Patch Preview  ·  May 2026 v.2026.05

Player vs. Player  //  Guild vs. Guild

PvP Update.

The biggest change to PvP and guild combat since launch is dropping this weekend — cleanup, gear rework, the Outlaw system, and the foundation for full Guild vs. Guild Territory control.

Read This First

What you're getting, in two parts

Live changes + groundwork.

This patch ships in two distinct tracks. The first goes live this weekend — these are changes you'll feel on day one. The second is foundational code that powers two larger player-facing systems arriving in follow-up patches.

Going Live

Confirmed changes shipping in this patch.

  • PvP toggle removed
  • Initiate rank stays retired
  • Durability & repair reworked
  • Map color rules standardised
  • Full sprite audit
Groundwork

Foundations for what's coming next.

  • Outlaw system rules
  • Territory zone property on every map
  • Supporting query & mutation functions
  • Player-facing features arrive later
01  /  Cleanup

The new rule, in one sentence

Joining a guild is the opt-in
for GvG and open-world PvP.

Removed

The PvP toggle.

The per-character setting that disabled PvP is gone. Whether you're exposed to PvP is now decided by where you are and what you've done — not a checkbox.

Stays Retired

The Initiate rank.

Initiate is not coming back. The non-PvP guild rank closed a loophole that conflicted with the new model, and remains out of the game.

// No guild = no GvG exposure. In a guild = you're in. Outlaw exposure is separate — covered below.

02  /  Durability & Repair

Why we're touching gear at all

There's too much gear in the economy.

Lower

Repair success rate.

Overall chance of a successful repair is going down. Each repair attempt carries a meaningfully higher risk of destroying the item.

Lower

Usage durability.

Overall durability from normal use is going down too. Gear wears out faster the more you actually play in it.

Don't be afraid to lose gear in PvP.

There's so much gear in circulation right now that players are sitting on stockpiles — and that's bleeding into PvP. Making equipment a little more consumable is how we get it cycling again. You have plenty of it.

03  /  Map Colors

Standardising what each color means

A predictable map legend.

// WHITE

Transition maps.

Connector tiles between zones. Pass-through territory — not a destination.

// BLUE

Boss maps.

Where the encounter happens. Tighter rules apply — see Outlaw rules for what blue means for safety.

// BLUE

Single-map encounters.

Self-contained encounters that live on one map are also blue. Same rules as boss maps.

// Simple read: blue = contained encounter, white = transit. Outlaw safety is anchored to this distinction.

04  /  Sprite Review

Cosmetic should stay cosmetic

Sprites get an audit.

Reviewing

Unfair advantages.

The full sprite list gets reviewed for unfair advantages — anything that hides your character model, masks intent, or otherwise functions as a stealth tool.

Some sprites will be modified. Some may be removed. Cosmetic is fine — functional camouflage is not.

// audit

  • scopefull sprite list
  • criterionunfair advantage
  • actionmodify or remove
05  /  Outlaw System

Going blinky now means something

The Outlaw rules.

Blinky Timer
30min

per kill, on most maps

60min

per kill, in dungeons

Additive Not removed on death

Each new kill stacks on whatever's left. Dying does not wipe it.

OPEN SEASON

Outlaws can be attacked by anyone, including their own guildmates — but are still safe from other players on blue maps.

FORGIVENESS BREWS

Brews now reduce a percentage of remaining Blinky Time instead of removing it outright. The nerf is intentional.

BLUE MAP SAFETY

Outlaws are safe from other players on blue maps — but guards on every map, including blue, will still hunt you down.

06  /  Territory System

Plumbing now — player feature later

Laying the foundation for GvG.

New Property

zone

Every map gains a new property field called zone. The future Territory feature reads from this to determine ownership, contest state, and combat bonuses.

Nothing player-facing yet. The data lives in the world; the feature ships in a follow-up patch.

// supporting functions

> getmapzone(map_id)
> setmapzone(map_id, zone_id)
> ...and others

Query and mutation functions the Territory feature is built on — shipping in code this patch so they can be tested in the live game first.

// We want the plumbing in the live game and battle-tested before the player-facing GvG feature lands.

Summary

The whole patch, one page

What's changing.

01 PvP toggle removed Removed
02 Initiate rank stays retired Removed
03 Repair success rate & usage durability lowered Changed
04 Map colors — transition white, boss & single-encounter blue Rule
05 Sprites reviewed for unfair advantages Review
06 Outlaw rules — 30/60 min additive timers, anyone can attack, brews nerfed, blue-map safety, guards everywhere Groundwork
07 Territory system — zone property + supporting functions on every map Groundwork

This update is dropping this weekend. Read the full slide deck for the deep dive, or join Discord to follow the release in real time.

▶ Play Free Now View Slide Deck → Discuss on Discord