This is the modernization. The whole in-game interface is new, the world map is rebuilt and interactive, chat got a full overhaul, and keyboard movement is now the default. It takes the systems and gameplay work from v0.2.0 and wraps all of it in a modern client.
A Rebuilt Interface
Every in-game window is new. Windows can be dragged, resized, and scrolled, and each one remembers its position and size per character. They open at a sensible size that fits their content and stays on screen.
- Inventory, Warehouse, Shop, Skills, Character, Quests, Friends, Guild, Options, the Community menu, and the NPC dialog windows are all reskinned in the new style.
- A new hotbar runs along the bottom: 12 slots, set to the number row (1 through =) by default. Press the backslash key to switch the slots to F1 through F12 and back. Drag an item from your bags onto a slot, or pick a skill in the Skills window and click a slot, to assign it. Right-click a slot to clear it.
- Move items by dragging them between your bags, your equipment, and the Warehouse, or click to pick up and click to place. Right-click an item to use, equip, or sell it. Hold Shift and press a stack to split it.
- The Inventory shows an equipment paperdoll (weapons left, armor down the middle, accessories right) above your bags, with your coins and a weight bar. The Warehouse and your bags now open side by side so you can use both at once.
- Hovering an item or skill shows its full tooltip, drawn on top of the windows.
- Your top-left status panel (name, level, red HP bar, blue MP bar, EXP and Gen bars) and the target health bar are in the new style. You can drag them to reposition.
- Press CTRL and backslash together to lock or unlock the movable HUD pieces.
- The login, server-select, character-select, and character-create screens are all new, drawn over the live 3D scene, with the character models still shown and clickable.
- A gamepad (Xbox or XInput) can navigate the new interface: d-pad or stick to move focus, A to activate, B to close, bumpers to switch tabs.
A New Interactive World Map
The minimap is redesigned: it draws the real terrain, your position arrow, and dots for nearby monsters, NPCs, party members, and friends, with zoom and a Map button in its bottom bar.
The full map has been rebuilt as an interactive window. It shows the terrain on the left and a panel on the right with your zone, your coordinates, and the area’s NPCs and portals. NPCs and shops show as blue dots, portals and gates as gold markers, and your own position as the yellow dot. Live monster and player locations show as dots too (monsters in red, other players in green), updating a couple of times per second. Hover any dot for a tooltip with its name, and a player’s level.
Whether other players’ live positions show on the map is a server option, and it is on by default. Monsters and NPCs are always shown.
Chat Overhaul
Chat has seven tabs now: All, System, Combat, Party, Guild, Trade, and Whisper. Whispers show on every tab so a private message is never hidden while you read another channel.
- Every line uses one clean format: a channel tag, then the sender and message, like “[Trade] PlayerName: Selling sword +5”. System and world notices show with no sender.
- The channel tabs actually route your message now. Clicking Party, Guild, Trade, or Whisper sends what you type to that channel; clicking All returns to normal chat. Slash commands and channel prefixes still work from any tab. Picking a channel you are not eligible for tells you why (for example, the Party tab when you are not in a party).
- Optional timestamps: a “Show Timestamps” toggle in Chat Options puts the time in front of each line. A “Timezone” option (Server or Local) and a “Date Format” option (24-hour or 12-hour) let you set how it reads, and changing either updates the messages already in your log.
- Each channel has its own color, and Discord messages now arrive in their own “[Discord] username: message” channel with the real Discord name as the sender.
- The Combat tab shows a running combat log: your hits, the damage you take, and your kills. The System tab logs items you pick up and items you gain or give away in a trade.
- Two filters in Chat Options, “Hide System in All tab” and “Hide Combat in All tab”, keep your All tab clean while the dedicated tabs still show everything.
- The chat log scrolls properly, keeps the newest message at the bottom, and wraps long messages instead of running off the edge.
Movement and Controls
- Keyboard movement (WASD) is now the default. Alt+K toggles between keyboard and mouse movement, with a short on-screen toast telling you which mode you switched to. The camera follows correctly in keyboard mode from the moment you enter the world.
- The Options window has a new Input section: “Input Mode” switches between Mouse and Keyboard movement, and “Skill Buttons” sets the hotbar keys to the number row or the function keys.
- A new “Keybinds” button opens a read-only list of every keyboard and mouse control, grouped by category.
- Tab-targeting no longer fires while chat input or a window (store, trade, mail) is open, so typing never grabs a monster by accident.
- The Space key opens a nearby player’s store instead of just walking toward them, and you can no longer move, attack, or cast while sitting.
Coming Soon
Some of the new NPC windows are early conversions. They open and show their contents, but a few in-window actions are not wired yet:
- Crafting and gear upgrading: the windows open, but dropping items into the craft and upgrade slots is not connected yet, so you cannot complete a craft or an upgrade this update.
- Player trade, the player booth shop, and attaching an item to outgoing mail: these open and the main actions work, but some of the in-window item handling is still being finished.
- The tutorial pop-ups are turned off for now and will return once text formatting is reworked.
- The tournament arena shows a “being rebuilt” notice while it is reworked.
A larger change is coming to names. Over the next few weeks, Gate to Heavens will move off the original game’s vocabulary and onto its own. As an intermediary step, item names, map and area names, monster names, and quest names will switch to plain tiered placeholders (for example Sword I, Sword II) before their final names arrive. Expect names across the game to keep changing during this stretch.