Updates, improvements, and what’s available to play.
The Adventure Board
Finished the story? The new Adventure Board on Home lists the fights you can repeat for stamina, best reward first.
Choose growth crystals, materials, embers or warrior XP to sort them. Stages with three stars can be swept once or five times from the board.
A brighter Refuge
Protect the Refuge now shows each road and boon as a painted card, with your five stops as lanterns along the way.
The final gate shows the Siege at Cinderwake. Open a road’s encounter to see its foes before you choose.
The Guardian joins in
The Guardian now takes up a stance, strikes and recovers when he attacks too, like the other warriors.
Warriors on the move
Most warriors now take up a stance, strike and recover when they attack, instead of standing still while their effect plays.
More classes will follow. If your device is set to reduce motion, warriors stay in their usual pose.
Livelier attacks
Attacks in battle now have their own effects: a windup, a slash, arrow or spell on its way, and an impact that shows whether a blow landed or was warded, or an ally was healed or shielded.
If your device is set to reduce motion, attacks stay still and show only a soft outline on the warriors they reach.
The story so far, as a book
The story so far is now told as a short book, one passage for each stage you have cleared. Open it from Home or from the story journal in the Atlas.
Each stage’s own opening and aftermath can still be replayed from the story journal.
A familiar face, and a world guide
The Chapter II finale now shows a familiar face waking, and two small clues have been added along the road, at 1-7 and 2-7. Read them again from the story journal in the Atlas.
Two creatures have new art: the Hollow Adept is now a gentle water creature, and the kneeling guardian holds a lantern with only a flame inside. Nobody is ever inside a lamp or an orb.
A world guide is new, linked at the foot of this page: the travelers, creatures and places of the realms, with Chapter I’s ending and Chapter II hidden until you choose to open them.
Better on phones held sideways
On a phone held sideways, the whole game now fits the screen and scales to it, with text and buttons kept large enough to read and tap.
Where your browser supports it, Full screen is now on every screen, not just the battlefield. On Android it also keeps the game sideways.
Held upright, a phone now asks you to turn it sideways. Computers and tablets look as before.
The Lamplighter
Clear the Chapter II finale to earn the Lamplighter, a new class. Linnet finds the lamp-tending practice in the archive and teaches it at Cinderwake.
Her attacks mark enemies so the rest of your company hits them harder, and her special breaks an enemy’s ward. If you have already cleared the finale, she joins your company on your next visit.
The Lamplighter is earned only in the campaign. She is never summoned, recruited or sold, in any realm. Gauntlet shards can awaken her once she has joined you.
New creatures in the canal city
Chapter II has creatures of its own: Canal Skippers, Sealwork Crabs, Reedcall Herons and Ashcoils. Every stage has a set lineup, the same for everyone.
The Procession Engine has a new look and a new attack, The Weight of Names, which sweeps your whole company. It no longer grows stronger below half health.
At 2-6, A Fire Without Fuel, the defenders no longer start with an extra ward. Your stars, clears and rewards are unchanged.
A new name for a passive
The beastman passive is now called Wild Heart. It works exactly as before.
The Lantern Marches, retold
Chapters I and II have been rewritten: every one of the 24 stages now has its own story, and the mystery of the lantern, Linnet and the missing Lamp Walk holds together from the first bell to the Procession Engine.
After you clear a stage for the first time, its aftermath plays and the Victory screen shows how the stage ends. Skip at any point; replays stay quick.
Read any opening, aftermath or ending again from the story journal in the Atlas, or read the story so far from the start. Words of the Marches, a glossary in the Atlas, grows as you play. Your stars, clears and rewards are unchanged.
Sign-in fixes
Email sign-in in the Public Realm works in browsers again; the email forms were being refused.
Sign out works in the Family and Public realms.
Guild votes that count
In an organization or household guild with no player leader, the benefit with the most member votes is now bought automatically once the treasury can afford its next rank. Votes reset after each purchase.
Titles for your player card
Earn 13 titles from your own progress: story chapters and stars, recruits, awakening, armaments, spirit resonance, the shard gauntlet and faction trials. Progress made before today already counts.
Choose one in Your player. Guildmates see it on your player card; it never appears in the arena. Titles are cosmetic and are never sold.
A gauntlet that grows with you
Gauntlet gates open as you clear the campaign: gate 1 after 2 stages, gate 2 after 10, and gates 3 to 5 after 24. The gatekeepers are tougher, and each gate’s first clear pays 10 extra shards. Gates you already cleared keep their record; to replay one, clear the campaign stages it now needs.
Awakening spends a warrior’s own character shards first, then oath shards, in the roster, the gauntlet panel and Upgrade all.
Gauntlet shards go only to a warrior who can still use them. Shards that were saved for warriors who were already fully awakened have been returned by mail as oath shards, at 2 to 1, rounded up.
Summons give 2 oath shards for a duplicate warrior and 3 for a shard draw (they were 8 and 10).
Squad rankings
Guild squads have weekly rankings for effort and for damage to the weekly guild boss. They are for fun and give no rewards.
A squad is ranked on a board once 3 of its members have scored on it this week. Its score is its weekly total divided by its members who played this week or last, so guildmates never see anyone’s own points.
You can change squad once every 7 days; leaving is always allowed.
In organization guilds, any member can create one squad, and is placed in it.
A fairer arena and a clearer Home
Arena anonymity: opponents no longer see your guild (in the Corporate Realm, your organization). Wins show as a range, and other players’ warriors appear under their class names, so an alias cannot be matched to a guildmate.
Warrior stories are told when you earn them, not one step early, and the Wildkin Covenant, Iron Oath and Twilight Accord bonds have their own stories.
Hall of Legends statues need 9, 12 and 16 warriors. Statues already dedicated keep their bonus.
Daily chests scale with the activities a new company has unlocked, so every chest can be opened from the first day.
Armament tier shows on the warrior figure, and armaments bound before tiers were recorded show their true tier.
Home: Activities, Protect the Refuge and the daily quiz are illustrated tiles, Your player shows your chosen warrior, and the duplicate Atlas button is gone.
Loading screens show a class tip with that class’s art, and offer Try again if the realm cannot open.
Escape closes a guild member card before the guild hall, returns Home from the quiz, and waits for a save in progress.
Corporate sign-in explains what went wrong (an expired link, no organization chosen, a slow TATER) and offers Start again.
Earlier expedition mode switched off
The earlier single-character expedition mode (shared parties joined by a six-character code) is no longer available, and its section is gone from the camp recap. It shared more about its members than it should across organizations. Saved parties are kept, not deleted.
Guild controls in the Public Realm
Leave a guild from its Members tab. A leader hands leadership to another member first; the last member leaving closes the guild.
Leaders and officers can remove members (officers remove members only). A removed player cannot rejoin that guild for 7 days.
Leaders can hand over leadership and issue a new invitation code, which stops the old one working.
If a leader has not used the guild for 14 days, an officer can take over, or any member when there are no officers.
Guilds hold up to 50 members.
Player, guild, squad and warrior names are checked for abusive words, and Public names cannot suggest you are TATER staff.
Corporate guilds stay managed by your organization: leadership follows its admins.
A fairer weekly boss
The weekly boss’s health now grows with the players who attacked it the week before, not with everyone in the guild. Large organizations where only some members play can now reach the milestones.
Its health is set when the week’s first attack lands, so new members joining mid-week never take away a chest you already reached.
Faster and steadier
Game data and pages are now compressed: about an eighth of the data per tap.
The guild hall opens faster in large guilds, and members no longer collide when everyone attacks at the daily reset.
Banked stamina above 500 can now be spent; some actions failed when you had more than 500.
In the Corporate Realm, guild rankings show your own guild’s name and number the others, so other organizations’ names are no longer shown.
One look across the realm
The battlefield menu now uses the same illustrated icons and gold-trimmed tiles as Home, on desktop and phones.
After a battle, choose Back to Home instead of staying on the battlefield.
Sound and music settings moved into Your player, so nothing floats over the battle controls.
Out of your way
The Report a bug button no longer floats over the game. Find it in Your player and in the sound panel at the bottom left.
Reminders, if you want them
Turn on reminders in Your player: choose up to two times a day and what to be reminded about. You get a notification only when something is actually waiting, such as chests, camp rewards, the guild boss or mail.
In the Public Realm, players who signed up with email can also choose reminder emails, at most two a day, with a one-click unsubscribe. Corporate and Family players are never emailed.
Weekly guild boss
The Colossus is now a weekly guild boss with real, shared health: a different boss each week, worn down by every member’s daily attack. It grows more dangerous as it weakens.
When your guild passes 25%, 50%, 75% and 100% of its health, every member who attacked that week opens a milestone chest. Health grows with your guild, so small guilds and households can finish it too.
Daily quiz
Five new questions every day, the same for everyone in your realm. Each correct answer earns embers and a perfect quiz adds a growth crystal. Finishing the quiz is a daily activity.
In the Corporate Realm, three of the five are security-awareness questions: phishing, MFA, passwords and reporting.
Share with your guild
Share your latest battle or a warrior card from the guild’s new Shared tab, or with “Share to guild” on a battle result. Guildmates can watch the replay or view the card. Shares stay inside your guild.
A guided tour
New players get a short, skippable tour of Home. Anyone can replay it from Your player. Your progress through it is saved.
The sound button and power pop-ups now stay visible and clickable on every screen.
A gentler start for new players
New players now meet features one at a time as they clear campaign stages: expeditions, the shard gauntlet, the refuge, the daily Colossus, faction trials and the arena. Each opens with a short introduction and a first-time gift, and Home shows what unlocks next.
Players who already started keep every feature.
Player cards
Choose a backdrop and a signature line in Your player. Guildmates see them on your player card in the guild.
Guild leaderboards
Your guild’s Rankings tab now ranks members by story stars, collection, total warrior levels, trial stages, gauntlet gate, arena wins and contributions.
Mail
A new Mail button on Home. Daily and weekly chests you earned but did not open before the day or week ended now arrive as mail instead of being lost. Mail keeps for 30 days; collect it one at a time or all at once.
Notification dots
Red dots on Home show what you can act on right now: chests ready to collect, camp rewards, talent points to spend, expeditions to collect or warriors to talk with, a recruit you can choose, and guild lanterns or today’s Colossus.
How it works
A “?” button on Home, Camp, the campaign, activities, the guild, the refuge and recruitment explains each mode’s rules, limits and rewards, taken directly from the game’s own settings.
Go where you need to
When something needs more stamina, embers, crystals, shards, materials or lanterns than you have, a button now takes you straight to where you earn it.
Battle record
After every battle, a record shows each warrior’s damage, healing, shielding and damage taken, and names the battle’s MVP.
Sound and music
TATER Realms now has sound effects for battles, rewards, summons and upgrades, plus calm home music and driving battle music.
Everything is generated in your browser. Use the speaker button at the bottom left to turn music and effects on or off and set their volume; your choice is saved on this device.
Nothing plays until you interact with the page. Music starts off in the Corporate Realm.
Power ratings
Every warrior and your saved formation now have a power rating, shown on Home. Upgrades that raise it show the gain.
Each stage shows its recommended power beside your formation’s, colour-coded so you can tell before you spend stamina.
Banked stamina
Stamina that regenerates past your 500 pool is now banked, up to 1,000 more, instead of being lost. It is spent after the pool, so checking in once a day keeps most of a day’s regeneration.
Lantern gifts
Each day, send one lantern to each of up to five guildmates from the new Lantern gifts tab in your guild. Lanterns never leave your guild.
Collect the lanterns waiting for you and spend them at the lantern exchange for materials, growth crystals or oath shards. Lanterns cannot be bought.
Sending a lantern is a new 10-point daily activity.
Camp rewards while you are away
Your camp now gathers materials, embers and XP for the warriors in your formation while you are away, for up to 12 hours. Rates grow as you clear campaign stages.
Collect from Camp at any time, and once a day take a free quick collect worth two hours without resetting your camp.
Collecting camp rewards is a new 10-point daily activity. Nothing here can be bought, in any realm.
More ways into the Public Realm
Public sign-in now opens a page where you choose Microsoft, Google or email. Each option appears once it is switched on for the beta.
Email accounts start with a link sent to your inbox; you choose your password on the page it opens. The same link resets a forgotten password and signs out your other sessions.
As with Microsoft, Realms stores no Google name, email or tokens. Email accounts keep only the address and a securely hashed password, and other players never see either.
Daily activity points
Daily milestones are now daily activity: ten routine activities each count once a day for 10 or 20 points.
Points open four daily chests at 30, 60, 90 and 120. The day offers 150 points, so you can skip activities and still collect every chest.
Every point also fills a weekly track with chests at 300, 600 and 900 that resets Monday at midnight UTC.
Saving a named formation is no longer a daily activity; strengthening a warrior is. Arena challenges count; publishing a defense does not. Any guild donation counts.
There is no streak to lose. Activities finished today before this update still count, and a reward already collected today is not paid twice.
Know your build
A discreet version indicator in Your player and the website footer identifies the deployed beta build. Hover over it to see the full build ID when reporting an issue.
The TATER Realms shield
A Realms emblem based on the TATER Shield now identifies the app and website. A simplified blue-and-gold mark is used for browser and home-screen icons.
Home, daily activities and your guild
Home is the default destination when leaving game windows. Explicit battle actions still take you to combat.
One illustrated menu replaces duplicate Home shortcuts and adapts to phone screens.
Ten daily activities now cover adventures, guild play, formations, recruitment, refuge defense, trials, expeditions, affinity and arena. Complete any seven for the daily reward and streak; existing earned rewards are preserved.
Your player profile lets you change your displayed name and choose an owned warrior to represent you, with a shortcut to its appearance editor.
Guild leaders and officers can create optional squads. Members can join or leave a squad while staying in their guild. Squad-specific rankings are not yet available.
Corporate guilds explain their TATER-managed membership instead of showing invite codes. Expanded member details now stay within the page layout.
Illustrated class notes appear over the current screen during slower loads and disappear when the request finishes.
Faster artwork loading
Game artwork now uses smaller WebP files with the same dimensions and transparency: about 86% less image data.
Shared artwork is cached by your browser and loads without player or session database lookups. Account pages and game data remain uncached.
Public beta preparation
The public deployment uses Microsoft personal, work or school sign-in, its own database and generated player names. Public guilds are player-created. Google and email registration remain planned; corporate and family progress are separate.
Meet your guildmates
Hover over, focus or tap a guild member name to see their collection size, roster levels, highest warrior level, awakening ranks, campaign stars and lifetime contributions. Corporate player information includes the TATER name already shared within your guild.
New pursuits for your company
Five boss-gauntlet gates award guaranteed shards for a chosen warrior. Character shards can awaken that warrior.
Two- and eight-hour reserve expeditions offer fixed materials, XP, affinity and a return story. Rewards wait until collected.
Five element and role trials have three stages each, with published costs and rewards.
Three new squad bonds and three Hall of Legends statues add visible company bonuses.
Conversations and adventures unlock class-specific affinity stories, titles and lantern ornaments without affinity decay.
The opt-in Lantern Arena uses real saved player defenses, three free daily challenges and attack/defense replays. No simulated competitors are added.
Initial beta release: gameplay balance and multiplayer interaction still need tester feedback.
Protect the Refuge
Take one free expedition each UTC day, choosing safer roads, elite battles or recovery stops across five stages.
Keep your squad and equipment for the run. Health carries between encounters; fallen warriors remain down.
Choose attack, ward or healing boons after victories, then face the final siege boss.
Preview opponents and guaranteed materials before each choice. Watch battles on the animated battlefield and resume your saved route later.
A longer road through the Lantern Marches
24 numbered battles across two chapters, including 18 new battles between the six story encounters.
Fixed enemy lineups and levels for every player, shown in mission preparation.
A fresh campaign clear costs 660 stamina before regeneration or retries. Existing clears and earned chapter rewards are retained.
Make your warriors your own
Choose custom, random or default warrior names.
Preview and save independent hair/fur, skin/muzzle and clothing colors. Existing appearances are preserved; new recruits receive randomized colors.
Awakening and bound armament enhancements add visible ornaments, while equipment artwork shows rarity and enhancement frames.
Daily milestones and mission preparation
The home screen now shows daily progress, current and best streaks, action links, and a daily completion reward.
Mission openings play before preparation with a skip button and story replay.
Choose a saved, named formation in the battle plan and see your warriors’ portraits.
Three paths into one world
A shared entrance for Organizations, Families, and Public players, with a dedicated page for each realm.
Illustrated fantasy scenery, a centered TATER Security sponsor badge, and shaded text panels for clearer reading.
Release notes are available here without signing in.
Product links make it easy to explore TATER Security and TATER Family.
Corporate beta preparation
The Azure game host and the dedicated TATER Realms Azure DevOps project are in place. The TATER sign-in integration has passed its API release checks. Application sign-in is being prepared for corporate testers.
Coming later
Family play remains in development. Planned Family rewards will connect approved activities and scheduled streaks in TATER Family to your household’s adventures.
This page records released changes and labels work that is still being prepared.