BLISTER
ONLINE WIKI

Community documentation for Blister Online, build 1327.

System mechanic — not covered elsewhere

The Satchel

Opened with [TAB] · category tabs for what you actually carry, and a find box that searches everything

The Satchel is the default inventory panel — opened with [TAB] — and a separate panel entirely from the game's older classic inventory (still reachable, and covering the same items, but drawn by different code with its own history of fixes). Every item in the game falls into one of eight kinds: Materials, Tools, Weapons, Gear, Aircraft, Furniture, Food, and Cosmetics.

Tabs for what you actually hold

A row of tabs sits above the item grid — ALL plus one tab per kind you're actually carrying at least one of, each labelled with a running count. A kind you own nothing of gets no tab at all, so a fresh character carrying only wood and stone sees just ALL and MATERIALS rather than eight mostly-dead buttons. ALL is the default view and shows the grid exactly as it always did — the tabs are a filter you opt into, not a restriction added on top.

The find box searches everything, not just your tab

A find box sits alongside the tabs and takes priority over whichever one is selected — typing a term searches your entire satchel, ignoring the active tab completely, and only falls back to the tab's own filter once the box is empty again. That wasn't the first version: an earlier cut combined the tab and the search term, which meant standing on the FOOD tab and typing the name of a pickaxe you were actually carrying returned nothing at all — a find box that hides the very thing you're looking for because you happened to be standing on the wrong tab. Searching across everything regardless of tab is what actually makes the feature useful once a category like Weapons alone can hold hundreds of things.

There is no capacity limit — none at all

Unlike most games in the genre, Blister Online has no inventory cap of any kind. According to the development log, the function that adds an item to your inventory has no capacity check anywhere in it — no slot count, no carry weight, no "your bag is full" refusal. There's no partial system hiding behind that either: the game has no weight system at all, for any item, ever. The only limit that's ever existed was a purely visual one, already fixed — see the scrolling fix below, which was about the Satchel's grid physically running out of room on screen to show everything, not about any underlying cap on what you could actually hold.

Version history

  • Fixed the satchel hiding anything past the third row. The grid used to be a fixed height with the overflow simply clipped — eighteen kinds of item was the hard ceiling, with no scrollbar, no paging, and nothing on screen to say more existed. A character who crafted something new the moment their satchel was already full couldn't reach it at all. The grid now scrolls and takes whatever height the surrounding window actually has, so resizing the panel taller shows more of what you're carrying.
  • Category tabs and the find box added, directly on request: "split the inventory in categories so everything is easier to find." The request turned out to describe the Satchel specifically — the older classic inventory had already had category groupings for a long time, just all shown at once rather than separated into tabs, which is a different problem than the one that was actually reported.
  • Fixed a tile that promised something it couldn't deliver. Every satchel tile said "double-click to put it in your hand," but an item missing its own registry entry can't actually be equipped that way — one such item, found by checking every carried stack against the registry rather than assuming all of them qualify, silently did nothing when double-clicked. The promise is no longer made for an item that can't keep it.
  • Fixed the rarest item kind, Gear, having no name and no bucket in either inventory. It was missing from the category-title lookup entirely, so both of the Gear items in the game were quietly filed under Materials instead. Fixed in both the classic inventory and the Satchel together.
  • Fixed the whole grid visibly reordering while you gathered. The grid sorts by how much of each stack you're carrying, and mining changes a quantity every tick — so the stack you were actively gathering would climb up the grid one place at a time, reading as constant flicker rather than a stable inventory screen. The sort order is now decided once, when the drawer opens, and quantities update in place afterward without reshuffling anything.

Trivia

  • Gear is by far the rarest item kind in the game — with only two items registered under it, it's dwarfed by Weapons and Tools, which each number in the hundreds.
  • No tab is ever drawn for a kind you don't currently carry — a fresh character sees only ALL and MATERIALS rather than all eight category buttons at once, most of them useless until you've actually picked something of that kind up.