SIX BULLETS · WHAT'S NEW ======================== What has been added to the game, newest first. Play at https://playsixbullets.com/ 2026-10-26 · Latest ------------------- - Mend the Bridge. The town is raising money to mend the bridge on the north trail: $200, a little more the more of us play. Give $1, $5 or $20 at the Land Office or in the box by the broken bridge; the bridge goes up as the money comes in (timber, trestles, stringers, planks), and the biggest givers' names are on its board. Once it's mended, everyone who gave gets an achievement. - The North Bank opens with the bridge: some 7 hectares past the gorge, cross it on foot or on horseback. Cold Fork runs down it from the north hills and falls into the gorge (fill your canteen there), with cottonwoods and willows along it, deer and rabbits, a puma up on the mesa and a fifth bandit camp, Cold Fork Camp. The road is more dangerous up there, and whoever comes back over the bridge with gold unsold may find bandits waiting at its south end. - Cutthroat River. The gorge isn't dry any more: a river runs along its floor, west to east, under the bridge, and Cold Fork falls into it. Its edges are shallow (you can fill your canteen there), but in the middle you're out of your depth: you swim, slowly, with no gun in your hand, and the current carries you downriver. Get to the bank before the river wears you out, or it takes you under. Horses won't go in. And Tinpan Creek no longer stops in the desert: it runs on east of the mesa and off the map. - The sluice box ($60 at the General Store, Prospector 5, once the bridge is mended). Take it to one of the six gravel bars on Cold Fork and hold E: it goes into the water and you shovel gravel in, a load every 20 seconds. Anyone with a pick and shovel and Prospector 3 can shovel into yours: two or more at it get all the gold out, alone only 60% of it. Each keeps the gold of their own loads, and every ten loads the riffles are cleaned up for all to see. Each bar gives you twelve good loads, back half an hour later. A new achievement. - The arrastra for your homestead ($150 at the Land Office, with a corral and Rancher 4): put quartz in it (up to 40 chunks, from what you carry and your chest) and its stones grind it while you're away, at their own pace. It gets 90% of the gold out (the town's mill, 85%), and the quartz never has to go to town. A new achievement. - Clear Camp jobs don't make you wait. If someone else cleared the camp your job sends you to, its bandits are back by the time you get near, instead of half an hour later. - The mill is a mill now. Quartz goes to the mill hand at the Stamp Mill, at the north end of the street: leave it with him and come back for your gold dust once it's milled (85%, as before; no more 70% up front). The Assay Office buys the gold. The Stamp Mill itself got a proper look, with its plank shed, tin roof, the stamps in their frame and a smoking iron stack, and its thumping is much quieter. - A butcher in town, where the gunsmith's used to be: he buys your hides, pelts and rattlesnake fangs, and raw venison ($0.40) and rabbit ($0.15). The General Store doesn't buy hides any more. - Rattlesnakes look like rattlesnakes now, coiled with their dark diamond backs (you can make them out on the sand), rearing up as you come close. One you shoot sometimes leaves a fang the butcher pays $1.25 for. - Torches ($0.30 at the General Store): one in your hand lights the ground round you at night and burns for ten minutes. Coyotes won't come at you while it burns: they circle well off and soon give up. - Hide from the law. Wanted, you can hide (E) in a barrel, behind a keg or the crates, under the wagon in town, or in any bush out of it: the law can't see you, and before long it gives up and goes home. Not if a lawman is looking at you as you do it. Move and you're out. - The search circle. Wanted, a red circle on your minimap and map shows where the law is looking for you: round where you did it, and it moves with you while a lawman has you in sight. Get out of it unseen and stay out a few seconds, and they lose you: you're not wanted any more. - Time in the cell fits the crime: a minute for wounding someone, two for a killing, up to three for a killing in town or shooting at the law. Arrested on horseback, you go to the cell on foot: your horse stays where you were taken. - Deer, stags, foxes and coyotes look like animals now, not boxes: proper models that walk, gallop, graze and fall. A herd of cows and a bull now grazes on the flats west of town, with two drovers riding round it (no harming them), and each prospector on Tinpan Creek has a burro grazing on the bank. - Foxes in the riverside woods (and along Cold Fork): quick and wary; the butcher pays $0.45 for a pelt, and there's an achievement for the first. - More pumas: five now, on the mesa east of Tinpan Creek and the one in the far south-east too. - Your crosshair, your way: in Settings, pick its shape (cross, open cross, dot, circle or none), its colour and its size. - Two mouse sensitivities: one for looking about and one for aiming with the right button. - Real sounds. Gunshots (a black-powder .44 close by, a lever-action rifle, distant shots that echo off the hills), the hammer, the loading gate and the cartridges, hooves, whinnies and snorts, coyotes and the puma, the rattlesnake, the pan, pick, axe and shovel, coins, the bell and more are recordings now. And you hear the creek as you get near the water, the wind (stronger up high) and the crackle of a campfire. - Menus that fit. The start screen and the Tab menu never scroll now, whatever the size of the window, and their tabs stay put as you go from one to another. Trades, horses and home, and achievements each have a page of their own; Settings are split into Game, Graphics and Keys, with every key on one page; the stats keep each line on one line. And a quick reminder of the main keys on the start screen. With an event on (a raid, a gold strike), its banner shrinks to one line above the menu instead of covering the tabs. - Small fixes: the bridge's donation board reads the right way round from the trail, foxes and coyotes lost their glowing eyes, and the creek's prospectors make their night camp up on the bank, not in the water. - The bridge behaves: jumping on it no longer stops you dead, and getting off your horse on it leaves you standing on the deck instead of dropping you into the river. - Riding feels right: W alone takes your horse at a brisk walk, and holding Shift sends it into a full gallop (and it looks like one). You hear its hooves under you, a beat at a walk and the drum of a gallop. Your bond with your own horse shows beside its name, as hearts, whenever its bars are up. - Horses don't get caught any more. A horse that runs into a steep side now carries on along it instead of stopping dead, and it no longer tries to scramble up the faces of the mesas and cliffs: those are walls for it, and there's always a gentler way round. In town, horses keep to the street: no more getting wedged among the posts, rails and barrels of a porch or under the stairs. - No more frozen mid-stride: stopping with nothing in your hand, a character stood stuck halfway through a step instead of at rest. - Smoother on modest computers: characters, horses, shadows and the scene cost the processor much less each frame (on a slow laptop, around half as many frames per second again in town, and more out in the desert). - Clouds without coloured specks in Safari. - A loading screen while the game gets ready, and no more missing ground at the start: the world shows once its ground and textures are in (and if one of the ground's photos fails to load, the ground is painted instead of not drawn at all). 2026-10-25 · Proving Up ----------------------- - A log cabin on your plot. The Land Office sells the lumber in four lots, $75 in all: the foundations and floor (with a porch), the log walls, the roof, and the door, windows and chimney. You build each one yourself on your plot by holding E (30 seconds, a point of the new Rancher trade a second); everyone in your posse who works alongside you makes it go that much faster, and work left half-done is kept. The tent comes down when you start: you rest by the fire until the cabin is up, and the chest goes onto the porch. - Sleep in your cabin: Well Rested for 20 minutes (the tent gave 10), and two more for each thing that makes it comfortable. You wake on the porch after a bad day. While you play, the chimney smokes and the windows light up at night. - Make it a home: a porch bench, a rocking chair, a washstand, a porch lantern and a trophy wall for a puma's hide, a coyote's pelt or a prime deer hide (each one more comfort), and, at Rancher 3, a smokehouse that turns raw meat into jerky while you're away. - Prove up: fence your land and dig a well, and the deed is yours: your name on an arch over the gate, an achievement, and a well that fills your canteen at home. - A stable and a corral once the cabin is done: saddle any of your horses at home (they come out fed and rested), put the one with you away, and brushing in your stable counts twice for the bond. Your horses that aren't out with you graze in the corral, for anyone passing to see. - A new trade, Rancher: points for building (yours or a posse mate's), for each thing you add, for the deed, the stable and the corral, for a night in your cabin and for each player who comes by your homestead (five a day). Rank 5 lets you paint the cabin, whitewashed or barn red. - Your homestead in the menu, with the trades: the cabin, its comfort and what's waiting to be built. Three new achievements: the cabin, the deed, and a stable and corral. - Plots that keep: a homestead whose owner hasn't played in two weeks is packed away, whole, and its plot is free for someone else; it goes back up (on the same plot, or the nearest free one) as soon as its owner comes back. 2026-10-25 · Partner -------------------- - Your horse has its own stamina and health. Galloping tires the horse, not you: it has its own bar, under yours, while you ride it or stand by it. Your stamina is for running on foot. A horse gets hurt too: a third of the bullets that find a rider hit the horse, coyotes go for its legs and a puma's claws for its flank. Badly hurt, it won't gallop; it mends after a while unhurt. - A horse never dies: at the end of its strength it goes lame, throws you (unhurt) and limps off to the Livery. It's fit again in ten minutes, or at once if the horse doctor there sees to it ($2). Meanwhile the Livery lends you Dusty, or saddles another of your horses. - Two new horses at the Livery: the Quarter horse ($60), the fastest off the mark (18.5 m/s, but it tires sooner), and the draft horse ($80), slow but strong: 45 kg in its saddlebags, the most stamina and health, it never rears, and two on its back gallop as fast as one. One of each breed can be yours; switch between them at the Livery for free (your saddlebags go on the one you ride, if it can carry them). - The bond, 1 to 5: each horse of yours grows its bond as you ride it, feed it and brush it. With bond it hears your whistle from further off (60 m at first, 300 m at the fifth level), keeps going a little longer, snorts at rattlesnakes and pumas before you see them (bond 2), stops rearing at gunfire (bond 3) and, at the top, at rattlesnakes too. A new horse is skittish: now and then it rears when somebody fires close by. The Mustang you already had starts at bond 2 or 3, by how much you've ridden. - Oats and the brush, at the Livery: oats ($0.20) give your horse its stamina back at once and help it recover for half an hour; the brush ($1) cleans the dust of the road off (you can see it on its coat). Use them from the belt (a click) or the inventory (a double click), standing by it. - A new trade, Wrangler: points for riding (any horse, Dusty too), for feeding and brushing your own horses, and for each level of bond they reach. Rank 3 opens the Quarter horse, rank 4 the draft horse, rank 6 the horse doctor at half price. What you've ridden so far already counts. - Your horses in the menu, under the trades: their bond, how they are and what the next level brings. Three new achievements: the Quarter horse, the draft horse, and a horse at bond 5. - Fairer shots between players (duels and The Breaks): a shot counts where you saw the other player when you fired, even with a slow connection. A rider at a gallop can be hit fairly, and a shot well behind them no longer counts. - In The Breaks, horses can be shot too (nowhere else is a player's horse hurt by another). - The Hunting rifle hurts people now: the sheriff, his deputies and the rest of the town's folk, as a revolver does (and the law takes it the same way). Still never another player. - Camps on Settler's Bench: a camp's fire burns only while its owner is in the game; when they leave, it goes out (the stew on it still cooks). 2026-10-25 · En español ----------------------- - The game speaks Spanish. Pick the language in the menu, above Settings (on the start screen too, and in Options while you play); at first the game uses your browser's language if it speaks it. The rules and the privacy notice come in Spanish as well. More languages to come. 2026-10-23 · Deputies and crowds -------------------------------- - The sheriff's deputies can be brought down: a deputy you'd shot dead used to get back in the saddle, and shots at a rider at a gallop hardly ever counted. Now a shot counts where you saw him (or anyone else in town) as you fired. They're tougher than before, though, and they shoot back. - Smoother in a crowd: people far off are animated a little less often, and nothing hidden is animated at all, so a street full of players (or a raid) no longer drags the game down. On a normal laptop, thirty players in view went from about 15 to about 40 frames a second. 2026-10-23 · The closed alpha ----------------------------- - The closed alpha: everyone who plays during the alpha gets the founder's badge ✦ next to their name, in the players list and in the chat, for good. - Room for 32 players at once (it was 16), and the game sends far less over the network. - The rules and the privacy notice are on the start screen and in the menu; a new character reads the short version before riding in. You must be 14 or older to play. - Report and block: in the players list, the flag reports someone to the moderators (with their last lines of chat), and the barred circle blocks them: you won't see their chat and their invitations won't reach you. Unblock them from the same list, even when they're away. - A cleaner chat: bad words, e-mail addresses, phone numbers and links are covered with asterisks, and no more than five lines in ten seconds (or the same line twice in a row). - Settings, Chat: show everyone's chat, only your posse's, or none at all. - Delete your account from the menu, with everything of it, for good. - The Dry Fork Gazette: a weekly newspaper pinned to the job board. Every Monday, the news of the week: who sold the most gold, the bandit camps cleared, the duels, the wagons on the road, the raids, the sheriff's report, the Stamp Mill… and the weather. 2026-10-23 · The whole town --------------------------- - Everyone in the new look: bandits (red bandanas over their faces; the Rook brothers all in black), the townsfolk, the sheriff and his deputies, the folk behind the counters, the piano player, the coach's driver and guard, the mail rider and the people on the road. The women of the town are cowgirls now. - They sit properly too: the sheriff on his bench and the old man in his rocking chair no longer sink through the seat, and the piano player sits on his stool with his hands on the keys. - Riding double, the one behind sits closer to the saddle instead of on the horse's rump. - Porches have floors you stand on: you, the townsfolk and the folk behind them now walk on the boards instead of sinking into them (horses keep to the street). - The rider you sometimes see crossing far ahead on the road is in the new look too, on a new horse. - Holding the jump key no longer bounces you up again the moment you land. 2026-10-23 · Steadier horses ---------------------------- - Horses no longer look like they're sprinting at the plain riding pace: they lope, and gallop only when you sprint. - A horse's jump looks right: it takes off and tucks its legs instead of running up and leaping twice. - You can tip your hat, wave and whistle on horseback again. 2026-10-23 · New horses ----------------------- - New horses. Every horse in the game is now a proper animated one: it walks, gallops with its mane and tail flying, jumps, and when left alone a while it grazes. Riders sit in a western saddle. Dusty is a dun and the Mustang a bay with black legs, as before. The coach, the mail rider, the Professor's wagon and the law ride them too. - Riders sit on top of the saddle instead of sinking into the horse. - A cowgirl's hair no longer shows through her hat. 2026-10-23 · Cowgirls --------------------- - The barber can make you a cowgirl. At the top of his window, choose *Cowboy* or *Cowgirl*: she wears a leather bodice (a vest's colour dyes it), a blouse that takes your shirt's colour and pattern, your trousers and hat colours, and your hair. Everything else works the same. 2026-10-23 · Dressed by the barber ---------------------------------- - Beards, vests and shirt patterns from the barber's now show on the new look. - Aiming the revolver no longer hunches you over with your head bowed: you stand as you did and look where you aim. - You can challenge members of your own posse to a duel (the crossed revolvers are now next to their names too). 2026-10-23 · A new look ----------------------- - A new look for every player. No more people made of boxes: you and everyone you ride with are now proper animated cowhands. You kneel at the creek to pan, swing the pick with both hands, rock the cradle, hold the reins, reload, jump, sprint, and aim the revolver two-handed (the rifle goes to your shoulder). The revolver, rifle, pick, pan and rocker are new too. The barber's colours for hat, shirt and trousers still apply; beards, vests and shirt patterns don't show on the new look yet. Bandits and townsfolk keep the old look for now. - A posse can now have up to six riders (it was four). 2026-10-23 · Gold strikes ------------------------- - Gold strikes. Now and then, when a few of you are about, rich quartz breaks the surface at the foot of a Quartz Hill or in The Breaks for half an hour. It's the same rock for everyone, and once it's dug out it's gone, so it's first come, first served. The more people online, the bigger it is. Watch the banner up top; a pin on your map shows the way. Two of the places have no law… - Worked-out quartz veins sink again (since yesterday's update they looked untouched). 2026-10-23 · Smoother on the trail ---------------------------------- - The game runs faster, above all on modest computers and on Retina and 4K screens. - New Resolution choice: *Auto* (the new default) or *Native*, which draws every pixel of a Retina or 4K screen: sharper, but much more work. - Glow & colour has three levels: *Full* (as before), *Light* (crisper and lighter; the Medium preset uses it) and *Off*. - Bullets now stop at walls, cacti, rocks and tree trunks on your screen too, as they always did on the server. - The sheriff no longer gets stuck turning this way and that in front of his office or at the ends of the street: he and his deputies find their way round troughs, porches, buildings and hills, and the sheriff ties his horse at the rail and walks round to his door. 2026-10-22 · The piano player ----------------------------- - The saloon has a piano player. At night, when the piano plays, someone is actually sitting at it: sleeve garters, waxed moustache, hands going up and down the keys. By day the stool is empty. There's a notice over the piano. Please read it. 2026-10-22 · Shoot on sight --------------------------- - Running from the law is a bad idea: if the sheriff calls on you to stop and you ride off (or keep your hands down), he and his deputies shoot on sight from then on, from the saddle too. They only give you another chance to give yourself up a minute later. - When the sheriff goes down, his deputies ride out at once. - The wanted posters at the sheriff's office no longer hang over a window. - After an arrest, the sheriff and his deputies ride home properly instead of milling about at the office door. - Professor Quill's hair restorer now dyes your hair shocking pink or bright green for ten minutes, a colour no barber has. Then it washes out (or the barber washes it out for you). 2026-10-22 · Dry Fork comes alive --------------------------------- - Dry Fork comes alive: townsfolk go about their day on their own hours. A woman does her shopping, a kid plays with a hoop in the street, the undertaker's wife sweeps her porch in the morning, an old-timer rocks in the hotel's chair all afternoon and a drunk staggers out of the saloon at night, singing. Tip your hat (G) and they'll tip theirs back. When the bell rings for a raid, they run for their doors. At night you can hear the saloon's piano from the street. - The stagecoach comes in by the west trail every 10 minutes, stops at the hotel to let its passengers down, turns at the north end and heads out again. It waits for you if you're in its way, for a while. Now and then the mail rider gallops in to the Post Office. - Professor Quill's medicine show parks at the north end of the street for a few hours each day. He sells a tonic cheaper than the store's, a hair restorer that really does change your hair colour, and a lucky rabbit's foot. - A traveller cornered by coyotes may shout for help on the road, more often after dark. Shoot the pack off him before he goes down and he'll pay you, sometimes with something extra. New achievement: *Pack Breaker*. Your stats count the travellers you save. - Out in the wild you'll now and then hear gunfire from a bandit camp far off, and vultures circle over whatever has been lying dead a while. Sometimes a herd of cattle crosses the southern horizon. - The law comes to Dry Fork. Four prospectors work Tinpan Creek by day with the day's gold on them (two camp by the water at night). Talk to them for a tip, or buy a hunch that marks a good bank on your map. Shoot one, or one of the townsfolk, and you're wanted: nobody in town will serve you and Sheriff Kell rides out after you. Out at the creek he saddles up first and a Mustang can outrun him; shoot someone in town and he's on you at once, faster than any horse. When he catches you he calls on you to stop: raise your hands (Y) and you pay the fine, lose any stolen gold and spend 30 seconds in the cell at his office. Stand your ground and he shoots, and if he goes down two deputies ride out. Logging off doesn't get you off: the clock waits for you. - Bounty hunters: sign the contract at the sheriff's office and anyone wanted for a killing is fair game to you (and you to them). Bring one in and the town pays you their fine. New achievement: *Bounty Hunter*. - The sheriff's office is open now: a desk, a rack of rifles, the cell, and wanted posters by the door with whoever the law is after. - The Stamp Mill, the town's first project: everyone can chip in at the Assay Office ($0.50, $1 or $5 at a time). It starts at $50 and grows a little with the number of regular players. You can watch it go up at the north end of the street, from a fenced plot to a frame to walls, with a plaque naming the biggest givers. Once it's built, the Assay Office mills ore four times as fast for everyone, and everyone who gave gets the achievement *Mill Raiser*. - Fixed: four invisible posts in front of the Assay Office, the General Store, the Land Office and the saloon (where the staff stood before they moved behind their counters). 2026-10-22 · The barber's chair ------------------------------- - More at the barber's: besides the hat, the shirt and the trousers, you can now pick your hair colour, a beard (moustache, goatee, full beard or mutton chops, or go clean-shaven), a pattern for your shirt (pinstripe, gingham, plaid or calico) and a vest in leather, wool or brocade. What you chose before stays as it was. 2026-10-22 · Balconies and faces -------------------------------- - Balconies to fight from: the saloon and the hotel now have stairs up the side to their balconies. From up there you see the whole street, which comes in handy when raiders come for the takings. Horses stay down below. - The raid banner says where each wave is coming in from for a few seconds, and how the raid ended (held or lost) stays on it for a minute. No more notes at the bottom of the screen for it. - People have faces now, and hair at the back, so you can tell which way someone is looking. - The start screen says it plainly: Six Bullets is an early prototype, and it keeps getting better. 2026-10-22 · Camps remember --------------------------- - Bandit camps remember a server restart: a camp you cleared stays empty (and its chest stays searched) until its half hour is up, guards you put down stay down until the camp fills up again, and after a lost raid the store and the saloon stay shut for the rest of their 15 minutes. 2026-10-22 · Raids from every side ---------------------------------- - Raids are harder to read: each wave now comes in by two ways at once (three for a big one), never the ones the last wave used: the west, east or north trail, or the alleys between the buildings on either side of the street. The banner and a note say where each wave is coming from. - Bandits no longer slip through the walls of the buildings you can walk into. 2026-10-22 · Bandit raids ------------------------- - Bandit raids on Dry Fork: when a few of you are in town, a bell may ring: riders are coming in on one of the trails. Three waves of raiders come up the street for the takings in front of the General Store, more of them the more defenders there are, and they'll shoot whoever's in their way: during a raid the town isn't safe. Put all three waves down in time and the town pays every defender $3. Let three of them get away with the takings (or run out of time) and the General Store and the saloon stay shut for 15 minutes. A banner at the top tells how it's going. - New achievement: *Held the Line* (help drive off a bandit raid). 2026-10-22 · The barber ----------------------- - The barber is open, on the porch of the barbershop at the north end of the street. Talk to him to choose the colour of your hat, shirt and trousers: you see yourself in them as you pick, and everyone sees your new look. It's kept for next time. 2026-10-22 · Bottles -------------------- - Real bottles to shoot: whiskey with its label and cork, green beer and a blue tonic, standing on barrels instead of crates. They're as easy to hit as before, and break into shards of their own glass. 2026-10-22 · Town fixes ----------------------- - The floors, porches, ceilings and roofs of the new town no longer look black or flicker as you move the camera. - At night the lamps inside the saloon, the Assay Office, the General Store and the Land Office light up the room again: walls, counters and tables. 2026-10-22 · Town ----------------- - The town, rebuilt in weathered wood: board walls, false fronts with cornices, tin roofs, framed windows with shutters, porches with braces and railings, and balconies on the saloon and the hotel. Barrels, crates, benches and a rocking chair on the porches, hitching rails with troughs, a wagon, woodpiles, a new water tower and a windmill that turns. Barrels, crates, troughs and the wagon are solid. In Settings, Town, cacti & rocks: Simple keeps the plain buildings. 2026-10-22 · Graphics settings ------------------------------ - When a new version comes out while you play, a note at the top offers to Reload (after a short disconnection), so you're never left on the old one. - If the game runs below 30 frames a second, a note at the top offers to switch to Low graphics with one click (or leave it be). - Graphics settings, part by part: in Settings, pick High, Medium or Low, or set each part yourself: resolution, ground, trees, cacti and rocks, small plants, shadows, glow and clouds. Low now keeps a painted ground instead of a plain one, at little cost. - Jumping on horseback tires the horse: holding Space no longer keeps it galloping once it's winded, and a winded horse doesn't jump. - One whistle every three seconds. 2026-10-22 · New home --------------------- - Six Bullets has its own home: playsixbullets.com. The old address sends you there, and you keep your character, your name and your settings. - At night the great rocks on the horizon are dark shapes against the sky, no longer pale. 2026-10-22 · Fixes ------------------ - On the big map, click Following on the goal you follow to stop following anything: the minimap then shows no line until you pick a goal, drop a pin or take a job. - The great rocks on the horizon no longer cut into the map or hang in the air. - Easier to find people on the road: a waving traveller or a wagon on its side now shows on the minimap and the big map, and a pin marks the spot (unless you've set your own). 2026-10-22 · Horizon -------------------- - A horizon: great rocks now stand all round beyond the map: red mesas, layered buttes, clusters of stone needles and granite domes, fading into the haze, and the land goes on past the edge. 2026-10-22 · Cacti and rocks ---------------------------- - Real rocks: lumpy boulders with broken faces, the look of weathered stone and sand settled on top, instead of grey faceted slabs. The desert scrub is leafy now too (it used to look like stones). - Proper saguaros: ribbed trunks with rounded tips, arms that bend up from a curved elbow and rows of spines; barrel cacti and prickly pears to match. On Low graphics, and far away, you see the simple ones. 2026-10-22 · Real smoke ----------------------- - Smoke that looks like smoke: the columns over the bandit camps and the far-off smoke on the trail are now soft, drifting puffs that grow, turn and fade as they rise and lean with the wind, instead of stacked balls. They go dark at night. 2026-10-22 · Leafy trees ------------------------ - New trees in Tinpan Bottoms: cottonwoods with full, leafy crowns, willows with hanging strands and leafy bushes, with bark on the trunks. On Low graphics you keep the simple ones. 2026-10-22 · Photo ground (trial) --------------------------------- - Trial: photo-textured ground. Sand, rock, trails, mud and grass now carry detail from real (public domain) photos, blended into the game's own colours. Add ?ground=code to the address to see the previous look. 2026-10-22 · Rock and sand -------------------------- - Richer ground: fine grain and wind ripples in the sand, layered rock with cracks on the slopes and cliffs, gravel and pebbles on the trails, mud by the creek and mottled grass in the woods, with a little relief in the light. On Low graphics the ground stays plain. 2026-10-22 · Desert life ------------------------ - The desert comes alive: tufts of dry grass, sagebrush, pebbles, prickly pears and barrel cacti round you, saguaros in four shapes, lumpier rocks, wheel ruts along the trails and the main street, and ground with paler and darker patches. Cacti and rocks now cast shadows. - Graphics in Settings: High (the default) or Low (faster), which turns off the glow and colour effects, the clouds, the small plants and the small shadows, for slower computers. 2026-10-22 · Golden hour ------------------------ - New light for the whole day: a warm golden hour in the evening, pink dawns, purple dusks and deep blue nights. Sunlight is warm and shade is cool, the sky glows round a low sun, and thin clouds drift over the desert, coloured by the hour. - Every building has a lantern by its door that lights up at night, along with the windows. - Esc now just lets go of the mouse (with a note on screen) instead of opening the menu; Tab or I open it. A click in the game always takes the mouse back. Before, after closing the menu with Esc, clicking didn't give you the camera back. 2026-10-22 · Stats ------------------ - Stats: a new tab in the menu with your statistics: bandits and players put down, deaths (and what killed you), duels won and lost, shots, hits, head shots and your longest hit, animals hunted, kilometres on horseback and on foot, gold panned and the best pan, quartz broken, jobs done, bandit camps cleared, travellers and wagons helped (or robbed), and the hours you've played. Click anyone's name in the player list to see theirs. Fights, shooting, time and distances count from today; the rest goes back to your first day. - The player list has two columns: your posse on the left and everyone else on the right, each scrolling on its own when it gets long. - The big map zooms out far enough to show the whole territory. 2026-10-21 · Riding double -------------------------- - Riding double: walk up to someone on horseback and press E to ask for a ride. They're asked like a duel (Y or N); say yes and you climb up behind them. Up there you go where they go, and you can still aim and shoot. E gets you down, and so does the rider dismounting. With two on its back a horse gallops a little slower. 2026-10-21 · Livelier camps --------------------------- - The welcome back card now stays up for 15 seconds instead of 25, and you can put it away sooner with X (or its Close button). - Bandits in their camps no longer stand stock-still: on watch they wander about their post, stop, and look around. 2026-10-21 · People on the road ------------------------------- - People on the road: now and then, out past town, it isn't tracks or a rider up ahead but somebody who needs a hand. A thirsty traveller waves you down: give him a drink from your canteen (or your coffee) and he pays you a little and tells you what he's seen on the way. A wagon lies on its side with its driver beside it: help him right it (stay at it for a few seconds; with your posse it goes faster) and he pays you. Or help yourself to his load: it pays more, he runs for it, and people will remember. Only you and your posse meet them, and you can always ride on by. - Two new achievements: *Good Samaritan* (a drink for a thirsty traveller) and *Shoulder to the Wheel* (a wagon back on its wheels). 2026-10-21 · Bandit camps ------------------------- - Bandit camps: three camps out in the wild, each with its tents, its fire and three to five bandits on guard: Saddle Camp between the first two Quartz Hills, Bone Flat Camp south-east past the bench, and Rimrock Camp by the gorge. Their smoke rises high enough to be seen from far off, and it's the only smoke on the map now (no more smoke signs on the road). Come close and they call out, then open fire. They won't chase you far from their fire, unless you've been picking them off from a distance. Put two thirds of them down and the rest run: everyone who fought can search the camp's chest once, for some money and cartridges. Half an hour later, new bandits move in. - A fourth job on the board every day: Clear Camp (drive the bandits out of one of the camps, $4) or Hunt (bring in coyote pelts, venison, rabbit pelts, a prime deer hide or a puma hide; it pays what the store would, and $1.50 more). The other three jobs of the day stay as they were. - The Rook brothers: once you've won a fight against bandits, the Land Office clerk tells you about Kit and Amos Rook, who jump people's claims. They hole up at Rook Hollow, east past the creek, with their gang. They're tougher than other bandits, and they never run. Their chest holds a ledger of every claim they stole: take it to the clerk for $10. - Two new achievements: *Smoked Out* (clear a bandit camp) and *Claim Jumpers* (the Rook brothers). 2026-10-21 · Shared hunting --------------------------- - Your posse can skin what you shoot straight away. For anyone else a kill stays the hunter's for the first minute (the message now says how many seconds are left); after that, anyone may skin it. The same goes for searching a bandit's body. 2026-10-21 · Pumas go for riders -------------------------------- - Pumas go for riders too: riding through a puma's ground no longer keeps you safe. It creeps up, leaps at you and your horse rears. A fast horse can still get you away. 2026-10-21 · Coyotes give chase ------------------------------- - Coyotes chase riders too. They used to give up at once on anyone galloping, which on the road was everybody, so a pack showed up and ran straight off. Now they give chase; a fast horse can still outrun them, but only once you've left them more than 110 m behind. 2026-10-21 · A howl means coyotes --------------------------------- - A howl means coyotes: you only hear them when a pack is really on its way, from where it is (louder the closer), and then they come. The howls for atmosphere are gone: they promised coyotes that never came. 2026-10-21 · Eyes in the dark ----------------------------- - Coyotes and pumas are easier to spot at night: their eyes catch the light, two yellow points in the dark. Before, a grey coat under the moon was almost invisible. - A coyote that can't get through a steep rise or a mesa goes round instead of waiting out of sight (you heard them yip but never saw them). 2026-10-21 · Night hunters -------------------------- - Days last 30 minutes (20 felt too quick): some 19 minutes of daylight and 11 of night. The moon goes through its phases in 4 hours. - The sun moves smoothly across the sky, and the shadows with it, instead of in little jumps. - Coyotes at night: out on the road after dark, a pack of three or four may come for you. They circle and dart in to bite, one at a time, and run once half of them are down. You hear them howl in the distance at night, and yip as they close in. Their pelts sell at the General Store ($0.60). - Pumas keep to the middle and the far hills. Walk into one's ground and it creeps up on you, crouched, then leaps and claws; it runs off when badly hurt. Three shots to the body, one to the head or one from the rifle. A puma hide sells for $3.50. - Rattlesnakes rear up and turn to face you as you come close, rattling harder. Their bite poisons you now: health drains for a while, and a tonic stops it. On horseback you won't get bitten, but your horse shies and rears. - Bandits are sharper: they aim better (worse while you're running, better if you stand still), shoot more often and take three shots to the body to put down. They spread out around you, run for cover behind a rock or a tree when hit, and won't waste a bullet when they can't see you. - Two new achievements (a coyote, a puma), and coyotes and pumas count for the Hunter trade. 2026-10-21 · Shorter days ------------------------- - Days go by faster: a game day now lasts 20 minutes instead of an hour (some 13 minutes of daylight and 7 of night), so you see the sun go down most times you play. The moon goes through its phases in 2 hours 40 minutes. 2026-10-21 · Clearer counters and a bigger Breaks ------------------------------------------------- - Shop counters are clearer: what you can sell, what you can buy and anything else now come in their own sections, with the price on the right (what you'd be paid in green), your money next to "Buy", and what you can't afford yet dimmed. At the General Store, the Assay Office, the saloon, the Livery and the Land Office. - Your posse on the map wears a turquoise ring instead of a gold one, easy to tell from the sand, and the map's legend shows it. - The Breaks are bigger and cost more: the lawless corner now runs to the south and west edges of the map, the far hill included. Shot by another player there, a fifth of your money (up to $5) goes into the poke where you fell too, for whoever takes it; bandits and the wild never touch your money. And there's no ducking out of a fight: after stepping out of The Breaks you can still be shot for 30 seconds. - Signs on the road (smoke, a rider, tracks) always show up somewhere that makes sense: inside the map, south of the gorge, never in town or in The Breaks. 2026-10-21 · H4a-2 "Bandits", first part ---------------------------------------- - Whistle for your horse (B): a horse of your own comes galloping to you, around whatever is in the way, if it's within 300 m to hear you. Dusty belongs to the Livery and doesn't come to a whistle. Others nearby hear it too. - Shadows sit right under people and things again: they were drawn a little off to one side. - Bandits on the road. Out of town, every so often something happens on the way: most of the time only a sign (fresh hoofprints across the trail, smoke in the distance, a rider on the skyline, your horse snorting), and now and then an ambush. The more gold you carry unsold, the likelier a fight and the bigger the band (two to four, one more for each posse member with you). Nobody new is ambushed in their first minutes. - How they fight: they come out to meet you and call you to stop, then raise their guns a moment before each shot (that's your warning), and their first shots miss on purpose. Hills, trees and rocks stop their bullets; galloping halves their aim. Two shots in the body or one in the head put a bandit down, and the rest run once half of them have fallen. They never come into town or onto Settler's Bench: ride there and they give up. Search the bodies (E) for what they carried. The rifle works against bandits too (as much as a revolver); it still never hurts another player. - Dying costs something now. Your money in the bank is always safe, but half of what you carry unsold (gold, quartz, hides and meat) stays in a poke where you fell. Only you and your posse can pick it up, and it's gone after 5 minutes: it's your first goal until then. What's in your saddlebags stays with your horse. You wake after 12 seconds, Shaken: 20% less stamina for 2 minutes. Duels still cost nothing but the stake. - The Breaks, south-west of town past the hills: broken badlands with the richest quartz on the map. There's no law there: other players can shoot you, and if one does, a quarter of what you carry unsold stays where you fell for anyone to take (someone else's gold is unclaimed, worth only 60%). You're asked before going in if you haven't sold any gold yet. It's on both maps. - A new trade, Marksman: points for every bandit you put down (more for a shot to the head) and for rattlesnakes. Four new achievements: your first gunfight, a bandit with one shot to the head, setting foot in The Breaks and quartz from The Breaks. 2026-10-21 · Chat tabs, camera and achievements ----------------------------------------------- - Chat tabs: Global and Posse. Press Tab while typing to switch (or click a tab); what you write goes to the tab you're on, and a tab you're not looking at counts its unread messages. The Posse tab shows up once you're in a posse. - Camera settings (Options → Settings → Camera): how far the camera sits, how far to the side (left, right or straight behind) and how high. V puts it over the other shoulder. - Achievements take the place of the Assayer's Register: 27 of your own, in four groups (gold, quartz, hunting and frontier life), and nobody else's name on them. New ones for your first sale, gold from a rocker, $100 earned from gold, a camp, a Mustang, a job from the board, joining a posse, winning a duel and rank 5 in a trade. What you'd already done counts: those unlock the next time you come in. 2026-10-21 · Sun and moon ------------------------- - The sun crosses the sky by day, glowing and turning orange as it sets, and the moon by night, with craters and its phases: from new to full and back every eight game days. 2026-10-21 · H4a-1 "Wildlife and night" --------------------------------------- - Day and night: a game day lasts an hour of real time, the same for everyone. The sun crosses the sky from east to west; at night there's moonlight, stars and lit windows in town. A clock sits above the minimap. - Deer and rabbits live in Tinpan Bottoms. They graze and wander, run from anyone who comes close (sooner if you run or ride) and from any gunshot within 150 m; deer bed down at night. - Hunting: with the revolver, two shots in the body or one in the head take a deer; any hit takes a rabbit. Press E by the carcass to skin it (the hunter has the first minute). One clean shot gives a prime hide. The General Store buys hides and pelts ($0.25 to $1.50), and venison and rabbit roast on your campfire into the best meals around. - The Hunting rifle ($30 at the General Store, cartridges $0.50 for 10): a lever action with five in the magazine, loaded one at a time. It reaches 400 m, zooms in while you aim and takes any animal with one shot (a prime hide). It never hurts a person, not even in a duel. - Bullets now pass through bushes, so a rabbit hiding in one can still be hit. - A new trade, Hunter: points for every animal you skin, ten ranks like the others. Three new entries in the Assayer's Register: a mule deer, a cottontail and a prime hide. - Birds perch in the bottoms and take off when a gunshot reaches them (the sound takes its time) or when you walk right up to them, then settle again. - Smaller network messages and far fewer draw calls: the game should run smoother, especially on modest computers. 2026-10-21 · H3b "Better together" ---------------------------------- - "What's new" in the menu opens this list of changes. - No more free-for-all shooting between players. Players only shoot each other in a duel (and, later on, in the lawless zone of The Breaks). - Posse (up to 4): in Tab → Players, the hat next to a name invites them; they accept or decline right in the game (Y / N), no links needed. A job from the board pays 25% more for each posse member working nearby, shared out equally. /p message talks to your posse only. On the map and the minimap your posse wears a gold ring, and "Follow" leads you to them. The posse is saved: it's still there when you come back. - Duels: the crossed revolvers challenge someone to a duel, for a stake ($1, $5 or $10) or for honor. You're placed twenty paces apart, face to face and in plain sight; "Steady…" and then, at a random moment, "DRAW!". The first hit wins; shooting or moving before the call is a false start and loses. If nobody hits within 20 s it's a tie and everyone gets their stake back; the same if the server restarts. - A horse of your own: a mustang at the Livery for $30. You name it; it gallops at 17 m/s (Dusty, 14), tires you less and its saddlebags carry 30 kg (Dusty's, 15). It waits wherever you left it, even days later, and the Livery fetches it for free. After the camp, it's the next big goal. - Names are checked: insults aren't allowed in player or horse names. - The rocker ($25 at the General Store, from Prospector rank 3): a wooden cradle that washes gold out of gravel at the five gravel terraces of Upper Tinpan (on the map). A load takes 30 s: click as the cradle swings through the middle to keep the rhythm, or just rock it calmly for a little less gold. With someone rocking beside you, you both get 30% more. - Gestures: tip your hat (G) or wave (H); everyone around sees it. 2026-10-21 · Tinpan Bottoms --------------------------- - A new biome: Tinpan Bottoms, a riverside wood along Tinpan Creek, with cottonwoods, willows, bushes and grass. Thicker to the north, in Upper Tinpan. Animals will live there. - Tree trunks are solid (they stop you and bullets); you can walk through bushes. - It shows in green on the minimap and the big map, and it's one more place for the Trailblazer. 2026-10-21 · Fix ---------------- - The signs of the saloon, the Assay Office, the General Store and the Land Office show again. 2026-10-21 · Polish ------------------- - Interiors: walk into the saloon, the Assay Office, the General Store and the Land Office; whoever serves you stands behind the counter. The saloon has a bar, tables, a piano and batwing doors that swing open as you pass. The camera no longer goes through walls or ceilings. - The saloon has a bartender: stew ($0.50) and coffee ($0.10). - A second food slot for cooked food: the stew adds to the beans. - Tonic ($1.50, up to 3): +40 health over 5 s, after 5 s without being hurt; a hit cuts the drink short. - Bandolier ($3): you reload 25% faster. - Your name: a guest who doesn't type a name gets a period one, and after your first sale the Assay Office asks what name to put in its books. - Dusty walks home to the Livery if you leave him far away for 5 minutes or are gone for more than 10. - The job board is clear now: what you have in hand (with its status and which one the map follows) and what's left to take. A "Follow on the map" button. - The Tab menu in tabs: inventory, trades and Register, players and options. - Sounds for getting paid, taking jobs, finding something, ranking up and buying the camp. - Goals say "go and buy it" once you have the money. - You no longer walk through the tent, chest and fire of your camp. 2026-10-21 · Maps ----------------- - Minimap in the bottom right: it turns with the camera, zooms out on horseback and draws a line to the goal you follow (with the distance when it's far). - Big map with M: zoom, drag, a pin with a click, place names, a legend and choosing which goal to follow. 2026-10-21 · H3a "Come back tomorrow" ------------------------------------- - Job board by the Post Office: three new jobs every day (mail, recovering something lost, prospecting, supplies), which stay for three days. - Trades: Prospector and Trailblazer, with ten ranks. - Assayer's Register: fifteen finds, with the name of whoever found each one first. - Paid firsts: first vein, Prospector 2 and the first visit to each hill. - A camp of your own for $15 at the Land Office, on Settler's Bench: a tent to rest, a fire with a stew that cooks while you're away and a chest only you can open. When you die you wake up there. - Three goals on screen, a summary when you leave and a welcome back with what's waiting for you. 2026-10-20 · Menu and chat -------------------------- - Emojis in the chat (:laugh: becomes 😆). - One menu with Tab: players, inventory and options, with "Leave the game". 2026-10-20 · H2 "Your prospector stays" --------------------------------------- - Accounts with a username and password (no email), besides playing as a guest; a guest can become an account without losing anything. A recovery code for the password. - Everything is saved on the server: restarting it doesn't lose anyone anything. - An 800 m map, with a gorge to the north and the fallen bridge. - Bullets no longer go through buildings and nobody runs faster than they should. 2026-10-20 · H1 "Pay Dirt" -------------------------- - Gold: panning in Tinpan Creek, the pick in the Quartz Hills, the Assay Office (buys and mills) and the General Store. - Old Abner and his quests; Dusty, the Livery's loaned horse, with saddlebags. - Food, water and stamina; ammo as an item; snakes; weight. - Slot inventory with icons (belt 1-6, pack and saddlebags); dropping and picking things up. 2026-10-20 · H0 "Six bullets with weight" ----------------------------------------- - A six-shot revolver, reloaded one round at a time. - Gunshots that sound by distance, with an echo. - A notice to reload the page when a new version is out, and automatic reconnection. 2026-10-20 · Prototype ---------------------- - A character, shooting, a horse and a low-poly town; multiplayer with our own server; chat.