Minor fix
Parallel resource loading could cause the loading screen to get stuck. Animated loading logo on loading screen.
Parallel resource loading could cause the loading screen to get stuck.
Animated loading logo on loading screen.


Parallel resource loading could cause the loading screen to get stuck. Animated loading logo on loading screen.
Parallel resource loading could cause the loading screen to get stuck.
Animated loading logo on loading screen.

Invasions will now occur at difficulties 4+ Invasions are Npc Vessels, sent by lesser gods, whom are jealous of your power. Leaf -> Verdant blessing can now only target followers Army of the Dead -> Skeletons pr. kindled sun is now 4, down form 6
Invasions will now occur at difficulties 4+
Invasions are Npc Vessels, sent by lesser gods, whom are jealous of your power.
Leaf -> Verdant blessing can now only target followers
Army of the Dead -> Skeletons pr. kindled sun is now 4, down form 6

Greetings fellow Xon, It's been a while, but today we are happy to release the latest incarnation of Xon. There has been almost too many changes to list, as the game has changed a lot. The major focus has been on making the game more streamlined, while also making it less repetit
Greetings fellow Xon,
It's been a while, but today we are happy to release the latest incarnation of Xon.
There has been almost too many changes to list, as the game has changed a lot.
The major focus has been on making the game more streamlined, while also making it less repetitive.
Powers are no longer picked, interrupting gameplay, but are instead unlocked by completing special land quests, this should make for a more smooth experience and allow for more planning, regarding witch powers the player would like to have, instead of it just being random.
Border Statues now allow migration to neighboring lands without building a Gate, this speeds up early expansion opportunities while still allowing for rush tactics in PvP (and actually making them stronger, since players will now have more lands.)
Resources have been heavily reduced, this also encourages expansion and reduces Shrine spam, since resource harvesting is now much more important.
AI art is gone! It was really fun making AI art with my kid, but in the game, it clashed heavily with the very simply art style and also there was a whole slew of ethics and moral issues with AI art that I had not really not given too much thought. Instead we now more animated gods, we hope you will love it as much as we do!
Changes, in no specific order

Fix for .net 8 auto install Living lands knockback bug fixed Audio Queue when suns are unlocked Flavor text for start and end of game

Greetings fellow Xon, Today I am finally able to announce that I have completed the first five levels of progression play. By conquering difficulty levels, you can now gain points to be spent on perks, unlocking new play styles. You can also customize your god before the game sta
Greetings fellow Xon,
Today I am finally able to announce that I have completed the first five levels of progression play. By conquering difficulty levels, you can now gain points to be spent on perks, unlocking new play styles. You can also customize your god before the game starts, giving you agency over your progression path.
Each aspect currently has five tiers of perks, with three perks for each tier, with more coming in the future.
Greed: Money for power, grants more soldiers and the ability to smite with gold.
Luck: Empowers random mechanics and introduces new ones.
Gold: Accelerates economy production and traders.
Flame: Smite becomes stronger and cheaper when followers burn to death.
Smoke: Improved industry and a stronger start.
Smolder: Make everything catch fire and gain essence by doin so.
Thorns: Every tree an ally, powerful magic creatures.
Glade: Gain point from having unsettled lands.
Verdancy: Food and population abundance.
Madness: Convert enemies by smiting them and harvest their dreams.
Secrets: Ascension and meditation, followers grants points when ascended.
Dreams: Through sleep everything is gained.
Bone: Hordes of undead at your beck and call.
Blood: Bleed your followers for profit and power.
Whispers: Human souls are a great resource, and you are all about harvesting.
I have also included co-op play and restricted standard play, making the leaderboard much easier to read since everyone on it has been playing by the same rules.
As always, there are a bunch of bug fixes and interface optimizations as well.

Fixed arrow behavior to take steps on lower framerates, this prevents them from flying through and doing weird zigzag behavior. Sacred trees for Gods of the Leaf. Bone Piles that become Bone Horrors for Gods of the Skull. Easier to read font on resource bowls.

Dear Fellow Xon, I've been working on ways to make events less intrusive and upgrading altars more interesting, and I'm excited about the results! Gaining cards after acquiring primary and secondary essence now comes through clickable bells, so you can choose cards at your leisur
Dear Fellow Xon,
I've been working on ways to make events less intrusive and upgrading altars more interesting, and I'm excited about the results!
Gaining cards after acquiring primary and secondary essence now comes through clickable bells, so you can choose cards at your leisure. Any upgrade to an altar now unlocks a lesser miracle – a single-use miracle granting you a small boon. These lesser miracles are accessed similarly to summons.
Here are a few examples of lesser miracles:
The Great Motivator (Coin)
Instantly complete all construction in one land.
Lord of the Land (Leaf)
Summon a Swamp Lord in any land (sunless).
Burning Gate (Ember)
Summon a temporary gate.
Song of Lethe (Moon)
Make up to ten creatures fall asleep and dream.
Secret Cult (Skull)
Spawn three followers in any land (sunless).
(Sunless miracles are useable in lands where the sun has yet to be lit.)
As you can see, these powerful effects accelerate the pace of the game. Since simply building an altar grants you a lesser miracle to choose from, you'll receive one right from the start.
I've also updated some of the user interface and redesigned a few buttons. Bloom has been added – I really like it, but I understand it might not be for everyone, so it's a toggle option in the menu.
There are twenty different lesser miracles for you to explore. Enjoy!

Congratulations to Mathias Havemose, our new reigning world champion! Fixes and features feature: You can now see all players in the game feature: You can now target yourself with vessels F1 tooltip is now always displayed Witches have lost their healing Raider threat levels have
Congratulations to Mathias Havemose, our new reigning world champion!
Fixes and features

Greetings, fellow Xon! I hope this message finds you well. I've been closely examining matches and brewing, and I was still not entirely satisfied with the implementation of magic creatures and priests. The primary focus of this patch has been to enhance strategic interactions an
Greetings, fellow Xon! I hope this message finds you well.
I've been closely examining matches and brewing, and I was still not entirely satisfied with the implementation of magic creatures and priests. The primary focus of this patch has been to enhance strategic interactions and refine some of the weaker powers. Some powers continue to fall short in terms of engagement, I'm considering converting a greater number of them into passive abilities instead of active ones.
I've also introduced a variety of new hostile NPCs, as I was feeling a bit repetitive with wolves and shades. All NPCs can now be bribed, enabling more peaceful expansion opportunities.
New features
Changes, in no particular order...

Better miracle and summons tooltip Moved from ravendeer.dk to xon.raendeer.com

Greetings, fellow Xon! I hope you're doing well. We've been experimenting with new ways to handle summons, and we've finally settled on an approach that makes sense. Summons are no longer reliant on the interaction between essence and resources; instead, they operate on separate
Greetings, fellow Xon! I hope you're doing well.
We've been experimenting with new ways to handle summons, and we've finally settled on an approach that makes sense. Summons are no longer reliant on the interaction between essence and resources; instead, they operate on separate cooldowns. These cooldowns can be used on open gates or lands under your control to summon creatures. Additionally, we've introduced Miracles—a temporary type of summon that can only be attacked by Priests or by using Smite.

Added 'join game' friend list functionality Added victory achievements
Added 'join game' friend list functionality
Added victory achievements

Greetings fellow Xon, I hope you are doing well! Last week the first Xon champion was crowned, trophy and all. I got quite a lot of feedback during the event and I have managed to implement some of it, please enjoy! Post championship patch features Pasting a game code now instant
Greetings fellow Xon, I hope you are doing well!
Last week the first Xon champion was crowned, trophy and all. I got quite a lot of feedback during the event and I have managed to implement some of it, please enjoy!
Post championship patch features
I am aware that priests and summons are a bit underused, I am considering revamping summons to be automatic, maybe spawned by temples or just instantly, when picked. I feel like the base mechanics gives you so many things to do as it is and spending essence on summons seems to interrupt the current game flow.

Damage report, you can now see how much damage you have dealt to an enemy player Join button text position fix Update queue, game states are now queued and read sequentially for better stability

Reverted focus mechanics Multiplayer interface moved down a bit Moon has been visually updated Moon has a new miracle that summons the Weaver and her children

Shrine building added to tutorial Tutorial completed message Tutorial text typo fixes Remove resources from building sound added Tutorial games are no longer shown on scoreboard Shades spawn more rarely Resource focus mechanic changed Followers now take other followers into accou

Game mode added to post game Ambient sound for terrain types Pause more responsive

Greetings fellow Xon, We have been inspired by the hot weather and have come up with a new Aspect: The Burning Ember. The Burning Ember. Ember is the fifth aspect, bringing a more aggressive playstyle to the table. With the ability to burn instead of harvesting, they are faster b
Greetings fellow Xon,
We have been inspired by the hot weather and have come up with a new Aspect: The Burning Ember.
The Burning Ember.
Ember is the fifth aspect, bringing a more aggressive playstyle to the table. With the ability to burn instead of harvesting, they are faster but more wasteful than other aspects. Many of their powers are very strong but carry inherent risks.
The starting miracles of The Ember are:
We have also been looking into some other features of the game. With The Ember, a bunch of other features, fixes, and balance changes will be introduced.
Feature: Game Modes
All games will no longer be played in tutorial mode. Four new game modes are now available:
Features, Fixes and Changes
We have made several adjustments and additions to the game alongside The Ember aspect:

Fixed connection issue! Picking primary essence now has it's own interface.
Fixed connection issue!
Picking primary essence now has it's own interface.

Greetings fellow Xon, Here is a small update, summer is hot and I have been outside with the kiddo, so progress has been suffering a bit, sorry. I was not really happy with how the different terrain types distinguished themselves from each other, so we added horizon backgrounds,
Greetings fellow Xon,
Here is a small update, summer is hot and I have been outside with the kiddo, so progress has been suffering a bit, sorry.
I was not really happy with how the different terrain types distinguished themselves from each other, so we added horizon backgrounds, its very simple, but does a lot to make each terrain feel more distinct.
Also! I added Pause / Unpause functionality, when playing solo this will happen automatically when in menus or when picking a power. The implementation is a bit hacky, since it wasn't a part of the core concept and therefore not part of the architecture, so please report any weird bugs that might result from the implementation.
We also added a vessel for the Moon aspect, Wilbur was giving me a lot of grief over this one and it missing was honestly just an oversight on my part. It came out rather well I think - so for all you Dreaming Moons out there, this one is for you.
Have fun and be excellent!
- Anton