Release Notes

September 12th, 2017

  • Fixed a bug preventing characters from attacking buildings within their own settlement. Hat tip to Grixic and Juraz.
  • Fixed bug preventing provisional settlement members from being kicked when dazed. Hat tip to Clary.
  • Moved the “Kick to Outside” action to the Building tab.
  • Added new action to allow settlement leader to kick any dazed player from their settlement. This action is only available at the totem pole.

August 17th, 2016

June 7th, 2016

  • When encumbered you may now still move, but at double the standard AP cost.
  • Significantly increased both the health of all buildings and the amount of health recovered when repairing a building. This effect scales up with building complexity – more “modern” buildings received a much larger buff than the simplest huts. Totems received the largest buff.
  • Totems can now be targeted without destroying other buildings in the settlement first – keep them repaired!
  • Buildings withing the boundaries of a settlement are now protected by settlement members standing on that tile. Attackers cannot attack a building where non-provisional, non-dazed members of the settlement are standing (outside) on the same tile as the targeted building. In other words: guard duty time!
  • You can now also guard stockpiles. If a non-dazed settlement member is standing on the stockpile, non-settlement-members may not withdraw items. If the stockpile is unguarded it continues to be able to be freely accessed by all.
  • FIX: will no longer see recipes you can’t use (
  • FIX: a number of error messages when transferring items to/from a player/tile/building (

April 25th, 2016

  • Settlements may once again build a Hunter's Shrine! Members of the settlement may then sacrifice certain goods (mammoth tusks only for now) to gain Favor for their settlement. This favor is shown on a new Favored Settlements leaderboard. There will be more uses for Favor in the future – stay tuned…
  • You may now use Markdown formatting in your character or settlement’s profile.
  • BUG FIX: Inactive+Dazed players no longer count toward maximum occupancy (as they don’t show up on the map and thus cannot be kicked out). Hat tip to @Juraz.
  • BUG FIX: Maximum Occupancy wasn’t actually being taken into account during the AP recovery calculation yet! Whoops!

April 24th, 2016

  • You may now revive yourself at a high AP cost after you have been dazed for at least 24 hours. Note that you may not revive yourself while within a settlement other than your own (but may do so from within unsettled lands.
  • Significant buff to Medicine & Hospitaller skills; also significant buffs to Herbal Poultices and Herbal Teas.
  • Added a new badge! The “Bug Hunter” badge grants the “YOUR NAME the Immaculate” title for players who have helped track down significant (or copious) bugs.
  • Fixed bug that was preventing players from hunting animals.
  • Fixed the AP cost of repairing buildings – it was incorrectly charging you twice as much AP as intended.
  • Fixed display bug that incorrectly showed your own weapon as having broken when another player attacks a building in your settlement.

April 21st, 2016

  • Migrated our database to the latest version of the server software, which should provide a big performance boost. Unfortunately it is also likely to have caused a few bugs that I have yet to catch. Keep me informed in Slack, please.
  • Shintolin is now an island!
  • You now take periodic damage if you remain in water for too long. Learning the swimming skill will prevent you from taking this damage in shallow water, but nobody can swim in deep water for long.
  • You no longer see inactive dazed players on the map!
  • Fixed bug that prevented players from kicking dazed players out of a building’s interior.
  • Fixed bug that prevented certain settlements from being destroyed (if a Ruins or Cave was found nearby.)
  • Fixed bug that was preventing elections from proceeding as expected.
  • Fixed bug that allowed dazed players to revive themselves at any settlement building. It must now be from within a hospital.
  • Properly displaying destroyed settlements as destroyed in the leaderboards. Removed destroyed settlements from the list of most populated settlements.

August 7th, 2015

  • You can now more easily see which crafting & building recipes are available to you.
  • Ivory weapons now require the Carving skill to craft.
  • Skills you cannot purchase are hidden by default. A button at the bottom of the page will let you see the complete tree.
  • Campfires have received a significant buff.
  • Stockpiles now require the Trailblazing skill to build and repair.
  • Kilns now require the Masonry skill to build and repair.
  • Digging now requires the Foraging skill and a Spade (instead of a Digging Stick). Crafting a Spade requires the Carpentry skill.
  • Building a field now requires a Hoe (instead of a Digging Stick). Crafting a Hoe requires the Carpentry skill.
  • Building a trail now requires a Hand Axe instead of a Digging Stick.
  • Digging Sticks are no longer craftable.
  • Various bug fixes.

August 1st, 2015

  • First pass of a new combat balance! Hit chances have gone way up! Damage has gone up! The improvement paths of the various weapon types now have some diversity! The world of Shintolin just got a bit more exciting… and dangerous.
  • You may now vote for the leader of your settlement from anywhere via the settlement’s profile page. Additionally, settlement leaders may promote/evict provisional members from the settlement profile from anywhere as well.
  • Settlements may now customize the titles of their provisional members and full members.
  • We’ve done a pass on farming fields to ensure all of the functionality works as expected. The mechanics are still quite similar to the classic version of Shintolin, but with yields being more predictable (+3 growth/night, an addition +6 growth/night if watered). An optimal year will produce a net gain of 79 wheat per field.
  • Dropped items now have a chance to be permanently removed from the game each night they remain on the ground. This does not apply to items dropped/given to buildings that support the give/take mechanic (example: Stockpiles).

July 23rd, 2015

  • You may now revive yourself in a Hospital at a cost of 24 AP. (This only works if you belong to the same settlement as the Hospital.)
  • While dazed your AP regenerates at 1 AP per hour. This increases to 2 AP per hour if you are inside a Hospital.
  • Other than a few exceptions (huts, caves, ruins) most buildings require you to be a member of their settlement to get their AP recovery buff.
  • Players with the Medicine skill receive an AP recovery buff while inside Hospitals as if they were in a Longhouse.
  • You can now see which players are dazed on their profile screen or on the leaderboards.
  • Badges & titles! Players who joined during the first couple of weeks (before July 17, 2015) have received the Beta Tester badge, when confers the of the Vanguard title. Expect to see more badges/titles in the future.
  • Simplified the process of upgrading buildings.
  • Reviving a player does not take immediate effect. Using an herbal poultice on a dazed player allows that player to revive themselves for 0 AP and without the need for a hospital.
  • Longhouses now only grant a +0.5 AP regen (Cottages continue to grant +1 AP regen), but the maximum capacity for longhouses (and hospitals) has been increased to 8

July 17th, 2015

  • State of the Game Address! Read it: and discuss on the forums.
  • Hunger debuff now has a grace period. The debuff does not kick in until your hunger rises above 3.
  • Stockpiles can once again be built outside of settlements. Rejoice!
  • Huts now require the construction skill to be built (the skill text has always suggested this was required.)
  • Huts are now considered tiny and can be built in a greater variety of locations.
  • The interior of Cottages and Longhouses now act as if they were Stockpiles. You can see their inventory and give/take from it.
  • Huts, Cottages, and Longhouses now have a Maximum Occapancy limit (2, 4, 6 respectively). Whenever there are more players than this limit inside the building, that building’s AP recovery benefit is disabled for everyone.
  • You can now Kick Out a dazed player from a building you are in.
  • You can now Drop Items from the Self action tab.
  • The separate Inventory screen has been removed for now.
  • A number of other minor bug fixes.

July 14th, 2015

July 13th, 2015

  • You can now /settlement (or /g) in chat to send messages to every player that belongs to the same settlement as you.
  • Your inventory is available on the main game screen once again.
  • You can now see the current and maximum HP of buildings.
  • A few small bug fixes.

July 12th, 2015

  • All new, all improved user interface - now with support for smartphones!
  • New forums! Find them here:
  • Hunger has been revamped! First, hunger now “counts up” instead of down. In other words, high hunger bad, low hunger good. Also hunger no longer decreases your HP or maximum HP when starving. Instead hunger now progressively diminishes your AP regeneration. Time to start farming!
  • You can now chat from the mobile friendly chat page. Its a great way to stay connected while on-the-go. Give it a try!
  • You can now /whisper to players anywhere on the map. Realistic? No… but I couldn’t stop you from talking to each other 1:1 outside the game anyway, so I’d rather embrace it!

July 11th, 2015

  • LOL zergs. Nice try.
  • Players can once again find items they have dropped by Searching.
  • Fixed a number of bugs (including the one that caused duplicate messages when fueling a campfire, repairing a hut, or giving an item to another player) and typos.
  • Release notes are now clickable/linkable.

July 10th, 2015

  • The village of Westshore is the first village to be founded in the new Shintolin! Chief Delon founded Westshore in the summer of year 191. Head to the forums to congratulate him!
  • The founding of the first settlement caused a number of new settlement-related bugs to be found. They have now been squashed.

July 9th, 2015

  • An all-new homepage! This is the first step in making Shintolin friendlier on mobile devices.
  • When you’re inside a building you cannot see players on other tiles.
  • A bunch of minor bug fixes.

July 8th, 2015

  • A new chat system has been deployed! There is a new visual design for the message entry area. In addition to that [Shout] is now restricted in its range once again (15 tile radius). To facilitate cross-community discussion, a new [OOC] option has been added that sends a message to every active player (performed an action within the past 24 hours) regardless of where they are on the map. Finally, you can now [Emote]. Enjoy!
  • Words etched into buildings (inside & out) are now more prominent.
  • Fixed a nasty memory leak bug that was causing the game to crash, particularly when a player shouted.
  • Fixed the healing effectiveness of thyme back to pre-relaunch levels.
  • Fixed incorrect AP cost labels on action buttons.

July 7th, 2015

  • Intrepid explorers have begun to unearth ruins and caves across Shintolin.
  • Some creatures have become a bit harder to kill.
  • Updated the look and feel of the Leaderboards page.

July 5th, 2015

  • A greater variety of creatures now spawn in the regions of the new Shintolin.
  • Fixed bug wherein new players weren’t being granted the noobcakes they needed to survive their first days in Shintolin. Retroactively granted said noobcakes to existing players as well.
  • Many other minor bug fixes.

July 4th, 2015

  • Extended the new user interface to the rest of the game page. Log in and check it out!
  • Shouts can now be heard from anywhere on the map.
  • Chat is free! Saying, whispering, and even shouting now costs zero action points.
  • Continuing to bash bugs as they’re found.

July 3rd, 2015

  • Completely redid the navigation UI, which significantly cleans up the game page.
  • You can now leave your settlement via the settlement page or your profile page.
  • Shouting allows you to be heard by anyone within 25 blocks in any direction.
  • Numerous bug fixes for issues found by testers.

July 2nd, 2015

  • Buttercup has decided to shut down Shintolin. In response, Ecce (also known as Deschain) is now hosting the game at rather than the old domain of As part of this move (which includes an entirely new codebase built from scratch), all player accounts have been wiped.
  • The Contacts feature has been removed.
  • Added the ability to change your email address and password to the profile screen.

July 15th, 2014

  • Fixed taking negative number of items.
  • Limit chat/speech messages to 255 characters.

September 26th, 2012

  • Fixed bug which allowed players to make persistent messages.
  • Made moving from a guardhouse to a gatehouse cost the same as wall to gatehouse.

June 2nd, 2012

  • Gatehouses can now be built, allowing members easier access to their settlements.
  • The people of Shintolin have modified their methods of wall construction, making them somewhat easier to climb, but much more resistant to storm damage.
  • Guardstands require a tad bit less timber and stone to build.
  • A contact list has been added, allowing for the easier identification of both friends and… more unsavory individuals.

June 29th, 2011

Settlement leaders can now promote pending residents early.

June 12th, 2011

Settlements are being put under tighter control:

  • Leaders can now oust dazed members if they so choose.
  • Newcomers must prove their worth by surviving a full day before they are considered citizens.
  • Non-residents and newcomers cannot perform revives within a settlement’s boundaries, though citizens may revive them.
  • The starving must now be fed before they can be revived from their daze
  • Profile and settlement images are resized to a maximum of 300 X 300 pixels, instead of being made exactly 300 pixels wide.

December 5th, 2010

  • Players can no longer be given items, nor take items from stockpiles, when they are fully or overencumbered.
  • The FAQ has been updated to reflect the fact that players who cheat will be banned.

October 14th, 2010

Updates by Miko and Buttercup:

  • New shrine, walls and guard stands
  • Mammoths! And new items made from mammoth loot!
  • Redid farming
  • There is now a maximum to how many animals can spawn
  • UI tweaks.
  • Can no longer spawn on island settlements.
  • Various bugs fixed.
  • Other stuff… Everything from this thread that wasn’t already implemented got put in.

August 13th, 2010

Fixed a stockpile bug involving taking extra items.

July 15th, 2010

Updates by Miko:

  • Damaging buildings was made easier.
  • A bug that allowed dazed players to revive others has been fixed.

March 7th, 2010

Updates by Buttercup:

  • Increased harvests and improved watering
  • Various bugs fixed

January 23rd, 2010

  • Damaging buildings was made more difficult.
  • Shintolin was moved to a new server.
  • Shintolin is now open source!

December 9th, 2009

  • A serious bug (where users would see nothing but a white screen) was fixed.
  • Players cannot take items from stockpiles within a village they do not inhabit. This is an experiment with stockpile locking, and may not be a permanent feature.

November 17th, 2009

Hospitals now provide a bonus when using and crafting healing items.

November 11th, 2009

The chat box was moved to a separate page.

October 31st, 2009

A number of bugs were fixed, namely:

  • Small buildings can now be constructed on dirt and forest tiles.
  • Filling pots now costs AP, rather than giving it.
  • Pots are not used up when baking bread, but are used up when making pots of flour.

Absolutely nothing else was changed today.

October 7th, 2009

The IP limit was removed for donating players.

October 2nd, 2009

Shintolin is now accepting donations.

October 1st, 2009

A new healing item was added.

September 20th, 2009

Some new skills were added.

September 19th, 2009

The IP limit has been reinstated for version 2; as before, a maximum of 330 hits are permitted from one IP address per day. Note that only hits to the game.cgi script are counted. For example, buying skills or looking at profiles do not count towards your IP limit, but refreshing the page or chatting do.

September 18th, 2009

Town leaders can now choose whether or not to allow newly-created characters to join their settlement.

September 15th, 2009

  • The interface was de-cluttered slightly, by strategically hiding certain commands. For example, the option to attack will not appear if there is nothing for you to attack.
  • The level cap was increased to 17.
  • Players at max AP, who have not logged in for over 24 hours, will not lose hunger. This is to reduce difficulty for those who do not log in every day.

September 14th, 2009

  • Stones can be quarried, and players with the masonry skill can now build stone buildings.
  • Buildings are now damaged by periodic storms.
  • Settlement destruction was re-implemented for version 2.

September 13th, 2009

Damaged buildings can now be repaired.

September 12th, 2009

  • The map screen was re-added.
  • Players without the foraging skill can no longer see the resource level when searching squares (this was an oversight in the new version).

September 11th, 2009

Names of players from the same settlement now appear in green.

September 10th, 2009

  • A chat box was added.
  • Dropped items no longer disappear - although they do not appear on the map, they may be found by searching in the tile where they were dropped. Items dropped on a tile containing a stockpile are added to the stockpile.
  • Kids these days don’t now what it was like to wander the wilderness, they didn’t have none of this “civilisation” when I were a lad. New players may choose to start in an existing settlement.

September 9th, 2009

  • Huts can now be converted into shrines, by players with the appropriate skill. (Note: shrines currently have no effect, their purpose being the challenge of building them).
  • Food will now rot.

September 8th, 2009

  • Some new animal types (based on player suggestions) were added.
  • Players at 0 hunger will automatically eat, if they have any food.
  • Construction tools are now breakable.
  • When you mouse over the names of players (in the area description box) or settlements, you can read the first few lines of their profile, if set.

September 5th, 2009

  • Shintolin 2.0 has been launched. New features include a redesigned interface, new animal types, more complex animal behaviour, ‘/me’ commands in messages, the ability to sell skills, plus a number of small tweaks. In addition, several bugs have been fixed.
  • Check the forum for the chance to suggest a new animal to be added to the game.

July 12th, 2009

New areas and terrain types have been added to the map.

July 8th, 2009

Animals will now spawn in different regions and habitats (depending on species). Players in the wilderness are now visible on the map.

May 8th, 2009

  • Hares can now be seen roaming the meadows of Shintolin, and deers will now leave the forests.
  • Players with the carpentry skill can now build signposts.

May 3rd, 2009

The interface was tweaked, hopefully preventing a bug where certain elements were overlapping.

April 30th, 2009

Players with the Triage skill can now view the health level of other characters. Dirt tracks can now be built on tiles that already contain a building.

April 19th, 2009

The trade system was overhauled; separate prices can be set for buying and selling. In addition, information about which players have trade prices set is visible from the main screen.

April 18th, 2009

Based on player feedback, the interface was rearranged slightly. Leaders can now edit information about their settlements. Buildings can be written on.

April 17th, 2009

  • Settlements now have leaders, which are selected from whomever has the most support from other inhabitants.
  • Players can now write on buildings.

April 16th, 2009

Settlements now have profile pages, and appear on the rankings screen. Players can join settlements.

April 15th, 2009

  • To prevent people registering more than 3 characters, a 330-hit IP limit is now in place.
  • Settlements can now be destroyed.

April 11th, 2009

A new highlands region was added to the map. The first village to settle there gets to choose a name for it, of the format “(The) Something Hills”.

April 10th, 2009

  • Images can now be included on player profiles. Actions such as adding fuel to campfires and chopping down trees are now recorded.
  • Multiple heights of hills were added, and AP costs for climbing hills were changed to be more logical (it costs more AP to climb a hill, than to move around once up there). Impassable terrain types were added.

April 7th, 2009

  • A wandering tribe has settled by a large body of water, which they have named Hermit Lake. There seems to be a different distribution of plant life in that region; some items are more common, some are less so.
  • To allow villages more control over their resources, players that enter a square containing a stockpile can see all items that were added and removed within the past 24 hours. Buildings can now only hold a limited number of users.

April 6th, 2009

  • Shintolin astronomers are reporting that the pace of life has changed; the years now pass a rate of one every twelve real life days.
  • Inactive players now dissapear from the map after 5 days. Their accounts are not deleted and their characters reappear when they log back in.
  • In response to player feedback, players’ actions are less limited when dazed; they can now search, give items, trade, and use non-revive items. To balance this, they now regain AP at a much slower rate until they are revived.
  • New players begin the game with three days’ worth of food - however, they can only eat it while they remain at level one.

April 4th, 2009

Stone spears can now be used as a ranged weapon, by players with the appropriate skill.

April 3rd, 2009

User profiles are now viewable. Achievement-minded players can now compare their ranking in various attributes.

April 2nd, 2009

  • Farming has been implemented. Iis has arrived at Eudaimonia’s totem pole, bringing supplies of wheat to trade.
  • Crop cycles are effected by seasons, as are search rates and location descriptions. Currently, one season is equal to one real world day - this is temporary, to iron out any bugs in the system. It will increase to one season every three or four days at some stage.

April 1st, 2009

Player can now view a map of the area beyond the their immediate surroundings. Users are now capped at level 15, at which point they can continue to earn XP but not buy new skills. This cap will likely rise as the number of skills rises.

March 31st, 2009

  • Longhouses can now be converted into workshops, which allow certain items to be crafted for a lower AP cost, or hospitals, where healing items are more effective. However, doing this removes the AP restoration benefits of the longhouse.
  • Players now cook the pieces of raw meat in their inventory all at once, rather than one by one. The AP cost is fixed, regardless of how much meat is cooked.

March 29th, 2009

Players can now trade items - try visiting Iis at the starting square to see what he has in stock. Players can also offer items to anyone who revives them whilst dazed.

March 27th, 2009

Buildings can now be attacked and destroyed, and weapons are breakable.

March 26th, 2009

The map was tweaked slightly, hopefully fixing a bug where tiles would display incorrectly.

March 25th, 2009

  • New players now begin in a random location. Gaining new skills only increases the XP cost for skills of the same type.
  • Longhouses are a new, settlement-only building; they require multiple stages to be built.

March 24th, 2009

  • Players with the Settling skill can now found settlements.
  • A number of new skills were added. Meat must now be cooked before eating. The hunger system is more forgiving; players have more hunger points, and lose health more slowly when starving.

March 23rd, 2009

  • Animals now keep to the forests, and some will retaliate if attacked. Campfires burn more slowly, and their fuel levels can be seen.
  • The XP cost of new skills increases as one levels up. Chopping down trees now gives Wanderer XP; the AP cost can be reduced by purchasing the Lumberjack skill.

March 22nd, 2009

Animals can now be attacked. Action Points are now capped at 120, and recover at a faster rate (4 per hour, compared to 3 previously). New areas have been added to the map.

March 21st, 2009

  • Wanderer XP can now be gained by searching or travelling through forest and hill squares, and spent on the forager skill, which allows players to see the resource level of a square.
  • Deer have been spotted roaming the woods of Shintolin.

March 20th, 2009

Items can now be added to and taken from stockpiles. Forests can be chopped down, and automatically regrow after a set period of time. Dirt also eventually reverts to meadow, and search rates in over-gathered squares slowly recover.

March 19th, 2009

  • Searching in one location too many times results in that location turning to dirt. The wiki has been created.
  • Players can now give items to one another. Fields can be dug. Campfires now go out if they run out of fuel.

March 18th, 2009

  • Players can now enter buildings; resting in a hut or by a campfire gives a boost to AP recovery rates. Different thicknesses of forest now exist. The interface was also given a bit of a makeover.
  • The Shintolin IRC channel has been set up. You can join it with an IRC client at irc:// or by joining an EFNet server (/server and joining #Shintolin (/join #Shintolin).

March 17th, 2009

  • Players can now build huts and campfires. Certain actions give XP, which can be used to buy skills.
  • The game can be discussed on the forum.

March 16th, 2009

  • Players can now craft stone spears and axes. Actions are now limited by the AP System. Apples and wild onions can now be found, which is useful, as players now lose health if their hunger levels drop below zero.
  • As of today, players can move, search for and drop items, use items on each other, craft items, attack each other, talk, and receive messages about in-game events.
  • A number of new people have appeared in the world, believing themselves to have come from a mythical island named ‘Shartak’. A player named kenny briefly declared himself King after temporarily wiping out everyone else.