As the past few weeks have gone by, the Nexus has been filled with whispers of strange sightings in the sky. The first few reports were dismissed as nothing more than the crazed ramblings of those who had consumed one too many Magic Mushrooms, but it soon became clear that something sinister is afoot.
Adventurers began to find odd pieces of alien technology, and the most diligent explorers managed to scrounge up fully intact reactors. Even the realm's most seasoned engineers have yet to make any headway in actually opening them, but they did manage to make one horrifying discovery. It turns out that quiet hum heard inside the locked reactors has been emitting an energy signal the whole time, and a hostile alien armada is now hurtling toward the realm to conquer their next target.
Heroes, mad months are ahead of us, the Realm needs you now more than ever!
Invading aliens have made the realm their next target and it’s up to you to send them back to outer space.
This brand new addition will spice up the realm cycle as any realms could become invaded however it is not a guaranteed occurrence, the more heroes you defeat in the realm, the higher the chance of the event triggering.
Once an invasion has started you will hear from Commander Calbrik and start seeing his army roaming in the mountains. To progress, you will need to defeat more and more aliens until more powerful ones show up until finally Calbrik himself joins the fray in his ship for a final confrontation.
Defeating Calbrik’s UFO will allow you to obtain the following items:
Once Calbrik is defeated wormholes will start appearing all around the realm.
Each of those wormholes is a gauntlet style dungeon where you have to fight off waves of enemies as they teleport in. If you are fast enough you will be able to progress further into the waves but if you happen to be too slow then the waves will stop and you will be allowed to return to the realm.
Malogia is behind the red wormhole and a planet with luscious forest, it is not that different from ours however the creatures there are rather aggressive so stay on your toes at all times! In this wormhole you will be able to acquire the following alien gear:
Untaris is behind the blue wormhole and a fractured planet where ice has consumed a majority of the areas. To navigate you will need to use smaller wormholes to teleport across platforms forcing you to keep track of your location. In this wormhole you will be able to acquire the following alien gear:
Forax is behind the green wormhole and a planet covered in acid water, the general environment is dangerous, especially the extremely fast tide you find there. You will need to decide when to cross through and whether or not you can handle the acid river without risking your life. In this wormhole you will be able to acquire the following alien gear:
Katalund is behind the yellow wormhole and a planet covered by unbreathable cloud gas, thankfully there is an air pocket for you to breath but it is constanting shifting. You will need to move alongside it to survive while also keeping track of enemy location as they get more resistant under the gas. In this wormhole you will be able to acquire the following alien gear:
You can also access the four wormholes by using the keys obtained via the First Encounter-campaign or later during the month via the Login Calendar, please note that the keys can only be used in your vault or in a guildhall and that the dungeons have a player limit of 25.
Alien Cores
The Alien Invasion offers Players a chance to get exotic loot. Through their adventure, players will be able to obtain unique Alien gear as well as Alien Cores.
There are 4 Alien Cores that can be found in the different Wormholes and via the Tinkerer. Each of these unique items gets stronger as you wear more Alien Gear.
In addition, Players will be able to open the mysterious Locked Reactor they obtained via the First Encounter-campaign. Doing so will grant them the Entropy Reactor.
On Taking Damage: 5% chance to paralyze surrounding enemies in a 3.5 radius for 4 seconds
On Taking Damage: 5% chance to poison surrounding enemies in a 3.5 radius for 4.5 seconds
50 impact damage
1500 damage over time
On Taking Damage: 5% chance to create a decoy
On Taking Damage: 5% chance to Armor Break surrounding enemies in a 2.5 radius for 4.5 seconds
2 pieces of Alien Gear:
+60 HP
+45 MP
+5 defense
+5 attack
+5 dexterity
+9 speed
3 pieces of Alien Gear:
+60 HP
+45 MP
+5 defense
+5 attack
+5 dexterity
Gravestone reskins thanks to Trensient (Supporter Gravestones will remain)
The Nexus has been visited by Aliens
Lair of Draconis Rework
Dungeon Credits:
Lead: Kiddforce
Design: MMoas, Xaklor
Art: Trensient, Aurum, Piggby, Wunderwafe
Special Thanks to: Atrapper, Toastrz, Mrunibro
The Lair of Draconis is about to change in a drastic way, say goodbye to disorganized color calling with no impact and say hello to a brand new inheritance system where each dragon inherits an attribute from the last! Not only that but the distinction between Hard Mode and Normal Mode is completely gone so you will no longer be forced to do Feargus first to access the mighty Ivory Wyvern!
The dungeon has received a giant overhaul altering everything you know while keeping it similar at its core, from the artwork to the gameplay a lot of work was done to make the Lair of Draconis truly stand out from any other dungeon.
The Rock Dragon has also received several changes to accompany the dungeon rework:
Immune to Paralyze and Slow
Speed is now based on the amount of segments left
Phase transitions are now based on HP rather than time
Rock Dragon Bats now slow instead of confuse
And a brand new second phase!
The Dragon Tamer Warrior ST Set received several improvements as well:
+250 Max HP for 10 sec -> +125 Max HP for 6 sec (is now stackable)
Shoots 3 fireballs at cursor
Damage: 500-650
Range: 5.6
Shots hit multiple targets
Cooldown: 10 sec -> 0.5 sec
MP Cost: 80 -> 95
Set Bonus:
3 Pieces Bonus: +5 DEX +10 DEF -> +5 DEX +80 MP
Not only that but the Sullen Blade will be turned back into the mythical Celestial Blade, of course its stats have been modernized to fit the faster pace of the game:
Name and Descriptions updated to those of the Celestial Blade
Just like the Lair of Draconis, the Lair of Shaitan has received a major overhaul, while the core elements of the fight remain, the entire fight has been remade from the ground up to make it much more engaging and of course dangerous. Shaitan has a lot of new tricks up his sleeve so don’t underestimate him!
Of course since the difficulty has been increased to be in line with other Court of Oryx dungeons, the rewards should as well. Shaitans drop table now includes Vitality potions in addition to the already existing Attack potions. Their drop rates are more in line with other court dungeons like Puppet Master’s Encore, this is also the case for the tiered drops.
Hit 2 enemies at once: Removes negative conditions on self
Hit 4 enemies at once: Removes negative conditions on group
+40 HP -> +50 HP
Paladin ST Rework
As part of our design goal to improve all STs we have created an improved version of the Paladin ST.
The current ST has been removed from dropping from Candyland and has been replaced with the newer version. Players will keep any piece of the legacy set that they have in their possession. In addition, all Legacy piece will still be tradeable.
To reflect this change, the current ST and its pieces have been renamed to:
Legacy Swoll Paladin Set
Legacy Pixie-Enchanted Sword
Legacy Seal of the Enchanted Forest
Legacy Fairy Plate
Legacy Ring of Pure Wishes
The Legacy Swoll Paladin Set doesn’t provide bonus stats but players can still transform to the 16x16 sprite when wearing the full legacy set. The pieces of the Legacy set do not work with the new Swoll Set.
The new Paladin set will drop from Candyland. It has an improved Seal, Ring and bonus stats.
Note:The Mystery ST Chest item will now contain the new Paladin ST set instead of the Legacy Paladin ST set, which has been removed from the mystery item.
Cursed Library Update
The Cursed Library has received a small polish update to fix a few bugs, add some quality of life changes and add new prompts to the Realm Eye related to the Alien Invasion.
ATT no longer a guaranteed drop from the Corruption Phantom (the normal drop rate remains unchanged, however).
Slightly edited some room maps.
Portal of Cowardice replaces itself with a Realm Portal after the Corruption Phantom dies.
Golden Dagger prompt updated and fixed.
Avalon can no longer be insta-killed in his first phase.
A few typos in the Realm Eye's speech were corrected.
Added 7 new prompts to the Realm Eye.
Special Events
Double Drop Chance for Event Whites
All event whites have their drop chance doubled from today until the next release on the 16th of July!
The trees outside are in full bloom, and it is time for us to give you another update about our Unity project, “Realm of the Mad God Remaster". We are also thrilled to announce that we have released a new website entirely dedicated to the project!
The Realm Remaster page features a dev blog where you will be able to follow the development and get regular progress updates.
We have put together a new video showing the progress we have been making (although this one is now already lagging several weeks behind our current progress). If you just came here for the show, then go ahead and click right here.
If you are interested in getting a few more details and the most recent change log, check it out.
Internally, we have already released a version that finally allowed us to play the core game loop of going from the Nexus all the way to Oryx, killing the big bad himself, and then back to the Nexus. This marks an important milestone, as it should enable us to start testing all game dungeons in quick succession.
“But when will it finally come out?" we can almost hear you asking - and we feel the same way. Based on our most recent scoping of the work we still have left, we can tell you that we are definitely planning to release it this year still. As discussed in our recent producer letter, we are separating it from Month of the Mad God to give both projects the focus they require and deserve.
“But why is it taking so long?" we hear you shout out next. Fair point. When we set out to tackle this project, we wanted to make a point of not doing a hack job. We could have focused on visual eye candy to always keep up appearances of making meaningful headway. Instead we made sure that we approached it from a clean technical perspective, rebuilding everything that wasn’t implemented properly from scratch, and getting rid of that fabled "spaghetti code." Our hard requirements are to offer you a game experience that is as close as possible to the current one, while adding some improvements and setting us up for a long and productive road of future changes after we get the initial launch version out the door.
To shorten the waiting time, we would like to offer you a way to make a direct contribution to the work that is being done on the Unity Client of the game. We have put together a survey to get a feeling for the features that you would be most happy to eventually see in a Unity version of the game - and yes, we are aware that there will likely be more options.
In other news, we have added a dedicated game artist to our team to both give our old game UI a few strokes of paint and help us build a brand new version as well, that way you can have different options in the final product. We look forward to sharing some more of that in the near future. And while we bid you farewell, you should really check out our new Realm of the Mad God Remaster page.
The Realm Remaster website will be expanded as development moves on, and we aim at giving you those small blog posts on a more frequent basis going forward. You are supporting us, you deserve to know what is up. :)
It is about time for us to give you another update about the Realm, the Unity project, and what to expect in future months. It has been a while since the last letter, and we have been postponing the writing for a number of reasons, but here it is!
Since we last talked about RotMG Remastered, significant progress was made on the new client. We have dedicated a separate update to that, which we will release along with a new RotMG Remastered homepage next week. On this page, you will be able to follow development better thanks to a dev blog and get more regular status updates. Stay tuned!
While waiting for that, we want to give you more insights on what has been happening, what is to come with the current game, and take the opportunity to answer some of the questions we have seen asked on the sub and on Discord.
First of all, when is the new client to be expected to enter beta?
Without spoiling the other update we intend to give specifically on the subject too much, we already know that we will not meet our initial target of releasing the new client for MotMG this year. Even if we progress much faster between now and then, it will not be ready to enter beta by that point. More importantly, we made that decision to make sure that we are not stretching ourselves too thin and to ensure we can deliver on both the new client and MotMG with the quality level that we want and you expect.
Second, when is MotMG happening?
We are working hard and are excited to bring some cool events to the game and celebrate the Month of the Mad God together with the community. The specific plans and content are being mapped out and developed as we speak. We want MotMG to start as early as July this year, so stay tuned for more info on the event calendar!
Third, what’s happening with all the features that were discussed in the roadmap a while ago?
It has been a while indeed, and back then we wanted to give more regular updates on those subjects. While some of the items discussed in our previous updates have been released, others have not. The best way to approach this is to give you a point-by-point update.
RotMG Development Roadmap Update:
Fame and Achievements Rework:
This project was set up in three phases, two of which have been completed and already released with the implementation of the new backend XP formulas and preliminary rebalancing of XP across various bosses and monsters in the game. The last phase, which is also the biggest, is the implementation of the new achievements and overhauled bonuses to more appropriately reward the many accomplishments of a character. While everything is designed on paper, we have not yet started the implementation. However, this is still on the roadmap.
Dungeon Rush & Heroic Dungeons:
We discontinued the idea of replacing the Arena with a Dungeon Rush feature after having invested some work, as we couldn’t harmonize the concept with the rest of the game. It didn’t feel fun to play and was too distant for the ultra-coop/multiplayer core of the game. The Dungeon Rush was one concept we explored as a solution to make older content more enjoyable and worth playing through again. Instead, we moved on to the idea of Heroic Dungeons: An easier to implement, event based, higher risk vs. higher reward formula for classic dungeons.
The first iteration (HUDL) went out as part of the Easter event and will be disabled soon (keys can still be used but will not drop nor be purchasable). The execution of our first experiment did not go as well as we had hoped, but we did get a lot of feedback on how to improve the concept. People were confused as to what this is for and whether it will replace work on new dungeons on top of the release missing some crucial features, such as a proper way to find the portal in the wild, easy access to keys, and above all, unique loot. We have taken all the feedback into account and are planning another iteration in the future, with better communication around the intent. This of course doesn’t mean that we have discontinued work on new dungeons. We have one big dungeon in the works internally that you may have already experienced in early public testing recently.
Class and Gameplay Changes:
Month of the Mad God last year was all about the Samurai, and this year we want to put some of the other classes in the spotlight and give them a meaningful rebalance. This doesn’t mean just tweaking a few values up or down, we want to try to also enhance elements of their actual gameplay.
We are introducing new items properties: Reactive procs. You might have acquired one of those already during the Easter Events and noticed that the Tiara of Eggscellent Sturdiness has a chance to summon an Easter Rabbit when getting hit! This is a brand new function, and we are designing a whole bunch of effects and “procs” that will have a chance to trigger when getting hit, using an ability item, or shooting at enemies. Automatic retaliatory attacks, passive bonus activations, and other previously unavailable types of equipment functions are now possible, massively expanding the possibilities for future loot. The Tiara was just the tip of the iceberg!
Additionally, we are currently working on making changes to the Realms to make them more interesting to play in and where more actions count towards closing the Realm than just defeating Heroes. We are also looking forward to making Event farming more dynamic and the overall Realm experience more rewarding/challenging. The details for this are still tentative, but we have already experimented with some interesting and promising systems that greatly shake up the rather outdated current mechanics.
Seasonal Game Modes:
This is the main feature we are currently pushing through and getting a working prototype for. We see a lot of demand for a classic mode and players wishing that they could feel the excitement of the early days. Our seasonal game modes concept is based on the popular player-made NPE mode: Everyone starts fresh and will be able to join Seasonal/Challenger servers for the duration of the season to complete objectives and claim exclusive rewards for their main account. We are looking forward to adding special game rules on the seasonal servers to spice things up. These tweaks can include - among some visual touch ups - stronger enemies, more restrictions on player numbers, weakened or absent pets, new skills and effects, new enemies and shot patterns, and of course more loot, especially stuff you don’t have yet! The duration of a season will vary, but our first iterations will most likely be short and not half-year long like you might have experienced in other games. This will allow us more flexibility for experimenting with different approaches efficiently, rather than committing to a system for a lengthy period of time that may not end up being very popular.
Bug Fixes & QoL Updates:
With every update we release, we continue to push for more fixes and QoL additions (e.g. Hotkey inventory item swapping, dungeon owner kicking rights, etc.). However, like we explained in previous communications, we have now entered the phase where adding new fixes or QoL changes does not make sense anymore from a cost benefit point of view since they will be fixed and improved in the new client. Same goes with a wide range of smaller improvements that could be made but will need to be either replaced or ported later. In general, do not expect the same level of updates in that category in the future than the one we used to have.
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Thank you for your continued support and passion for the game!
As mentioned in the opening, keep an eye out for the new RotMG Remastered homepage to stay up to date with detailed Unity news in the very near future. We're excited to open this new line of communication as the project advances!
r4ndomSXD
And now onto the patch notes for the new update!
Update X.31.7.0 - The Cursed Library
The Cursed Library:
Dungeon credits:
Lead: Toastrz
Art: Beige, Piggby, Trensient and Aurum
Special Thanks to: Dappertron, Mrunibro, Kiddforce, and Tuvior
Beholders in Godlands have a chance to drop a portal to the Cursed Library
"In the golden age of the realm before Oryx’s reign, this great library hosted a wealth of literature, research, and historical documentation. Eager students studied, esteemed scholars taught, and the realm’s greatest philosophers helped advance their society. When Oryx began his tyranny, he recognized the threat posed by such a capital of learning and intellect. Enlisting the aid of Lord Ruthven’s proficiency in black magic, Oryx unleashed a vicious curse upon the library.
All was corrupted in an instant, transforming those inside into soulless husks of who they once were. Some were lucky enough to retain a humanoid form, while others morphed into eldritch horrors hopelessly beyond recognition. Once a great hub of knowledge, these forsaken archives now hold something far more sinister. Centuries of ancient wisdom, all lost in the blink of an eye. None have set foot on this decrepit site since.
Those who dare tread its cursed grounds may find themselves wiser for it, but at what cost?"
For additional information on the Cursed Library, check out this thread!
Spring is back and to celebrate it the Realms will be hosting Events during the coming weeks. Biff the Buffed Bunny is back and did not come alone: his offspring has been seen roaming in the Mountain areas, throwing eggs at the unsuspecting adventurers. The Tinkerer loves Easter and will be exchanging Magic and Golden Eggs for Rewards!
During the Events, you will also be able to access the Heroic Undead Lair by using Heroic Undead Lair Incantations on Undead Lair Portals, upgrading it to a more difficult and more rewarding version. The HUDL Incantations will be available in the Nexus for a limited time.
We also decided to introduce The Machine as a permanent addition. Steel Constructs in the Godlands will now have a chance to drop a portal and the key is now also available in the Nexus!
Happy Events!
Easter Events:
Start date: 04/18/2019
End Date: 05/09/2019
Event details:
Magic Egg Tokens now stack up to 25
Egg Baskets in Midlands and Highlands now drop a guaranteed Magic Egg x1
Mini Biff Enemies now spawn in the Godlands and have a chance to drop:
Magic Egg x1
Magic Egg x2
Mystery Stat Potions
Feed power on Biff’s vanity whites was lowered, but their drop rates were buffed
Pet Eggs drop from Biff was nerfed and removed from Easter Eggs
Easter Eggs (the one to activate Biff) now have a chance to drop Magic Egg x1
Biff himself drops a guaranteed Magic Egg x2 and has a chance to drop an additional Magic Egg x3
Oryx drops a guaranteed Magic Egg x2 and Oryx 2 drops a guaranteed Magic Egg x3
General guidelines:
Collect Magic Eggs from: Biff, Oryx & Oryx 2, Mini-Biff (in the Mountains), Easter Eggs and Egg Baskets
Turn in Magic Eggs for Golden Eggs at the Tinkerer
Turn in Golden Eggs for special Easter reskins at the Tinkerer
Event rewards:
Biff Drops:
Bunny Trickster Skin
Dagger of the Hasteful Rabbit
Helm of the Swift Bunny
Large Colored Egg Cloth
Magic Egg x2 (Guaranteed)
Magic Egg x3
Moon Bunny Pet Skin
Pet Eggs
Small Colored Egg Cloth
Vitamine Buster
Wand of Egg-cellence
Quest Rewards:
Easter Skin
Easter reskins, including a new reskin of Wakizashi Of Eastern Winds: the Sakura Wakizashi
New effect on Tiara of Eggscellent Sturdiness
Easter Mystery Gift Drops:
Backpack
Chocolate Accessory Dye
Chocolate Clothing Dye
Chocolate Cream Sandwich Cookie
Egg Monster Pet Skin
Epic Mystery Key
Large Green Weave Cloth
Large Spring Cloth
Legendary Mystery Key
Loot Drop Potion
Loot Tier Potion
Lucky Clover
Magic Egg x10
Magic Egg x5
Medium Spring Green Accessory Dye
Medium Spring Green Clothing Dye
Mystery ST Shard x1
Mystery ST Shard x3
Mystery Stat Pot
Potion of Max Level 1
Rare Mystery Key
Small Green Weave Cloth
Small Spring Cloth
The Machine Key
Heroic UDL:
Delve into the Heroic Undead Lair and face a new and challenging Septavius. In this improved version of the classic UDL players will need to learn how to rush through hordes of deadlier than before undead.
This dungeon features new enemies stats, reworked behaviour and a new boss fight with 3 new attacks. As every epic fight deserves epic loot, we have improved the loot table of Septavius.
Heroic Undead Lair:
Monsters have more HP, inflict more damage and reward significantly more XP
Some monsters’ have new attack patterns and behaviors
Heroic Septavius is stronger and has new attack patterns
Heroic Septavius now drops Greater Wisdom Potions
Heroic Septavius drops tops
Heroic Septavius is more likely to drop Doom Bow
Heroic Undead Lair has a player limit of 15 To access the Heroic Undead Lair, use a new item called Heroic Undead Lair Incantation, which can be purchased directly in the Nexus. Using this item next to an existing Undead Lair Portal will transform it into its Heroic version. ###Weekend Challenges
Also, we decide that from now on, the Chest Events we all know will be called Weekend Challenges from now on! Check out what our Weekend Challenges (thread coming soon) will be during this Easter Season. Note that this thread will be updated with each new Weekend Challenge, so don’t forget to stay updated!
Changes:
Steel Constructs in the Godlands now have a chance to drop a portal to the Machine dungeon
The Machine’s boss The Glitch now has a rare chance to drop Toaster Pet Skin
The Machine Keys can now be purchased in the Nexus
We're happy to announce the addition of partial ST bonuses, which will give you a bunch of new interesting build choices! Ninja and Samurai also received some well-deserved stat increases. On top of that we have a bunch of other changes and additions, you'll notice that Realms will finally pick from the full list of possible names, which has been around since 2011!
The End of Winter
The Permafrost Lord and his constructs no longer terrorize the realms
The Crystal Prisoner is no longer icy
Oryx's castle finally thawed
Tier 11 winter themed weapons no longer drop
Beige's Hanami Nexus is back in all its cherry blossom beauty!
Valentine's Hearts and Love Letter Tokens have been removed
New
Tinkerer quests can now be re-rolled for gold up to 2 times per day, does not include event quests. The first reroll costs 100g and the second reroll 250g. Rerolling will replace all quests with new quests (open and completed quests alike)
ST Sets now have partial bonuses which unlock as more pieces of the set are equipped. The new bonuses will apply with 2, 3 and 4 pieces equipped
Balancing
Ninja
Maximum VIT increase from 40 to 60
Base VIT increase from 10 to 12
Average VIT per level increase from 0.5 to 1
Samurai
Maximum DEF increase from 25 to 30
Maximum SPD increase from 50 to 55
Maximum VIT increase from 40 to 60
Base VIT increase from 10 to 12
Average VIT per level increase from 0.5 to 1
Items
Sunny Side Bow: Fame Bonus increase from 6% to 7%
Eternal Graved Great Sword: Fame Bonus increase from 4% to 7%
Spriteful Shield: Fame Bonus increase from 6% to 7%
Eggre Battle Armor: Fame Bonus increase from 5% to 7%
Tiara of Eggscellent Sturdiness: Fame Bonus increase from 5% to 7%
Fixes
Fixed an issue which resulted in certain shot patterns getting out of sync (stacked) when temporarily out of range of the enemy or if it was stunned
Fixed the Charge behavior of enemies not executing correctly (and adjusted all existing Charge behaviors to function like before, there should be little to no difference for existing enemies)
Fixed Realms not using the full range of randomized names when instantiated
Fixed redundant speedy condition effect icon on Ninja
Reduced waiting times (slow transitions) at Janus the Doorwarden and removed chest
The Ivory Wyvern's chest has stasis immunity
Marble Colossus can no longer be dragged out of his room
Changes
Players must now pick a name during account registration to simplify the flow
Improved account email verification process
Shop packages and boxes now show limit per user quantity when applicable and are no longer visible when none are left
The Shield of Ogmur has new projectiles and particle colors
Misc
Improved event scheduling for tinkerer quests
Improved the campaign feature to allow us to run different types of campaigns and events in the future
Fixed pesky floating white pixel on the website
Disabled "Beginner's Package offer" which will be replaced in the future
A few months ago, in one of our previous Producer’s Letters, we announced that one of our top priorities on the roadmap was to make Realm of the Mad God future-proof. With the sunset of Flash, this essentially translated into investigating alternatives for the game past 2020.
We then went on to unveil that our choice had been set and that the new client would be rewritten, from scratch, in Unity: a powerful game engine that has proven its amazing capabilities over the years. In our very last Producer’s Letter, we expanded on the topic and shared with you some details about the progress that was made since the Unity project started.
Today, we are happy to announce that we have staffed two additional developers and they are fully set up and working hard on the Unity project. In addition to being able to talk about what we have been up to, we will actually also be able to show you some footage of where we are at with the Client right now in the Realm Remastered Unity Port - Phase I trailer.
As announced, we have also released an in-game Realm Remaster Support Campaign through which you support the Unity project and get your name engraved on the wall of fame in game forever. Once you unlock the campaign, you can collect exclusive Supporter Rewards by spending gold or by farming Nexus Fragments and Crystals in the Realm!
Before going into the details of the Realm Remaster Support Campaign and how you can help shape the future of the game, we wanted to give you a full recap of the project and what it means for Realm, for you and for us as a company.
A Realm Remastered - The Unity Project
The choice of Unity
We have said it many times over the past: we are in it for the long run and Realm of the Mad God is the cornerstone that kickstarted our company as well as the team. We have and always will view it as our core.
We knew that taking over a Flash game would bear the risk that the technology, on top of becoming more and more obsolete in the gaming industry, would eventually lose support from its creators and other key third party companies. For us back then, the question was never if that was going to happen but rather when it will happen.
Other than the necessity to change client technology to one that is heavily supported in the industry, performance is a key incentive to the port to Unity. The new client will significantly improve performance and longevity of the game.
Porting the Game - Definitely a remaster
We are essentially rewriting the entire client from scratch in Unity and C# - thus calling it a remaster. Nothing from the Flash implementation will remain and the only things that are carried over will be sprite sheets and XML.
As you can imagine, this is a big project - even if we do enjoy the jokes about the fact that we should be able to do it in our basement, with two people and a microwave. We want the game to feel and play identically which means that we are already working within the boundaries of what the current game is. Of course, we also want to add a lot of improvements made possible by Unity such as visual effects, camera management, performance, UIs and of course playing on full screen.
See it a bit as if you would renovate your house and move back in after it has been refurbished: everything feels familiar and you know your way around but it feels fresh and beautiful… and the leaking roof has finally been fixed. This is pretty much the result we are aiming for with the port.
Getting rid of legacy issues and starting off this new adventure with a clean code is our top priority with this project. We are regularly re-evaluating solutions and refactoring our work, building on solid foundations and as little tech debt as possible.
Team and Resources
We are not planning to stop development on the current game while porting the game to Unity and we actually expect to even have a time of running them in parallel. This was outlined in our past communications and still holds true.
This means that we went ahead and hired additional developers in the past months to form an extra team for the port project. We now have 2 full time Unity developers working on the client and also hired an additional backend developer in order to increase our capacity and prepare the game for what we hope will be a massive relaunch success for the game we love. And since a kid can dream, maybe we will go on to conquer the console space once we are live with Unity.
Remaster Support Campaign
This one was a long time in the making and we went back and forth on it quite a bit. There were just so many options. Should it be a donation only system? Should it incorporate game play? Should it reward the everyday gold spend?
At first we wanted to keep it donation based as that would allow us to allocate the proceeds directly to the remaster project. At the same time we felt that at its core, the campaign is about supporting the game - yes that means finances to a certain degree but it also means engagement, possibly the most important component to us.
People were asking us, why do this at all? We honestly asked ourselves that question and came up with the following answers that we wanted to share with you:
It’s a historic moment from the point of view of where the game came from and what it can become
Looking for validation that players agree that this is the right step for the product
Support the expanse of the team. These things always have to make business sense
Give people the chance to etch themselves into the game so that they can share in the credit of making it all possible
In the Shop, you are now able to access a new tab called “Campaign”.
The Campaign works as follows:
Donate Gold to join the Campaign and unlock the feature (points only start counting after unlocking the campaign)
Any Gold spent after unlocking the campaign in the mystery/package shop or purchases in the nexus will count towards collecting points throughout the Campaign in order to unlock “Supporter Ranks”.
As an alternative route, you can collect and use Support Items that you will be able to find in specific locations around the Realm
If you wish to go through the campaign faster or feel the desire to do something akin to donating gold to the cause, then you can use the boost option to unlock tiers directly for gold - any gold used for boosts will give you 2x the amount of points
Receive rewards associated with each of the Rank upon completion
Note that for technical reasons, NOT counted are: vault unlocks, charslot unlocks, class unlocks, skin unlocks, potions from inventories, pet yard features
Now we know that donating gold to unlock the campaign in the first place will get some people’s spider senses tingling, so we would like to explain it right away, since we also went back and forth on that one.
In essence we wanted to make sure that not every newly opened and botting account can get onto the wall of fame. That would discredit our loyal supporters in our eyes. Thus we decided for a very low amount of gold to be paid after which you can go through the tiers by game play or spending depending on your preference. Of course the gameplay part will be quite the challenge, we want to be fully transparent there. Otherwise the rewards would be worth nothing.
The other thing we want to further explain is the limited character glows. We want this one to be very exclusive and reserved for people who are as convinced about the project as we are, so it will be next to impossible to achieve this rank with only collecting shards and crystals. In order to gain access to the exclusive purple character glow, you will have to reach a total of 100.000 pts within the duration of the Campaign.
We want to sincerely thank all of you that have stuck with us and given us such great support over the past 2+ years. We consider ourselves lucky to have such a supportive Community and are looking forward to shaping the future with you.
Your name on the Wall of Fame at the end of the campaign and in the Unity client’s credits section
Automatically unlocked when joining the campaign
Rank 2 <Greater Supporter> - 6.000 pts
Beta access to the Unity Client
Unity Supporter Vanity Item (Energy Signet)
Mystery ST Chest(s) x 1
Rank 3 <Superior Supporter> - 13.500 pts
Unity Supporter Pet Skin
Mystery ST Chest(s) x 2
Rank 4 <Paramount Supporter> - 24.000 pts
Exclusive Supporter Skins
Mystery ST Chest(s) x 5
Rank 5 <Exalted Supporter> - 39.000 pts
Exclusive Purple Chat color
Exclusive Deca Djinja Ninja skin
Mystery ST Chest(s) x 10
Rank 6 <Unbound Supporter> 60.000 pts
Exclusive Supporter Gravestones
Mystery ST Chest(s) x 20
EXTRA: Players achieving 100.000 pts
Limited exclusive purple character glow
Additional details:
Supporter Gravestones and Chat color are applied immediately after unlocking the corresponding Ranks (refresh the client if not).
The Exclusive Supporter Glow will not activate when reaching 100.000pts and will be activated in the coming days.
There is no toggle option for chat color and gravestones, activating them is permanently affecting the account (for now).
Update X.31.1.0:
Halloween 2018 Events End
Halloween events come to an end with this update.
● The Nexus and Guild Halls are back to normal. ● Zombie Hordes, Totalia the Malevolent and the Pumpkin Shrines have been banished from the Realms. ● Oryx the Mad God II is back to his normal battle attire. ● All quests (except Candy Quest I) will remain available for another 2 weeks. ● Halloween Tokens will remain in the game for another 2 weeks before being removed.
New - Realm Events!
With this update we will start to gradually introduce events to the Realms!
Following your feedback in the past weeks, we decided to double-down the development efforts to extend our capability to run events and incorporate the Realms more.
Starting this week-end, we will run our first ever Realm event prototype. The plan moving forward is to continue building exciting events with this new system and add more to the variety of events in the game.
New - Supporter Campaign
Our Supporter Campaign is about to launch!
● A new tab called "Campaign" will be available in the Shop when the campaign starts. ● Lesser and Greater Nexus Fragments as well as Nexus Crystals can be obtained to gather Supporter Points. ● Purchases in the Shop and “Boost” will grant Supporter Points for Gold. ● Unlock all Ranks to receive exclusive Rewards!
Fixes and Quality of Life
● Added an indication on how many stats are gained with every level up. ● Vial of Pure Darkness can now only be used in the Lost Halls. ● Wine Cellar Incantation can now only be used in the Oryx's Chambers. ● Suspicious Milk Bottle can no longer be used in dungeons.