“Ultima 7: Revisited”: Everything in Trinsic Should Work Now (Instruments Included)
I last checked in on Anthony Salter’s Ultima 7: Revisited in mid-July, in a short post where the punchline was Iolo’s crossbow with the cooldown ripped off. Since then, the good Mr. Salter has been posting clips on his X profile and running streams, and the headline this time is less of a gag and more of a milestone.
On August 21st he put up build 0.2.5b and asked people to give it a go:
Okay, a new build of Ultima VII Revisited is up! ALL objects and conversations in Trinsic should work as expected! If everyone could try it out, I'd be grateful. You can get it from this link: https://t.co/L3gXPZkqxo
— Anthony Salter (@ViridianGames) August 21, 2026
If you find anything missing or wrong, please let me know! pic.twitter.com/5xebztDnqi
Trinsic — the murder intro, the shops, the talk — was already somewhat playable as of version 0.2.1 back in May. What Salter is claiming now is that the objects and conversations in that town behave as expected, is a rather more significant milestone.
The weeks surrounding the release also saw other progress made. In mid-August, he fixed z-fighting for roofs, then found that fixing palette animation for water also lit up magic weapons and other cycling art. Pathfinding was improved enough that the old crate-stair route into the Trinsic cheat room finally works again. Anthony also spent a week deep in the scripting system; one music box, double-clicked on a whim, apparently behaved itself. A later clip shows musical instruments working, if a little quietly.
You’d can grab the 0.2.5b build directly from the project website or the Codex entry if you want to check it out. And, of course, do keep an eye on @ViridianGames on X. If something in Trinsic still misbehaves, he’s asked you to tell him…so please do!











































