Over the past few months, weâve built a powerful foundation for the future of the MMO we all love and feel is brewing something really special. Live-ops systems, economy management tools, and accessibility tech we believe sets new standards in the video game industry and will shape the future of this game. But letâs be honest:
Weâve lost focus on what matters right now.
The game itself.
The discord is full of feedback, and NaviKing has done an incredible job of shouting about what hurts players most. I want to let you know. Weâve heard your feedback loud and clear: things feel broken, frustrating, or directionless. And we agree. The core loop needs love. The world needs reasons to exist. The experience needs depth, clarity, and polish.
To fix this, weâve made BW the lead game designer.
BWâs been with us for three years, leading production across the company and just shipped the new skill updates. But more than that. He gets games. Heâs a veteran WoW raid leader, an OSRS Ironman, and known by the team as âthe most efficient player alive.â Thatâs the kind of brain now leading design. BW is a systems-first, strategic player with 600+ hours in Slay the Spire and deep time in roguelikes like Monster Train, Loop Hero, and Griftlands. He plays to master systems, grinding builds, optimizing loops, and learning through repetition. With hundreds of hours in games like Stellaris, Darkest Dungeon, Valheim, and Factorio, BWâs taste leans hard into emergent gameplay and long-term progression.Yesterday, he launched Operation Cleanup. An internal initiative to execute a total refocus on fixing the game youâre playing, not just building the game we dream of.
Hereâs what that means:
- Weâre moving to a bi-weekly release cadence. Every two weeks, youâll get focused, meaningful updates. Not just new features and gameplay, but a continuous improvement with the most common pain points. There are some bugs or negative flows which some of you may have grown to accept as ‘the way things are’, and this stops now.
- Our next update will land April 17th.
- From now until then, weâre going to be identifying what hurts players, whatâs unclear, and whatâs not fun. Then weâre fixing it. With your help.
Weâre not just promising polish. Weâre promising player-first design, finally led by someone whose entire job is to make this game fun to play.
If itâs broken, weâll fix it.
If itâs fun, weâll amplify it.
If it doesnât matter, weâll remove it.
Thank you for still being here. Youâve shown us what matters. Now weâre going to build it with you.
Webb
Founder & CEO