# The Thrum update

*v1.7 · October 2026*

The thrum moves stone. The last pages tell what the Shadow hunts.

- **[The thrum moves](#the-thrum-moves):** Heavers shift walls. Chutes pass stacks. Detectors keep watch.
- **[The Blastcharge](#the-blastcharge):** Lit by the thrum or a Flint. On the Gleamlands it breaks only your claim.
- **[Herds](#herds):** Fed, they breed. Led on a Tether, they follow.
- **[Hail and sandstorms](#hail-and-sandstorms):** Hail hammers the plains. Sandstorms swallow the desert.
- **[The Heart](#the-heart):** Isembard’s Shadow carries the last Torn Pages. Break it.

- **Clocks and notes:** A Hearth Clock for the mantel, a Firstfolk Dial for the wall. Leave notes.
- **Your Kinhold, your rules:** Name who may enter. Draw the world’s edge. Switch survival and creative.

**Also new:**

- Chutes pass a stack a second from chest to chest. A Sorter keeps only what the chest before it holds.
- The Detector watches one block and hums when it changes.
- Water drinks a Blastcharge’s burst, and a burst throws a charge it touches. In your own worlds, /rules blasts off stops it.
- Tie your herd to a fence post. A pen one block high holds them.
- After a long storm the puddles stay a while.
- The Tale Entire: a deed for every page.
- Cairns fly a pennon in their colour, their band woven in it.
- Waterfalls spill off the Sky Islands and vanish into mist.
- On High, clouds cast their shadows across the land.
- No more sky through the middle of a tree’s crown.
- Torches stand on slabs. Slabs and stairs in Birch, Pine, Jungle, Stone, Granite, Chalkstone, Greystone, Slate, Basalt, Snow Brick, Terracotta and Skystone.
- Invite links carry a mark only you can give.
- Rest with the others from where you stand. The list shows who is away.
- A compass at home leads to your Bedroll or Homefire.
- New commands: /machines, /allow, /edge, /play, and /summon in single player.
- A frame counter any phone can switch on, in Settings.

## Patches

### Version 1.7.1

- **Steady in the saddle:** The Roadhorn and the Mistray carry you smooth, in every eye and every shot.
- **The Tether holds:** The rope stays fast on the neck of what you lead.

- Sealed Chests stay yours in a world you open to friends, through a new name or a download.
- An opened world keeps its keeper’s rules between openings, and counts its Riftway times.
- Signed in mid-game? Rejoin for the board.
- In the saddle, a low roof stays above your view and a Farglass takes you where it points.
- A Blastcharge never sets off another’s charges. Claims hold against blasts in private and friend worlds.
- Foundry vaults keep what you store. Spilled chests and Tethers outlast a restart.
- Mounts and led animals return from the void.
- The world’s edge holds in the Firstfolk Wastes and the Elemental World, and stops a ridden mount.
- A keeper enters their world from a second device with the allow list on.
- A new world never overwrites a saved one.
- The site counts all twenty-four Torn Pages.

## The thrum moves

A **Heaver** on the thrum heaves the line of blocks before its face one step, up to twelve; a **Hauler** heaves its block and hauls it home when the thrum goes. A **Chute** passes a stack a second from the chest at its back to the chest before it while the thrum reaches it, and a **Sorter** lets through only the kinds the chest before it already holds. A **Detector** watches the block before its eye and hums for a moment when it changes.

Nothing is made or lost: a move is all or nothing. Chests, claim stones and anything with items in it never move. `/machines` shows how hard a world’s machines are working.

More: [machines](https://gleamheart.com/guides/machines/).

## The Blastcharge

Light a **Blastcharge** with the thrum or a Flint and it bursts four seconds later. In the Gleamlands it breaks blocks only inside its placer’s own claim. In your own worlds it breaks open land, but never inside a claim that isn’t yours or doesn’t trust you; turn Blasts off with `/rules blasts off` and it breaks nothing. Water beside it drinks the blast, and a burst throws a charge it touches.

More: [the Blastcharge](https://gleamheart.com/guides/machines/#the-blastcharge).

## Herds

Feed a cow wheat, a pig carrots or potatoes, a chicken seeds. Two fed animals of a kind bring a young one, which follows its herd and grows up. Lead them on a **Tether**, tie them to a fence post, and a pen one block high holds them.

## Hail and sandstorms

Hail hammers the plains in white streaks and bounces off the ground. Sandstorms rise over the desert, an ochre haze that dims the sun. After a long storm the puddles stay a while. In single player, `/weather hail` or `/weather sandstorm` brings one.

## The Heart

Isembard’s Shadow carries the last four Torn Pages, **XXI to XXIV**. Break it and a page falls; each night it comes again, it carries the next. Gather all twenty-four for **The Tale Entire**.

More: [the story](https://gleamheart.com/guides/lore/).

## Clocks and notes

A **Hearth Clock** keeps the hours on a mantel or a wall; a **Firstfolk Dial** turns once a day, the sun at its top at noon. A **notepad** holds a note anyone can read and only you can write.

## Your Kinhold, your rules

A Kinhold’s keeper names who may enter (`/allow`), draws the world’s edge (`/edge`) and switches between survival and creative (`/play`).

Earlier versions: [all updates](https://gleamheart.com/updates/).

Play now: https://gleamheart.com/play/
