by Gala Games | Oct 6, 2026 | Gala Games, Mirandus
What’s New
- The Inn opens its doors: a rest for Gold, a feast for $GALA, and Reserve Energy for the road
- Settling a zone takes Outposts first, and the wilds take only Tents and Camps
- Two docks stand on the far shores, with a voyage back
- The Local Market has closed; bread and the Echo’s set are crafted at any deed, Tent or Camp
The Inn
The lamps are lit and the hearth is warm. The Inn opens its doors on the deeds of Mirandus EN, with a bed for the weary and a table for the hungry.
The Inn is a Building NFT placed in a deed. It serves two things to any party inside that deed: a rest and a feast.
If you own an Inn NFT
- Place it in a deed with an Inn slot. A Large Inn fits a Village; Towns and the Citadel take the Large, the Grand and the Majestic Inn.
- Set what a rest costs, in Gold.
- Stock the menu from your own inventory. The menu has three slots, one per food chain: meals that sharpen the attack, meals that harden the defence, and meals that keep the party moving. Attack: Dry Meat, Smoked Haunch, Roast Chicken and Ale-Braised Chicken. Defence: Butter Roll and Cheese Tart. Utility: Traveler’s Pie and Hearty Loaf.
- Set a $GALA rate on each slot. A slot is open when it holds a meal for every member of the party at the door, and closed otherwise.
- Every rest and every feast rewards you, and the deed owner takes a share.
- Your stock stays yours. Take it back whenever you like, and swapping in another meal of the same chain returns the old stock to you.
- You rest and feast at your own Inn at no cost.
If you want to rest or feast
- Step into a deed with an Inn and open it from the town menu.
- A rest restores the whole party’s Health and Energy at once, for Gold.
- A feast serves the owner’s meals for $GALA. Choose one, two or three open slots; every unit in the party eats one meal from each. The party is restored, and each meal’s buff lasts twice as long as the same meal eaten from your pouch.
- Every feast grants Reserve Energy, a second pool shown next to your Energy. It is spent only once your Energy is gone, it never refills, and it is lost when you die. The grander the Inn, the larger the reserve. A second feast does not add to it: you keep the larger of the two.
- Feasting needs a connected wallet.
Settling a Zone
The land has its own threat, and it does not yield to the first deed that arrives.
- Every settlement zone accepts a set number of Outposts, capped per zone.
- In an untended zone the threat sits above what any deed can bear. Clear the enemies and raise Outposts: each Outpost lowers the zone’s threat, and once it falls below a deed’s tolerance that deed can be placed. The larger the deed, the more Outposts the zone needs first.
- The wilds beyond the settlements take only Tents and Camps, a few per zone. The deeper the zone, the fewer it takes, and the farthest take Camps alone.
- Two island settlements lie off the coast, reached only by ship, each with room for a single deed.
Two Docks on the Far Shores
Two ruined docks stand on the far shores, where the long voyages land.
- Both can be claimed with a Dock NFT, like every dock along the coast, and hold ships like any other.
- Voyages from the far shores sail back to the mainland docks they came from.
- One open-water landing remains, deep in the wilds. The panel warns you when no return trip is guaranteed.
The Local Market
The Local Market has closed its stall. What it stocked is yours to make: bread at any hearth, and the Echo’s set, the clothes an Echo arrives in, from leather and flax.
Bread and the four pieces of the Echo’s set can be crafted at any deed, a Tent or a Camp included. No building is needed.
Equipment
Echo’s Travelers Boots — Feet
- Made from 4 Leather and 3 Wick Flax
- Evasion 3
Echo’s Trousers — Legs
- Made from 4 Leather and 4 Wick Flax
- Evasion 2
Echo’s Threadbare Tunic — Chest
- Made from 6 Leather and 5 Wick Flax
- Armor 2
Echo’s Buckler — Off-hand
- Made from 3 Leather, 4 Wick Flax and 4 Wood
- Counter Chance 5
See you in the Night.
Play Mirandus Eternal Night
by Gala Games | Sep 29, 2026 | Gala Games, Mirandus
What’s New
- Docks can be claimed, ships can be docked, and voyages run along the coasts
- The daily kill missions form a chain
- The Milking Stand joins the dairy buildings
- An Echo with an Exemplar attached wears its aura
Docks and Ships
Where the roads end, the water begins. The ruined docks along the coasts of Mirandus EN are waiting for an owner. Claim one and it is restored: ships dock in it, and voyages set out from it to the next city along the water and to shores no road reaches.
A dock is run by two kinds of owners, and travellers use it from the outside.
If you own a Dock NFT
- Walk to a ruined dock and claim it. Any Dock NFT claims any open dock, and the NFT sets its size: a Dock holds one ship, a Quay two, a Pier three, a Wharf five.
- A dock wears down like a stable does. Repair it, or it falls back to ruin and the position opens for someone else. Your NFT stays with you, and every docked ship goes home to its owner.
- You decide who docks. Free a slot at any time and the ship goes back to its owner.
- Every voyage that sets sail from your dock rewards you, whether the traveller rents a docked ship or sails their own.
If you own a Ship NFT
- Every hull sails: Picard, Crayer, Hoy, Cog, Carrack and Caravel.
- Dock your ship at any claimed dock with a free slot and set your rate per distance band. Every voyage your ship serves rewards you, and the dock owner takes a share.
- Undock whenever your ship is not resting after a voyage.
- Or keep it with you. A ship in your inventory sails from any claimed dock for a flat fee in GALA, whatever the distance.
If you want to travel
- Step up to a claimed dock and choose a ship. Every docked ship is listed with its rate, and your own ships with the flat fee.
- Pick a destination on the map. Each dock sails to the next settlement along its water and to one or two far shores. The panel shows the distance and the full fee before you set sail.
- Some destinations are open water with no dock, and some docks still stand in ruins. A ship lands you there and sails home. The panel warns you when no return trip is guaranteed.
- A ship rests after each voyage. Rarer ships are ready sooner.
The Daily Chain
The day’s hunting comes one job at a time. The daily kill missions form a chain: finish one and the next opens, from the wolves at the edge of the starting light out to the goblins on the roads.
- At the daily reset the chain shows its first link. Complete it and the next takes its place. Kills count only for the link that is open.
- Each link has its own Gold reward, claimed like any daily mission.
- The three harvest missions are open from the reset and complete in any order.
- The daily meta mission asks for six completed daily missions.
- At the next reset the chain starts again from its first link. Unclaimed rewards are kept.
The Milking Stand
A stool, a pail and a patient cow: the smallest dairy in Mirandus EN.
The Milking Stand NFT can be placed. It is a dairy building: it crafts Cream, Butter and Cheese from Milk, the same recipes as the Dairy. It fits in a Homestead and a Ranching Hamlet, and in every deed that takes a Dairy.
Milk comes from the Barn.
Exemplar Auras
The soul shows. An Echo with an Exemplar attached wears its aura.
See you in the Night.
Play Mirandus Eternal Night
by Gala Games | Sep 22, 2026 | Gala Games, Mirandus
What’s New
- Exemplars can be attached to your Echoes as souls
- Afflictions mark your units, and the Homestead treats them
- The Granary is open, and chicken is on the menu
- Majestic buildings fit in Towns
- The Hitching Post NFT can claim a stable
Choose Your Exemplar
Mirandus and the Eternal Night are two realities. The Exemplars belong to the first. Echoes are their echoes in the second, and when the two resonate, an Echo reaches its complete identity.
Every Exemplar NFT in your wallet can be attached to one of your Echoes. The Echo keeps its body and takes the soul’s stats: how it fights, and, when it leads the party, how far the party can go.
- Every Echo, your adventurer included, has one Exemplar slot. Open the Echo’s inventory while your party stands on a deed, pick a soul, and attach it. Detach it and the Echo returns to itself.
- Each race carries its own strengths. Humans hold the front with armor and stamina. Dwarves hold it with armor, health and a counterblow. Orcs bring health and heavy damage. Halflings dodge, strike fast and crit. Elves strike fastest of all, with crits and the energy to keep going.
- Each family leans one of three ways. A Combat soul carries its race at full strength. An Exploration soul trades some of it for a deeper Energy pool. A Utility soul trades some of it too, and its own strengths arrive in a later update.
- The travelling side of a soul is read from your party leader only. Change the leader and the party moves differently.
- The race crest shows on the Echo carrying it.
- All thirty Exemplar families can be attached today. More perks and stats are on the way.
Afflictions and the Homestead
The Night leaves marks. A bad bite, a deep cut, a blow to the head: a unit carries it home, and carries it until someone tends to it.
- Afflictions come from a fight, a day’s harvest, or a bad turn out on the map. Beasts spread disease, blades leave wounds, brutes rattle the mind, and the boss deals any of the three.
- An affliction lowers one combat stat and stays until treated. A unit can carry more than one, and it can still be fielded.
Blight (Disease)
Wasting Fever (Disease)
Gash (Wound)
Cracked Ribs (Wound)
Concussion (Mind)
Rattled (Mind)
The Homestead is where they heal. Walk your party onto a Homestead, enter it, and leave the afflicted unit in a bed.
- A Homestead has three beds, one for disease, one for wounds, one for the mind, shared by every player who visits.
- A treatment clears one affliction and takes 15 minutes. The unit leaves the party for the stay and returns to your roster when it is done.
- The fee is set by the Homestead’s owner, in Gold, and the Gold goes to them.
If you own a Homestead, set your treatment fee. Every stay in your beds earns you Gold.
The Granary
Grain sacks fill the Granary, chickens scratch in the Barn, and the Butchery has a new bird on the block.
Place a Granary in your deed and it works. The Granary threshes Grain, the Barn raises Chicken on it, and the Butchery cooks two dishes for the hunt. Every Granary tier crafts the same recipe.
Materials
Grain (Granary) — Material
- Made from 5 Wheat and 5 Oats
Chicken (Barn) — Material
Consumables
Roast Chicken (Butchery) — Food
- Made from 1 Chicken
- Restores 300 Health
- Damage +15% for 30 minutes
Ale-Braised Chicken (Butchery) — Food
- Made from 2 Chicken and 1 Small Ale
- Restores 400 Health and 150 Energy
- Damage +20% and Attack Speed +10% for 60 minutes
Small Ale comes from the Brewery.
Majestic Buildings
The grandest halls of Mirandus have a place to stand. Towns take the Majestic tier.
- Town of the Marquess, Town of the Prince and Town of the Archduke: Majestic Forge, Majestic Armor Shop, Majestic Weapon Shop
The Hitching Post
A single post and a rail, the humblest stable on the road.
The Hitching Post NFT joins the stables. Walk to any ruined stable on the map, claim it with your Hitching Post, and it is restored under your name: horses dock there, riders set out from it, and you keep it standing like any other stable owner.
See you in the Night.
Play Mirandus Eternal Night
by Gala Games | Sep 15, 2026 | Gala Games, Mirandus
What’s New
- Stables can be claimed, horses can be docked, and fast travel runs between them
- The world is bigger, with new lands to explore and settle
- Deeds and buildings are packed up and ready to place again
- The Barn and the Dairy are open for crafting
- Owner Transaction Log
- Starless Requiem, a new equipment set in the Global Store
Stables and Horses
The ruined stables standing across the map are waiting for an owner. Claim one and it is restored, and it becomes a place where horses are docked and journeys begin.
A stable is run by two kinds of owners, and travellers use it from the outside.
If you own a Stable NFT
- Walk to a ruined stable and claim it. The position is yours while you keep it standing.
- A stable wears down like a deed does. Repair it, or it falls back to ruin and the position opens for someone else. Your NFT stays with you either way.
- You decide who docks. Free a slot at any time and the horse goes back to its owner.
If you own a Horse NFT
- Dock your horse at any stable with a free slot and set your rate per block of hexes.
- Every trip your horse serves rewards you. The stable owner takes a share too.
- Undock whenever your horse is not out on a trip.
If you want to travel
- Step up to a stable and open the travel panel. Every docked horse is listed with its rate.
- Pick your destination stable, choose a horse, confirm, and ride.
- A horse rests after each trip. Rarer horses recover faster.
A Bigger World
The darkness has shifted, and the land beyond the first light is open. Cross grassland and forest, climb into the mountains, push out into the desert. Every region has its own creatures and its own level of danger, and both grow the further you go from the start. New settlements, new resource grounds and the ruined stables are spread through all of it.
Your deeds and buildings have been packed into your inventory. Place them again wherever you choose to settle. Anything you had listed for sale stays listed, with no deed owner fee and no delivery fee on it.
- A deed’s domain reaches further: a village lights two hexes out, a town three, a citadel four.
- Each deed hosts the trades that suit it. When you place a building, the deed shows which ones it takes.
The Barn and the Dairy
Livestock come to the settlement. Place a Barn and a Dairy in your deed and they work. The Barn raises Milk, the Dairy turns it into Cream, Butter and Cheese, and the Bakery bakes those into two new foods.
Materials
Milk (Barn) — Material
Cream (Dairy) — Material
Butter (Dairy) — Material
Cheese (Dairy) — Material
Consumables
Butter Roll (Bakery) — Food
- Made from 1 Butter and 1 Flour
- Restores 300 Health
- Armor +4 for 30 minutes
Cheese Tart (Bakery) — Food
- Made from 1 Cheese, 1 Cream and 2 Flour
- Restores 400 Health and 150 Energy
- Armor +5 and +20% for 60 minutes
Flour comes from the Mill.
Owner Transaction Log
Every owner keeps a ledger. Open your Transaction Log and see every transaction tied to you: the crafting rates you earned, rest and repairs, bounties created and claimed, store purchases, fast travel. Each entry shows what it was and whether it completed.
Starless Requiem
A new equipment set arrives in the Global Store. Starless Requiem is built around not being hit: evasion on every piece of apparel, and counters that answer whatever missed. The blades carry the crit.
Last Rites (Epic) — Two Hand
- Damage 12
- Range 6
- Attack Speed 2
- Crit Chance 12
- Crit Multiplier 14
Mourning Weeds (Rare) — Chest
- Armor 4
- Evasion 8
- Crit Multiplier 8
- Counter Multiplier 15
Deathmask (Rare) — Head
- Armor 3
- Evasion 6
- Crit Chance 6
- Counter Chance 7
Pallbearers (Legendary) — Feet
- Armor 4
- Evasion 8
- Attack Speed 1
- Crit Multiplier 8
- Counter Chance 5
- Counter Multiplier 10
Last Rites is a pair of blades wielded as one two-handed weapon. The pieces are sold one by one, and they stay in the store after the sale.
See you in the Night.
Play Mirandus Eternal Night
by Gala Games | Sep 8, 2026 | Gala Games, Mirandus
What’s New
- Shop owners set their own crafting rate
- The Butchery and the Brewery are open for crafting
- Four new recipes and a new material
- Food and potions carry a lasting buff
- One click walks a full route
- Ruined stables on the map
Crafting Rates
Shop owners set the crafting rate at their building, recipe by recipe.
If you own a shop, you will now be able to:
- Set a rate on any recipe your building offers, or set them all at once
- See what you keep on every recipe, from your building’s management panel
- Change a rate and have it apply immediately
If you craft at somebody else’s shop, you see the rate before you commit. Where a settlement holds two shops of the same trade, each one shows its own rate and you pick.
The Butchery and the Brewery
Both shops are open for crafting, each with its own recipes. Place one in your deed and it works.
Butchery
- Dry Meat — restores Health, and raises your Damage for 10 minutes
- Smoked Haunch — restores more Health, and raises your Critical Chance for 10 minutes
Brewery
- Small Ale — restores Energy, then 60 more Energy over 10 minutes
- Dark Stout — restores more Energy, then 90 more Energy over 15 minutes
Bakery
- Oatcake — Energy 100 → Health 150 and Energy 50
Raw Meat is a new material, dropped by wolves and jackals. The elemental wolves carry more of it. Both Butchery recipes are built on it.
Dark Stout takes Flour from the Mill, and Smoked Haunch takes a Wood Plank from the Woodshop.
Food and Potions Carry Buffs
What you eat and drink stays with you. On top of what it restores on the spot, it keeps working while you travel.
- Health Potion — Health back, then 300 more Health over 10 minutes
- Energy Potion — Energy back, then 180 more Energy over 10 minutes
- Traveler’s Pie — Health and Energy back, then 90 more Energy over 15 minutes
- Hearty Loaf — Health and Energy back, then 180 more Health over 15 minutes
Time your drink before a long crossing and you arrive with more than you set out with.
The potions are stronger now. Pick them up in the Global Store — the Wanderer’s Supply Pack and the Expedition Cache both carry them. Fill your pouch before the next long run.
Movement
Click a destination and your party walks the whole route to it.
Ruined Stables
Ruined stables now stand on the map. Take a look at where they are.
We are preparing the ground for travelling long distances overland. You are going to want it — the far limits of this world lie further out than our explorers took them for.
See you in the Night.
Play Mirandus Eternal Night
by Gala Games | Sep 1, 2026 | Gala Games, Mirandus
Fortenax
Early on you come across a wizard held inside a cage of fire. He is Fortenax. Whatever bound him took his power with it, and he cannot break out on his own — so he asks you to do it for him.
He needs Wood, and orbs of fire and of ice. The orbs drop from the elemental wolves and nothing else, so the wolves and the wizard are one job.
Free him and he pays well. Among what he hands over is one item nobody can identify — it holds tremendous power, and it will matter in an update still to come. Keep it safe until then.
World Map Events
Exploring is no longer only about what you find standing there. Travel through a region and the land puts situations in front of you — a fire someone left still burning, something moving in the trees behind you, a stranger who wants something before he lets you pass. You decide how to handle it, and your decision directs how it ends.
Sixty of these are live across grassland, forest, mountain and desert. A card comes up, tells you what you have walked into, and gives you options. Outcomes are real: a choice can hand you loot, drop you straight into a fight, or cost you Health and Energy.
Events get more frequent the harder the land gets — a quiet crossing of grassland is not the same gamble as a walk through the desert.
The most important thing to understand: an event is not always a reward. Some of these are traps, and the safe-looking option is not always the safe one. Read the card.
Elemental Wolves
Something in the wild has stopped being only an animal. Two packs now range the map with an element living in them, and neither fights the way anything you have cleared before fights.
Fire Wolves are fast and hit disproportionately hard when they land a good strike. They will take a party apart if you let the fight run long.
Ice Wolves are the opposite problem: slow, armored, and they punish you for swinging. Trading blows with one is how you lose Echoes.
They hold their own ground in specific parts of the map, sometimes running with goblins. Both are worth hunting — they carry more than the wolves you are used to, and they are the only things in the world that drop the orbs.
Homestead
Homesteads have arrived, and they can be placed on the map today — ground of your own, held early, before what is coming gets here.
A Homestead needs quieter ground than any other settlement. Clearing a zone comes first, and keeping it clear matters after that.
A larger logic for Homesteads is in development, and there will be more news in the coming releases.
Two Shops Open
Two trades that had premises and no craftsman behind them are working now: the Woodshop and the Potion Shop.
Eleven New Recipes
- Woodshop — Wood Plank, Short Wood Sword
- Potion Shop — Lesser and Light Health Potions, Lesser and Light Energy Potions
- Archery — Crude Bow, Yew Longbow
- Forge — Shovel
- Tannery — Rope
- Anywhere — Torch
Six of these were stocked in shops until today. All four potions, the Short Wood Sword and the Crude Bow can no longer be bought from the local store — they are crafted now. That makes potions in particular dependent on somebody running a Potion Shop.
Wood Planks and Rope feed the better bows, so the archery line now runs through two other shops before it reaches you.
Starting Out
The opening mission chain has been rebuilt. It still walks you from your first two wolves to your first brute goblin, but it now pays in equipment as well as Gold — you finish it dressed and armed rather than just richer.
Also In This Update
- The Global Store is easier to find — the button has moved and it is hard to miss now.
- New sound in the world, and around the wizard in particular.
See you in the Night.
Play Mirandus Eternal Night