2026-05-18·Yifan

A Week in Covenant: Combat Reborn and Guilds Complete

There were three big shifts this week, plus a stack of smaller ones.

Combat got rebuilt

The old fight system is gone. No more dice rolls.

The new one is cleaner, faster, and simpler.

The core mechanic shift: you regenerate mana by doing real productivity work outside combat. The two halves of Covenant — fulfilling your objectives and killing demons — finally talk to each other.

A few other changes:

  • "Doctrines" are now called abilities. It's more obvious. Players don't have to learn more jargon
  • Damage and HP got rebalanced so numbers feel right

Guilds are complete

Two big additions.

  • Shared campaigns. A campaign is a time-limited group objective: complete X tasks together, defeat Y monsters, earn Z gold. Every guild member contributes through normal play. When the goal hits, every member gets the reward. New campaigns rotate in. I would like players to create their own campaigns in the future.

  • Tier progression. Your guild now levels up as members play. Each tier unlocks a passive buff — XP multipliers, mana regen bonuses, drop-rate bumps — and a small catalog of tier-exclusive items in the shop. The buffs are modest on purpose. Being in a guild should feel nice and rewarding, but not mandatory.

Covenant is open source

After watching some videos of Theo (follow him on https://www.youtube.com/@t3dotgg), I truly believe the future is open-source. Users deserve to read the code they run and customize it however they want.

This is my small contribution.

The code is now public on GitHub under AGPL-3.0. Steal it, fork it, mock it, fix my typos. The license keeps the project from being locked away behind a paid clone.

The Tavern: a place to hang out

There's a global chat now, called the Tavern. One room, every player, low-key. A reminder that you're playing alongside other real people.

Tasks as a kanban board

The task list has a new toggle: view your tasks as a kanban board (To-do / In-progress / Done) instead of a list. Drag cards between columns. Moving a task into "Done" still triggers the same mana reward as ticking it off.

Objectives feel more connected

  • Filter the objectives page by area (Work, Health, Family, etc.)
  • Open an objective and see every task and habit linked to it
  • The calendar's day-details now opens as a side panel, so the calendar stays in view

Polish that adds up

  • A proper user dropdown in the sidebar — profile, settings, sign-out
  • "Last completed N days ago" on every habit card
  • Error pages and 404s now translate properly
  • Settings changes appear in the sidebar instantly
  • Empty states across shop filters and inventory tabs

Quest scene backdrops

The quest reader now has pixel-art backgrounds for scenes. A small thing that does a lot to make a quest feel like a place instead of a card.

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