What's new in Nakama Craft

Everything that's gone in, newest first. Your companions play like real players and stay true to how their author wrote them. Got an idea or something that bugs you? Tell us through the feedback form or the buttons in game.

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0.2.36

October 9, 2026Latest

Fewer fumbles, braver choices.

  • She knows your name. A linked Nakama account now gives your companions your real name in single player, not your game login.
  • She won't take up a fight she can't survive. A badly hurt companion no longer rushes to guard you; she holds back until she has recovered, the way her nerve allows.
  • No more asking twice. If she already holds the sword or has already hung the door, she says so instead of asking again or saying she has none.
  • Trees further out. When the nearby trees are already cut, she looks wider for wood before giving up.
  • "The wall", "the corner", "inside", "home". Telling her to go to a part of your house now sends her to that spot.
  • Smoother long lines. A long line that is split in two no longer pauses halfway through a sentence.
  • Beta data, only if you agree. The game now asks once (host or operator) whether it may send what your companions say and do, how jobs turn out and errors to Nakama, so single-player problems can be fixed. Your Minecraft name is replaced by "player" before anything leaves your computer, it is used only to improve the game, and it stops after the beta. /nakama beta no stops it, /nakama beta delete removes what was sent. Free Nakama turns need it; your own key does not.
  • Easier from China. Downloads now go through nakamaai.app, which works in mainland China, the pages have step-by-step Chinese guides for PC (HMCL, PCL) and Android, and the Android app starts on a Chinese mirror when your phone is set to Chinese.
  • Pick it up in your language. The agreement and the new commands are translated into all supported languages, including Chinese, Japanese and Korean.

0.2.35

October 9, 2026

Your companions answer faster.

  • About twice as quick. A companion's turn now takes around a second and a half, down from four, so conversations and reactions keep up with you.
  • She tells you why when she can't think. If she can't answer for a while, she says why and what you can do about it, in your language.

0.2.34

October 9, 2026

What she writes she does, she knows what her card knows, and your own Nakama characters join the cast.

  • Her *actions* really happen. When she writes that she digs in, picks up the bone, draws her sword or eats her bread, her body does it, even when the work is only in her words.
  • She knows what her card knows. A gamer or a survivor arrives knowing how things are made; someone new to a world like this has to learn. She learns by watching you or a friend make something, or by you telling her, and she remembers it.
  • Landing here hits everyone differently. Some take it in stride, some are overwhelmed at first and stay close to you until they find their feet. Time together helps, and a hug helps more.
  • Your Nakama characters join the cast. Link your account from the cast screen (C) and every character you own, drafts too, shows up at the top, marked yours or draft.
  • She can do every advancement's trick. Looking through a spyglass, launching herself with a wind charge, taking armour off or mending her own wolf's, riding a strider from the shore, curing a zombie villager without her guard cutting it down, and leaving piglins alone when they leave her alone.
  • Walking to something gets her next to it. "Walk to the crafting table" now ends beside it, within reach, not a few steps short.
  • Your added characters are read again once, so they get all of the above from their own cards.

0.2.33

October 9, 2026

Not everyone is a fighter now, and the ones who aren't keep their instincts.

  • Nerve comes from her card. Courage is read as nerve in a fight, not as how caring or flirty she is. Rio, "not a fighter, but she won't leave anyone behind", gets out of the way and gets people out; Kuroi and Sumiko keep out of fights too, while Touka and Kinako still charge in.
  • Instincts that last. A companion who runs from danger used to fight everything for the rest of the day once she'd been cornered. Now she fights her way out, then runs again next time.
  • Picking things up as she says it. When she sweeps a bone and an arrow into her pack, they end up in her pack.
  • A stalled build says why. If she runs out of something right at the start of a build, she's told what's missing, where before the build just sat there.
  • Back to work means back to the build. Handing someone materials in the middle of a build no longer leaves it half-finished: when she says she's getting back to work, she picks it up again.

0.2.32

October 9, 2026

Kona, Kinako and Rio join the cast, and every companion finally looks like herself.

  • Three new companions. Kona, Kinako and Rio, Nakama's own characters, come as written on their cards, with calico patches and odd eyes, a retriever's hanging ears and a rabbit's flopped ear.
  • Everyone gets her own body. Ears, tails and ponytails that never showed before are now drawn, front and back.
  • Memories shared with Nakama. When your bond syncs, she arrives knowing what she remembers from the app and how your last chat there ended, and what happens in the game is remembered back in the app.
  • Sitting reads right, everywhere. The seat under you is never listed, ridden or mistaken for an armor stand, so no one scolds you for riding a stick with a name.
  • Repeated news arrives once. The same thing happening twice a second reaches her once, with a count.
  • A failed pick-up says why. When she can't pick something up she tells what is lying there and why she left it: her own gift, her own drop, no room, or lava nearby.

0.2.31

October 8, 2026

Your house counts as a house, even with a gap in the wall.

  • A house with a gap is still a house. A roofed room with an unfinished wall or a wide doorway now counts: characters can move in when you invite them, and their digging and gathering leave it alone.
  • Sitting down reads right. When you sit, characters see you sit on the ground, not climb into an armor stand.
  • One gift, not thirteen. Handing over planks one click at a time reaches her as one gift of all of them.
  • Furnaces make sense. A character at a furnace knows it's for smelting and what in her pack it could cook, instead of opening it over and over.
  • Logs come from trees. A character looking for logs is told to chop trees, not to look in a bonus chest.

0.2.30

October 8, 2026

Time together counts, your house stays standing, and a server that's always on.

  • Time together counts. Fighting side by side, building, a long walk, a night under the same roof, gifts either way and your hugs and head pats all bring you closer, not just talking. She still warms up at her own pace, and what a moment means to her is up to her.
  • When she says yes, she moves in. Ask a character to live in the house you built, and if she agrees, in any language, she makes it her home.
  • Your gestures, in your own hands. Hug, head pat, ears, tail, kiss and holding hands now move your arms, in first person too. Sit really sits you down beside her (sneak to get up), and she sees what you're doing while you do it.
  • Your house stays standing. Characters go outside before they dig, and their tunnels and gathering never cut through a house, its floor or the ground under it. Caves are still fair game.
  • Out of the water. A character who ends up in a lake and heads for the bank or the shore swims to real dry land and climbs out, instead of sinking toward the lake floor.
  • No sleeping without a bed. At night with no bed nearby, characters know nobody can sleep, instead of sending you to bed on the floor.
  • The Nakama server is always on. Join at craft.nakamaai.app. It runs around the clock now, not only when its host's PC is on.
  • Smaller fixes. Mining digs down to the stone below instead of tunnelling, a character no longer gives away her pickaxe when she talks about stone, holding hands survives opening a door, old death spots are forgotten after a day, and more of what they write as actions ("walk toward the tree line", "step off the table") actually happens.

0.2.29

October 7, 2026

Relationships that grow the way they do in Nakama, your own characters, and companions that respect your house.

  • Relationships work like Nakama. Each character warms up at her own pace, from where her card starts her: some are slow to trust, some take to you fast. Kindness builds it, real hurt costs it and raises her guard, and she knows where she stands with you. Choose with /nakama bond: fresh keeps this game's own relationships, sync shares them with your Nakama account, so time together here and in the app is the same relationship.
  • Your Nakama characters, drafts too. Type /nakama link, click the link, sign in to Nakama and confirm the code: every character on your account comes into the game, unpublished drafts included. /nakama sync brings in new and changed ones, and a linked game checks each time a world starts. A character is only read when you first summon her, so a big collection costs nothing until you play.
  • They stop when you say stop. "Stop" (in any of the game's languages) stops what her hands are doing right away. What she does next is still up to her.
  • Your house is safe. Characters chop only trees the world grew. A cabin of logs, planks, glass, brick or cobblestone walls is never gathered.
  • Friendly fire is your choice. /nakama pvp off (the default): a stray swing at your own companion does nothing, so missing an enderman doesn't start a fight. /nakama pvp on: your hits hurt them for real.
  • One at a time. Right-clicking a character with something in your hand gives her one. Sneak and right-click to hand over the whole stack.
  • They know when you're looking at them, even up close, instead of thinking you're looking at the wall behind them.
  • Fewer silent failures. Punching a tree for wood, using "the crafting table", reaching a chest, hanging a door in a doorway, picking up what they hunted, and making a pickaxe when the stone won't break and they have the wood for one all work now.
  • Dropped things. They know where dropped items lie and that they vanish after five minutes, and where your things fell when you die. They stop going back to a spot where nothing is left.
  • They remember your house. Once a character has been inside your house with you, she can find her way back to it.
  • Creative mode. Companions fly with you, nothing hurts them, and they can take any item, just like you.
  • No borrowed memories. A character who just arrived no longer "remembers" chat from before she came.

0.2.28

October 7, 2026

Room to breathe: breaks, conversation and nights that fit who she is.

  • Breaks that fit the card. A character can set a job down to rest, nap or just sit and talk, and pick it up again when she's ready. How long she works before she wants one comes from her card: a tireless one keeps going, a lazy or homebody one drifts over to you much sooner.
  • Real conversation in the quiet moments. When there's nothing pressing, she talks about the two of you instead of reading out her chore list. How often she speaks up depends on how chatty her card says she is.
  • Nights at home or out. At midnight a character decides, from who she is, whether she turns in, stays close, keeps watch, goes off on her own or works through the dark.
  • She hears it mid-job. Nightfall, midnight and a long stretch of work now reach her while she's busy, so she can react instead of only noticing afterwards.
  • Works for every card. The bundled cast is read ahead of time; any card added later is read the first time it loads, in the same way.

0.2.27

October 7, 2026

They know the world, and they have a home in it.

  • A place of their own. A character can look over a house, decide what suits her from who she is, move in, and move out again. Life around the house follows from her card.
  • They know what things do. Every item is checked against every block and creature in the game, so a character knows what works: what a bone does for a wolf, what shears do to a sheep, what can be placed, eaten, brewed or traded.
  • No more stepping on traps. Tripwires and pressure plates, turtle eggs, big dripleaf, lava cauldrons and farmland she would trample are now walked round, both when she goes somewhere and when she follows you.
  • She tells you when she can't. If a character decides to do something her body can't do, she's told once, and says so instead of acting as if it worked.
  • Longer lines arrive whole. Long replies are no longer cut short, and a hand-over ("here, take this") happens when her card says she would.
  • Books are cleaner. What a character writes in a book breaks between words, not in the middle of one.

0.2.26

October 4, 2026

They mean what they say.

  • No more crash on a long walk. A character heading toward something with an unusual name ("the rabbit scent up the hill") could close the whole game. Now it can't, and nothing a character decides to do can.
  • She says it when it's done. "Table's up" comes after the table is up. If a step fails (no planks, no string), she stops there, tells you what went wrong, and decides what to do next, instead of carrying on as if it worked.
  • Big groups take turns. With many characters around, the ones closest to you answer first and the rest add what's theirs, instead of everyone talking at once.
  • No more trying the same thing forever. A character who drops her own things can pick them back up, and one whose step keeps failing stops repeating it and tries something else.
  • "The drop ahead" is a place to go. When a character says she's heading for "the trees behind us" or "the open ground ahead", she walks that way instead of standing still.

0.2.25

October 4, 2026

Her body keeps up in every language.

  • Her body moves even when her words slip. Once in a while a character wrote what she was doing in your language instead of English, and then she stood still. Now it is read anyway: she crosses her arms, looks at you or steps closer as she says it.

0.2.24

October 4, 2026

No more standing still.

  • She gets there. When you sent a character to the trees or the water, she sometimes walked in place beside them and never reached it. She now arrives, and gathers or fishes as asked.
  • Tall trees too. If the tree she was sent to was too high to stand under, she now finds a spot lower down the trunk instead of aiming at the leaves.

0.2.23

October 4, 2026

Every language, for real.

  • NakamaCraft speaks your language. The cast picker, the companion menu, its feedback buttons and every message the mod shows you are now in all 14 languages, following your game's language setting.
  • She answers in your language. Whatever language you write in, she answers in it, in her own voice, even when her card is written in another one. Traditional Chinese players get Traditional Chinese.
  • Her body moves in every language. If you played in a language other than English, most of what a character did with her body (looking at you, crossing her arms, stepping closer) didn't happen. Now it does, in all 14 languages.
  • Names and "everyone" work in every language. Call a character by name in Chinese, Japanese, Korean or Thai, with no spaces needed ("광철아" and "マキマさん" work), and "大家", "みんな", "ustedes" or "вы все" reach everyone with you.
  • Characters go by their real names. A Nakama character whose card has a title, like "巳蛇-夜蛇掌柜" or "Mai - tu sirvienta", now goes by the name in her card (白绮罗, Mai), on her nameplate and in chat.
  • She calls you by your name. If you set the name she calls you in NakamaCraft's settings, she now uses it everywhere, never your account name.
  • Fixes. A character raising a building no longer stops when she steps back to admire it. A rustling skirt no longer makes her whisper, and a monster's groans aren't hers.

0.2.22

October 4, 2026

They lead, and they answer sooner.

  • Her first line comes sooner. A reply now arrives as it's written: her first words and movements play right away while the rest is still coming, and a scene unfolds a paragraph at a time. If you cut in while she's answering, she remembers what she had already said.
  • They lead. Characters set the pace the way they do on Nakama: they make the next move themselves, start things, push or hold back by their own wants, instead of waiting for you to steer. They act on it more often, too.
  • Every game mode, as a player has it. In adventure, and while you're a spectator, she breaks and places nothing, just as you can't: jobs that would are refused there, and she knows why. Peaceful keeps her fed and healed. Starving hurts her the way it would hurt you on that difficulty. In hardcore she knows a death is final, and after yours she sees a ghost, not you come back.
  • "I'm coming" means now. Calling her or asking her to follow no longer waits behind the job she's on, and anything else she turns to puts her build on hold.
  • Builds a player would make. In survival her plans are player-sized: a shelter for the night is walls, a roof and a door, not a thousand blocks. If part of a build is out of her reach, she stops and knows why instead of trying block after block.
  • Her body reads more of what she does. Swinging an axe or pick, punching a tree, shaping planks, climbing out of a pit, a hand on your arm or chest, biting her lip, her head on your shoulder, her back to the wall, standing between you and the door, a glance at another companion, looking up at the sky, and many more. Fewer misreads: "the leaves" is no longer her leaving, and a hand slapped against a trunk is no longer applause.
  • Talking to everyone. "Let's all...", "all of us", "either of you" and "any of you" reach every companion with you, not just one.
  • Fixes. She uses a bed from beside it instead of walking in place. A riptide with nothing to aim at launches her forward and up, not into the ground.

0.2.21

October 4, 2026

Holo's true form.

  • Holo becomes the Wise Wolf. Her true form is here: an enormous wolf, bigger than a horse, chestnut above and pale below, with red-amber eyes and a white-tipped tail, as in the books. She changes only the way her card allows: a few grains of wheat (or fresh blood), room to change, and it costs her: her clothes fall where she changed, and anyone watching sees what she is (villagers run). As the wolf she outruns any horse, bites hard and has no hands. If she lets you, you can ride on her back and steer, and she carries up to three. When her life is at stake, she changes before she has time to decide.
  • Her clothes matter. When she changes back she dresses if her clothes are at hand. If they aren't, she has to get them back, or you can bring them to her.
  • Her voice in every language. In Japanese she calls herself わっち, and in Chinese 咱, as she does in the novels.
  • Every Nakama character speaks the way the app taught them. Characters you add from Nakama now get the same speech style Nakama uses for them; cards from anywhere else get one built from their own lines.
  • Any card can have another form. A werewolf, a fox spirit, a wolf god: when a card gives a character another body, the game reads it from the card and she can take it, by the same rules. /nakama readapt <name> reads a character's card again.
  • Fixes. A comparison in what a character does ("looks at him the way she'd look at a merchant") no longer becomes a movement of its own.

0.2.20

October 4, 2026

More themselves, and they do what they say.

  • Their own voices, uncut. Characters now say as much as their card would: a quiet one a few clipped words, a talkative one more. Before, most replies were cut to two lines, and answers to a hug, a head pat or your message from far away could be silenced entirely.
  • Their bodies, as their cards write them. New: hands in pockets, a kick, grooming her tail, grabbing your collar, a bow, a tail that flicks once or hangs low, and many more of the small things characters do in their cards. Fewer misreadings too: a monster's growl in the dark is no longer hers.
  • They do what they say. When she says she's heading to the trees, she goes. When she digs in for the night, she stays put instead of following you out into the dark. And she knows she goes back to following you once her work is done, so one who won't chase you through the grass can choose to stay where she is.
  • They can say no. Asking her to build is a request now, not an order: she decides the way her card would.
  • Builds they improvise. Every character designs in her own style, straight from her card. In survival she plans around what's here (the trees, dirt and stone around her, what's in your chests), gathers and crafts what's missing, and uses the closest substitute when she runs short. She keeps her whole plan and works through it without stopping at every step.
  • Fixes. Chopping no longer stalls on tall trees. No more false "stuck" messages while she works or keeps her distance. Characters arrive at full health, and a new character's first words are her real arrival. Asking for apples (and other things that don't grow as blocks) tells her where they come from. Cooked food is called cooked.

0.2.19

October 4, 2026

They stay logged in, like real players.

  • They never freeze. Each character keeps the ground around her loaded wherever she is, like a player does. However far away she wanders, she keeps living, keeps doing what she was doing, and stays in the Tab list.
  • Still there next time. Close the world or restart the server and everyone is back where they were, even far from you. Characters left out in the world by an older version are found and brought back the first time you load it. A character who dies just before the world closes still respawns.
  • On a server, they stay when you go. Log off and your characters stay on, like players. Log back on and they see you join. While you're away and nobody is near them, they keep living but don't spend any AI thinking on an empty world.
  • They answer from anywhere. Write to them from any distance and they reply in chat. You only hear their voice within about a chunk, so no voice is generated where nobody could hear it.
  • Fixes from the last playthrough. A night of zombies no longer floods her thoughts. Things she drops stay dropped. "Guys" and "everyone" reach all your characters. Asked to come, she walks to you from anywhere. Whispers are kept for private things.

0.2.18

October 3, 2026

She's herself, here, and she hears you from anywhere.

  • As close to Nakama as it gets. Characters now run on Nakama's own character setup with their card exactly as written. They speak, act and decide like their card says, in their own words and rhythm, with Minecraft as the world you share. What they do here, what they're after and who you are to them all come from their card, and you're no longer a stranger to everyone.
  • Her, and the world. What she says mixes what's going on around you two with herself: what she makes of you, a jab, a question back. No more running reports of what she's carrying or where she's headed.
  • She hears you across the world. Chat reaches your own characters wherever they are, not only within earshot. Write her name, or just write when she's your only one out, and she answers: where she is, by what's around her, and whether she's coming to find you.
  • Quiet moments are for talking too. When nothing's happening and you're close, she may just bring something up.

0.2.17

October 3, 2026

She does it, not just says it.

  • Her *actions* are her body now. What a Nakama character would write between asterisks, she does: about 80 gestures taken from what Nakama characters and players actually write most. She crosses her arms, covers her mouth, tucks her hair behind her ear, rubs the back of her neck, leans in, flinches, curtsies, twirls, throws a peace sign, holds, carries, sips, scribbles. Several play in a row, in the order she means them, and none of it is written in chat.
  • New faces and a livelier tail. Wide-eyed surprise, a wink, tears and one raised eyebrow on every character. Her tail can droop, stand up or tuck under.
  • You hear it. With voices on, her laugh, giggle, sigh, gasp or whisper is in her voice, and a teasing, nervous or deadpan line sounds that way. A purr, a hiss, a growl or a whine is the real sound.
  • She reacts the moment you do something. Write *hugs you* or *pats your head* and she turns to you right away while she thinks of her answer. When she "pauses, then" says something, she really pauses.
  • Harder to lose. Ask her to take you somewhere she knows and she goes straight there. Asked where she is, she tells you by what's around her. And she finds her own way back from gathering instead of getting stuck.

0.2.16

October 3, 2026

She talks like she lives here.

  • No more compass talk. She tells you where things are the way a person would: behind you, off to your left, down the slope, past the trees. No block counts, no "86 east". A character who really would know north from south, like a wanderer who has travelled for centuries, still says it.
  • She sounds like she's in the world. She talks about monsters, not mobs; about where she fell, not her "drop"; about the time by the sky, not a clock; and about how hurt you look, not your health points.
  • She gets up again. When a character sits down and then decides to do something, she stands up and does it. Before, she could stay sitting with her plans piling up behind her.
  • Tavern cards come in whole. A card's own system prompt, its post-history instructions and its lorebook now reach the character, not just the description.

0.2.15

October 3, 2026

She finds her own way there, the way a player would.

  • Her own way there. When there's no path, she works one out like a player: through leaves and bamboo, into a hillside, down a ledge she can take, a block put down to cross a gap or climb a cliff, a staircase dug into rock. In our tests every trip arrived, for every character we tried (sixty of them): up mountains, across valleys and down an 80-block ravine.
  • She keeps up with you. She follows you over hills, up mountains, through thick forest, across lakes (swimming the way you do, and wading the shallows) and through the Nether, over your bridge across a lava sea, and catches up when you stop, most within seconds.
  • Her body picks the route. A quick character covers more ground; a good miner digs through where another goes round; one who hates water walks the long way round a lake and swims slower when she can't; an agile one drops further unhurt; one fire can't hurt swims lava, though she'd still rather walk round it. When it's the only way down, a brave one will take a jump that costs her some health (never more than she can spare, and a careful character rarely does). One afraid of heights keeps low: no bridges over a long drop, no towers, and no drop of more than two blocks.
  • No shoving. You no longer push her off a narrow bridge as you walk by, and companions on a crowded climb don't push each other off it. They spread out instead.
  • No more freezing. Working out a route is spread over time, so the game doesn't stall, even with a dozen companions looking for a way at once.
  • Safer on the way. She finishes the step she's on before she stops, keeps her footing on narrow ledges, doesn't build out into thin air, counts her blocks so she never runs out halfway, doesn't trust sand or gravel hanging over a cave, and gets out of a lava flood before she carries on.
  • Every character can climb a step, and fit through a door. Even the frailest can get up a one-block step, and the tallest still fits through a door.

0.2.14

October 3, 2026

They fight like players, the Ender Dragon included.

  • Bows that hit. She draws her bow fully before she lets go, aims up for distance and ahead of anything moving, and a natural archer shoots harder and straighter. Before this, her arrows did almost nothing in daylight.
  • The Ender Dragon. Normally only players can hurt the dragon; now companions can too. They shoot it in flight, close in and hit its head when it lands on the portal, and step out of its breath. In our test, four companions killed it in about three minutes, crystals and all.
  • End crystals. They shoot the crystals from wherever they can see them, build a tower of blocks to reach the tallest pillars, and climb up to break open the iron cages. They split the crystals between them. A character afraid of heights leaves the towers and cages to you, and tells you so.
  • Other bosses. They beat the wither, an elder guardian and a raid party in our tests. A warden is another matter: unless her card makes her fearless, she runs from one.
  • Fighting in water. They fight while swimming and dive at things underwater, coming up for air. A character who breathes water never needs to.
  • Fighting smarter. No arrows at endermen (they teleport away), breezes (they knock arrows back) or a wither below half health (its armour stops them): those get the sword. Witches get shot from a distance.
  • Monsters come for them too. Hostile mobs go after companions the way they go after you (spiders only in the dark). A timid character runs, toward you when that's safer, and only fights when she's cornered.
  • Healing. She drinks only potions that help, saves golden apples for when she's badly hurt, and gets their full effect.
  • Getting around. She never digs straight down into a cave or drops past a trickle of water into one (the classic ways to die), chops through a dense forest when there's no way round, climbs vines and ladders, gets out of the water before climbing a cliff, digs back down the pillars she builds, and walks across treetops. When you send her somewhere she waits there instead of wandering back.
  • He, she or they. Companions refer to each other the way each one's card does, instead of calling everyone "she".

0.2.13

October 2, 2026

Her card decides her body, and she gets around anywhere.

  • Her body comes from her card. A snow leopard shrugs off the cold and walks on powder snow. A wolf tracks animals and people by scent. A bat hears mobs through walls. Some see in the dark and some don't. Some are tough and some are delicate. This works for every character, including ones you add yourself.
  • What she's good at shows. A born miner digs faster, a builder builds faster, a farmer gets more from a field, a haggler pays villagers less, and a fighter hits like one. A character who's not much of a fighter keeps out of trouble.
  • Fears and habits. A character afraid of the dark stays close to you at night. One who's afraid of heights won't climb a tower. She eats what her card says she eats, and favourite foods first.
  • She decides. Asking her to follow, wait or keep watch is just that: asking. Whether she does is up to who she is.
  • She keeps her word. If she says she'll do something, she does it, or tells you why not.
  • She gets around anywhere. She swims to a bank she can climb, digs steps up and down, goes around trees and walls, pillars up cliffs, digs down beside drops, gets out of powder snow, and keeps clear of lava.
  • Holing up. She can dig in and seal herself in for the night with whatever blocks she has. She no longer gets stuck chasing a mob she can't see.
  • Smarter with what she has. Any wood works for planks and wooden tools, and she can walk to the crops, a crafting table, a chest, a bed or the village by name.

0.2.12

October 2, 2026

They answer you in a second or two.

  • Much faster replies. Companions now think in about a second and a half instead of ten.
  • You come first. If you speak while she's busy thinking about something else, she drops that and answers you.
  • Walking is honest. "Walk to me" walks to you, she can go back to where she died or any place she remembers, and if water or lava is in the way, or she doesn't know a place, she says so instead of pretending she got there.
  • Chests. She can open a chest and take what's inside, including the loot in ruined portals and villages.
  • Powder snow. She avoids it, and if she sinks in she breaks her way out instead of freezing in place.
  • Smarter crafting and gathering. Any wood works for planks, she chops whatever trees are around, and she knows a shovel digs snow.
  • Each world keeps its own conversation: companions no longer remember chat from a different world.

0.2.11

October 2, 2026

They look where they're going, and they can speak.

  • Sight. She only knows about ore and landmarks she can actually see, not things behind a wall or under the sea, and she glances ahead before walking on: lava, a wall, water, a drop.
  • No more walking into lava. She stops at the edge, and if she ever ends up in it she scrambles out to the nearest dry ground. She won't reach into lava for dropped items either.
  • Getting unstuck. She notices when she's been trying to move and getting nowhere, swims out of water and currents to dry land, and tells you when she's really stuck.
  • Smarter mining. Asked for an ore, she goes for one she can see first. If her tunnel breaks into water or lava she blocks it off, like a miner would, instead of flooding the tunnel.
  • Voices. Characters can speak their lines aloud in their own voice, heard from where they stand. Server owners add an ElevenLabs key and a voice per character in the config; the "Voice/Speech" volume slider controls it.

0.2.10

October 2, 2026

They notice what you do.

  • Your builds matter to them. She sees what you're building, where, and with what, and knows when you've finished. Whether she's impressed, critical, or annoyed you didn't build her a room is up to her card.
  • She keeps track of your day: what you mine, craft, fight, trade, breed and fish. A first diamond pickaxe or a boss kill gets a reaction.
  • Away when you built it? She sees it when she comes back, and remembers where it is.
  • Busy for a long time without a word to her? She notices. Needy characters will let you know; others won't mind.

0.2.9

October 2, 2026

Story cards come alive, two of the same character, and choose their language.

  • Story and world cards bring their cast. Add a card that's a whole story (a war between mages, a fantasy tavern town, a prison) and its people join as companions, each their own person. /nakama summon <story> brings them all.
  • The story's narrator sets the scene in chat when its people arrive and when night falls, in the story's own voice.
  • Two of the same character: /nakama copy <name> adds "Rim 2", with her own memory and her own opinion of the first Rim.
  • Language setting: /nakama language <name|all> <language> makes her speak your language, even if her card is written in another one. Without it, she follows the language you write in, or your game's language.
  • Better long-term memory. She keeps a running record of what happened (your first meeting, gifts, promises, fights) and where things stand between you, rewritten as you play instead of losing the oldest parts.
  • She remembers places: her bed, what she built, the portal, where she keeps her things, villages she found, where she died. Tell her to go home and she walks there.
  • Cards with names in Chinese, Korean or Japanese get an id you can type in commands.

0.2.8

October 2, 2026

Everything a player can do, and she plays fair.

  • Every station: enchanting (with her own levels and lapis), the anvil (repair, combine, rename), grindstone, smithing (netherite and trims), brewing, stonecutter, loom, cartography table and beacon. Same rules and costs as you.
  • Her hands, like yours: buckets, shears, milking, bone meal, flint and steel, levers and buttons, jukeboxes, composters, honey, waxing, name tags, dyes, leads, maps, goat horns, eyes of ender. She can also place blocks, light up dark areas, and write books and signs (and read them).
  • Getting around: her own horse, camel, pig, strider, happy ghast or boat (she'll break in a wild horse). She flies an elytra beside you, riptides with a trident, throws ender pearls, and climbs ladders after you.
  • Fights smarter: crossbows, raising her shield, a totem of undying saves her, and she shoots down end crystals.
  • Makes things happen: iron, snow and copper golems, the Wither if her card would, and Nether portals she builds and lights.
  • No cheating. She never teleports unless your world has cheats on. She runs to keep up, pillars up, bridges gaps and digs through stone to reach you, and walks through the portal behind you.
  • Dies like a player: drops her things (unless keepInventory is on) and respawns at her bed.
  • A life of her own: she keeps her own plans, explores, gets her own pets, and decides what to do next when a job's done.
  • What she carries is hers. You can look in her pack; taking something means asking. She gives what she chooses to, to anyone.
  • Creative building goes at a player's pace; ask her to speed-build if you want it up fast.
  • Her levels work like yours: something to spend on enchanting and the anvil.

0.2.7

October 2, 2026

Everyday life and a way to tell us how she's doing.

  • She sleeps in beds, rides in your boat or minecart, trades with villagers, breeds animals, tames pets, opens doors and follows you through portals.
  • Feedback in game: look at her, press G, and tap Love it, Annoying, Not her, Too chatty or Too quiet, or use /nakama feedback.
  • The Craft page now introduces the cast and lists every command.

0.2.6

October 2, 2026

The cast grows to twelve.

  • New: Yoru, Nia, Kaho, Sumiko, Shio, Holo and Lysandra join Rim, Yuna, Rui, Kuroi and Touka.
  • Each one has her card word for word, her own skin, height, fighting style and courage.

0.2.5

October 2, 2026

You meet as strangers.

  • Every character meets you fresh in this world and decides what you are to her. Some bonds are instant; a maid may call you master on sight.

0.2.4

October 2, 2026

Feelings about everyone.

  • She keeps her own opinion of every player and every other companion, with her reasons, and it lasts. Grudges, loyalty and jealousy drive what she does.
  • Brave or timid, strong or delicate, protective or not, read from her card.
  • If her card would go that far, she can turn on someone, other characters and players included.

0.2.3

October 2, 2026

The card decides.

  • Cast picker: press C (or /nakama cast) to bring or send away anyone. It opens the first time you join.
  • Any character can refuse, bargain or tease as her card would; possessive characters act like it.
  • Replies follow the conversation: start a message with her name to talk to her, and she answers in your language.

0.2.0 – 0.2.2

October 2, 2026

Free to play, and a server to play on.

  • No key needed: Nakama thinks for your companions, with a daily allowance. /nakamakey still lets you use your own.
  • The Nakama server, multiplayer with everyone's companions, and companions in the Tab list.
  • Private scenes play out in the world, and only you see them.
  • Calmer chat: short lines, no repeating each other, and whispers stay one-to-one.
  • Fixed joining servers failing with "Invalid player data".

0.1

October 1–2, 2026

The first companions.

  • Yuna, Rui, Kuroi and Touka join your world, running on their Nakama cards word for word: they talk in chat, show it in their ears, tail and face, and act.
  • They build anything in their own style, or any blueprint (.schem, .litematic, .nbt), with undo.
  • Closeness: hold hands, hug, sit together, kiss, or start a private scene. What happens is up to her.
  • Fighting styles per character, armour and shields, and staying clear of creepers.
  • Survival skills at a player's pace: crafting from real recipes, smelting, farming, fishing, mining and chests. Survival builds cost real blocks.
  • Rim joins. Add any published Nakama character with /nakama add. Whisper with /w, and play on PC, a server or the Android app.