Tutorial & Combat, Second PassLIVE DATA

Solo playtest · 2026-08-15 · 03:17–04:41 UTC · 1 character · 4 sessions · 659 events, 659 well-formed · one server crash mid-run
1h 23m
PLAYED (4 SESSIONS)
26:10
INTRO CHAIN
5 / 15
CONTRACT KILLS
1
TIMES SUNK
39
SKILL LEVEL-UPS
80 ms
AVG PING

Session milestones

0m10m20m30m40m50m60m70m80mCrafting bench built4:00Warehouse built10:40Battleship built21:10First launch (dock loop ×5)23:50Intro chain complete26:10Session 1 ends / relog27:50Anvil built30:483 cannons crafted36:55Hull armor installed40:42Contract accepted45:32Sail for pirate island47:03SERVER CRASH (9 min dark)49:17Back in world (cold start)58:31First kill (trader!)59:20SUNK by 2nd trader59:32Home-dock rescue, relaunch60:14First pirate sunk (2v1)66:19Killed 2 chickens ashore68:59Kills 3–5, out of ammo82:06
Time from character creation. Three acts again — Intro (light), outfitting (mid), combat (dark) — but this run is 26:10 to Intro complete vs 6:50 last time, and it carries a red band: the server went silent at 04:06:31 and a new one cold-started at 04:15:45 — 9:14 of dark, mid-voyage to the pirate island. There was no session_end and no server_shutdown drain: it died, it did not stop. The Navigation-2 level-up at 04:06:31 was earned again at 04:16:13, so ~2 minutes of progress since the last checkpoint went with it.

Sessions

#START (UTC)ENDLENGTHHOW IT ENDED
103:17:1403:44:5127:37disconnect
203:45:0430:41+server crashed — no session_end, last event 04:06:31
304:15:4504:28:4913:04disconnect
404:28:5712:18+still connected at pull
Session 2 has no session_end — the server died under it at 04:06:31 and its length is to-last-event ("+"). Session 4 was still live when this data was pulled (04:41:16), same convention. Total time in world 1h 23m across a 1h 24m wall-clock span.

Tutorial step pacing

0m1m2m3m4m5m6m7m8m9m10m11m12m13m14m15m16m17m18m19m20mIntro chainBattleship chainWelcome0:26Snap a branch off a tree0:36Place a crafting table1:55Bring materials to the scaffold0:27Build a crafting table0:35Craft a hatchet0:28Equip the hatchet to cut wood faster0:28Craft a pickaxe0:58Build the warehouse4:46Use the dock to build your first ship10:30Load the repair kits from your Warehouse S…4:45Load the provisions from your Warehouse St…0:15Craft three Tier 1 cannons at the Anvil9:06Install three Tier 1 cannons on your ship0:30Craft two sets of Tier 1 cannonballs at a …1:14Load Tier 1 cannonballs onto your ship0:25Craft a Tier 1 hull armor at a Crafting Be…1:22Install Tier 1 hull armor on your ship0:16Accept a Battleship contract from the Dock4:50Read a Tier 1 Pirate Island Map from the D…0:39Destroy a Tier 1 pirate ship20:09
Gap since the previous step in the same chain; the first Battleship bar is measured from the start of session 2 (the chain was picked up after a relog). Warehouse and first ship are the long poles again (4:46 and 10:30), as is the anvil→cannons stretch on the Battleship side (9:06). Note the played server was one build behind the current step table: it emitted the older 12-step Intro / 12-step Battleship ids — the explicit anvil-scaffold steps that landed after the last report weren't on this server yet, so the anvil is once more folded into the cannons bar. New this build: tut_retrieve_provisions closes the Intro chain, and tutbs_equip_hull_armor is now its own step.

The five-launch dock loop

Between 03:41:04 and 03:41:50 the ship was launched 5 times and docked 5 times in 45 seconds — launch, embark, dock, repeat, each round trip 3–10 s (ship_launchedEmbarkship_dockedDock). Every one is a real space transition (island → sea → island) with its own space_enter pair. It reads as the player testing the embark/dock loop, not confusion — but it is also 10 space transitions in under a minute, which is a useful stress datapoint: nothing hitched (12 Hz held) and no event was dropped.

Combat

050100150Damage dealtDamage taken10072#1 04:16 · trader T1● sunk them5v/5v · 17s03#2 04:16 · trader T1✖ SUNK0v/1v · 1s5163#3 04:20 · pirate T2▲ disengaged3v/3v · 24s1516#4 04:23 · pirate T1 ×2● sunk them7v/6v · 36s12512#5 04:37 · pirate T1● sunk them5v/5v · 23s1259#6 04:37 · pirate T1● sunk them4v/4v · 12s260#7 04:38 · pirate T1▲ disengaged1v/1v · 16s12539#8 04:39 · pirate T1● sunk them6v/5v · 21s
TIME (UTC)OPPONENTDURATIONVOLLEYS F/TDMG DEALT/TAKENOUTCOME
04:16:34trader T116.8s5 / 5100 / 72sunk_them
04:16:46trader T10.7s0 / 10 / 3sunk_us
04:20:00pirate T224.3s3 / 351 / 63disengaged
04:23:33pirate T1 ×235.9s7 / 6151 / 6sunk_them
04:37:41pirate T123.1s5 / 5125 / 12sunk_them
04:37:57pirate T112.4s4 / 4125 / 9sunk_them
04:38:38pirate T115.7s1 / 126 / 0disengaged
04:39:19pirate T120.7s6 / 5125 / 39sunk_them
Eight engagements, eight real fights, no ghosts. Last report's two 1.2 s "engagement-teardown artifacts" (dead ships firing a posthumous broadside — see the incident report) are gone; every row here has volleys on both sides.

✖ Fight 1–2: sunk by a trader. The first two rows are the run's story: the first ship engaged after the crash restart was an AI trader battleship (neutral, T1), not a pirate. The player won that fight 100–72 — leaving the hull on ~3 HP — and 11 s later a second trader battleship fired one volley for 3 damage and sank it. Home-dock rescue fired within 2 s (space_hosted island), the ship was repaired (RepairShip at 04:17:28) and relaunched 42 s after sinking. That is the first player wreck the analytics have ever recorded, and the rescue path worked end-to-end. Question for design: should a T1 trader battleship really be a fair fight for a fresh tutorial hull — and should attacking one aggro the whole convoy?

● Fights 4–8: the tutorial fight, properly. Fight 4 was a 2-on-1 against pirates ("×2" — a second merchant joined mid-fight and lapsed out) and still went 151–6. Kills 3–5 came in a 100-second burst (04:37–04:39) with two dead-hull refusals in between. Then the same wall as last time: 19 FireCannon refusals, 16 of them one-per-second at 04:41:01–16 as the last events of the run — 195 cannonballs crafted, and still out. 5 of 15 contract kills.

The sea is filling up with pirates

040080012001600servercrashPirate shipsTrader ships159103:2203:3703:5204:2004:35
Pirate hull count on the hosted sea, per 5-minute census. Traders hold flat at ~50 all run. Pirates climb ~148 every 5 minutes, without bound — 408 → 1591 in the 40 minutes before the crash — reset to 403 when the new server re-hosted the sea, then began climbing again at the same slope (up to 983 by the last census). With islands_pirate constant at 19 and wreckage constant at 40, that is a spawner that keeps producing pirate hulls that never despawn. The evening playtest earlier today showed the same slope on its sea (358 → 577 in 10 min). This is the strongest lead for the crash: it died at 312 MB with ~1,600 AI hulls on one sea.

Server memory

200240280320server 01A0035Aserver 01A003A1312 MB29003:1803:2803:3803:4803:5804:1704:2704:37
Resident memory per minute, both server incarnations. A steady ~1 MB/min climb on each — 243 → 312 MB in the 48:02 before the crash, 254 → 290 MB in the 24:01 after — tracking the pirate count line above almost exactly. Tick rate held 11.99–12.00 fps throughout and CPU stayed under 16 %, so this is not a load stall; it is unbounded growth. 312 MB is not itself fatal, so the crash cause is not proven from telemetry alone — but the growth is real, and it needs the server log from 01A0035A.

Skill progression

0m10m20m30m40m50m60m70m80mWoodcutting2346Construction256Crafting234789Mining2456Smithing2Navigation25811SeaBattle236LandBattle3first launch
39 level-ups across 1h 23m played. Land skills front-load through 04:00, sea skills take over from the first launch, and LandBattle makes its first appearance (2 → 3) from two chickens on the resource island at 04:26 — the first creature kills the analytics have seen from a tutorial run. Navigation reached 11.

Output & friction

Crafted (243 items)

cannonball_t1195cut_stone25wood_plank17canon_t13wood_hatchet1wood_pickaxe1hull_armor_t11
Harvested wood ×25, stone ×31 across 14 sessions (287 s swinging). 568 move orders, 87 interactions, 30 warehouse ops. Cannonballs: 195 crafted vs 30 last run — the "craft two sets" step change is visible, and the player went well beyond it.

Refused actions (68)

OpenWreckage31FireCannon19Dock10CraftRecipe7Fish1
All server-side can_execute gates. OpenWreckage leads at 31 — clustered right after each kill (8 clicks in 14 s at 04:38:05, 12 in 40 s at 04:39:27) while the ship was still moving/out of range of the wreck; the eventual OpenWreckage completions all landed 15–30 s later. That is a player mashing on a target that isn't ready yet: worth a clearer "not in range" cue. Dock ×10 is 9 clicks in 2 s at 04:25:06 arriving at the resource island — same pattern.

Where the run ended

Battleship chain at step tutbs_destroy_pirate ✓tutbs_complete_contract pending, kills at 5 of 15, ammo empty, still at sea at pull time. 0 coins moved all run (no coins_delta at all — same as last time; nothing in the tutorial pays yet). Two chickens, five pirates, one trader, one wreck of our own.

Carried over from last report: the 15-kill contract is still ~3× the ammo a diligent player crafts, even at 195 balls. New this run: a neutral trader battleship is a lethal first opponent for a fresh hull, and the sea is leaking pirate ships until the server falls over.

Final character snapshot

SKILLLEVEL
Constitution10
Navigation8
Crafting8
Woodcutting6
Construction6
Mining5
LandBattle3
SeaBattle3
Smithing2
Commerce1
Fishing1
Cooking1
Snapshot at the last session_end (04:28:49); session 4's later level-ups (Navigation 11, SeaBattle 6, Crafting 9) are not yet in it. Session 2's snapshot never happened — the crash skipped it.
SERVER HEALTH
Servers01A0035A (crashed 04:06) → 01A003A1
Tick rate11.99–12.00 fps throughout
Memory243 → 312 MB, then 254 → 290 MB (~1 MB/min)
Peak AI hulls1591 pirate + ~55 trader on one sea
Avg ping80.4 ms
Events ingested659 (659 well-formed)
Join → in world3.5 s cold / 0.24 s warm
Source: Athena atma_analytics.events, workgroup atma-analytics, dt ≥ 2026-08-14 · scanned 107 KB · playtest 2f52dd79 · character 6613a893 · 4 play sessions · pulled 04:41:16 UTC while session 4 was live
Same-day evening playtest fe4368fa (3 characters, older build, 21:15–23:52 UTC) is in the same pull but not in this report; its 4.1-min and 10-min sessions still show the pre-fix ghost engagements. Chart colours are the AtmaSuite chart tokens. Durations derived from event timestamps per the telemetry "derive, don't emit" rule.