DAGameKDrEphHTcA8CjSAsSwjDujfyWmvPSzVJbqBqXH https://xitter.cf/t.co/amS8xS5GQV

Joined June 2026
Imagine getting paid to play a block game. Stop imagining. ⛏️ Deep Ascent is now playable on Solana. deepascent.net
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Deep Ascent 0.4.6 released! - P2E is finally here - DEEP CRYSTALS AND THE EXCHANGE - Deep crystals are here. Stone you uncover deep underground can turn into glowing Deep crystal ore. The deeper you dig, the better your odds, and the more dangerous it gets. - Mine the ore with an iron pickaxe. It takes 30 seconds, or 60 if you run out of food. - Dungeon chests can hold Deep crystals the first time they are opened, more often in deeper dungeons. - Sell your crystals for DAG at the Exchange at spawn. Each sale pays a share of the day's budget; the price drops with every sale and resets at 00:00 UTC. You need a linked wallet to sell. - Your DAG history now lists your Exchange sales. TOOLS AND FOOD - Tools wear out: stone tools last 150 blocks and iron tools 250. A bar on the slot shows what is left, and the tool breaks on its last use. Tools you already had start new. - Switching tools halfway through a block starts that block over. - Mining uses a little food, about one hunger segment every 25 blocks. With no food you can still mine, but twice as slow. ACCOUNTS - New accounts sign up with Google or X. Wallets still work: link one from Account to sell crystals. - If your account only had a wallet, link Google or X once to keep playing. Your name, inventory and wallet stay the same. CONNECTION - Terrain loads at full speed on connections that deliver packets slightly out of order. - Movement responds immediately on high-latency connections. And of course, the wiki! deepascent.net/wiki/ It has everything you need to know about the game, in detail. Enjoy!
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New version released: Deep Ascent 0.3.10 - Hunger, Food & Wildlife Added: - Hunger is live in survival. A full reserve lasts about an hour, healing burns extra food, and an empty stomach stops health regeneration. - Food: hold the place action for 1.5 s to eat. Apples restore 4 hunger, cooked mushrooms 6. - Apples drop from natural tree leaves. Player-placed leaves drop nothing. - Sheep roam in more independent flocks, and animals left alone eventually wander off. Fixed: - Terrain loads at full speed on unstable connections, and no longer disconnects you while loading. - Movement responds instantly on high-latency connections.
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Version 0.3.5 released! First pass of survival mode: - Survival health: 25 HP that regenerate over time. You take damage from falls, lava, drowning and cactus. - New HUD: a health and air bar above the hotbar, a red flash when you get hurt, and a beating heart when health is low. - Death: your inventory drops where you died, and anyone can pick it up for about 15 minutes. A gravestone on the compass points back to it. - Death screen: you stay where you died until you press Respawn. Chat keeps working. - Dead players lie on the ground for everyone else to see. - /respawn is creative-only now. - 3D dropped items: they're small spinning copies of their block, lit by the place where they lie. - Compass and coordinates now sit in separate boxes, without the degrees row.
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A brief playthrough of Deep Ascent in its current state: Craft, mine and discover! Please drop your like and share it around :)
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Version 0.3.0 released! - New terrain system built from scratch: Among others it includes mountains, overhangs, valleys, beaches, lakes and caves. - Climate: temperature and humidity-based biomes, broad climate regions, and climate-dependent vegetation colors, snow and ice. - Underground: revised ore distribution, naturally generated diamond ore and small dungeons with loot. - Vegetation and artwork: ferns, reeds, mushrooms, cacti, dry shrubs and fibrous plants. - Crafting: vegetable fiber and rope. Stone and iron tools require one stick and one rope. - Water: translucent and swimmable and can no longer be mined. Continuous flow after modifying nearby blocks is not implemented yet. - Animals: persistent sheep and ducks that wander, rest and react to players. Combat, feeding and breeding are not available yet. - Signs: standing and wall-mounted wooden signs with four lines of permanent text. - Spawn: expanded the no-claim area to 15×15 chunks, retaining the 9×9 area protected against building and mining. The Protection viewer distinguishes both boundaries. - Performance: improved frame rates, reduced stutters, faster visible chunk loading, more efficient shadows and particles.
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Version 0.2.2 released! A small release: - Added a Full screen toggle beside Settings for supported desktop and mobile browsers. - Improvements to creative mode (admins only) - Auto-jump enabled by default (to help mobile players). It can be disabled on settings.
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Version 0.2.1 released! - New trees: Ash, Beech and Juniper, with distinct shapes, foliage and bark. - More varied forests: woodland, taigas and jungles now feature broad clearings and gradual transitions into open terrain. - Faster terrain loading: parallel generation improves loading when joining and exploring. - Cleaner terrain synchronization: cleared trees no longer briefly reappear when reconnecting or revisiting edited areas. - Visible spawn borders: a subtle boundary appears nearby, with improved daylight visibility and notices when entering or leaving.
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Version 0.2.0 released! Big update today, also I will release a Deep Ascent Wiki soon :) - Land protection: Protection cores cover a 3×3 chunk area, with member permissions and a Protection viewer that reveals nearby land boundaries. - Chest ownership and recovery: Chests retain their individual owners. Chests and their contents can be recovered after land release or ownership changes. - Real $DAG integration: Added Solana mainnet deposits and withdrawals, wallet balances, transaction history, confirmation progress, and Solscan links. - Spawn protection: Expanded the protected spawn area to 9×9 chunks, with clear messages when an action is restricted. - Mining progression: Added copper and silver deposits, expanded gold generation, and introduced tool requirements for mining ores. - More materials and recipes: Added universal planks and sticks, charcoal, raw metals, ingots, and iron tools. Metal blocks convert to and from 10 ingots. - Furnaces and smelters: Added separate stations for producing charcoal, glass, and metal ingots, with persistent inventories and processing progress. - More building options: Added crafting recipes for glass, stone bricks, polished rock, metal blocks, and glowstone. - Wooden doors: Added two-block-tall doors with opening and closing, physical collision, multiplayer synchronization, and land permissions. - Inventory and crafting redesign: Separate tabs, recipe icons, larger previews, ingredient availability, search, and category filters. - Fixes and reliability: Fixed nearby block-placement flickering and prevented repeated inventory actions from consuming materials twice.
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Currently you can't build peacefully because anyone can come and destroy your work. Not for long ... Chunk protection in the works :)
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Version 0.1.2 released! - Added the recipe to craft chests. Each chest holds 27 stacks and saves its contents between server restarts. - Closing the inventory with Escape restores mouse control. - Compact mobile controls, compass and hotbar leave more room to see the world; all nine slots fit in landscape. - Rotating a phone now keeps the game at the correct screen size.
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Working on chests right now :)
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Version 0.1.1 released! - Survival mode is now live. Your inventory is saved between sessions, so gathered materials and crafted items stay with your character. - Inventory management: move, combine and store stacks using clicks, touch, dragging or keyboard navigation. - Hand crafting: craft stone pickaxes, axes, shovels and torches directly from your inventory. - Tools have a purpose: pickaxes speed up mining stone and ores, axes work faster on logs, and shovels help with soil and sand. Each tool has its own first-person model and animations.
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- Progressive mining: hold to break blocks, with material-specific timing, spreading cracks and distinct break particles. Releasing or changing targets resets progress. - Torches break with a single tap, just like tall grass, with bare hands or any tool. - The inventory hotbar remains usable with F1 enabled, even when the rest of the interface is hidden. - Fixed stale world edits after lag, lingering chunks when changing render distance, and connections or controls left behind after a failed start.
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