Age of Mending

Age of Mending: Sandbox game about building your own world and exploring a new one. Last breaking changes: a25

Adventure / RPG

Download (5.9 MB)
For Minetest 5.6 and above

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Age of Mending

Formerly Parity of the Minor Bearing

A game about worldbuilding, homeliness and exploration.



This game is in development. Expect sporadic, game-breaking, world corrupting updates to happen indiscriminately and at random. Assume that updating to the next version will corrupt all worlds irreversably. The entire design and structure of the game may change without notice. You have been warned.

Until it reaches a releasable state, you can readily assume any individual part of the game is a placeholder and many things will be unpolished and jank. See the issues on the repo for more info.


Quick Overview

  • has a lot of graphical effects that make it not a potato compatible game
  • is not "survival voxel game" in the traditional sense; no tool durability, no grinding, no progression tree or dopamine tredmill
  • somewhat stable, but not reliable; things might be jank but probably won't crash at least in singleplayer
  • a fair amount of content, but not a lot of gameplay aside from the core premise of building a world for yourself
  • art and "creative potential" focused, meaning it cares more about enabling player creativity than about balance or "things to do"

Q and A

⠀What kind of game is it?

It is a sandbox, mechanics-over-content world building game. The style or setting is early gunpowder era with low fantasy elements (think LoTR level magic at most). The focus is on the player building, exploring and defending their own home and world. World building and creating a place for yourself is what it should be best at. It is not about mining for materials or grinding for better gear, it is about constructing an immersive and meaningful place in a world.

Is this server-ready?

No, but you're welcome to try, just post your crash reports in the issue tracker.

Is it ever going to be finished?


Is it actually playable as a game?

Yes, but it's super limited. If you liked playing M*******t in infdev, you might find it playable.

How buggy is it?

Crashes are somewhat rare usually, and things mostly work, but the problems are less crashes and more "why are all the caves so cramped" or "why can I sneak on ladders" or "why am I inside the ground now" and so on. Not catastrophic, but certainly very jank.

Is it stable?

No. It is not stable. Fundamental concepts like tool durability, inventories, tool tiers, and more are all completely up in the air and may be removed at any time. I can't and won't be nice about back compatability, and I won't compromise on that since it would grind development to even more of a halt than my procrastination does.

Is development active?

You should assume not. I go through periods obsessively working 12 hours on it and then go months without even looking at it. Hey, don't judge me like that.

Why release it now?

People ask about it a fair bit, and so I figured I would just throw it on here and forget about it. This package will likely be replaced when entering stable / beta, and become the continuing unstable version. Then there would be a new package and new page for the stable version.

It looks good, but does all that fancy make it laggy?

Eh, sort of. In terms of FPS, it's slower than opaque leaves, but substantially faster than fancy alpha all faces leaves. For mapgen, it's slow. Yes. It's slow. That's something to work on during beta or later alpha though as this game isn't even finished conceptually yet. For server step, it's going to be slower than Minetest Game, but it's probably on par with MCL variants. Most parts of the game use timers and node updates instead of ABMs and globalsteps, so it mostly only runs code when it actually kind of needs to. Again something to improve across beta. It is worth noting that this is not only a pretty game with very little in the way of compromises on art, but it is also not a well optimised game, and will not run on a potato.

What would it look like when 'complete'?

This is all unlikely to be achieved any time soon or possibly at all, but it's the direction the game is heading in. This is the design doc, since it won't fit into CDB:

World and lore

In the world there will be a few main types of creatures:

  • dwarves and humans
  • spirits
  • animals
  • demonkin
  • half-demon half-animal magic beings

There is some lore to the world (secret), but no story or purpose beyond just "play the game and do what you want". There is no end or completion.


This obviously contains spoilers. Read at your own risk:

Compatible with mte 5.6+. Other versions unknown. Definitely doesn't work on 4.x

Always using the newest version, assume no backwards compatibility.

Features missing as of version a24

These are some things you might assume to be part of a game like this, but are not implemented yet!

  1. combat system and actual weapons such as spears and swords
  2. mobs - there are some, but nowhere near the level that would be in the final game
  3. any actual crafting guide to tell you how to play the game - instead it has a Terraria-like crafting system, but you're still a bit blind as to what can be made if you got more materials
  4. structures - there are small schematic structures and ruins, but not any dungeons and villages etc
  5. spawn setting, spawning in wide areas instead of one point, PVP settings (on by default)
  6. several biomes not present, such as beaches, tundra mountains, arctic oceans / rivers

You can also see the issues tracker for more info on what to expect.

What does it have then?

  • mapgen and biomes
  • Terraria-like crafting system
  • some mobs
  • mob spawn inhibitors so you can have a safe home and peaceful builds
  • ores, tools, and ore processing
  • status effects for regen, featherfalling, poison etc
  • crops and food
  • cooking, furnaces, ovens
  • pipes for item transport
  • teleporters (hard to get for now)
  • warpberries allowing the player to move between two locations easily
  • bows
  • wings and gliding, flight
  • treefelling with axes
  • ropes for climbing, ladders
  • many many many building materials, types of bricks, shapes, colored terracotta, etc
  • wrench which can bulk-build in a cube / wall / line etc
  • the underworld, with its associated bricks and items
  • a floating island defense gamemode (?windmills join) ... which may or may not work in multiplayer
  • glowing mushroom biome (currently useless, but pretty)
  • an airship
  • lanterns, glow status effect for "dynamic" wearable lights, and a special item that allows for even better illumination ;)
  • lots of bugs and I don't mean fireflies

The game is coded pretty much from the ground up, partially because there is the stipulation that it remains MIT licensed and avoids restrictive licensing, but also because of my predisposition to just make the thing rather than learn someone else's API. As a result, you can fully expect that just about no mods will work with it unless they've been very carefully and deliberately made to work agnostically.



Do you recommend this game?

  • Unfinished, but beautiful.

    The basic gameplay is still about as boring as vanilla Minetest Game … but world generation details, node textures, models, all the parts of Parity of the Minor Bearing [alpha] that seem actually finished just look incredible. The crafting interface still needs some work, but already offers the simplicity of Repixture. If this is what passes for ”unpolished and jank”, Sumianvoice (the author) has admirable standards. I like the explicit anti-grind stance in the README a lot!

    Nevertheless … I can not recommend this game, simply because of the author's warning:

    Expect […] game-breaking, world corrupting updates to happen indiscriminately and at random.

    Other game and mod developers, take note: This is what being honest to users looks like.

    @Sumianvoice I hope you finish this. When/if you do, I plan to adjust my review.

  • Very beautiful, has potential

    It has a very cohesive world with very well executed models and textures, it's still very fresh and lacks depth and game mechanics, it will eventually get to a point where the gameplay loop feels more compelling, but, even in the current state is worth testing out.

    The mobs feel good as well, and I believe that's sign of a promising game and a capable developer, so with time I think this game has potential to become one of the best.

    Enjoyable and pretty.

    Editing to add: Add the "Item Physics" mor for extra enhancement

  • Just beautiful

    Free! We are free. In this game we wander without a specific goal but we enjoy the landscape which is just breathtaking. The quality of the textures and menus is just exceptional. In addition, the tools all have a specific use. This game has a lot of potential for me whether in survival or creative (Even if the inventory can be improved for me in the future) I'm looking forward to future updates

  • From what I have seen its the most promising big project today in Minetest

    A lot of effort was put into making this game stand out, make it unique, but not just for the sake of difference. Due to lots of low effort small projects it's harder to notice something like this, it deserves an upvote before beta

  • It's quite entertaining.

    It's interesting, I like the crafting system and it was fun to shoot dwarves with a musket

    Postscript: There is a bug, when you die the game crashes.



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