Changelogs
Every World Client release, what changed in it, and when it shipped.
- [Internal Engine] Our Own Injector & Module: Anetia has been retired as our internal engine and replaced with World's own injector and module, built and maintained by us. Internal injection no longer depends on a third-party loader.
- [Internal Engine] Per-Client Execution: Anetia executed globally, so a script sent to one client was sent once for every client. World gives each Roblox process its own channel, so multi-instance users can now target individual clients.
- [Internal Engine] Reliable Attach Detection: A client now reports as attached only once its module has actually come up inside the process, instead of being inferred from a loaded module name. Stale state from a closed client is cleaned up automatically.
- [Internal Engine] No Dropped Scripts: Rapidly executed scripts now queue behind one another instead of overwriting each other, and a script can no longer be picked up half-written.
- [Core API] World Backend: Added World as a first-class execution backend alongside Xeno and Velocity, with its own initialization, attachment, readiness, and shutdown handling.
- [Core API] Automatic Updates: The World injector and module are now fetched automatically and matched to your installed Roblox version, falling back to the latest build when your version has no release yet. Both install together, so an interrupted update can never leave a mismatched pair behind.
- [Core API] Shared Internal Workspace: World and Velocity now read and write the same workspace folder, so switching between internal engines keeps your files where you left them.
- [Core API] Settings Migration: Saved preferences that still name Anetia are migrated to World automatically, so existing installs keep working without reconfiguring anything.
- [Core API] Diagnostics: The compatibility report now includes the installed World module version alongside the Xeno and Velocity entries.
- [Solara] External Provider: Integrated Solara as a first-class external execution provider alongside Xeno after countless attempts, bug patches, and deep architectural modifications.
- [Solara] Native Bridge & Linking Fixes: Overcame missing Start entry-point issues via explicit Cdecl dynamic library binding, automated HTTP socket bridge negotiation, and asset mirroring.
- [Solara] Shadow Stack Crash Mitigation: Eliminated fast-fail 0xC0000409 (FAST_FAIL_CONTROL_INVALID_RETURN_ADDRESS) crashes on modern Intel CPUs by disabling CetCompat in .NET 10 AppHost.
- [Solara] Memory & Sending Overload Fixes: Resolved game crashes caused by memory exhaustion from repeated Notifier and WorldAnti injections; implemented once-per-process lifetime tracking, Luau singleton guards, TweenService-backed particles, and execution pipeline throttling.
- [Solara] Engine Selection Priority: Explicit user selections in settings (such as setting External to Solara or picking an Internal engine) are strictly respected and will not be overridden by GitHub remote selectors; only the Auto injection method defers to remote GitHub picking.
- [Client UI] Engine Picker: The Preferred Internal Engine setting offers World and Velocity, while Preferred External Engine offers Xeno and Solara.
- [Client UI] Credits Update: Added ntresumethread for the World injector/module, and added quiving as Solara module developer.
More logs and historical updates can be found in our official Discord server's announcements channel.