popup shows the resulting relic itself: icon, ID, rarity, level, quality, school, source, memory and every final active affix. Several persistent planner issues were also corrected. Refreshing selectors no longer destroys an otherwise valid preview and produces a false “Preview required” message. Large inventories no longer lose most of their planning budget before the route planner even begins. Previously, players with five to seven thousand relics could have enough total material - and even a manually prepared Lv8 or Lv10 intermediate feeder - yet still receive “the planner could not assemble a clean chain.” The time budget now begins only after the eligible inventory pool has been loaded, relic states have been prepared in a batch and the lookup index has been built. The same correction applies to Fast Forward. The planner remains bounded, reuses its loaded material pool across intermediate levels and commits through the existing transaction guards. Equipped, listed, locked and Fader-banked relics remain outside the destructive path. A safer Market Fixed-price Market listings now remain active for seven days. When a listing expires, it is cancelled and its relic is returned to the seller. The server only releases a lock that exactly matches that specific Market listing, so an unrelated or subsequently changed lock cannot be removed by mistake. Existing listings were protected during the transition. High-value purchases now receive an additional confirmation step. By default, a purchase of 50,000 SONO or more requires the player to enter the exact total again. The confirmation token is temporary and bound to the buyer, the precise set of listings and the final price. It works for both individual and combined purchases. This is not a price cap. Players remain free to list and purchase relics at any value. Auction achievement rewards have also been increased by ×5 in both SONO and Relic Fragments. Achievement Archive, voting and vouchers The Achievement Archive now better separates what it can actually account for. Its summary displays: Achievement badges Relic Fragments paid by achievements SONO paid by achievements Quick Upgrade vouchers are no longer presented as one misleading archive-wide total. Vouchers can come from achievements, Voting and the Store, so they remain visible on the achievements that award them and in the Sync result, while the complete wallet remains in Upgrade. The Level 60 reward path now includes Quick Upgrade vouchers: Level 60 2 Standard vouchers by default Mining Pass adds 1 Standard Sonic Explorer adds 1 Premium Preserve Post-GM Level 60 5 Standard vouchers by default Mining Pass adds 1 Standard Sonic Explorer adds 2 Premium Preserve A safe one-time backfill covers players who had already reached these milestones without repeating their old SONO or Fragment rewards. Community Voting now grants vouchers for newly submitted votes: Every voter receives 1 Standard voucher. Mining Pass adds 2 Standard vouchers. Sonic Explorer adds 2 Premium Preserve vouchers. Past votes are not scanned retroactively. Voting Power has also been recalibrated: Daily Streak ×750 Level ×200 Referrals +1,000 each, capped at 600,000 Mined SONO ×2, capped at 1,000,000 Mining Pass +100,000 Sonic Explorer +500,000 Grandmaster Relic +1,000,000 The Secret Phrase achievement counter has been corrected as well. Verified completion history is now authoritative whenever the proper ledger is available; the live phrase board is used only as an emergency compatibility fallback. Invalid higher milestones no longer reappear in the Archive, inflate Achievement Rank or restore a Discord role after the next sync. Already paid reward records remain in place to prevent duplicate payouts and become visible again only when the player genuinely reaches the required count. Music has become a field archive The old oversized system playlist has been replaced by a custom Music library. The new player includes search, local favorites, a Favorites-only queue, sequential playback, shuffle and single-recording loop. The selected recording, playback mode, favorites and volume are stored on the device. Unlocked Secret Phrase recordings can join the main library, and identical audio sources are deduplicated rather than appearing several times under different routes. On mobile, the library opens as a compact sheet instead of forcing the browser’s native full-screen selector. The visual language has also been rebuilt around the rest of Reverie Field: translucent dark paper, restrained gold and rust, etched edges and less of the generic bright interface that had accumulated around the older player. Favorites remain local and create no server requests. A unified sound and interface system Profile now contains a central Sound & Interface Settings section. It controls: The interface sound bus Main radio Expedition map sounds Expedition recordings Music Relic Memory sounds New interface states have been added for crafting, duplicate and upgrade results, farm harvests, Market and Auction actions, listening sessions, liquidity operations, staking and swaps. (but there are no sounds implemented yet) Audio files are prepared during the opening splash and stored through browser Cache Storage rather than being packed into synchronous local storage. Downloads are limited to two at a time, and loop sounds use a generation guard so that an operation which has already finished cannot suddenly start an idle loop after a delayed file download. Better behaviour on iPhone and iPad A missing saved radio-volume value previously became a numerical zero during first login. That zero could then be stored as a real preference, leaving a new player with Main Radio displayed at 0%. A clean profile now begins at 100%, and a one-time local correction repairs the erroneous zero created by the earlier version. Apple WebKit devices that lock per-element media volume no longer receive a fake percentage control where 1% and 100% sound identical. When the browser reports that volume is locked, Main Radio and Expedition Recordings use an honest Sound On / Muted switch instead. The same rule is used inside the expedition player itself. Muting does not cancel a Verified Route; it changes local playback output while the route continues normally. On systems where individual media volume is genuinely available, the full percentage slider remains. The login card is now centered against the dynamic mobile viewport and respects the safe areas at both ends of the screen. When the available height is too small, the card scrolls internally instead of being pinned above the visible area. Profile audio labels, explanatory text and the interface-bus checkbox have also been rebuilt as centered blocks so they no longer break into an accidental left-aligned column on narrow screens. Relic Crafting is clearer without becoming simpler The crafting system has not been reduced to a few vague tooltips. Its information window has been rebuilt around the actual server rules. The daily limit now explains the order of calculation clearly: base attempts, Crafting Adept, purchased attempts and flat bonuses are combined first; Daily Limit Capacity is then applied to that subtotal. Daily Limit Capacity also affects the extra-attempt shop cap. The normal purchase cap is 100 attempts, while the full 5 Craft + 5 Daily setup raises the base cap to 500 before the capacity modifier. Batch Crafting supports between 1 and 25 attempts as always. Its result now shows the base and final upgrade chances, the base and final duplicate chances, and exactly how Active Resonance modified each one. This makes it clear when a bonus is relative rather than a direct addition of percentage points. Economy adjustments Relic burn payouts have been doubled: Simple — 60 SONO Rare — 600 SONO Epic — 12,000 SONO Legendary — 60,000 SONO Previous numbers was too outdated regarding to all the stuff happens. Historical burn calculations were updated through the same existing relic-ID divisor logic rather than being replaced with a separate payout system. Learn now grants 4 base fragments, or 12 with Sonic Explorer, plus the existing flat Sound Interpreter contribution. Frequency Pools have also gained proper local operation states. Adding or withdrawing liquidity, SONO–WOS swaps, staking, withdrawal and WOS-to-GAS conversion now lock their active button and display a clear pending state until the action succeeds, fails or is cancelled. Opening a session-password prompt no longer makes the operation appear idle while it is still waiting. A quieter entrance The login screen has been redesigned as a compact paper and printmaking card: calmer colours, centered typography, etched borders and less visual noise. The visible entrance now contains only a brief description of Reverie Field. At the same time, search engines and answer systems can finally understand what stands behind the login screen. The initial server response now contains a proper description, canonical links, Open Graph and social metadata, structured VideoGame data and a machine-readable explanation of the current gameplay model before the splash or application JavaScript begins. The browser title is now: Reverie Field - Listen Beyond the Map Current guides and Wiki material are also prioritised above older legacy articles, so the archive is less likely to explain itself through information that no longer matches the game. Performance and stability These updates add several substantial systems, but they were not allowed to turn the game’s busiest paths into unbounded work. Market expiration is limited and throttled. The eleven Orchard school counts are prepared together rather than through eleven independent queries. Fader membership is read through one bounded lookup. Complete banks load only when opened. Music favorites remain local. Expedition Replay achievements reuse the existing verified-listen count. Fast Forward reuses one prepared material pool across its route. Quick and Fast Forward commits remain transactional. Authoritative rewards, balances, listening settlement and ownership changes remain in the web process. The background worker continues to handle non-authoritative post-commit notifications and referral fanout rather than deciding gameplay outcomes. Large mobile windows have also been revised around real device limits. Farm Hotspots keep their header and Harvest controls inside the visible viewport while only the central content scrolls. Expedition covers no longer collide with the audio deck. Layer closing now respects the actual topmost modal, and several conflicting scroll, backdrop and touch behaviours have been removed from iPhone layouts without rewriting the ordinary Android and desktop scrolling model. The Field has grown considerably. It now remembers a complete expedition, a saved resonance desk, a protected relic, an unfinished route, a familiar recording and the exact place where the signal was left. It is still strange. It is simply better at keeping the session. Enter the Field. #webgame #gamedevelopment #indiedevs #indiegaming #indiegame #indiegames
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The Reverie Field Wiki Has Been Rebuilt 23 complete player guides are now live A major documentation update for Reverie Field is now complete. Over the past weeks, the entire official Wiki has been reviewed, rewritten, expanded and redesigned. Old descriptions were replaced with current mechanics, incomplete sections were rebuilt, and the deeper systems now have the space they deserve. The result is a searchable archive of 23 detailed guides, covering the journey from the first Radio session to mature Active Resonance builds, Farm networks, trading, achievement hunting and Grandmaster progression. Play Reverie Field: sono-game.com/ Open the complete Wiki: catchtherecord.com/reverie-f… Reverie Field is a sound-driven progression game built around real recordings. Listening sessions create Points, Fragments, long-term listening history and possible Sonic Relics. From there, an account can grow through Talents, Crafting, Active Resonance, Expeditions, Farms, Secret Phrases, trading, Seasons, Referrals, Achievements and several late-game systems. (catchtherecord.com) A cleaner and more useful Wiki Every major guide now has a wider, more readable layout, improved mobile support, consistent game icons, quick navigation, practical examples, build advice, FAQs and direct links to connected systems. The Wiki landing page has also become a live Field Index. You can search by: a system, such as Farm, Crafting or Active Resonance; a currency, such as SONO, WOS, Fragments or GAS Coins; a Talent, such as Level Booster, Task Artisan or Soothe Sauce; a mechanic, such as Referral Crate, GM Mirror or relic duplication; a normal player question, such as why did no relic drop? or what should I level first?. All guide cards remain visible when the page opens. Results narrow and reorder immediately while you type, so the archive still feels like a map rather than an empty search box. New player route A new account does not need to understand all 23 guides at once. Start with these pages: 1. Getting Started: The First Signal Your first thirty minutes, your first listening session, early resources, Profile, Daily Claim, Learn, Tasks and the basic relic states. catchtherecord.com/getting-s… The beginner guide recommends establishing a clean Radio session first, then learning how settlement, Profile, Daily, Learn, Tasks and early relics work. Listening relic generation begins after ten effective reward minutes, while the full session can continue for up to four hours. (catchtherecord.com) 2. Core Loop: Routing the Living Signal See how listening rewards become levels, Talents, currencies, relics, Crafting, map progress, Active Resonance and later account systems. catchtherecord.com/core-loop 3. Choosing Your Signal: Builds and Progression Routes Choose a practical progression direction based on how you actually play. catchtherecord.com/choosing-… This guide now covers long listening, Daily play, Level Booster and Referral growth, Tasks, Referral Crates, Crafting, Farm infrastructure, trading, achievement hunting, Secret Phrases, mirror networks and Grandmaster preparation. You can specialize early and widen the account later. There is no need to build every system at the same speed. Three major new guides Choosing Your Signal: Builds and Progression Routes This is the strategy map of Reverie Field. It explains several real progression patterns used by players: The Allied Signal Climber Level Booster → Level 7 → referral activity → Referral Resonator → Tasks → Referral Crate → Level 40 and beyond. This is one of the strongest early routes. Level Booster makes levels cheaper and strengthens level-based growth. Referral activity can provide immediate rewards, permanent Total Boost and a growing Referral Crate. Task Artisan then adds another substantial passive layer through completed Tasks. The Long-Take Listener Long Radio sessions, Sonic Scholar, Long Take Legend, Listening relics and duration scaling. The Daily Operator Daily Claim, Learn and Tasks for players who prefer reliable short visits and steady Fragment income. The Forge Operator Fragment income, Crafting Adept, Craft achievements, batch production, relic sorting, feeders and workshop-focused Active Resonance. The Field Cartographer Sonic Expeditions, Farm unlock groups, SONO and Fragment hotspots, production upgrades, bonus profiles and long-term infrastructure. The Field Ledger Hunter A progression route built around Achievement Archive rewards, Player Rank and overlapping milestone clusters. The Trader Selling relics to build capital for Mining Pass, Explorer Status and Grandmaster Relic, then moving into Market, Offers and Auctions. The Mirror Network Referral relationships, mutual links and Grandmaster relic mirroring across Listening, Daily, Tasks, Expeditions, Farms and Secret Phrases. The page also explains the important transitions around Levels 7, 15, 20, 30, 40, 50, 60 and Grandmaster Reset. catchtherecord.com/choosing-… The Operator Ledger: Profile, Public Signals & Leaderboards Profile has grown into the account’s control room. This guide explains: Points, GAS Coins, SONO, WOS and Relic Fragments; player level and Achievement Rank; account statuses; Total Boost and effective Talents; Discord linking and Achievement Sync; the Achievement Archive; Points-to-GAS conversion; public player profiles; Active Resonance and visible relic information; Farm network summaries; completed Seasons and active buffs; Leaderboard categories; privacy and the information that never appears publicly. Public profiles are designed as read-only account records. Private login data, email addresses, wallet information and active session details are excluded from the public profile response. catchtherecord.com/the-opera… Community Voting: The Signal Council Community Voting now has its own complete guide. It explains: active, upcoming and completed proposals; how to read proposal states; when voting results become visible; why each account can vote only once on a proposal; why the vote keeps the Voting Power recorded at the moment it was cast; how current Voting Power is calculated; Fragment rewards for participation; Completed Votes; Voting achievements; why an older vote may have a different weight from the account’s current power. Voting Power grows through account activity: Daily Streak, player level, Referrals, mined SONO and major account statuses all contribute to the final weight. The live game presents Community Voting inside Events alongside Expeditions, Farm, Seasons, Secret Phrases and Frequency Pools. (sono-game.com) catchtherecord.com/community… Complete guide archive Start and core progression Getting Started: The First Signal The first session, first rewards, Profile and safe early habits. catchtherecord.com/getting-s… Core Loop: Routing the Living Signal How all major systems feed one another. catchtherecord.com/core-loop Choosing Your Signal: Builds and Progression Routes Practical development routes from a new account to mature multiclass play. catchtherecord.com/choosing-… The Operator Ledger: Profile, Public Signals & Leaderboards Profile, public accounts, balances, Rank, Discord Sync and Leaderboards. catchtherecord.com/the-opera… Radio and regular activity Listening Sessions & Relic Generation Start, heartbeat, safe recovery, reward windows, duration scaling, relic rolls, rarity, duplicate paths and final settlement. catchtherecord.com/listening… Daily Bonus System Daily attendance, claims, streak protection, milestone rewards, Daily relics and long-term calendar routes. catchtherecord.com/daily-bon… Learn Tab Describe the active Radio signal, receive curated feedback, earn Fragments, roll SONO and unlock Learn relic progression. catchtherecord.com/learn-tab Tasks: Routing the Work Chorus Task categories, immediate rewards, persistent Task Boost, Task relics, weekly reset conditions and Grandmaster mirrors. catchtherecord.com/tasks Relics, builds and the Forge Relics & Relic Memories Rarity, quality, school, source, Memory Words, affixes, sound memories, locks, equipped state and trade state. catchtherecord.com/relics-re… Relic Upgrades & Active Resonance Equipped relics, combined modifiers, school sets, quality and level upgrades, Resonance Merge, Quick +1 and feeder planning. catchtherecord.com/relic-upg… Talents: Routing the Field Console All Talent effects, costs, caps, effective levels, cross-system unlocks, Super Talents and Grandmaster extensions. catchtherecord.com/talents Crafting: Working the Forge Bench Craft costs, success, failure loss, daily limits, rarity upgrades, duplication and specialist workshop builds. catchtherecord.com/crafting-… Secret Phrases & the Mnemonic Archive Memory Word matching, relic binding, phrase rewards, soundtracks, mastery bundles, phrase chains, Seasonal Reset and mirror paths. catchtherecord.com/secret-ph… Sonic Relics can enter the archive from many systems, then become collection pieces, build pieces, phrase keys, upgrade targets, crafting material or trade objects. Their value depends on far more than rarity alone. (catchtherecord.com) The wider Field Sonic Expeditions: The Living Route Archive Recorded journeys, route completion, Points, Fragments, rare relic rolls, weekly reuse and permanent Farm unlocks. catchtherecord.com/sonic-exp… Reverie Farm: Tending the Signal Fields Passive SONO and Fragment production, Speed, Capacity, Luck, fill thresholds, buffs, relic signals and Farm achievements. catchtherecord.com/reverie-f… Seasons: The Seasonal Archive Season entry, eligible Points, WOS printing, listening records, rankings, Signature relics and completed-season rewards. catchtherecord.com/seasons Referrals: The Allied Signal Network Activations, permanent Total Boost, Referral Resonator, Referral Crate, mutual connections and Grandmaster mirror networks. catchtherecord.com/referrals… Community Voting: The Signal Council Proposals, Voting Power, vote records, Fragment rewards and Voting achievements. catchtherecord.com/community… Expeditions and Farms now form a connected map progression: completed routes can open new hotspot groups, while Farm nodes continue producing resources over real time and can develop into an account’s main economic infrastructure. (catchtherecord.com) Economy, trade and account status Economy: Routing the Field’s Signal Flow Points, WOS, SONO, GAS Coins, Fragments, conversions, staking, swaps, Frequency Pools, APY and economic planning. catchtherecord.com/economy In-game Store Mining Pass, Explorer Status, Grandmaster Relic, resource packs, Quick +1 credits and protected purchases. catchtherecord.com/ingame-st… Relic Market, Off-Market Offers & Auction Room Fixed-price listings, private offers, bidding, fees, batch operations and safe relic-state checks. catchtherecord.com/relic-mar… The game’s economy contains several connected circuits. Points can feed GAS Coins, WOS or Seasons; Fragments can fund the Forge; relics can be equipped, upgraded, traded or burned; SONO and WOS support statuses, fees, Farms, Pools and future account development. (catchtherecord.com) Archive and endgame Achievement Archive: The Field Ledger The complete badge archive, Discord Sync, one-time payments, 29 achievement families and the 11-stage Player Rank ladder. catchtherecord.com/achieveme… Grandmaster Systems Grandmaster Relic, Grandmaster Reset, the second level curve, higher Talent caps, special reward formulas and mirror infrastructure. catchtherecord.com/grandmast… The current Achievement Archive contains 225 badge entries across 29 categories. Its later Player Ranks encourage accounts to develop several systems instead of remaining permanently inside one narrow lane. (catchtherecord.com) Pick a route that fits your time You can begin with long Radio sessions and slowly build a Listening archive. You can visit briefly each day and grow through Daily Claim, Learn and Tasks. You can push Level Booster, become active in the community, build a referral network and let Referral Crate become a serious long-term source of Points. You can turn Expeditions and Farms into the central economy of the account. You can collect Fragments, equip Crafting sets and run the Forge every day. You can hunt achievements and use their rewards to finance the next badge cluster. You can trade relics until the account can afford Mining Pass, Explorer Status and Grandmaster Relic. You can reconstruct Secret Phrases, build same-phrase chains and prepare seasonal resets. You can eventually connect these routes into a Grandmaster account with high-level Talents, mature Active Resonance and a referral mirror network. Each route leaves a different record in the Field. Begin here Play: sono-game.com/ Open the complete searchable Wiki: catchtherecord.com/reverie-f… Read the first thirty minutes: catchtherecord.com/getting-s… Understand the whole progression loop: catchtherecord.com/core-loop Choose a build route: catchtherecord.com/choosing-… The archive is open again. Tune in, let the first session settle, and follow the part of the Field that answers back. #ReverieField #IndieGame #FieldRecording #SoundArt #AudioGame #GameDev
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Reverie Field - The Archive Has Been Rewired This is one of the largest Reverie Field update patch notes so far. This update is a full rewiring of the Field: Sonic Relics, Active Resonance, Quick Upgrade, Achievement Ranks, Store language, Market tools, tutorials, session stability, mobile performance, and many small pieces of the game that used to feel too hidden, too technical, or too heavy. The goal was simple: Make the game clearer. Make powerful systems feel fair. Make old collections matter without letting them break the whole Field. Make upgrades safer. Make the archive readable. Below is the full field report. Sonic Relics have been rebuilt into a clearer long-term system Sonic Relics were becoming powerful, but also too hard to read. Some bonuses were global. Some were active only when equipped. Some were shown in one place but calculated differently somewhere else. Some players saw a relic look stronger in Active Resonance than in Memory. Some saw upgrade previews that did not explain where the final value came from. That has been cleaned up. Relic Memory is now the main place to understand a relic. Instead of throwing raw formulas at you, Memory now explains what the relic actually contributes, what its quality does, how its level matters, and what happens when it is placed into Active Resonance. Simple and Rare relics now behave more like focused resonance pieces. Their strongest level-based power lives inside Active Resonance, not as an uncontrolled passive boost from every single relic in the collection. Epic and Legendary relics were also adjusted so they remain special, but no longer create runaway multiplier layers just by existing in huge numbers. Their value now comes more from quality, level, intelligent building, and meaningful use - not from raw inventory mass. Quality now matters more consistently across the system. MP3, FLAC, WAV, and DSD relics follow the same clearer quality logic across relic power, upgrade previews, and route calculations. A very important rule is now explicit: DSD is hard-preserved only when the target relic is already DSD. A DSD feeder does not magically force the result to become DSD. This was one of the most confusing parts of the old upgrade flow, so the UI now says it directly where players need it most. Active Resonance is now a real build layer It is now much more clearly treated as a real build layer. It unlocks at player level 15, and the server now respects that rule in the real calculations. Relics placed into Active Resonance can activate their level-scaled power, school identity, quality, and talent interactions. The UI now tries to show this in a cleaner way: You can see what the relic adds now. You can see what it would add if equipped. You can see why some relics are dormant and why some are live. You can open Memory from more places, including public profiles. Reverie Field also cleaned the normal relic cards. The main Relics list, Market, and Auction no longer drown players in giant bonus boxes. The full explanation lives in Memory, where it belongs. Relic upgrades are now safer, more exact, and easier to trust A lot of work went into making merge and upgrade preview results match the final committed result. Before, some previews could be representative rather than exact. That was not good enough for expensive relics. Now exact merge routes use deterministic logic. If you preview a specific target and feeder pair, the committed result should match that preview for quality, school, and active affixes. Premium Merge Mode is also clearer. It preserves the target identity and target affixes, while still allowing a newly unlocked affix slot to inherit from the feeder when that is supposed to happen. Safety checks were also fixed so Premium Merge does not falsely fail when a new affix slot is added correctly. Phrase-locked relics were another big pain point. Some Secret Phrase relics looked locked in one place, but the Upgrade dropdown treated them like normal relics or hid the important status. That has been fixed. A phrase-locked relic can now be upgraded as a target when it is safe to do so, because the target is not consumed. But locked, listed, market, auction, equipped, or phrase-bound relics are no longer allowed to appear as unsafe feeders that could be burned by mistake. The dropdowns now show the important state directly: EQUIPPED, LOCKED, ON MARKET, PHRASE TARGET, or cannot consume. The upgrade system should now feel much less like a black box. New feature Quick Upgrade: One of the biggest new features in this update is Quick Upgrade +1. This is a new way to upgrade Sonic Relics without manually building every feeder relic step by step. Before this update, upgrading a relic could become a long manual chain. You had to find the right target, search for matching feeders, check quality, check school, check locked states, calculate fragment and SONO costs, and repeat that process again and again if the relic needed several intermediate upgrades. Quick Upgrade +1 turns that whole process into a guided route. -You choose the relic you want to improve. -The game checks your inventory. -It looks for possible feeder paths. -It builds a route. -It shows what will be consumed. -It previews the final result. -Then you decide whether to commit. The idea is not to remove the depth of relic upgrading. The idea is to make that depth readable. Quick +1 can automatically prepare the missing feeder ladder for the next level of your chosen relic. If a direct feeder is not available, the planner can look for lower-level material and build the needed feeder through several steps. This makes upgrading large relic collections much less exhausting, especially for players with many Simple and Rare relics. The preview now shows a clear Before → After result, including the target relic, the expected new level, quality, school, active affixes, total cost, consumed relics, fragments, SONO, and whether Premium Preserve is involved. There are also safety modes. By default, Quick +1 uses a safer Simple / Rare route, so valuable Epic and Legendary relics are not casually burned by accident. If a player wants to allow stronger material, they can explicitly enable that mode and the UI will warn them when Epic or Legendary relics may be consumed. Quick Upgrade +1 also supports different route priorities. Cheapest tries to save value and find the least expensive route. Power-match / Strongest can prefer stronger or better-matching relic material when the player wants a more powerful route. This means Quick +1 is not just a button that blindly burns inventory. It is a route planner for relic upgrading. It helps players understand the cost of an upgrade before committing, reduces repetitive manual work, protects important relics from accidental consumption, and makes long-term relic progression much easier to manage. Quick +1 credits and vouchers were added Quick +1 now supports paid credits and bundles. Credits are stored durably, not as a temporary browser or Redis state. If a Stripe webhook fails, the game has a fallback confirmation route so a valid purchase can still be recovered. There are Standard and Premium Quick +1 credits, with separate Lv10 and Lv16 ranges. Bundle packs were added for 1, 5, 10, 20, and 50 credits. The Upgrade window now has a Quick +1 access wallet, so players can see what they have available: Standard up to Lv10, Standard Lv11–Lv16, Premium up to Lv10, Premium Lv11–Lv16, and free daily gate status. Paid credits no longer get consumed too early. The game now checks the route, preview token, consumed relics, fragments, SONO, and safety conditions before spending the credit. That means a paid credit should not disappear just because the route later fails. Achievement Archive and Achievement Ranks are much stronger now The Achievement system received a large pass. Achievement Rank cards were redesigned in Profile, Public Profile, Leaderboard, and the Discord Achievement Archive. The rank is now easier to read, more compact on mobile, and more visually distinct between tiers. Two new endgame ranks were added: Null Room Cartographer Golden Master of the Field Achievement Rank now also has a clearer gameplay role: its bonus is shown in the listening summary and applies as a final listening layer when active. Several achievement counters were fixed or rebuilt: Secret Phrase achievements now count more reliably across seasonal and repeated completion events. Craft Master achievements no longer depend on what relics are still sitting in your inventory. They now use a lifetime craft counter, so selling or burning a crafted relic does not erase your progress. Farm harvest achievements were added for both SONO and Relic Fragments, including long-term lifetime thresholds. Locked achievements now show better progress data, progress bars, and nearest-goal highlighting across many categories: listening, market, auctions, craft, farms, secret phrases, relics, WOS, referrals, voting, talents, and more. Achievement category info popups were also added, so players can understand how each type is counted without guessing. Store, SONO, WOS, and GAS Coins language was cleaned up The important distinction is now: SONO remains SONO. WOS / World Sounds remains WOS. GAS Coins are the internal Gear Acquisition Syndrome currency used for specific in-game systems. (was $Ingame WOS). Store prices and discounts now display more honestly. If a Resonance discount applies (market fee affix), players can see the old and new price where it matters. Farm buffs, status purchases, Quick +1 packs, and money packs now have clearer price display. Print WOS and daily limits were rebalanced Print WOS received a new long-term rate curve. Early printing is still more generous, while very large lifetime print totals move into lower rate tiers. There is also a clearer info popup explaining the rate tiers, daily cap, Explorer effects, talents, and other modifiers. The old WOS daily cap affix was renamed in the UI to a broader and clearer concept: Daily Limit Capacity affix now affects all daily limits. This now affects more systems where daily limits matter, including Print WOS, WOS → GAS conversion, pool swaps, fragment conversion, craft attempts, extra craft attempts, market batch listing, combined market purchase, extra market slots, and Learn / Sound Description daily limits. This means limit-related bonuses are no longer trapped behind one misleading old label. Market and Auction tools were improved Market batch listing was added and expanded and redesigned. Players can now list more relics in one flow, with a clearer batch panel, better fee preview, and a daily relic-count limit instead of a confusing “number of sends” limit. Batch listing now hides Active Resonance while active, so the screen is less crowded. A floating bottom pill helps players return to the batch panel without losing context. Combined Market Purchase also received a daily relic-count limit, extra slot purchases, and clearer UI. Batch tools were optimized so the server does less repeated work when snapshotting relics. The client also avoids unnecessary immediate refreshes after heavy batch actions. For small inventories, batch listing is now hidden unless it is actually useful. Farms became clearer and lighter Farm harvest achievements were added as lifetime goals for SONO and Relic Fragments. Harvest popups were redesigned to look more premium, with clearer resource icons, larger values, and better breakdown chips. The harvest pipeline was also simplified. Heavy achievement sync jobs were removed from normal harvest actions. Farm achievement sync now happens through manual achievement sync instead of firing extra work every time someone collects a farm. This should keep harvesting smooth while still tracking long-term progress. Leaderboards, public profiles, and profile cards were cleaned up Mobile leaderboards were returned to a more readable table-like layout instead of oversized cards. Achievement Rank count was made consistent between leaderboard and public profile. Public profiles now show rank information more cleanly and support opening Relic Memory for another player’s relics. Hear Relic Memory also works more reliably from public profile because it now knows which owner the relic belongs to. Profile layouts on desktop were widened and reorganized, while mobile was kept compact. The game now has a proper entrance and service-manual tutorial layer The opening splash screen added. The first-visit tutorial was also added and rewritten. It now feels more like a recovered service manual from inside the Field rather than a generic help popup. Tutorial notes were added or expanded for Radio, Expeditions, BG Farm / Crete lore, Secret Phrases, Pools, Voting, SONO, Store, Talents, Active Resonance, Upgrade, Market, Auction, and farm hotspot windows. The tutorial is now local-first, so it usually does not need to hit the server just to remember that a player already read a note. Listening sessions became more stable A stuck-session loop was fixed. In some cases, a player could try to start listening, the server would find an old expired session, try to settle it, fail temporarily, and then keep finding the same old session again. That could trap the player in a start-listening loop. The reconnect settlement path now uses the hardened force-stop flow. After a successful settlement, Redis runtime, active session state, leases, and IP bindings are cleaned more reliably. If the database already recorded the durable listening report but the client saw a transient failure, the server can now recover from that report instead of trapping the player. The client also respects retry timing better, so it does not create a noisy auto-loop. Performance work for large relic inventories A lot of this update is invisible, but very important. Large inventories - especially accounts with thousands of relics - were causing the browser and mobile WebView to suffer. Several hot paths were optimized: Relic filtering no longer performs unnecessary DOM scans for every relic. Upgrade dropdowns no longer try to render an entire massive inventory as thousands of native <option> rows. Opening Upgrade from a relic card no longer performs several full selector rebuilds in a row. Active Resonance slot lookup is cached. Search haystacks are cached. Quick +1 no longer returns giant route detail payloads by default. Upgrade History no longer tries to migrate old legacy history inside a live player request. That last point is important. The old Upgrade History path could trigger a heavy legacy backfill and cause slow requests or memory pressure on large accounts. Now normal players read the new fast upgrade ledger only. Legacy migration is hidden behind explicit maintenance flags and no longer runs during ordinary UI opening. Bot and Discord cleanup Bot messages were cleaned so they no longer use confusing crypto-style wording where it does not belong. Relic descriptions were updated to match the current affix limits: Simple up to 4 active affixes, Rare up to 5, Epic up to 6, Legendary up to 8. Discord achievement sync was updated for the new rank ladder, Craft Master lifetime logic, farm harvest achievements, Secret Phrase fixes, and the new Print WOS curve. Smaller but important fixes A lot of smaller issues were also cleaned up: Daily popup Esc handling was fixed. Close buttons were aligned. Info popups became wider and easier to read on desktop. Task, Season, Frequency Pool, and SONO explanations were rewritten. Daily Amplifier text was corrected to +20%. Mobile Talent controls were fixed. Upgrade fullscreen got better contrast and spacing. Quick +1 paid return URLs no longer cause repeated popup loops. Session password cache now updates correctly after creation. Reset session password by email code was added. Tutorial identity now refreshes after login and Google redirect. The “Legacy global relic roll” label was clarified as an old alias for a general relic drop bonus. The Radio tab recovered its lore state lines before, during, and after listening. Final note: Thank You A lot of these changes came directly from player reports. Players noticed when filters were slow. Players noticed when Quick +1 was confusing. Players noticed when a preview did not explain the final quality clearly enough. Players noticed when the Store needed bundles instead of repeated checkouts. Players noticed when History was useful but too heavy. and many many other things. Thank you for sending screenshots, videos, logs, and very specific complaints. They helped shape this update. Now. Relics should be clearer. Upgrades should be safer. Ranks should feel more meaningful. Large inventories should be lighter. The Store should speak in the game’s language. The Field should explain itself better. The Field is still weird. But it should now be a little clearer, a little faster, and much less likely to fight you while you are trying to listen. #sono #webgame #webgaming
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The first-of-its-kind soulslike FPS, set in Viktor Antonov's final world. Wishlist now to sign up for the ride to the apocalyptic Western lands! #GunsOfEschaton
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Most games sell promises. Some games sell hype. Reverie Field lets you build, craft, trade, farm, explore, and shape the economy yourself. Start your journey today: sono-game.com #SONO #ReverieField #Web3Gaming #GameFi
🤖 Made with AI
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Reverie Field Update - Stability, Session Archive, Auctions, Player Ranks, Farm polish, Relic systems and a much stronger game core A large Reverie Field update is now live. Over the last cycle, a huge part of the game was reworked under the surface: performance, listening-session reliability, settlement safety, Economy Log consistency, Relic Market flows, Auctions, Secret Phrases, Farms, Discord achievements, public profiles, Player Ranks and many mobile UI issues. The main goal of this update was simple: make the game feel safer, faster, clearer and more trustworthy during normal play. A lot of Reverie Field happens in long sessions. Players listen for hours, return after Android background mode, collect farms, craft relics, merge inventory, use the market, open public profiles, sync Discord achievements and interact with several economy layers at once. That created real pressure on the old monolithic game flow. This update is a major step toward making those systems more stable. Performance and stability A major part of this patch was focused on performance. The game now uses a much more careful request flow. Several heavy reads were delayed, deduplicated or moved out of the most sensitive paths. Starting a listening session should no longer be blocked by unnecessary Profile or multiplier refreshes before the first audio starts. Many UI refreshes are now staged instead of firing a large burst of requests at the same time. Database and Redis usage were also tuned. Connection pools were reduced to safer values, background jobs were isolated more cleanly, Redis calls now use safer timeout and pool settings, and many repeated calls now use short-lived cache layers where it makes sense. External network work, such as Discord role syncs and some notifications, is now pushed away from critical gameplay transactions. The game should not make a player wait for a Discord request or a webhook while an important purchase, mint, relic action or listening settlement is being committed. The Farm, Market, Profile, WOS limits, wallet balances and several economy endpoints also received caching and request-deduplication improvements. This should reduce those moments where unrelated screens suddenly feel slow because too many systems are refreshing at once. There were also client-side improvements. Large global icon replacement passes were reduced or avoided in sensitive UI areas, especially around Farms and Harvest. Some image and data loading now waits for a better moment instead of competing with login, Start Listening or map opening. In short: the game should feel less “spiky”, less overloaded and more responsive, especially when moving between Profile, Farms, Market, Relics and Listening. Listening sessions are now much more durable Listening is the heart of Reverie Field, so this part received one of the biggest reliability upgrades. The server now treats Redis as the fast runtime layer, but not the only source of truth. Listening sessions are also protected by durable MySQL snapshots and settlement ledgers. This means a long session is much safer if Redis TTL expires, the browser goes to background, a server restarts, or the player comes back after Android suspended the WebView. The settlement flow is now much more idempotent. Points, listening time, seasonal listening time and Relic Fragment rewards are tracked through durable accounting records, so retrying a Stop request should not duplicate rewards, but it also should not silently lose them. The Economy Log flow was also strengthened. Previously, there were cases where points and relics could be awarded, a bot notification could be sent, but the public Economy Log summary could fail to appear. That was confusing and made some players think they had lost rewards. The new flow makes the Economy Log summary part of the same reliable settlement structure and can also rebuild missing summaries from durable ledger data. Relic drops from listening are now protected as well. The game records not only successful relic drops, but also honest misses. This prevents repeated retry attempts from rerolling the same eligible session segment until a relic appears. It also protects against duplicate relic generation if a timeout happens after the server already committed the result. Previous Session Archive The old technical recovery popup has been replaced with a clearer session archive. After starting a new listening session, the game can now show a detailed summary of the previous one: when it started, when it ended, how much time was recorded, how much time was reward-bearing, how many Points and Relic Fragments were credited, whether a relic was found, whether there was a penalty, and whether the session was safely recorded in the Economy Log. Session time is shown in the player’s local time when possible, so the summary should be much easier to understand. This is meant to reduce confusion around background mode, reconnects, force-stops, short sessions and 4-hour auto-stops. A zero-reward or reduced-reward session should no longer look like something simply disappeared. Android and reconnect improvements Several Android/WebView edge cases were improved. Heartbeat TTL was increased to make normal background behavior less punishing. The server now relies more carefully on the last confirmed heartbeat, and reconnect logic no longer overwrites the original start time of an existing session. If a previous session needs to be finalized before a new one starts, the game now tries to close it safely first. The Reset Session action was also made safer and clearer: instead of simply deleting local session state, it finalizes what can be finalized and then allows the player to start fresh. Short sessions are now cleaned up properly, and the UI should no longer stay stuck with an old local session ID after the server has already closed it. Anti-abuse protection is still active, but fingerprint handling was made less fragile for normal mobile-network changes. Relic Market and Auctions The Relic Market received one of the largest feature upgrades: Relic Auctions. Players can now use Auction as a dedicated trading mode, separate from the normal Market and off-market offers. Auctions support timed listings, bids, buyout, escrow handling and automatic settlement. Bids are held safely. If another player outbids you, the previous leading bid is refunded. Buyout finishes the sale immediately. Timed auctions now close automatically after the timer ends when the Auction Room refreshes. If there were no bids, the relic unlocks and returns to the seller. If there was a winning bid, the relic moves to the winner and the seller receives SONO. The confusing manual Finalize button was removed from the normal player flow. Players should not need to guess who must press Finalize or when. The system now handles ended timed auctions in a much clearer way. Auction time handling was also corrected. The client now follows server-provided remaining time instead of guessing from local timezone parsing, which should prevent the old “client says ready, server says not ended yet” mismatch. Auction filters were separated from Market filters, so switching between Market and Auction should no longer break the view or hide valid auctions because of old filter state. Auction notifications were also improved, including cleaner Telegram/Discord formatting and a separate auction channel path. Market level gates and Grandmaster Relic protection Market access is now more clearly gated. Listing and buying relics through the main Market require level 50. Auction creation and bidding also require level 50. Off-market word offers open earlier, at level 30. Grandmaster Reset counts as endgame access where appropriate. Grandmaster Relics received stronger protection. They cannot be system-sold, listed on the Market, traded through Market flows or placed in Auction. This should prevent accidental or abusive movement of one of the most important endgame relics. Batch Market purchases The Market now supports combined purchases. Players can select multiple relic listings and buy them together in one action. The server processes the total SONO payment safely while still preserving individual sale records for history and Economy Activity. The UI now has a clearer combined-purchase selector with better mobile/fullscreen styling, selected-card highlights and a compact summary panel. Secret Phrases Secret Phrases received several important fixes. The biggest one concerns seasonal reset. Previously, a phrase completed once in a season could block a later legitimate reward after a seasonal reset, because the old completion ledger did not understand reward generations correctly. Now the reward logic is generation-aware. A first completion and a valid post-reset recompletion are treated separately, while paid Unbind still cannot be abused to farm the same reward repeatedly. A dedicated reward ledger makes Secret Phrase rewards more idempotent. If a request breaks after only part of a reward is applied, a retry should complete the missing part instead of paying the whole reward twice. There is also a reconciliation path for older missed post-reset rewards where the game can safely detect confirmed cases and restore them. Ambiguous cases are intentionally left for manual review instead of being paid blindly. Paid Secret Phrase Unbind was added as well. A phrase-bound relic can be unbound for 5000 SONO. This uses action locks, wallet locks, database row locks and an idempotency key, so double-clicks or repeated requests should not double-charge the player. The old historical completion ledger remains intact, so Unbind cannot reset the reward history for farming. The UI now updates Secret Phrase slots, Relics, balances and progress immediately after Unbind instead of requiring a manual refresh. Relic crafting, merging and upgrades Relic crafting and upgrading received several important changes. Crafted relics now have a stronger Craft-school bias by default. Single craft and batch craft write dominant school data more consistently. Relic Transmuter reduces that Craft bias, and a strong Relic Hunt setup can fully disable it, allowing school rolls to behave more freely again. Craft attempt purchasing was improved. The normal purchased-attempt cap remains limited, but players with the correct full Craft + Daily school setup can unlock a much higher daily purchase cap. This gives advanced builds a clearer reason to assemble specialized crafting sets. Craft and batch craft upgrade odds were also adjusted, especially for high-end routes. Rare-to-Epic and Legendary upgrade paths were tuned down from earlier values, while Simple-to-Rare remains more accessible. Relic upgrades now go up to level 16. New affix thresholds and affix counts were added for different rarities. Higher-level upgrades, especially after level 7, are now designed to feel much more meaningful. The system now protects stronger saved affix values so that a weaker recalculation cannot overwrite a stronger snapshot after an expensive merge. Premium merge mode was also clarified: it preserves the target relic’s current affixes and school identity for an extra SONO fee, making it a safer option when upgrading valuable relics. New affixes were added and integrated into multiple systems, including Farm fill speed, Farm luck, relic upgrade chance and relic duplication chance. These modifiers now show more clearly in Active Resonance, Market/Profile views and Farm-related UI. Farms and Expeditions Farms received a major stability and performance pass. Farm state and map overview now use smarter short-lived shared snapshots and build locks. If one server process is already rebuilding a heavy Farm state, another process should not repeat the same expensive work at the same time. After Harvest or Upgrade, generation tokens make sure old stale data cannot be reused incorrectly. Farm modals now open faster by using already-known map overview data as an immediate preview while the full state loads in the background. Harvest responses also return compact authoritative patches, allowing the open modal, progress bar, map point, local snapshot and balances to update immediately. Harvest no longer invalidates heavy relic, talent, equipment and Active Resonance caches unless it actually changes something that requires that. This should reduce unnecessary load after normal resource collection. Farm UI also received several polish fixes. Resource icons should flicker less after Harvest. Farm Luck and Farm Fill Speed from affixes are now visible in the Farm/Active Resonance layers, so players can understand how their build affects the Farm system. Referrals and allied signals Referral links are now simpler and more direct. New referral links point to the main game domain and can open the player’s public profile directly. Old referral links still remain compatible for activation, so existing shared links are not wasted. A new Allied Signal Inspector was added to the Referrals tab. Players can paste a referral link, code, username or @username and check both directions of the relationship: whether they activated another player’s link and whether that player activated theirs. Mutual links are shown clearly as a confirmed allied signal. Collect Allied Vibes is now protected with the session password, bringing referral reward collection closer to other protected economy actions. Referral rewards and Grandmaster Reset interactions were also tuned, including stronger endgame multipliers where appropriate. Achievements, Discord and Player Ranks Achievements received a major expansion and a full presentation pass. New achievement branches were added for many systems, including Secret Phrases, Relic Quality, Relic Upgrades, Active Resonance walls, Epic and Legendary relic ownership, Farms, Auction milestones and Market milestones. The Achievement Archive was redesigned and made much larger on desktop. Mobile layout was also improved so progress circles, rank cards and achievement cards should no longer collide or overflow as easily. Achievements are now grouped more clearly. Active Resonance achievements, school-specific walls, same-school set depth, full 11-slot level walls and hidden slots are easier to understand instead of being buried in one long mixed list. A new Player Rank system was added based on achievement progress. The ranks are: Room Tone Witness Cable Label Scribe Boom Shadow Operator Aux Send Cartographer Patchbay Ghost Navigator Stem Print Custodian Mix Bus Diplomat Immersive Field Architect Final Master Archivist Each rank has its own visual identity, color profile and styling. Rank cards now appear in Profile, Achievement Archive and public profiles. Player Rank is not only cosmetic. It can also provide bonus value in gameplay, including final listening point bonuses and Farm harvest bonuses. The Listening Session popup and Farm harvest toast now explain those bonuses more clearly. Discord achievement sync was improved as well. Seasonal Discord achievements were also made more reliable by reading confirmed badge/ledger data instead of relying only on fragile season-entry fields. Public profiles and Leaderboard profiles Leaderboard profiles are now much more useful. Players in the Leaderboard can open a public Field Profile with level, Points, listening stats, achievement count, balances, relic counts, talents, Active Resonance snapshot, equipped relics, rarity/quality/school data, affixes, active buffs, Farm Network info, previous season placement and achievement rank. Total Boost is shown more clearly, including cap information and real uncapped values where relevant. If Cap Lift is active, the profile can show that too. Long usernames and mobile layouts were improved so close buttons and profile headers stay usable. This makes public profiles much closer to a real player-build summary instead of a simple leaderboard card. UI polish and mobile fixes A large number of smaller UI problems were fixed across the game. Achievement popups are now more mobile-friendly. Active Resonance fullscreen scrolling was rebuilt several times until mobile browsers stopped trapping the player inside nested scroll containers. Sonic Relics tabs now behave better during long mobile scrolling. Public profiles handle long names more safely. The Farm modal was enlarged on desktop and made more useful. Preview icons were fixed so they do not overlap progress bars. Rank cards were centered and compacted. Relic Trade Patchbay was raised above the Sonic Relics fullscreen layer. Popups and toasts now appear above Secret Phrase windows more reliably. The Listening popup now handles auto-stop and 4-hour stop better. If the server returns a real session reward, the player sees the normal Listening Session popup instead of a confusing Previous Session summary. Security, request shield and origin protection The request shield and trusted IP handling were improved. The game now handles Cloudflare/trusted proxy headers more carefully, avoids trusting arbitrary spoofed forwarded IP values, and logs more useful shield diagnostic fields. The public HTML interface is also less likely to be blocked together with API calls during general rate-limit pressure, while heavy endpoints still keep stricter limits. The old domain is no longer treated as a normal public route into the game. The current client also includes stronger separation between the main game domain and legacy hosting behavior. Session password errors were made clearer and safer. A wrong password should no longer create a long-lived unlock state or leave the player stuck with a vague Network Error message. Wallet and economy actions received more lock protection in sensitive areas, including Market, Unbind, buy flows and mint/batch flows. Reward and balance clarity Several reward displays were improved. Listening session fragments, task rewards, Learn rewards, Long Take Legend milestones, Expedition bonuses, Active Resonance layers, Farm bonuses, Player Rank bonuses and Grandmaster-related multipliers are now explained more clearly in the UI. The goal is to make rewards feel less mysterious. When the player receives a bonus, the interface should increasingly show where it came from: Mining Pass, Sonic Explorer, Grandmaster Relic, Long Take Legend, Sonic Scholar, Active Resonance, Player Rank, Farm affixes or other systems. This update also fixes several cases where the UI was technically correct internally, but not clear enough for a player to understand what happened. What players should notice immediately The game should feel more stable during Start Listening, Stop Listening, reconnects and Android background usage. Previous sessions should be easier to understand. Economy Log records should be more reliable. Auction flow should be simpler: no confusing Finalize button, clearer Buyout, automatic timed settlement. Farm opening and Harvest should feel smoother. Achievement Archive and Player Rank should look better and explain progression more clearly. Public profiles should be more useful. Secret Phrase Unbind and post-reset rewards should behave more safely. Market and Auction views should be less visually confusing. Mobile layouts should be less cramped, especially in Active Resonance, Achievements, Farm and public profiles. Important note Anyone who reads to the end, let them write down how old they were when they got a computer. Reverie Field is still in active development and open beta. This update makes the core much stronger, but it also touches many large systems at once. Please report anything that looks strange: missing logs, unclear settlement summaries, Auction issues, rank display bugs, Farm desync, Secret Phrase problems or mobile layout glitches. A huge thank you to everyone who reported issues, sent screenshots, tested strange edge cases and helped trace what was really happening. This update is mostly about trust. If you spend time listening, crafting, collecting, building your relic setup, progressing achievements, trading relics or maintaining your Farm network, the game should do a better job of remembering it, explaining it and protecting it. #sono #reveriefield #webgaming
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Good news. The red warning screen is gone from sono-game.com/. The review was resolved very quickly, because there was no real danger inside the game. The key issue was dealing with the harmful traffic and malicious requests that had been flooding our old domain. The biggest update: a new version is now available on Google Play, and the Android app is functioning normally again. We’ve also built up a huge number of fixes, improvements, and gameplay updates over the last two weeks. We’ll publish a separate post with full patch notes very soon. #sono #webgaming #sonogame
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