Patch notes 0.4.2 — stability and new regions
Stability fixes, two new regions, and a bunch of backend work that doesn't show up in the patch notes but matters. We're grinding toward the experience we want. 0.4.2 is a step.
Stability. Crashes, desyncs, edge cases that only show up when enough people hit the same place at the same time. We've been hammering on our tick rate and consistency model—making sure the server's view of the world and the client's view stay in sync even when the network gets messy. No magic, just a lot of test runs and fixes.
Two new regions. We're not just dropping new maps. We're building toward a world that can grow—regions that feel different, that have their own logic and content pipelines. Backend work: better tooling for lighting, collision, and the kind of scene data that makes a place feel real. Graphics APIs are moving toward standardized feature sets (ray tracing, mesh shaders, variable rate shading); we're positioning so we can lean on that baseline instead of maintaining a patchwork of fallbacks.
Under the hood
Scene representation matters. The industry is starting to talk about neural scene representations and real-time radiance fields—ways to make environments that look good and stream efficiently. We're not there yet, but we're paying attention. For 0.4.2, the win is simpler: two regions that load fast, run stable, and don't blow up the build. Grinding toward the experience we want. More soon.