🛡️Test access for the March 15th playtest now open! Confirm your eligibility status, pre-download the game and gear up! Prepare to engage in epic warfare!
🤩 I've already clicked on [Request Access]. How do I join the playtest?
🎉We've granted playtest access for March 15 to all players who have previously requested access! Check your Steam-registered email for instructions — it might be in your spam or promotions folder.
💾Note: Locate Warborne Above Ashes in your Steam [Library] and pre-download the game. (This is vital for battle readiness!)
🤔 I've missed clicking [Request Access]. Can I still join?
🔑No worries! Warborne's gates remain open! Click the [Request Access] button NOW, and we'll prioritize granting you immediate access!
Reminder: Pre-download the game ASAP — don't wait till March 15!
⚠️ Limited Slots Alert: We may close access once slots fill up. Click that [Request Access] button now! Act fast, Driftmasters!
⏰Server Launch Times
The playtest will run for approximately 8 days. See specific server launch schedules below:
(Times vary by region to ensure optimal global player experience. Do verify carefully!)
Pre-download the game now! Upon reaching the login screen, you can check the latency of each server and choose the most suitable one with your teammates.
🌍 Server allocation is based on several factors including your geographic location when clicking [Request Access], and does not represent our future server deployment plans. We may consider adding servers according to final regional download distribution data. We are closely monitoring player needs worldwide and appreciate your understanding on this matter.
🎁 Playtest Rewards:
We don't want you to leave empty-handed! Participate in this playtest, complete specific tasks, and earn exclusive rewards for the official launch! During the playtest, you can preview select rewards early (Rest assured, these rewards will also be provided to you on official launch!).
This Playtest allows you to try out the content after completing specific conditions:
【Avatar - Interstellar Pioneer III】
【Mount - Obsidian Exo-Raptor】
Good things are worth waiting for! We'll deliver them to you once the official launch happens! 【Avatar Frame - Silver Claws】
【Elite Avatar - Space Conqueror III】
【Guild Emblem - Lion's Edge】
[Notes] ● Rewards will be distributed after the official Steam launch of Warborne. Specific redemption details will be announced in subsequent official updates. ● Event rewards available for use during this Playtest can be claimed via the [Events] page.
🔥 Available Content:
This test does not include all gameplay features and language options, including but not limited to Factions, Maps, Drifters, and the complete season gameplay. We are working hard to prepare for the next test, and we hope to offer you more gameplay content and language options!
In this test, you can choose the Ashen or Sirius faction and give it your all! There are 28 Drifters, over 60 types of weapons and more than 30 types of armor available for your choosing! Experience various scenarios such as one-on-one duels, group PvP in the open world, and massive Faction battles!
Enough talk - it’s better to experience it firsthand! No descriptions can describe the actual thrill of real combat in Warborne. Jump in, try it for yourself, and experience the pure adrenaline of WAR!
Q&A
Can I purchase test access from other players?
Please do not believe any information about purchasing or trading test access! You can simply click on [Request Access] to obtain test access!
Can I livestream or record the game's content during this test?
Yes, you can. However, the game is still in development, and the content you experience is a test version that does not represent the final quality. We will continue to enhance and enrich the game and its content!
How can I provide feedback?
Since we are still in a testing phase, we understand that there may be some localization issues, bugs, and other problems. Your feedback is crucial, and our development team looks forward to hearing your opinions and suggestions on our official Discord!
Recommended Specifications for this Test
Minimum Requirements: Operating System: Windows 10 (64 bit) / Windows 11 (64 bit) Processor: Intel Core i5 8600 / AMD Ryzen 5 1500X Memory: 16 GB RAM Graphics Card: NVIDIA GeForce GTX 1060 / AMD Radeon RX 5500 XT DirectX Version: 11 Network: Broadband Internet connection Storage Space: 10 GB of available space required Sound Card: Onboard VR Support: Not supported Note: It is highly recommended to install on a solid-state drive (SSD)
Recommended Requirements: Operating System: Windows 10 (64 bit) / Windows 11 (64 bit) Processor: Intel Core i7-10700 / AMD Ryzen 7 3700X Memory: 32 GB RAM Graphics Card: NVIDIA GeForce RTX 2060 / AMD Radeon RX 5700 Network: Broadband Internet connection Storage Space: 10 GB of available space required Sound Card: Onboard VR Support: Not supported Note: Must use a solid-state drive (SSD)
Citizens of ANEURISM IV, the first patch is already here. Thank you to everyone for sharing your feedback and alerting us of all the pesky little bugs that still need fixing.
As we work on the next major content update, we couldn't stop ourselves from improving version 11. Here's what's new.
New Content
Added diagonal running animations.
Gameplay Changes & Balance
Adjusted rot values in favour of the rot.
Bug Fixes
Attempted to fix voice chat desynchronization.
Fixed clipping into shops.
Fixed signal names being reset on reboot.
Fixed being able to inventory warhead components.
Fixed and buffed Capitron3000.
Fixed foundry descriptor.
Fixed introspection menu for ultrawide monitors.
Fixed player model not being perfectly centred in introspection menu.
Fixed invisible rot nodes.
Fixed unreachable/uninteractable objects.
Fixed invisible fate upgrades.
Fixed losing items when upgrading fate.
Fixed underground armoury disconnecting clients.
System & Server Improvements
Added configurable loot spawning.
Added an automatic server reboot system for daily maintenance.
Added logging for server browser-related errors.
All server configurations are now automatically added to the aniv.cfg file.
Today I've released the first publicly available version of Magitech Requiem, Alpha 0.1.0-dev7. This release is obviously very early, and is only a prototype of the final game. Importantly, the release is centered around the implementation and testing of core features including builds (weapons, perks, etc), and overall controls/gameplay. To facilitate easier testing, you automatically unlock all build options from the start (available in 'Loadout'), aside from attribute levels. Note that in the final release, there will be actual progression systems.
Below is a rough outline of planned upcoming versions:
0.1.1 - Miniboss enemy, new perk, and a few new weapons.
0.2.0 - Early progression update, enemy variants, character customisation? (currently researching my options for this)
0.3.0 - Melee weapons / melee combat for players
0.4.0 - Mid progression update and first boss
There will be a lot of news to come. Thanks to anyone who follows development of Magitech Requiem!
We’re thrilled to announce that our game will be part of the Steam Spring Sale running from March 13 - March 20! During this limited time event, you can purchase the game at a 30% discount—the perfect opportunity to dive into our epic adventure or invite friends to join the journey.
But that’s not all—celebrate the season with our special Coupon Event!
Mark your calendars and take advantage of these exciting deals: • Sale Period: 13th March 10AM – 20th March 10AM [PDT] • Discount: 30% off • Coupon Code: CARDOFLEGEND2025 (valid once per account) ** Coupon Code is valid until 31st March 5PM [PDT]
💡 How to Redeem
1️. Click setting icon on the top right corner 2. Click “Redemption Code” 3. Enter Coupon Code and Click “Confirm”
⚠️ Important Notes
• The coupon can only be redeemed once per account. • It must be used before the event period ends. • Rewards will be sent automatically to your account.
Don’t miss out on this special weekend event—log in now and make your deck even stronger! 🃏🔥
Thank you for your unwavering support. We can’t wait to see you in-game, ready to conquer fresh challenges this Spring Sale season!
🎮 Couch Co-Op is Here – We Need Your Feedback! 🛋️👾
Our game now features Single Player AND Couch Co-Op! With this exciting new addition, we’d love to hear what you think. Your feedback will help us fine-tune the experience for both solo and co-op players!
First, we sincerely appreciate your overwhelming interest and feedback on the first Developer’s Preview.
Updates such as the Hall of Magic improvements, World Arena Monster Info menu, and Rune/Artifact management enhancements were implemented in February, and we are thrilled to see your positive response.
We also look forward to your excitement about the upcoming Siege Battle revamp, which is scheduled for a late March update.
Today, we’re here to share details about the 11th Anniversary Update.
As we prepared to celebrate 11 years of Summoners War, we took a step back to reflect on the game and discuss improvements to make it more engaging.
Through careful deliberation, we’ve planned a series of updates spanning April and May introducing major revamps to Arena, Arena Interserver Battle, and Rift Raid/Dungeon, along with various QoL improvements and system updates.
To thoroughly cover these changes, we’ll be releasing two Developer’s Previews dedicated to the 11th Anniversary Update.
This preview will focus on the Arena and Arena Interserver Battle revamps, along with Monster and background art renewals scheduled for April.
Without further ado, let’s dive into the second [Developer’s Preview]!
<Arena Revamp in Progress>
* We are reviewing the introduction of a new Arena League only for new Summoners to help new Summoners enjoy the content better.
* We are also working on restructuring the Arena League system to address rank disparity and balance issues caused by different server populations.
1. Rookie League for New Summoners - Many new Summoners struggle to enjoy Arena due to the gap in experience with veteran Summoners. To address this, we will introduce a rookie league exclusively for new Summoners. - Summoners will automatically be placed in the Rookie League upon entering Arena for the first time and will remain there for at least four weeks. Afterward, they can choose to stay in the Rookie League or move to the regular Arena League at their own pace. - To encourage progression, rewards in the Rookie League will be adjusted, making it a stepping stone into the regular Arena League. Additionally, one-time milestone rewards will be available for reaching specific ranks. - Like the regular Arena, the Rookie League will have its own grading system and ranking structure, with rank tallying and victory point compression occurring every two weeks.
2. 10,000-Player Arena Leagues - Currently, the difficulty of achieving certain Arena grades varies significantly based on server population. For instance, reaching Punisher ★ requires placing in the top 1,000, making competition much tougher on servers with higher population. - To address this imbalance, Arena will be restructured into multiple 10,000-player leagues. After each Arena season ends, Summoners will be grouped into leagues of up to 10,000 active players.
For example, if 78,400 Summoners are playing Arena on a server, they will be assigned to one of eight leagues of around 9,800 players. - With this structure, each league will have its own ranking system to ensure that grade distribution remains consistent across all servers. This means that if a server has eight leagues, it will also have eight Legend players.
3. Arena Tallying & Victory Point Compression Cycle Update - Currently, Arena tallying is conducted weekly, whereas victory point compression occurs every two weeks. This schedule has caused confusion among Summoners regarding the timing of point compression.
To improve clarity, tallying and compression will now both occur once every two weeks.
- We are also carefully reviewing adjustments to tallying rewards to ensure that their value remains consistent with this new cycle.
4. Arena Interserver Battle Revamp - Currently, Arena Interserver Battle selects the top 10,000 Arena players from each server, which creates a more competitive environment for highly populated servers. - To address this, instead of selecting 10,000 players per server, 2,500 players from each league (excluding the Rookie League) will qualify. We expect this measure to allow more players from densely populated servers to qualify for Arena Interserver Battle and encourage fairer competition among leagues. - With this change, Arena Interserver Battle will be a showdown between two 2,500-player teams from different servers, instead of a server-wide competition. - The Interserver Battle schedule, previously spanning five weeks with a three-week break, will now align with the new two-week Arena cycle. - These changes are scheduled to go live in mid-April, following the conclusion of the current Arena Interserver Battle season.
<Monster & Background Art Renewal>
* As Summoners War celebrates its 11th year, we believe it’s time to revisit and improve some of the early Monster models and background art.
1. Monster Model Renewal - We will gradually update the models of some of the oldest Monsters in the game. - The first batch includes 13 Monsters: Slime, Shroomy, Surprise Box, Howl, Elemental, Garuda, Inugami, Joker, Vampire, Undine, Dragon, Oracle, and Chimera. - These updates will not be a one-time renewal but a continuous improvement process, with the next round planned for late 2025. - Along with visual upgrades, their skill animations will also be improved. However, only base Monster models will be updated, and Transmogrifications will remain unchanged. - To showcase these updates, please take a look at the before-and-after comparison image.
2. Arena Background Art Renewal - Over the years, we have gradually updated various in-game backgrounds, such as Garen Forest, Mt. Siz, and the Cairos Dungeon update in 2023. - In April, we will renew the Arena background, including defense towers and mini zoom-in view of defense towers, to enhance the overall Arena experience.
<Additional Siege Battle Improvements>
* The Siege Battle map changes, victory point adjustments, and tournament rule updates shared in the first Developer’s Preview are now in the final stages of development. More details will be provided in a dedicated Siege Battle season notice.
* Additionally, two key improvements are in progress, as listed below.
1. First Turn Skill Assignment for Siege Defense Decks - After testing this feature in Siege Battle Tournaments and Special Matches, we have decided to apply it to the regular Siege Battle season starting late March. - We will continue to monitor key Siege Battle metrics and refine this feature as needed.
2. Siege Battle Rune Separation Under Review - We are considering introducing a separate Rune system for Siege Battle to reduce management burden and improve convenience. - The plan is to add a dedicated Monster menu for Siege Battle, similar to World Arena, allowing unique Rune presets for this mode. - However, several challenges need to be addressed before we proceed: 1. Increased database load from managing additional Runes. 2. Unlike World Arena, Siege Battle requires storing defense deck Rune data even for inactive players, requiring a different approach. 3. As this development will take time, we will share more details once we finalize a feasible solution and timeline.
We hope you enjoyed the second [Developer’s Preview]!
Our team is working hard to bring fresh energy to Arena and in-game visuals, just as spring breathes fresh energy into the world.
We’ll continue to share our development insights and future direction, while actively listening to your feedback across various community platforms.
Your input is essential in shaping the future of Summoners War.
Please stay tuned for the next Developer's Preview, covering the 11th Anniversary Update Part 2.
We appreciate your continued love and support, and we look forward to bringing you more exciting updates soon!
We’re so excited to show you the teeniest bit of what we’ve been working on! Having Giles Goddard as our founder, we’ve wanted to make something that pays tribute to his amazing career making legendary games for a while now. With Wild Blue we are making that dream a reality! We can’t wait to share more about this love letter to 90s on-rails aerial adventures soon!
Moved a wall in Lemniscate.Momentum to make it easy for players to test a wrong hypothesis.
Removed green goal from Mjolnir.Trail because it didn't add anything to the puzzle. I didn't bother saving progress on this one because I don't think anyone has actually beaten it since it was added a few days ago.
Removed some of the extra junk in AIWWFHM.Transfer. It's intentionally a messy puzzle, but now it's a little better.
Replaced immovable green penguin with grey penguin in Flare.BHBP.
Aesthetic change to Flare.Smuggle. I was really close to removing the bottom right tile because it is a trap and I prefer minimized puzzles, but I think this one is easy enough to figure out.
Reworked Flare.Abort. It's now smaller, doesn't have fog, and still allows for an accidental (non-solving) way to stumble onto the trick.
Simplified Attraction.Arena to make the linchpin stand out more - hopefully less trial-and-error required.
Removed Flare.Pipe. It wasn't good enough.
Added Flare.Strike in Pipe's old place. Try it out 🙂
Other
Changed locks to get a white "warp spiral" label once their puzzle has been reached to indicate that it is now accessible through the warp menu. The lock size is now fixed.
Replaced the "jail cell" style of locks with more of a "chain cocoon".
Added new sound and visual effects when the player attempts to move on a locked puzzle.
Removed the big "You cannot move from an unsolved puzzle! Solve it, or move away with undo/reset" message that appears when players try moving from a lock twice within 500ms. Replacing it by a floating "undo" bind prompt, since the only purpose of this message was to teach players that they can undo away from locks.
Lowered pitch on snow wall bump sound to make it less annoying.