Old School RuneScape - Mod Yume

This week’s update features a full behind-the-scenes rewrite of the Player-Owned House system, alongside a handful of tweaks and fixes.


Changelog - August 13th

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Player-Owned-House Recode
  • Completely rewrote the Player-Owned House code. Everything should work the same, but please let us know if your furniture starts to haunt you.
Delve Boss Updates and What We're Watching
  • Further altered the shape of the Ranged projectile to ensure it appears noticeably different to Melee.
  • Fixed a bug where valuable loot drops received from the Doom of Mokhaiotl did not broadcast to the clan chat. Note: We are aware this is also affecting the Colosseum, and we’re planning to fix it soon too.
  • A large number of hotfixes were deployed last week. For the full list, please see the table here.
  • We've also addressed several points raised by players in the blog section below.
Client and Mobile Updates
  • Fixed a bug where, when the XP tracker in the popout panel was closed, it would duplicate the last XP tracker in the list and create a 'ghost' tracker.
  • Fixed an issue on mobile where tapping near the side panel buttons could accidentally interact with the game beneath the UI.
  • Re-added the limit framerate option to the mobile side panel display settings.
  • Players in the new Renderer Beta will see improved visuals across multiple areas, with fixes for flickering, terrain clipping, and geometry issues in Lumbridge, Lumbridge Swamp, Player-Owned Houses, the Wizard’s Tower, and a bridge in Prifddinas.
  • Fixed a visual issue where the Amulet of Glory and similar amulets were missing their inner gem detail when using the new renderer beta.
Other Changes
  • Added a new category to the 'Report Abuse' menu: 'PvP Cheating'. This may be used when you suspect someone of cheating in PvP, including through the use of macroing software.
  • Removing Raging Echoes curtains now correctly clears both the curtains and the wall decoration, without needing to reload your house.
  • Added a missing bass instrument to the Kastori music track.
  • Dimintheis and his sons can now give spare copies of their gauntlets more conveniently, if you have earned them, and Dimintheis now properly explains why he won't give you anything if you're ineligible.
  • Re-added a missing unsent letter to a house on the Sunset Coast.
  • Adjusted the GE buy limit of early League canes to that of other canes.
  • One version of the Fremennik helmet now has an improved model with horns that connect to the helmet.
  • Clicking out of Mr Mordaut's chat no longer tricks him into setting the same puzzle repeatedly.
PvP Rota

The PvP rota has moved to Period B:
  • 560 - (UK) - PvP World
  • 319 - (US) - Bounty Hunter World
  • 579 - (US) - High-Risk PvP World
  • 561 - (UK) - Free-to-Play PvP World
  • 580 - (US) - LMS Competitive
World 390 (AUS) for LMS Competitive has been de-activated with this rota.

World 569 (AUS) for Bounty Hunter has been de-activated with this rota.

The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week.
[/expand]


PoH Under Construction


If you can’t see the image above, click here!

While this week’s update may appear light, it actually includes a major behind-the-scenes rewrite of the entire Player-Owned House (PoH) system.

Ideally, you won’t notice a thing; your humble abode should work just as it always has. But under the hood, we've done some pretty heavy-duty rewiring of our beloved spaghetti code. As with any large renovation project, there's always the chance of finding some bugs in the walls.

'So why take the risk?' we hear you ask. Well, the old PoH code was ancient, creaky, and held together by developer prayers and duct tape. By modernising it, we’ve made it much easier to maintain and expand on in the future - so your dreams of a fully customisable, lava-moated, gilded, flying dungeon dragon house aren't quite as far-fetched anymore.

We’ve put this update through plenty of testing but given the scale of the changes, there’s always the possibility of the odd spooky surprise - ghost chairs, vanishing walls, portals to the void. You know, the usual snags. If you spot anything strange, please let us know!

There’s still a lot more work ahead of us, but this is a big step in that direction, and we appreciate your patience and support as we build the foundations for the homes of the future.


Delve Boss Updates and What We're Watching

Last week we delivered several hotfixes to the Delve boss, which you can find in the table here. This week’s update includes a couple more touch-ups:
  • Further altered the shape of the Ranged projectile to ensure it appears noticeably different to Melee.
  • Fixed a bug where valuable loot drops received from the Doom of Mokhaiotl did not broadcast to the clan chat.
Addressing Your Feedback

We also want to take a moment to acknowledge some of the more common bits of feedback we've seen floating around. While these aren’t things we’re immediately changing, we hear you, and we want to be as clear as possible about where we’re currently at with each one:

Attack speed delay on Volatile Earth

  • We’ve seen some concerns around the slower feel when attacking Volatile Earth, and we just want to clarify that this one’s working as intended. The 1-tick delay you’re used to seeing only applies when using Demonbane weapons on demons, and Volatile Earth doesn’t fall into that category.
Large grub damage confusion

  • The phrase "triple-punishing damage" caused a bit of confusion - and understandably so! To clarify: the damage is meant to punish the player. The grub does not deal triple damage to the boss. We’ve updated the blog to reflect this more clearly. Apologies for the confusion!
Rapid or Unexpected Phase Changes (Melee Punish → Blue Shield)

  • This one should now be resolved! Doom’s transition to shielded phase is now triggered by an attack timer instead of on-hit. To avoid instant phase transitions, Doom will also wait for two attacks after the last orb phase before triggering the shield.
What this means in practice:
  • Hitting 75% HP no longer causes an immediate shield swap - instead, Doom will complete his current attack before making the change.
  • After the Volatile Earth special attack finishes, Doom will always perform two attacks before entering the shield phase.
  • This prevents rare cases where mechanics like grub explosions or midair arrows could skip the punish window and send him straight into shield phase.
For most players, this should be a welcome quality-of-life change, making the flow of the fight more predictable, and fairer. However, we do acknowledge that a small group of high-end Delvers may find it harder to use late-fight stalling to force a second Volatile Earth special, as this will now require going through an additional shield phase. We’ll keep an eye on this feedback and see if there’s a way to support that playstyle without reintroducing the old issues.

Unavoidable damage from early Melee punish

  • Triggering the Melee punish at the wrong tick on higher Delve levels can sometimes result in two overlapping hits from Doom. While we know this can feel punishing, we're keeping this one as it is for now - the aim being to reward precise timing and good preparation.
Eye of Ayak vs. Doom’s Beam Charge

  • With the latest update, the Eye of Ayak now acts similarly to a Demonbane weapon when dealing with mage grubs, and we understand why some of you feel it should work the same way against Doom’s beam charge for consistency. After reviewing this, we’ve decided not to extend that interaction. While the Eye can help clear grubs more fluidly, using it to interrupt the beam would allow Doom’s shield to be drained far too quickly. Since the encounter already requires a Scorching Bow (providing a reliable ranged interrupt), we want to preserve the intended pacing and challenge of the fight.
We’re generally happy with the challenge level of the encounter at the moment, so we’re taking a cautious approach to any further tweaks. However, there are still a few bugs we're investigating, and rest assured, we’re watching your feedback closely, reviewing gameplay data, and monitoring for any emerging issues. Your feedback has been incredibly helpful so far, and we’re grateful for your continued support (and patience!) as we continue to refine the experience.


Client and Mobile Updates

  • Fixed a bug where, when the XP tracker in the popout panel was closed, it would duplicate the last XP tracker in the list and create a 'ghost' tracker.
  • Fixed an issue on mobile where tapping near the side panel buttons could accidentally interact with the game beneath the UI.
  • Re-added the limit framerate option to the mobile side panel display settings.
  • Players in the new Renderer Beta will see improved visuals across multiple areas, with fixes for flickering, terrain clipping, and geometry issues in Lumbridge, Lumbridge Swamp, Player-Owned Houses, the Wizard’s Tower, and a bridge in Prifddinas.
  • Fixed a visual issue where the Amulet of Glory and similar amulets were missing their inner gem detail when using the new renderer beta.


Sailing Stress Test

The Sailing Stress test will begin on Thursday, August 14th!

A single beta world will be accessible to players for 15 minutes at a time, four times over the course of one day. The exact times are: 15:00 BST, 15:30 BST, 16:00 BST and 16:30 BST.

We want as many players as possible to test our system to its absolute capacity so please do hop in if you’ve got time! When the test begins, we'll announce it via an in-game broadcast. There are no sign-ups or requirements – anyone can help out.

Although this test isn’t focused on Sailing content, it’s still really important for the skill. We’ve already run a few internal stress tests - but now it's time to see how worlds fare in a live environment.

During the stress test you’ll get to play a short minigame and (hopefully) meet some fellow sailors, including a few J-Mods! Once it's over, feel free to get back to your grind.

Heads up! Originally the in-game poll stated that the poll would close on the 15th, however it was always meant to be the 14th, this has been changed now. Apologies for the miscommunication - go vote if you haven't already!


The Land of Kourend Album OUT NOW!

This soundtrack captures the essence of adventuring through the five unique houses of Great Kourend.


If you can’t see the image above, click here!

Now available on all major digital music platforms.

Add the tracks to your playlist now using the handy links on this page!


Other Changes

  • Added a new category to the 'Report Abuse' menu: 'PvP Cheating'. This may be used when you suspect someone of cheating in PvP, including through the use of macroing software.
  • Removing Raging Echoes curtains now correctly clears both the curtains and the wall decoration, without needing to reload your house.
  • Added a missing bass instrument to the Kastori music track.
  • Dimintheis and his sons can now give spare copies of their gauntlets more conveniently, if you have earned them, and Dimintheis now properly explains why he won't give you anything if you're ineligible.
  • Re-added a missing unsent letter to a house on the Sunset Coast.
  • Adjusted the GE buy limit of early League canes to that of other canes.
  • One version of the Fremennik helmet now has an improved model with horns that connect to the helmet.
  • Clicking out of Mr Mordaut's chat no longer tricks him into setting the same puzzle repeatedly.


PvP World Rota

The PvP rota has moved to Period B:
  • 560 - (UK) - PvP World
  • 319 - (US) - Bounty Hunter World
  • 579 - (US) - High-Risk PvP World
  • 561 - (UK) - Free-to-Play PvP World
  • 580 - (US) - LMS Competitive
World 390 (AUS) for LMS Competitive has been de-activated with this rota.

World 569 (AUS) for Bounty Hunter has been de-activated with this rota.

The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week.


You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.

Mods Abe, Abyss, Acorn, Arcane, Archie, Argo, Ash, Ayiza, BigRig, Blossom, Boko, Bruno, Chilly, Criminal, Crystal, Curse, Daizong, Donkey, Ed, Elena, Enigma, Entropi, Errol, Freddie, Fuzz, Gecko, Gengis, Gizmo, Goblin, Grace, Grub, Halo, Harold, Hend, Hornet, Husky, Ivory, Jalo, Jamesy, Jerv, Keyser, Kieren, Kirby, Kurotou, Leebleh, Lenny, Light, Liron, Lykos, Mack, Manked, Markos, Maylea, Mobius, Moogle, Morty, Moz, Necro, Nin, Nixon, Nox, Nylu, Ori, Other, Philomel, Pork, Pumpkin, Puppi, Rach, Redfield, Rice, Roq, Roy, Ry, Saiyan, Sarnie, Schmidt, Shogun, Shroom, Sigma, Skylark, Smithy, Sova, Squid, Starry, Suharun, Surma, Sween, Tide, Titania, Titus, TJ, Tomb, Tsourorf, Tyran, Veda, Vegard, West, Wolfy & Yume

The Old School Team.
Under a Desert Sun: Seekers of the Cursed Vessel - Revolving Gear Studios

Hi everyone!
With Next Fest coming up and more people discovering the game, I thought it would be a good time to put together a Frequently Asked Questions list.
We’re posting it here once for visibility, but it will be maintained and updated in the game’s forum section — it’s pinned at the top so you can always find the latest version.


Q: Is there a roadmap?
A: Yes! You can view the current development roadmap here:

https://www.reddit.com/r/RevolvingGearStudios/comments/1m16qd3/under_a_desert_sun_seekers_of_the_cursed_vessel/

It will be updated as development progresses.


Q: What will the game cost?
A: Early Access will launch at a lower price to reward early supporters, with occasional discounts. The full release will see a price increase, but it will remain below the cost of most AAA titles — offering a fair price for the amount of content and the fact that this is an indie project. Even at full price, it will be more affordable than many comparable big-team ARPGs.


Q: Will there be paid cosmetics, seasons, or other types of paid services?
A: At Revolving Gear Studios, we believe players should receive a complete game and get exactly what they paid for. The only additional paid content will be story DLCs that may include new classes and extra content. (Disclaimer: The release of DLCs depends on how well the base game performs during and after Early Access.)


Q: Will there be a loot system?
A: Yes. The plan is to include a full loot system for weapons, gear, and similar items. While the complete system will not be ready for the demo or the first Early Access release, those versions will feature placed loot drops using an early version of the system.


Q: Are there difficulty settings?
A: Currently, only the normal difficulty is available. Additional difficulty options will be added during Early Access.


Q: How long will the final game be?
A: The goal is to have a four-act structure, with each act’s main story taking about 3–4 hours to complete. In addition, there will be side quests and other activities to explore throughout the world.


Q: Who is making this?
A: Hi! I’m Raymond, and I founded Revolving Gear Studios after working on a range of hobby projects and holding various interesting jobs in IT. While I’m the primary developer, I don’t really see the “solo dev” label as anything special — modern tools and collaboration with skilled artists, musicians, and other creatives make it entirely possible to build a game this way. I work with talented people on a contract basis to bring in the expertise and assets needed to bring the world of Under a Desert Sun to life.


Q: Can I beta test the game?
A: From time to time, we look for additional testers to try out early builds. Join the Discord to see when testing opportunities are available and how you can take part!


Q: How does this compare to other ARPGs?
A: While I’m inspired by the classic ARPGs of the past, my focus is on a few key things. First, fun should always come before spreadsheets and extreme grinding — I want exploration and adventure to feel just as rewarding as leveling up. Second, the story should be engaging and central, not an afterthought. And finally, for me, ARPGs have always been about playing with friends — whether on LAN or online — and feeling like you’ve been somewhere else entirely. My goal is for players to finish a session thinking, “That was an adventure… let’s do it again!”


Q: How replayable will the game be?
A: In the final release, you’ll be able to carry your character into a new game, join someone else’s game, or move on to a higher difficulty level. If sales are strong, DLC will add even more content. I also plan to release updates with additional content based on the funding available — after the four acts and all core content are complete. As for the endgame, I’m still exploring what form it will take. What’s certain is that it will fit the game’s focus on immersion and fun over pure number-crunching.


If your question isn’t listed here yet, feel free to ask in the comments or join the Discord community:

https://discord.gg/g5fK7Df

Wishlist the game on Steam:

https://store.steampowered.com/app/3273880

Infected Mushroom Pinball - Jussi
- DMD now tracks persistent mode progress all the time

- Special Modes now correctly receive keyboard input

- Ball bounce from power target fixed. Ball speed also reduced when coming out of the loop.

- Multiball lock should not drop balls to play accidentally anymore.

- Fly activation transition bug fixed.

- Audio Master Volume: Setting music or master volume to zero does not prevent game mode activation anymore.

- Texture Quality settings now load correctly when starting map

- VPIN Anaglyph 3D: Added more options to Anaglyph 3D

- VPIN Quick Start is now fixed. Press left or right flipper, or start button right after start loading screen ends to quick start VPIN mode.

- VPIN SSF settings now save and load all channels correctly. Output channel names may still differ from your cabinet’s configuration.

- VPIN Input bug where flipper input keybinds stopped working after the first played game has been fixed.
Combat Arms: the Classic - GM_CA04

Rangers, the battlefield is heating up — and we’ve got a special gift just for you!
Redeem the coupon below and claim rewards to fuel your fight.

:love_letter: Coupon Code: HAPPYAUGESTCOMBATARMSNEWEVENTS
:hourglass_flowing_sand: Redemption Period: Aug 1, 2025 ~ Aug 18, 2025

VFUN Lounge Link: [Click Here!]

Don’t miss out — gear up, lock and load, and make every bullet count in Combat Arms: the Classic!
Freestyle 2: Street Basketball - 3on3 Freestyle


Get ready for a fun and rewarding experience!
Gather letters throughout your games, complete it, and enjoy exclusive prizes!

Play, collect, and win—it's that simple!



2025/08/13 00:00 ~ 2025/08/26 23:59 (PDT)




Complete the Phrase:


- Letters can be collected by playing a match.

- Players can collect up to a maximum of 50 letter box daily, so be sure to play
multiple matches each day to maximize your letter collection.

- Once you’ve collected all the letters and completed the full phrase,
you’ll be eligible for some amazing rewards!



Letter Drops:
The chance of receiving event letters after each match is random.
Keep playing to increase your chances of receiving the letters you need!

Daily Limit:
Remember that the total number of letters you can earn is capped at 50 per day, so be strategic
with your time and make sure to play daily to reach the maximum letter collection limit.





The clock is ticking, and the rewards are waiting! Don’t miss your chance to unlock exclusive items.
With every match you play, you're one step closer to amazing prizes.

So, dive into the game, collect those letters, and be among the lucky ones to claim your rewards!
===============================================================

- Freestyle2 Team
NCORE - GodForbid_I_do

Gladiators!

We’re happy to share something important – NCORE is now available on Steam! Our next step is going to be a big alpha-test this autumn! We’ll provide all the details about it soon.

Right now you can help us out by promoting the game on the platform. To do so:

  1. Open NCORE’s store page on Steam and wishlist the game.

  2. Under the game’s short description (in the top right) you’ll see a tag block. Press "+" and add tags you think fit the game most. For example, "free game", "shooter", "action", etc.

  3. You can also share the tags you’ve chosen in the comments to this publication.

It’ll only take a few moments and would be of great help to the game’s growth.


Don’t miss out on the updates and follow us on our website and social media. Soon, we’ll tell you more about all the new and upgraded features waiting for you in the latest version of NCORE.

In the meanwhile, check out our new trailer!


Discord Twitter/X

2:41am
BROK the InvestiGator - COWCAT
1.5.3 BRAWL BAR LAUNCH
------------------------
- Directional keys and WASD can now be used to control the cursor in menu and choices.
For keyboard users, this means you can more easily restart fights and do a lot of stuff without having to switch to the mouse, especially in Brawl Bar.
- Fixed bug if we backed out of the picture frame in the first room then opened the menu immediately.
- Fixed bug: the magnifying glass was used automatically on the sewers grating when it shouldn't be.
- Various fixes for The Brawl Bar launch.
Paper Animal Adventure - Cuddling Raccoons Studio
- You can now skip the flashback cutscenes.
- You can now change how often foreign camps appear instead of your own camp (Main Menu -> Settings -> Online -> Configure).

- Fixed several smaller bugs.

If you should have any trouble with this update, you can rollback to a previous version by entering the beta branch with the password previousbuild.
Wild Assault - 狮兄

Hello Wild Ones,

Hope you're having fun playing Wild Assault!

We will be performing a live update at 0:00 AM PT on August 14. Ongoing matches will not be affected during the update, but matchmaking will be temporarily unavailable. Please exit the game, update your game client via Steam, and then relaunch the game. This update includes Project Sextans update: Tidal Operation, New Activity: VALIANT's WEEKEND, and Bug Fixes.

1.Sextans update: Tidal Operation

• Reach specific stages to unlock summer-themed weapon skins, exclusive "Tidal Operation

" profile, name tag, and medal.

2.VALIANT WEEKEND

• During the event, participating in matches grants 150% Valiant Proficiency.

3.Optimizations

• Improved end-of-match results display: "Best Squad" now replaces "My Squad" when earned.

• Enhanced visibility of daily task refresh counts in the Battle Pass.

4.Bug Fixes

• Adjusted melee damage for ZHENSHAN to align with other massive body valiant.

• Fixed layout issues in Valiant details for JACK and CROCK.

• Resolved ESC key unresponsiveness after hiding UI in Battle Pass preview.

• Addressed overlapping/capitalization errors in English translations.

• Corrected online status display overlap caused by long nicknames in friends list.

• Noman's ultimate kills no longer incorrectly count toward SMG kill achievements

• Clarified ambiguous description for the "Unstoppable Force" achievement.

• Fixed incorrect stat bonuses for Bipod and Heavy Bipod

• Defenders can no longer deploy respawns early in WA RAID's initial phase.

• Bundles now refresh immediately after purchasing their final item.

Combat Cat Studio

Follow us on social media ⤵️
The Use of Life - PLAYISM_Zheng
Hello everyone,

Thank you playing The Use of Life!
We have updated the game to Ver.0.6.03, Here are the bug fixes and changes.

◆ Fixes
  • Fixed a bug where if the player decided not to join the fist fighting event in the city, it would reappear after the end of Kohaku's event as if the player had already finished the event.
  • Fixed a bug where Iai War Dance would trigger enemy counter stances.
◆ Adjustments
  • Nerfed all equipment obtained in Route B Chapter 3.
  • Slightly reduced the speed penalty for heavy equipment.
  • Buffed the attack of the large ice sprite.
  • When in a counter stance, enemies will now only counter attacks once per turn.
    - Elmaise's hints have been adjusted to reflect this change.
  • Enemies will no longer enter a counter stance immediately after the last counter stance has expired.
  • The Teacher will now use a new move while in the Snow White Stance.
We hope you continue to enjoy The Use of Life!
...

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