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Version 2026.8.1 – Titans, medusae and herds on the horizon 🦣

Writer: Marcel Dütscher
Marcel Dütscher
Aug 2
3 min read

August 2, 2026


This update belongs to the creatures. Every world can host more life now — and above all bigger, stranger life — and everything out there finally moves like it actually lives in the world: it respects cliffs, water and your walls, steers around obstacles instead of twitching against them, and bolts as a herd when you startle one of them. 🚀


Two completely new body plans. Until now every animal was a variation of the same four-legged template — now medusae drift through air and water: a translucent, pulsing bell over a glowing core, six to ten tentacles hanging in a ring beneath it, usually bioluminescent and never hostile. Do look up at night. And across the plains stride titans — megafauna at elephant and giraffe scale, far beyond the old size cap, with pillar legs, a stretched neck or a trunk, and ivory tusks. Titans can be hunted: three and a half times the health, three to six drops — but a provoked titan genuinely bites back. Bring a plan. 🦑


And they no longer come alone. Species have a group size now: titan herds of two to four, schooling fish, flocks of fliers, the occasional grazer pair — spawned together and gently held together while they roam. On top of that, worlds host more species than before (up to nine instead of six), with a guarantee that something lives on the ground and in the air — and, on ocean worlds, in the water. Existing worlds keep their animals: the species you know keep their names, colours and temperament; the new ones simply move in alongside them. 🐾


Animals respect the terrain now — and your builds. Until today a creature would glide diagonally straight through a cliff face, march along the seabed fully submerged, or strand itself ashore as a fish. That's over: cliffs are walls, land animals wade at most, water creatures stay in the water. And because animals now read the actual built world instead of just the generated terrain, your walls stop them and pits hold them — you can finally pen animals. Blocked creatures also feel their way along obstacles sideways instead of twitching against them. 🏞️


Watching them is worth it again, too: land animals glide smoothly over slopes instead of hopping block by block, bodies pitch into their motion, fliers bank into turns. Wound or startle one animal and the whole herd bolts with it — or, for the brave species, turns on you together. Fleeing animals jink in zig-zags instead of running a straight, aimable line. And the client keeps extrapolating motion between server updates, so everything runs crisply instead of stuttering at the network rate. 🎞️


Water learned two lessons. First: flowing water now survives a server restart as flow — until today every water tongue fossilised into a permanent, never-receding one-block puddle on restart (already-fossilised puddles stay — you'll have to dig those out). Second, shallow water now sits visibly below the bank instead of flush like a full basin. And it finally sounds like water too: the flow simulation used to play the block-placed knock on every step — rhythmic hammering instead of babbling. Now the brook rushes, and other players' mining sounds come from their direction instead of from inside your helmet. 💧


Also: the chat behaves, and /tp finally works solo. The chat scrollback fades out twelve seconds after the last message and snaps back the moment anything happens; it now sits in the free lane of the HUD instead of on top of the scan panel, and J or the new chat setting puts you in charge. And /tp — the teleport command — simply never worked in singleplayer; now it does, target list in the chat included. On top of that, Alessandro pushed the Italian translation past the 20 % mark: all block names complete plus the first half of the items — and found an ancient description bug along the way that was wrong in English and German too. Grazie! 🇮🇹


Have fun out there — and if a titan herd crosses your path in the morning mist: screenshot, please! ✨

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