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Designing an item that exists because players get lost

Development covered 18 Aug 2026 to 23 Aug 2026 (commit dates).

The continent in Myriad Immortal Sect is big enough to be lost in, which is mostly a feature. Walking somewhere should cost you something, and reading the land should be a skill you develop. But there is a difference between not knowing the way and standing in a valley with no idea which direction anything is in, and the second one is not fun, it is just friction with a nice sky.

Myriad Immortal Sect, the game this devlog is about. Play it free in the browser

So there is an item for it, and building it properly took the whole week.

An aid has to work where the problem happens

The first version could only be used from your bag. Read that back and the flaw is obvious: to use the thing that tells you where you are, you leave the view that shows you where you are, open a menu, find an item, and come back.

It lights from the map now, in the place and at the moment being lost actually occurs. This sounds trivial and it changed how the item feels entirely. An aid used at the point of need is a tool. The same aid two menus away is homework. The Discerning Eye sorting game hands these out too, which matters for what comes next.

Quick-use item bar on the world map, where an aid can be lit on the spot

The related failure came from a sorting minigame that also hands these out. Its assistance tray had been sized for the opening stage and never grew, while the boards tripled in size behind it. The help was still there. It had quietly become help for a problem three times smaller than the one in front of you.

Discerning Eye stage with a heap of relics, the tray and three helper aids

Reachable by the people who need it

Two things were making the aid unavailable to exactly the players most likely to be lost, which is to say new ones.

One rung of assistance was meant for people playing without an account, and it could never be reached, because a player on a device that remembers them looked signed in to the check. The other was physical: the three assistance buttons were a thirty five pixel target on a phone, in a project that already had a solution for that and had simply not applied it here.

Neither of these is a design decision. Both of them silently overrode the design decision, which is a thing I have learned to look for specifically.

Pricing a thing you also give away

The item is sold, and it is also granted: some for confirming your email, some for each cleared stage of the sorting game.

That combination is where an economy can quietly spring a leak, and the fix is unglamorous. Buy price and sell payout are set independently rather than one being derived from the other, so no arrangement of buying and selling comes out ahead. The sell payout is deliberately low, and that low number is the brake.

I could have made the item untradeable instead. I did not, because untradeable items pile up in a bag as a category of thing you cannot do anything with, and because a low resale value is honest: it says this is a consumable convenience, not treasure. Players understand that immediately.

One consequence worth knowing if you build the same thing: every source has to deliver the identical item, or your bag ends up with three stacks of the same lamp from three places. Sameness here is a design requirement, not an implementation detail. The settlements you are most likely to be walking between are listed in the guide to cities, towns and villages.

Bag with tabs and item cards, where every source must stack into one slot

Elsewhere

The other half of the week went to the tie in novel's checking gates, where I measured the false alarm rate at roughly seventy to eighty percent over three rounds. The useful move was not better filtering. It was giving the checker the context it was missing, since a large share of its bad calls came from reading chapter numbers that were local to a section rather than to the book. Fix the input, and a whole class of wrong answers stops being generated.

Try it in your browser: Idle Cultivation Game, or light a lamp yourself, free and with no install.

Myriad Immortal Sect, the game this devlog is about. Play it free in the browser

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