Chapter 2: Reality Thread 5 Teleportation Comes Online
Another Defining Step for Earth 2
On December 8, 2025, Earth 2 quietly opened the door of E2V1 to non-testers for the first time ever, expanding access through our Badge Holder Rewards Program and marking an important moment in the project’s timeline. Though E2V1 is still in pre-alpha, it is beginning to operate as a living global environment where Players can start to experience the world we’ve been building with access to persistent, early foundational systems, quite literally on a planetary scale.
The level of confidence to release E2V1 access to non-testers comes from the exceptional skill and dedication of the Earth 2 development team, along with the invaluable support of our community testers, who have helped us identify issues, record performance data and validate fixes across countless scenarios over recent months.
Since 24 August 2025, the E2V1 multiplayer system has remained continuously online for 116 days straight (from 24 August through 18 December) operating across the full 510,072,000 km² of the planet. During that entire period, we recorded only one to two total hours of downtime while performing numerous major updates, fixes, and system deployments directly to live servers, a process known as hot deployment, which allows live code and content to be pushed without taking the world offline.
This represents roughly 2,784 hours of continuous uptime, achieving an exceptional 99% availability rate for a pre-alpha product operating across an open world the same size as our planet Earth including real time physics and a quickly growing list of Character actions and animated states.
Most of our community testers can personally attest to this uptime, as they have been able to open E2V1 and jump into multiplayer at any time during this entire period, without any restrictions, exploring and testing wherever they wished across the entire planet.
Such open accessibility for months on end is extremely rare in early-stage development. Most pre-alpha environments only come online for short, controlled windows – a few hours or days at a time – before going dark for weeks between tests. In contrast, the Earth 2 team has deliberately taken the harder, more ambitious path: keeping the entire world persistently online while iterating and validating systems under real-world, always-on conditions.
This ongoing live development cycle demonstrates not only the stability of our infrastructure, but also the expertise, coordination and precision of the team behind it – delivering updates and improvements while Players remain connected, exploring and testing in real time.
We are pleased to say that today’s release of Chapter 2: Reality Thread 5 (Version 0.2.5.0) builds directly on that foundation. We would also like to point out that we will not always list all features, changes or updates included in a Reality Thread openly, as occasionally there will be some that are intentionally left to be discovered by Players.
As with all major E2V1 updates, there may be issues or unexpected behaviour during the rollout of new features. However, as we’ve consistently demonstrated with every Reality Thread release to date, our team will identify, address, and improve those issues while continuing to refine the systems and gameplay experience as development moves forward.

The First Essence Halving
3 December 2025 marked one of the most important milestones in the history of Earth 2’s economic framework – the first-ever Essence (ESS) Halving Event. Though it occurred quietly and exactly as designed, the impact of this moment cannot be understated. It represents the first activation of a carefully engineered EcoSim schedule intended to ensure the long-term health, scarcity and sustainability of the ESS ecosystem.
The longstanding transformation rate between E-ther and ESS has been halved, marking a pivotal transition from the early, higher-yield phase of supply generation into a new era of controlled scarcity and systemic balance. This halving confirms that the underlying tokenomics and automated supply mechanisms are functioning exactly as planned – a technical and systemic achievement years in the making.
Internally, Earth 2 has already observed a significant decline in the amount of ESS generated from E-ther transformation, resulting in a measurable reduction in new supply and a tangible increase in overall scarcity. Notably, this has occurred at the same time Earth 2 is preparing to expand even more utility for land, ESS and digital products inside E2V1, amplifying the demand for Essence across multiple layers of gameplay and systems.
ESS will progressively serve as a core power source within E2V1 – powering vehicles, teleportation, staking, buildings, property interactions, mining resources, generating building blocks and many other future mechanics. Its integration will extend even further as the EcoSim and resource generation systems come online, introducing deeper relationships between land development, energy production, crafting, logistics, battle, quests, trade and more. With each new system, the requirement for ESS will continue to grow, transforming it from a passive currency into an active, operational energy source underpinning the digital world’s economy and function.
Just as similar halving mechanisms have provided long-term stability in other large-scale digital economies, this event establishes a predictable cadence for future ESS creation, aligning supply with an ecosystem now entering an era of practical demand and sustained expansion. It reinforces Earth 2’s commitment to a sustainable design with each halving event serving as a milestone that demonstrates deliberate planning and disciplined execution.
What changed?
- E-ther mining output on properties remains the same.
- The transform percentage that converts E-ther into ESS (Essence) is now halved.
This marks the beginning of Earth 2’s scheduled three-stage halving cycle. The remaining two halvings will automatically occur once 750,000,000 and 875,000,000 ESS have been transformed. It’s important to remember that this figure refers solely to the total number of tokens ever created – not those currently in circulation. Once a token is minted, it can later be burned, meaning it is permanently removed from the supply. These burnt tokens are still counted as having been transformed and minted already for the purpose of halving milestones, even though they no longer exist in circulation.
Staking: Double Attraction Now, ESS-per-Tile Adjustment Soon
To complement the halving and maintain reward balance, the E-ther attraction rate on staked tiles has been doubled. This change strengthens the incentive for Players who continue to actively stake, ensuring that staking remains both meaningful and rewarding in this new, post-halving environment.
Originally, the ESS stake requirement was set to increase from 2 to 3 ESS per tile at the same time – a 50% increase in stake to accompany the 100% boost in E-ther attraction. However, to allow Players time to prepare, we have delayed this requirement increase until 1 January 2026, giving everyone clear notice and the opportunity to stake any unstaked tiles at the current 2 ESS per tile rate through to the end of December 2025.
The Evolving Role of Staking
Staking remains a foundational pillar of the Earth 2 ecosystem today and will become even more important in the future. Beyond its current E-ther attraction benefit, staking will gradually unlock access to additional gameplay features – including mini-games such as Hordes – and new systems that provide a variety of opportunities to Land Owners and Players alike, directly from gameplay.
The current E-ther attraction mechanic associated with staking may eventually be phased out, but this transition will coincide with the introduction of property-based rewards mechanisms, where engaged Land Owners with staked properties can potentially earn more than they ever could through staked E-ther attraction. This shift reflects Earth 2’s long-term goal of evolving from set yields toward active, gameplay-based utility, ensuring that ESS and land ownership remain deeply tied to Player participation and creativity.

Badge Holder Access: Opening the World to Supporters
On 8 December 2025, Earth 2 quietly opened the door of E2V1 to non-testers for the first time ever, marking a defining moment in the project’s journey. Access was expanded through the Badge Holder Program, allowing early supporters of the platform to enter the live world environment ahead of the general public. Though E2V1 remains in a pre-alpha stage, it is now operating as a living global environment, where Players can begin to experience the foundations of the virtual Earth firsthand.
Built on Confidence and Collaboration
The confidence to extend access beyond the testing group comes not only from the skill and dedication of the Earth 2 development team, but also from the commitment and feedback of our testing community. Over the past several months, testers have played an invaluable role in identifying issues, helping us to monitor data and verifying fixes that helped stabilise the E2V1 environment in preparation for broader access. Their contribution, combined with continuous hot-deployed updates, has allowed Earth 2 to maintain exceptional reliability even during rapid development cycles.
Progressive Rollout of Badge Access
With Reality Thread 5, this stability has made it possible to begin opening E2V1 to the first wave of Badge Holders, starting with the top nine global badge tiers. Access will continue to expand progressively through the remaining six global badge levels over subsequent Reality Thread releases, ensuring that all global badge holders can experience E2V1 as early as possible. The aim of this rollout is simple – to prioritise access for those who have supported Earth 2 the longest and consistently stuck with us.
It is important to note that the entry-level global badge – Steward of Tiles – only requires ownership of 1,000 tiles, which depending on the country and its secondary market, can equate to approximately $100 – $200 depending on where the tiles are located. This context is important, as some external claims have falsely suggested that access requires spending tens of thousands of dollars. In reality, Earth 2 has deliberately set a modest and inclusive threshold for early access to the Pre-Alpha build from day 1 of the badge system release, focusing on long-term supporters who hold even small but meaningful amounts of land.
As the rollout progresses, access will extend from global badge holders to country-based badge holders, before finally transitioning into open public access once the system has matured further. This staggered approach ensures that the world remains stable, balanced, and accessible while development continues to accelerate behind the scenes.
It is absolutely normal – and expected – that we would want to reward those who have believed in and supported the project over time by giving them the opportunity to experience E2V1 first. Public access will follow and as development continues and stability grows, access will naturally expand to include everyone.
E2V1 is still in Pre-Alpha: Expectations and Player Guidance
Although E2V1 is still heavily in pre-alpha, Earth 2’s goal is to provide consistent 99 % uptime for all approved Players – allowing them to enter, explore and interact at any time they wish. This continuous-access philosophy is central to Earth 2’s testing and development approach: the world is meant to stay alive and connected, even while it evolves.
At the same time, it is important to set clear expectations. Because this is a pre-alpha environment, Players who have access to E2V1 may encounter bugs, incomplete systems or performance issues. If at any point a Player feels uncomfortable with the state of the build or experiences issues that affect their gameplay, they are encouraged to pause and return after future updates rather than continuing to play through technical problems. Participation at this stage is entirely optional and there is no pressure to remain active if the experience does not feel stable for individual users.
Recognising Supporters
This early-access phase represents a major milestone not only for the project but also for the community – a recognition of those who have actively supported Earth 2. By opening E2V1 to Badge Holders first, Earth 2 ensures that its most dedicated Players are among the first to experience the new world as it comes online, helping to shape, test and refine it in preparation for the generations of Players that will follow.
We hope you enjoy this sneak peek at the new badge designs and how they will look if used or displayed inside E2V1!

EPLs: From Identity to Utility
EPLs (Earth 2 Property Locators) are the unique identifiers assigned to properties across Earth 2 – a kind of addressing system analogous to URLs on the web. They’ve existed for some time as the backbone of property identity, but with Reality Thread 5 they take on their first major in-world utility. Characters must use precise EPLs to target destinations for teleportation, which elevates the value of memorable, succinct EPLs for quick recall and error-free entry.
- Every Mentar has an EPL by default; the default format is a long alphanumeric string (e.g., de42ed1d-1867-4576-93b7-5bd7668d4bbb).
- Precision matters: teleportation requires entering the exact EPL- there’s no “closest match” lookup. This is intentional to increase long term purpose and value for unique EPLs.
EPL Subscriptions – Timing
For years Earth 2 has deliberately delayed annual EPL subscriptions until EPLs became truly usable inside E2V1. That moment starts now. We are not enforcing annual renewals yet; subscriptions will begin in Q2 2026. Consider this your early notice to plan ahead while enjoying EPL utility in the meantime.

The Global Teleportation System: Connecting a Planet-Scale World
Teleportation marks yet another ambitious system that Earth 2 has now designed, implemented and delivered inside the massive open world of E2V1. Not a bolt-on convenience but a core layer that touches multiplayer, global coordinate mapping, spatial indexing systems, authority and validation systems and also introduces additional Land utility, ESS utility, EPL utility plus will provide global access to experiences including mini-games.
The Global Teleportation System allows Characters to instantly travel from any Mentar to any other Mentar anywhere in the world using ESS. It also divides the ESS teleport fee between the initiating property and the target property, introducing location-driven micro-economics that not only benefit land owners but could help turn well-known or well positioned EPLs into practical transport hubs for Characters.
This system required deep adjustments to multiple subsystems (including but not limited to the location and multiplayer systems), which required a lot of time and is why it was originally slated for later in the roadmap. Delivering it now unlocks potential for upcoming features and experiences that depend on fast, reliable and precise Character movement inside E2V1.
Why Shipping Teleportation Now Matters
In addition to numerous benefits of instantly teleporting a Character, Teleportation will help make community meet-ups easier. Until now, organic meet-ups often required Players to own tiles in the same location and juggle numerous steps before anyone could gather. Teleportation removes that friction: Characters can simply teleport to a chosen area and meet, no tile ownership required at the destination. As badge access expands, this dramatically lowers the barrier for such community events, creator tours, community photos and spontaneous “everyone pile in here” moments.
In addition to this, there are a few other reasons we focused on releasing the Teleportation system now.
- Some upcoming mini-games will be specifically designed to be discoverable in the open world by running around inside E2V1, but teleportation still matters here because it lets Characters jump to regions of interest quickly and, where applicable, arrive with equipped items on their Character meaning they have less to fit out depending on the activity they wish to participate in.
- Other types of mini-games will start with zero items by design. Teleportation ensures participants, or opponents, can converge quickly at the same coordinates and enter together on equal footing, even if their Characters weren’t nearby a moment earlier.
There will be multiple ways to discover these types of mini-games, including a global dynamic list that automatically refreshes the current top 100 eligible properties with open min-games belonging to Players who have staked the most Essence worldwide, essentially rewarding those Players with broader exposure of their properties. There will also be a separate live list showing properties that currently have Characters waiting to start a game on properties that are not in the top 100 list. Both methods will function as lobby-style systems for mini-games.
Note that if a property is not in the above lists, anyone can still initiate a mini-game if they are at the property or have the EPL for a property they want to play a mini-game on. - For Players without Characters in the target region, teleportation removes the travel and time barrier so you can play with your group, where and when you want.
A Word on Large Gatherings & Hardware Limits
As we roll out Teleportation, it’s also a good time to revisit a point we’ve consistently made about large player gatherings and performance. While we are confident that Earth 2’s multiplayer networking can technically support thousands of concurrent Players on a single instance, and while this was very difficult to apply to a massive open world the size of E2V1, the main bottleneck lies in rendering, not networking – a limitation that exists across the entire games industry.
We outlined this clearly in Reality Thread 3 and other correspondence, where we explained that the primary limitation “is not so much the networking layer for Earth 2, but rather the ability to render hundreds or thousands of detailed Characters simultaneously.” This remains true today.
Even though our network layer can handle very high concurrent player counts, each Player’s local GPU determines how many Characters can be rendered in the same space. Depending on your PC’s specifications, you may comfortably render 20, 50, 100 or even more Characters before framerate begins to drop. Those with lower-spec systems may see performance decrease sooner and that’s perfectly normal given the level of visual fidelity Earth 2 aims to maintain.
We’ve spoken about this multiple times in the past – through public responses on X (Twitter), and Discord – to set realistic expectations. This bottleneck is not unique to Earth 2, but rather an industry-wide constraint that improves gradually as GPU technology advances.
Other demos across the industry often reduce rendering cost by using very low-poly avatars, highly uniform characters, no or very limited physics and limited animation states; all of that makes rendering cheaper. We employ optimisations as well, but we’re not currently chasing “10,000 on screen” visuals at the expense of end-user experience that is meaningful, verse one that is not. Our priority is engaging gameplay and meaningful systems (utility for land, ESS and digital items) that you can enjoy now, not just a one-off spectacle.
That said, we still want Players to push the limits. Now that teleportation makes gathering effortless, please feel free to coordinate community meet-ups, test large crowds and share results. These stress tests will help us refine performance, optimise Level of Detail (LOD) systems and improve concurrency over time as more badge holders gain access.
Under the Hood
Teleportation forced an adaptation of global state handling. We rebuilt portions of the global location network, refined state synchronisation for equipped items and hardened cross-region Character travel so a confirmed teleport consistently places your Character at the exact destination property – cleanly and quickly – while nearby Players see your arrival in sync.
And all of this shipped while multiplayer remained online!

ESS Utility and Property Rewards (Fee Split)
Teleportation consumes ESS and distributes a fee share to both ends of the trip:
- Initiating Mentar (origin property): receives some ESS when Characters depart.
- Destination Mentar (target property): receives a larger share of the fee, scaled by factors such as tier, reflecting the value of being the arrival point.
Over time, it is possible that destinations near popular areas, events, experiences or mini-games, could become high-traffic nodes, and it will be interesting to see how the use of this system evolves around well-known EPLs and strategic property placements.

EPL Management Enhancements
This release also introduces several new and previously unmentioned features within the EPL Management System, designed to make teleportation, navigation and world coordination far more efficient.
Players will have the ability to save EPLs directly to their Player account, creating a unified, persistent list of teleport destinations available to every Character they own. Each saved EPL entry can include custom notes or comments allowing Players to better organise and remember key locations.
These saved EPLs and notes are shared across all Characters on the same account, streamlining multi-Character management and helping Players build their own connected network of destinations across Earth 2. Though not highlighted prior to release, these new additions represent another step toward a smoother, more connected gameplay experience inside E2V1.

How to Use Teleportation inside E2V1
- Stand on a property to initiate teleportation. Your Character must be standing on at least one tile on a property to initiate.
- Press M to open the Teleportation UI. If successful, you will have the option:
- Save the EPL of the property you are currently standing on.
- Review your personal saved EPLs & notes.
- Enter a destination EPL directly.
- Save the EPL of the property you are currently standing on.
- Enter the exact EPL – there are no broad search results by design ensuring EPLs retain their intentional worth based on the actual EPL registered.
- If valid and linked to a Mentar on a Tier 1 or Tier 2 property (not Tier 3), you’ll see the property details of the destination and the ESS cost for teleporting to that property before committing.
Please note that the ESS cost for teleportation is determined by the property owner of the EPL, not Earth 2. - Confirm to teleport. On arrival, your Character will float briefly in the middle of the air before spawning onto the terrain. We thought this was amusing so we intentionally kept it in the teleportation process. If snipers start targeting teleporters while they are frozen in midair we might review it, or perhaps it will just remain as a vulnerability when teleporting a Character.<this is a joke>
- Backpack & items: you cannot teleport with any loose items unless they’re equipped. An equipped backpack and any other items that have been equipped on the Character itself can teleport, but everything else, including any items stored inside the backpack or otherwise with the Character cannot.

What to Test for Teleportation
- Teleport between distant continents and confirm correct placement every time.
- Verify the displayed ESS cost equals the actual deduction upon confirmation.
- Fee-split validation: confirm the initiating Mentar received some ESS and the destination Mentar received more. Owners should check transactions to confirm earnings from supporting the teleport.
- Have a friend observe your arrival to confirm multiplayer sync and crowd rendering on different GPUs.
- Stress-test large gatherings at a single destination via teleport; note framerate and stability across varied PC specs.
- Test equipped-item rules: arrive with different equipment sets and verify only equipped items transfer.
- Save EPLs with notes, swap Characters, and confirm account-wide access to saved entries.

The Global Build System: Persistent Objects at Planetary Scale
If teleportation connects the world, the Global Build System (GBS) gives it memory allowing it to retain the imprints of Player action across more than five trillion tiles! On smaller maps, persistent objects already present a challenge. On a 1:1 Earth-scale world, they become an extremely complex undertaking, where every decision must account for performance, persistence, and scalability across a global system.
Reality Thread 5 debuts GBS with a deceptively simple in-game object: the Campfire. Don’t let the simplicity fool you. Delivering a reliable, persistent, synchronized object across the entire planet, and an interactive object, one that spawns Characters, heals them, saves them, respects property boundaries, expires consistently and will soon also cook – required deep work across:
- Spatial indexing & world chunk streaming
- Server-authoritative placement & persistence
- Tile-accurate coordinate reconciliation (no micro-offsets)
- Multiplayer visibility windows (who should see what, when)
- State transitions (save, spawn, despawn, expiry)
- Economy hooks (fees on certain interactions)
- Terrain analysis & placement validation, allowing the system to detect the underlying terrain on each tile to determine whether an object can be placed. For the Campfire, placement is restricted to relatively flat ground and the system provides visual feedback – green when placement is valid and red when it is not.
What Campfires Do (Now)
- Placement: Characters can place a campfire on any tile anywhere in the world; it appears persistently for all Characters who visit the area during its lifespan.
- Saving & Spawning: You can save your Character to a campfire, then spawn from it later.
- Healing: Campfires heal Characters in their proximity.
- Cooking (soon): Support for cooking pots will be added, extending campfire utility into early crafting loops.
- Duration:
- 24 hours standard lifespan, then the campfire expires.
- 72 hours on your own or other properties when your Character is saved to it, giving you more time flexibility.
- 24 hours standard lifespan, then the campfire expires.
- Economic hooks:
- If you save your Character to a campfire on another Player’s property, you may be charged the Essence fee set by that landowner.
- The landowner receives the ESS from that fee in their transactions.
- No fee applies when you save on your own property.
- If you save your Character to a campfire on another Player’s property, you may be charged the Essence fee set by that landowner.
How GBS Integrates with the World
The GBS had to interoperate with properties, teleports, Characters and spawning. That meant revalidating the Global Positioning System so that an object placed on tile (X,Y) would always render there for everyone – whether they spawned via a Mentar, appeared via teleport or walked in from kilometers away. The system tracks a Character’s movement and updates relevant build objects seamlessly; if a campfire, building or object should be visible at specific coordinates, the GBS is used to ensure it is.
Campfire Testing Checklist (Please Try These)
- Place & See
- Can you place a campfire anywhere, or only on relatively flat terrain?
- Does the placement indicator correctly display green when a campfire can be placed and red when it cannot?
- After placement, do other Characters see your campfire immediately?
Important note: Players with poor or unstable internet connections may not see multiplayer objects like campfires sync correctly. A stable connection is essential – bad internet connections will cause issues in any multiplayer game, not just Earth 2, as all online worlds rely on real-time communication between Players and servers. - Can you place a campfire on your own property, or another Player’s property?
Important note: As mentioned in the past, each property supports 1 active campfire per 10 tiles. Placing a campfire on a property with fewer than 10 tiles, or on one that has already reached its campfire limit based on size (e.g. a 100-tile property can support up to 10 active campfires), will fail.
- Can you place a campfire anywhere, or only on relatively flat terrain?
- Save, Spawn & Despawn
- When you save to a campfire, does it remain visible to other Characters in the area as expected?
- When you spawn from a campfire, does it despawn for all Characters viewing it, including you (as designed)?
- When you save to a campfire, does it remain visible to other Characters in the area as expected?
- Expiry
- Does a campfire disappear after 24 hours (standard) automatically?
- On your own property, does it last 72 hours if a Character is actively saved to it?
- Does a campfire disappear after 24 hours (standard) automatically?
- Travel & Sync
- Place a campfire, travel 10 km and place another campfire. Note, if you own a Mentar at the intended second location then it might be easier to spawn a Character there and place a campfire. You may optionally place campfires around the route as well.
- Spawn at the first location, then travel to the second – can you see the second reliably?
- Ask another tester to travel the same route and note if they can also see the campfires.
- Teleport into the area: do the campfires populate correctly based on your proximity?
- Place a campfire, travel 10 km and place another campfire. Note, if you own a Mentar at the intended second location then it might be easier to spawn a Character there and place a campfire. You may optionally place campfires around the route as well.
- Property & Fees
- Place a campfire on another Player’s property; when you save, are you charged the correct ESS fee that they set?
- Does the landowner receive the ESS in their transactions?
- Place on your own property and confirm you are not charged.
- Place a campfire on another Player’s property; when you save, are you charged the correct ESS fee that they set?
- Spawn Source Interactions
- After spawning from a Mentar, do nearby campfires render instantly and at the correct tile?
- After teleporting, does the same hold true?
- After spawning from a campfire, does the same hold true?
- After synthesising a new Character, does the same hold true?
- After spawning from a Mentar, do nearby campfires render instantly and at the correct tile?

This feature required by far the most development time in Reality Thread 5, alongside Teleportation. It was a technically demanding task that involved countless days of QA testing, cross-team coordination and backend validation to ensure every E2V1 system layer operated together seamlessly at global scale. The Global Build System touches so many parts of E2V1 that even the smallest adjustments had to be carefully tested and deployed to maintain stability across all connected systems.
We’re extremely happy to have the initial version live and from here we can continue to expand, refine and improve it as we introduce additional object types and building systems across the world.

The Shovel
A new craftable tool, the Shovel, allows Characters to dig on any land tile across the entire world. It provides an enhanced tile search experience compared to the standard search, improving the chances of uncovering stones, flints and a growing list of other discoverable materials as new systems are added over time.
Beyond its immediate use for foraging, the Shovel is designed to become a key utility item within E2V1’s expanding gameplay framework. It will play an essential role across multiple early systems – from treasure hunt mini-games to gardening and agriculture, where Characters will prepare and manage soil for planting, through to ground preparation on properties, crafting and more.

Its inclusion signals the beginning of a wider layer of interactive world mechanics, where tools directly influence what Players can do with their land. Whether you’re exploring, crafting or cultivating, a Shovel will quickly become an important tool in your inventory.
It is important to remember that new discoverable items may appear in searches at any time, whether you are using the shovel to search a tile or other methods. Just because you’ve only found a specific set of items for days, weeks or even months, doesn’t mean something new won’t appear, or that an existing item won’t disappear, one day.

Garden Seeds
Some eagle-eyed Players may have noticed that Garden Seeds became discoverable for a short period after Reality Thread 4, even though they were originally planned for release with Reality Thread 5. That early availability acted as a small but exciting sneak peek into one of E2V1’s upcoming gameplay systems. With the official release of RT5, Garden Seeds discoverability has been unlocked again, not only through digging with the new Shovel, but also through other methods that Players will need to explore and work out for themselves.
These early seeds represent more than just collectable items; they are the first tangible link to Earth 2’s upcoming gardening and agriculture systems, which will form a major feature in an upcoming Reality Thread. Over time, these systems will evolve into a comprehensive ecosystem of growth, cultivation and production, where Players can prepare soil, plant, nurture and harvest various crops or botanical resources that may connect to broader crafting and survival mechanics and more.
For now, Garden Seeds can be gathered and stored, allowing Players to prepare for the agricultural-based gameplay that will soon extend across E2V1’s vast world. Players with a natural interest in crafting, trading, or sustainable land management – the “green thumbs” of Earth 2 – may find it worthwhile to begin collecting and preserving seeds now, as they are likely to play an increasingly important role as other key systems are released and come online.

There are several major components tied to gardens and agriculture currently in development that will be revealed in more detail once the first version of the Gardening and Agriculture system comes online. The Gardening system will unlock a range of opportunities for Players and impact multiple layers of gameplay inside E2V1 over time.

Mentar Upgrade Storage Chip
An extremely dedicated and inquisitive Player managed to discover the first-ever non-public recipe ahead of schedule – a very rare occurrence given how complex and unlikely it is to randomly uncover a recipe before its official reveal. Since discovery, we allowed the community to use the discovered recipe until Reality Thread 5 was released.
With this release, the recipe has been updated and formalised into its intended form, replacing the temporary version that had been live since its early discovery. It may well remain the last non-public recipe ever discovered in this way, underscoring just how difficult such discoveries are to achieve. We also do not recommend Players try to discover unrevealed recipes due to what little chance they have of discovering one.
The Mentar Upgrade Storage Chip can now be used to upgrade the storage space on your Mentar.
- Mentar Upgrade Storage Chip upgrades a Mentar’s storage capacity from 100 → 500.
- To apply: put the chip inside your Mentar storage, RMB the item, select Equip—voilà, you now have quintuple capacity for that Mentar.
- If you plan to upgrade your Mentar immediately after placing the
Mentar Upgrade Storage Chip into the Mentar Space, you must first Refresh Inventory. You only need to Refresh if you plan to upgrade your Mentar immediately, otherwise you do not have to hit refresh, everything will save automatically after you exit the interface.



This episode highlights how curiosity and community knowledge sped up the scheduled release of an item, a feat that may never happen again.

Early Stage Underwater Exploration
Players received an early preview of one of Reality Thread 5’s features through the 0.1.4.1 interim update, when Characters unexpectedly gained the ability to swim underwater in deep bodies of water. With the official launch of RT5, this functionality is now official E2V1, allowing Characters to dive, explore and navigate beneath the surface of oceans, lakes and rivers anywhere on the planet.
This addition extends the playable environment both vertically and horizontally, opening the door to new layers of exploration across Earth 2’s vast global terrain. While underwater, Characters can swim freely in any direction, experiencing fluid motion and visual immersion in aquatic areas that were previously off-limits.
While swimming may present some new opportunities in Reality Thread 5, survival mechanics still apply beneath the surface. Characters must monitor their air meter carefully and return to the surface before it depletes. Failure to do so will result in a loss of health and ultimately death if air runs out completely. These mechanics introduce a new level of realism and challenge to aquatic exploration, encouraging Players to plan their dives strategically and explore within their limits.

With future updates, additional underwater content and items are expected to build upon this foundation, expanding the potential for discovery and gameplay below sea level. For now, the world’s oceans and waterways are open for pioneers to begin exploration! Another step toward the living, layered ecosystem that Earth 2 continues to evolve into.

Multiplayer System Improvements
Reality Thread 5 continues to build on the stability and sync improvements introduced in Version 0.1.4.1, refining the way Characters appear, move and interact across E2V1’s expansive multiplayer world.
In the 0.1.4.1 update, our team implemented further upgrades to multiplayer character syncing and location calibration, resolving a number of instances where Mentars or Characters appeared offset or suspended above the terrain due to positional desyncs. These refinements ensure more accurate placement of in-world entities and a smoother, more stable multiplayer experience overall.
Additional work has also been completed to improve long-distance syncing. Previously, Characters travelling hundreds of kilometres apart could experience intermittent issues where distant Players or objects would suddenly disappear from view. This problem has now been largely mitigated, resulting in more consistent and stable rendering of Characters even across vast distances – a key improvement for a world spanning 510,072,000 km².
The 0.1.4.1 update also delivered an important fix for a rare but frustrating bug known internally as “yeeting”, where Characters could occasionally be displaced or launched unexpectedly due to terrain desyncs. This issue required deep changes across multiple systems within E2V1 and the fix has greatly improved the overall predictability and responsiveness of Character movement across varying terrain types.
Ongoing refinements have been made to the multiplayer system leading into Reality Thread 5. Players should now experience smoother positional updates, more stable interactions and fewer visibility issues when multiple Characters are exploring or building within the same region. These ongoing improvements continue to strengthen Earth 2’s core multiplayer foundation, ensuring scalability as access expands to more Players through the Badge Holder rollout.

Global Positioning System Enhancements
Significant work on the Global Positioning System began during the 0.1.4.1 update, when the team introduced key upgrades to improve accuracy across the entire world grid. Building on that foundation, Reality Thread 5 delivers another major round of location recalibration and performance improvements, further enhancing positional accuracy and synchronisation between server and client. These refinements were essential for enabling both the new Teleportation and Global Build System (GBS) features, which rely heavily on the location framework to determine where Characters and persistent objects exist at any given time across the planet.
The updated system now handles precision across over 5 trillion tiles, ensuring that even minute adjustments in placement or terrain detection remain consistent across the network. This allows Characters and interactive objects such as Campfires to appear exactly where they should, regardless of how they arrive – whether by teleportation, spawning via a Mentar, travelling long distances or returning to a saved Campfire location.
These improvements also enable faster, more stable transitions when moving between large distances, particularly during teleports or when travelling across multiple biomes and elevation changes. Extensive backend validation was conducted to ensure these systems work together reliably, and all of this was achieved while Earth 2’s servers remained online – a testament to the team’s ability to hot-deploy critical updates with virtually no downtime.
Together, these upgrades make the Global Location System more precise, efficient and resilient than before, laying the foundation for upcoming gameplay layers such as object building, agriculture and resource generation, all of which depend on highly accurate spatial data at a global scale.
Reality Thread 5 Summary Points
- Non-tester access (Dec 8, 2025) turns Earth 2 from a limited testing ground into a shared, persistent world.
- 116 days online since Aug 24 with >99% uptime proves our infrastructure can run while we build.
- The first halving shapes a sustainable, long-term ESS economy; attraction doubled for staked tiles; ESS-per-tile requirement change moves to Jan 1, 2026 for clear notice.
- EPLs gain their first in-world utility; teleportation now relies on precise EPL entry, raising the value of memorable property locators.
- Teleportation (Chapter 2) lands now because it is essential to social play and many future mini-games – including those that begin with no items and those discoverable in the open world. It also introduces ESS-based fee sharing for both origin and destination properties.
- The Global Build System arrives with campfires, proving that persistent objects can exist, sync, and expire correctly across a 1:1 Earth – laying the groundwork for agriculture, shops, storage, weavers, kitchens, restaurants and more.
- Shovel, Garden Seeds, Mentar Upgrade Storage Chip and Underwater Swimming deepen the world’s early survival and exploration fabric.
- Additional Location, multiplayer and GPS improvements from 0.1.4.1 to 0.2.1.0.
Looking Ahead
Reality Thread 5 marks another significant step forward for Earth 2 – a milestone where multiple systems begin to work together in real time and persistently across a 1:1 scale digital planet Earth. For the first time, non-testers are exploring alongside long-time supporters, connected through new systems that bind the planet together.
The introduction of Teleportation, EPL utility and the Global Build System delivers the connective and persistent layers required for Earth 2’s next stage of growth. These features not only enable seamless movement and lasting in-world objects but also unlock a range of opportunities for Players that will influence multiple levels of gameplay as the world of Earth 2 continues to evolve.
From this point we will continue building toward expansion:
- Mini-games such as Hordes, progressively tied to staking and resource use, deepening the connection between land, Essence, and active play.
- Agriculture, expanded crafting and property-based production, driven by persistent structures that will transform the landscape with gardens, workshops and functional spaces.
- Stability, performance and uptime improvements, continuing the streak of 116 days online since 24 August 2025, ensuring E2V1 remains a rare pre-alpha world you can log into at any time while it continuously improves.
The first Essence halving has also quietly begun to reshape the ESS economy – halving transform rates, doubling E-ther attraction for staked tiles and preparing for the ESS-per-tile adjustment coming on 1 January 2026. These changes align with Earth 2’s long-term goal of controlled growth and sustainable design across its digital ecosystem.
Reality Thread 5 also introduces the Shovel, Garden Seeds, Mentar Upgrade Storage Chip, and Underwater Swimming, expanding the early survival and exploration fabric of the world. Each feature adds depth to the evolving environment while laying foundations for future mechanics such as resource gathering, agriculture, and crafting.
Together, these updates demonstrate the progress of a platform that is steadily becoming more connected, stable, and alive.
Finally, to every tester, Badge Holder, and community member – thank you. Your testing, feedback and patience shape each Reality Thread and help us keep this planet online, growing and expanding with every Reality Thread that is released into its very existence!
Join the journey, shape the future. Earth 2, the People’s Metaverse.
About Earth2
Earth 2® is a futuristic concept for a second earth; a metaverse, between virtual and physical reality in which real-world geolocations correspond to user generated digital virtual environments. These environments can be owned, bought, sold, and in the near future deeply customised.
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