- Devlog
- A map for Vessar
A map for Vessar
The world map arrives in the game, with a freshly painted map underneath. Plus guests and night in the inns, a full market day, calmer interiors and a visible shirt under the armour.

Vessar now has an in-game world map. Behind the zone map, the World tab opens the overview of the built world; Shift+M jumps straight there. On a gamepad, LB and RB switch between Zone and World, the D-pad jumps from zone to zone, A opens the selected zone and R3 zooms. The map shows your own position as an arrow and your group as numbered circles, plus zones with their level band and whether you have entered them, towns and roads. What it deliberately does not show: no click-to-travel, no waypoint across zone borders and no other players; the map shows only what the character already knows. Unbuilt zones do not appear in the game at all, and departure times only once a travel line is live.
Underneath sits a freshly painted map from the workshop. The zones now carry polygons instead of rectangles, with their own terrain fill per zone type: marsh, heath, forest, pass, rock, salt and fields. On top of that a coastline with shallows and foam, the cliff at the Riven with shadow and light, wrecks, the Lantern Line, rivers and canals as lines, dashed roads and each travel line in its own signature. Labels, legend and compass are drawn in directly. Built zones show their minimap image, planned zones appear only in the workshop version. The cover image is exactly this workshop map, not a game capture.
In the evenings the inns become lived in. Two guests now have quarters inside: Halmert Woldby in the Ninth Bell, Halmine Woldby in the Ferry Light. At night they stay at the table or on the bench, as does the neighbour in the Lamp and Ledger; clerk and scribe go home at dusk. The inns are no longer empty rooms at night.
Working names: Halmert Woldby, Halmine Woldby.
On market day, 24 additional people come to the market in Lanterhall: traders, buyers, porters and children from the surrounding households. They are there only on that day, tied to the calendar flag like Lantern Night; the stalls come from the place grammar.
The interiors have been tidied up as well. Every fireplace keeps a clear area in front, beds stand against the wall with a chest at the foot, and tables with chairs sit in the middle of the room. Inns have a bar, a guest room and a sleeping nook. The contact sheet shows all six houses, before on top and after below.

Interior light is in the works: candles and the warm fireplace light follow with the next interior-light round. There is no date yet.
Under the armour, the starting character now wears a shirt. It is grey linen in its own slot, with a collar band and button placket, and disappears under any chest piece. The chest slot is for armour and stays empty until a chest piece is equipped; a character without chest armour therefore wears only the shirt.
Outlook: the zones for levels 15 to 25 are in planning, and nothing is promised yet. There is still no fixed launch date.
Saltwarden Online is inspired by classic MMORPGs and is not affiliated with or endorsed by any other game or its publisher.
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