October 17, 2026 Precursors v0.42.0

Play Along

The last post was about babies asleep on their parents. That was version 0.35.59, a week ago. The game is on 0.42.0 now, and a lot has landed in between. The part we keep stopping to watch: a Norn with a drum in its hands hears music start, and joins in.

A sheet of sixteen pixel-art instruments, labelled: clapping stones, bullroarer, musical bow, reed pipes, conch trumpet, hand drum, clay ocarina, stone xylophone, bow harp, shell lyre, bone mbira, fiddle, salvage pan, singing crystals, reed organ, resonance harp.
The new instruments, from clapping stones to a resonance harp.

Instruments, and playing along

Norns can now make instruments, and there’s a long ladder of them. At the bottom are two stones you clap together and a bullroarer on a string. Further up come reed pipes, a hand drum, a clay ocarina, a fiddle and a stone xylophone. At the top is a resonance harp. They fall into four families: rhythm, wind, strings and chimes. A Norn who has made a drum finds the next drum easier to work out than a flute.

A better-made instrument carries further. Everyone who hears it gets a little less lonely, and they remember who was playing.

Then there are the wild ones. Twelve instruments are cut from living plants, and a Norn has to be standing near a grown plant of the right kind to make one. Different plants grow in different places, so the music changes with the landscape: a cocoon rattle, a bubble pipe, a kelp horn, a gill harp.

A row of nine pixel-art instruments made from strange plants, labelled: cocoon rattle, bubble pipe, stalk horn, gill harp, kelp horn, steam calliope, abyssal monochord, hush drum, spire chimes.
Some of the twelve made from living plants.

You can hear all of them. Every instrument has its own recorded sound, and you hear it when you’re looking at the room it’s played in.

Best of all, they play together. When music is playing, or another Norn is singing nearby, a Norn holding an instrument may join in for ten to thirty seconds. A Norn with nothing in its hands sings along instead. Singers and players count as each other’s company.

Growing up, and growing old

The founder asked for about fifteen minutes of helpless baby, then the better part of an hour as a small child growing into an adult. That’s how it is now. You have long enough to watch a baby get carried, fed and sung to, and the child it becomes is around long enough for you to get to know it.

Every species also gets a lifespan from its own lore, not one number for everybody. Ettins and Dvergar live about two thousand years. That’s around a hundred hours of play. The Fylgja don’t age at all, and nor do the few others whose stories say they never die. Every species that does age now has an elder stage, and how fast it ages comes from its genes.

A Fylgja keeps its company

A Fylgja is a companion spirit that keeps watch over the Norns it lives with. In the founder’s colony, one named Ember kept getting lost. It would wander too far, the Norns would walk out through a door, and Ember would be left alone, getting lonelier and lonelier in an empty room.

Now a Fylgja stays within reach of its company. It remembers which door they took and follows them through it, even into a room it has never seen. It puts off lying down until it can sleep beside them, not a room behind. If they leave while it sleeps, it wakes up and goes after them. On the founder’s save, Ember’s worst loneliness dropped to about a third of what it had been.

Machines you can use

There are machines scattered through Precursors, and until now they were mostly pictures. Most of them couldn’t be seen until a Norn walked right up to them. Clicking did something on 3 of 33.

Now a machine stays visible once it’s been found. A glowing socket on its face tells you what it is at a glance. Cyan means you can use it. Violet means it’s sealed by a puzzle. Amber means it isn’t working yet. Grey means only a creature can work it. Click a machine and its console opens, with its name written in its own glyphs and the plain word underneath.

A dark machine console headed by a line of angular cyan glyphs, with the words Resonance Tuner, mends wounds and quiets pain. A ring of needs surrounds a Norn named Ore, marked poisoned. A list reads: mend, pain down, injury down, healing factor up, cortisol down, endorphin up. Below: better for her now, Mycon Spore Processor, purge.
A console. The glyphs are the machine’s own. The plain words are underneath.

Some machines are bays. Pick up a hurt Norn, carry it over, and let go. The Resonance Tuner mends wounds and quiets pain. Another machine draws poison out. If the Norn you’re holding needs something else more, the console tells you which machine would be better. Press [ and ] to step between the machines you’ve found. While you’re carrying someone, it puts the ones that would help them first. (Game speed has moved to , and .)

Two frames in a jungle room. Left: a purple Norn named Ore is carried toward a glowing round machine as another Norn watches. Right: Ore stands in front of the machine, mended.
Ore, carried to the Resonance Tuner. Injury went from 0.70 to 0.04.

The sealed ones are puzzles, and we won’t say more about them than that.

The Dvergar

The Dvergar are smiths, and they live by measuring. This update gives them a whole culture. They name their tools, and they grieve for a tool that breaks. A young maker takes a breath before its first measurement. Craft-mothers take apprentices.

A sheet of a stocky Dvergar smith in a leather apron with a rust-red mane and a brass measuring tool. Top row: angry, boredom, eat, fear, happy, pain, sad, sleep. Bottom row: measuring three times, then swinging a hammer in five frames, with sparks.
A Dvergar smith: moods, measuring, and the hammer.

They court by tending tools side by side. Once in a life, a bonded smith forges its partner a ring sized to fit. Their young walk to the forge to sleep in its warmth, and an elder sings them Rin Vel Gal Hin, the forge’s lullaby. The young have their own art now, with a big head, a rusty mane and heavy hands, and no beard or apron yet. They grow into the adult look as they get older.

Grendel courtship

Norns court tenderly. Grendels court by enduring each other. We call it the grendskorth. Two Grendels call side by side, then lock forelimbs and push, round after round. Either can give way, and nobody loses anything. They both have to stay calm. If one gets angry, it’s a fight, not a courtship. If neither gives way, the push becomes a hold. They come out of it bonded, and each one carries a scar from it for the rest of its life.

Five frames of a grey horned Grendel, labelled skorth-call, lock: push, lock: strain, grim-brak hold, and permit. The hide shifts from grey to a warm blue across the frames.
The grendskorth, from the call to the hold.
Two large grey Grendels in a jungle room, face to face with their forelimbs locked.
The forelimb lock, in the game.

Grendel parents don’t carry their young. Hatchlings walk from the start, follow the grown-ups around and watch what they do.

A voice of their own

We read through one live colony’s talk and found that they all sounded alike. In 620 lines, 85% had “what if” in them, and half had “and then?”. Every Norn had been handed the same example sentences, and then they heard each other repeat them.

Now each Norn gets one of 36 ways of speaking from its personality, plus a smaller second habit. A colony of near-identical founders still ends up with several distinct voices. Norns grow their own catchphrases instead of sharing one tic. When we tested it on that colony, “what if” dropped from almost every line to one in seven at most.

Since last time, too

A few things from 0.40 that didn’t make it into a post. Friends and partners are a comfort now. Being near someone a Norn trusts or loves lifts its mood a little every second, and being alone wears it down. Children play with each other: tag, piggyback, leapfrog, patty-cake, a rolling play-fight, and being tossed up and caught by a grown-up. Milk carries water, so a nursing baby no longer goes thirsty, and a baby in its parent’s arms gets a share of every drink the parent takes. Norns drink from cupped hands now.

The Norn-minds credits panel. A balance of 1,840 credits with about 39 hours left, a bar chart of credits spent over the last 24 hours, spending broken down by creature, and three credit packs.
The new Norn-minds panel. What you have, what it went on, and how long it will last.

Smaller things

Someone starts singing. Someone else picks up a drum.

Play it now at play.multiversegames.ai/precursors/ (or play.multiversestudios.xyz/precursors/). Pay what you can.