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Expedition Analytics: Empyrean Forge


Greetings, Adventurers!

Learn more about the development of the Empyrean Forge through Level Designer Pride St. Clair and improve your experience with tips from 3 of your favorite New World content creators: Grumpyyrose, Sherlock Gnome, and YaBoiWiilly. We also compiled key insights like Mutation stats based on community performance.

[h2]COMMUNITY STATS[/h2]
Following the release of Cross-World Expeditions with improved Group Finder, our completion rate for this Expedition run through the Group Finder increased from 80% to 95%. We’ve compiled the following stats based on your performance in the Empyrean Forge.

[h3]PLAYER DEATH HEATMAP[/h3]

[h3]BOSS BREAKDOWN[/h3]

[h3]COMPLETION RATE BY WEAPON[/h3]

[h2]SISTER EXPEDITIONS[/h2]
“Empyrean Forge and Glacial Tarn were developed as sister Expeditions, something we were unable to talk about in our original Empyrean Forge development diary,” Pride said. “The challenge of designing these two in tandem was actively considering both halves. They had to converge in the same space without overshadowing the other’s complexity or intrigue. Within Empyrean Forge, you can see the promenade of the Glacial Tarn’s exterior and the great Ancient pyramid that stands as the centerpiece of both Expeditions because these spaces were developed to fit snugly together.”

“Unlike the industrial fire and natural ice, the expression of the aesthetics were not defined early in the design process. For Empyrean Forge, we were interested in exploring what industry and machinery looked like to the Ancients who once ruled over Aeternum. They were capable of building massive machines of destruction, such as Chardis of Lazarus Instrumentality, and manipulating primordial magic - the building blocks of reality. Though we’d seen their works fallen to rubble and scattered throughout the world, we had yet to see how these creations came to be. This made exploring the Empyrean Forge an exciting opportunity for us.“

“Empyrean Forge marked many firsts for us as a Design Team, including new foundational mechanics like player communication and unique environmental obstacles and interactions that we still build upon today.”

[h2]GUIDE[/h2]

[h3]PLAN AHEAD[/h3]
“Communication is crucial before launching your Expedition,” Sherlock Gnome said. “Discuss with your team whether you're aiming for speed, a high score, or a safe gold run. Setting expectations early is key to a smooth run. Understanding your team's skill level is also imperative for success. This insight allows for optimal allocation of Constitution, armor ratings, and stat points.”

“Proximity voice chat makes New World stand out amongst most other MMORPGs,“ Grumpyyrose said. ”It’s super helpful to communicate game plans. Talking with your team can also establish good vibes and strengthen patience for one another.“

[h3]GEAR RECOMMENDATIONS[/h3]

“Make sure you bring the right consumables like Human Ward Potions, Honing Stones, Attribute Food and Infused Health/ Regen Potions,” Grumpyyrose said. “Adding Rubies to your Armor/Jewelry, and having a Flame Protection Amulet is super helpful due to the amount of fire damage in forge.”

“Maximizing your damage output and survivability with the right gear is crucial,” Sherlock Gnome said. “Have a DPS focused main build paired with a secondary that offers utility. Starting with 50 to 100 Constitution is a solid foundation. Opting for 50 CON medium with either Attuned Leather Pants or the Natures Wrath Artifact can be another viable option. It’ll offer a similar DPS output with 100 CON light builds but with far more survivability.”

“A well-thought-out team composition significantly boosts your chances of success. Typically, you'll want at least 2 Great Axes for versatility in a PUG run, an Enfeeble Spear for applying Rends and Weakens, and a Void Gauntlet for Empower and additional Rends. The right mix can be the difference between striking gold and a premature exit.”

[h2]HAZARDS[/h2]

“We designed the Empyrean Forge as though it were a long-decommissioned factory suddenly sprung back to life,” Pride said. “The disrepair from centuries of neglect now served as a hazard for players to contend with. Reanimated machines grinded, churned, and crushed once again, now divorced from their original, forgotten purpose.”

[h3]LAVA AND PISTONS[/h3]

“Lava flooded the ancient chambers, spilling from broken pipes and pumped through broken pistons, blocking the player’s progress throughout the Expedition. The pistons, in particular, were an obvious choice as a gameplay obstacle. They were designed to only harm the player when they slammed down onto their base, which led to some interesting design problems and demanded strict synchronicity between the player clients and the server so no player saw a piston’s incorrect state.“

“Take your time when crossing through the lava and piston sections,” Grumpyyrose said. “Both cause instant death and prevent revives. I have fallen into the lava or timed the pistons wrong one too many times and got smooshed, oopsies!”

[h3]CONTROL ROOM[/h3]
“Tackling the puzzle before engaging with Ser Ducas can be a much safer approach,” Sherlock Gnome said. “First, go down the stairs carefully to progress the Quest Log. Next, go back up and make your way to the combination puzzle. The tank can then carefully jump off the cliff to stand on the button. Do not aggro Ser Ducas to make the most of this strategy.”

[h3]PUZZLE ROOMS[/h3]

“We knew we wanted a puzzle with two parts—the cypher and the lock—but nothing like that existed in New World,” Pride said. “We also didn’t want to force players to run back and forth from the solution to the lock, like placing the solution to the puzzle on a wall in one of the hallways. The other outstanding obstacle was implementing randomness to the solution, so players couldn’t memorize it and brute force the encounter on subsequent playthroughs.”

“These puzzles require teamwork, communication, and some memory,” YaBoiWiilly said. “One person must stand on a platform to learn the code. They’ll then share it with their team, who must match the symbols to open the lock.”

[h3]THE HEEL[/h3]

“We wanted to peel the curtain back on not just the Ancient’s forgotten machinations, but also the other creatures and beings that inhabited the hidden world of magic,” Pride said. “Ifrit and the Heel exist outside of the Ancient and Corrupted archetypes, representing something far older and more essential than those two warring factions. From a design standpoint, we wanted the creatures to feel like they were a part of, if not entirely born of, the energies that power the Forge. Narratively, this is simple. They’re creatures of flame, living amongst the lava of the dilapidated forge. Mechanically, however, we knew we wanted them to reflect the broiling chaos at the heart of the Expedition.”

“The enemies are not only strong, but crafty,” YaBoiWiilly said. “You get thrown into a gauntlet of pistons, lava, and the Heel. Patience is a virtue here, so be precise with your movement.”

“The Heel exists as part of the obstacle course that begins after using the dial puzzle to open the door to the forge and ends upon entering Ifrit’s arena,” Pride said. “The Heel has a much larger awareness range than similar Elementals, allowing it to harass players as they attempt to cross hazardous bridges and avoid being crushed under the Forge’s tempering pistons. In this way, it feels more integrated into the actual level design itself- not just a simple encounter, but one that leads the player through the obstacle course and can complicate their traversal as they progress.”


“A pro tip is to have your healer pull aggro from the entrance, allowing them to heal safely while the rest of the team maneuvers through the obstacles,” Sherlock Gnome said. “This strategy prevents ghosts from targeting your group as you navigate to the platform.”

[h2]MUTATION-SPECIFIC ADVICE[/h2]
[h3]NORMAL & M1[/h3]
“Full Opals with an Amulet of Protection matching the Mutation are recommended,” Sherlock Gnome said. “Flame Protection is advisable for encounters with Ifrit and Marius.”

[h3]M2[/h3]
“Aim for 40% to 63% protection by equipping Tier 5 Gems across all Armor and Jewelry, complemented by a Protection Amulet,” Sherlock Gnome said. “Consider switching to a Flame Protection Amulet for the boss fights.”

[h3]M3[/h3]

“Having 2-3 Gear Sets tailored to your main build allows for full Mutation-specific protection,” Sherlock Gnome said. “Equip gear for Flame and Slash protection during boss encounters to increase your chances of survival. You’ll also want to prepare multiple Gear Sets to optimize your Gem sets for each boss along with the proper team combination. This will make M3s far easier and more consistent, no matter who joins your group.“

“Timing your dodges can be life or death during an M3 so stamina management is massive here,” YaBoiWiilly. “Remember practice makes perfect. Keep trying to get better.”

“If you are struggling with M3s, you should bring a higher CON and more gear with defensive traits such as Enchanted Ward and Elemental Aversion. I always keep Gemstone Dust in my hot bar,” Grumpyyrose said.

“Focus on teamwork and effective communication to vastly improve your performance,” Sherlock Gnome said. “You can even record and review VODs to help identify areas of improvement.”

[h2]IFRIT[/h2]

“For Ifrit, we had a single driving theme in mind from its initial concept - bullet hell,” Pride said. “We wanted a fight that was less about managing aggro or leading the boss to safe spots and more about spatial awareness and player dexterity. Ifrit uses both stationary hazards and timing challenges to force players to prioritize damage and movement in equal measure. We hoped this design would give damage dealers a more involved fight, and be a rewarding experience for players who enjoy more active combat.“

[h3]DODGE AND MOVE[/h3]
“Dodging and movement is the most important part of this fight,” YaBoiWiilly said. “The boss has multiple AOE abilities ranging from Flame Waves, Fire Bombs, and Flamethrowers. Some of the abilities also leave a lasting impression on the battlefield, so position yourself for success.”

“This battle becomes significantly easier with Flame and Slash Protection,” Sherlock Gnome said. “Be vigilant of bombs dropping from the sky — they're deadly. The tank should position their back to the Flame Waves. This will allow the DPS player to more effectively anticipate and dodge.”

“With the Flame Waves you can go prone to avoid them," YaBoiWiilly said. "But be careful! Bombs can still drop on your head."

[h3]FAVORITE TACTIC[/h3]
“As a ranged player it’s natural to stay far away,” Grumpyyrose said. “However after the first phase, I get closer and use my melee weapon for the remainder of the fight. During the final 2 stages, Ifrit shoots flames and rotates. Follow the rotation up close to stay safe and maximize damage.“

[h2]COMMANDER MARIUS[/h2]

“Commander Marius still retains some of this chaotic energy, forcing players to contend with a lava filled floor or pancaking lava boulders that fall from the ceiling,” Pride said. “Still, his mobility and lethality put the tank back in the driver’s seat, asking them to find safe spots away from hazards while also making sure Marius doesn’t turn his attention to the squishier members of the party.”

[h3]TIPS[/h3]
“Keep Marius on one side of the entrance door for more predictability since he’ll always go back to the same place,” Sherlock Gnome said. “For ranged strategies, designate the healer or a DPS to stand farthest from Marius. This will dictate his spin direction. For melee strategies, position the healer behind the tank to ensure Marius spins toward the tank instead of the DPS. Look out for red dots over your head. These indicate accumulated Flame Stacks and can one shot your team when exploded. Dodge his slam attacks to avoid fatal damage.”

“You'll have to avoid mini volcanoes, Commander Marius spinning around the room, falling boulders, and rising lava,” YaBoiWiilly said. “Melee will have a tough time, so run range if you can. It can seem like a lot is happening, but pay close attention. There are indicators for when the lava boulders land and which direction they will go, as well as ample visual and audio ques that telegraph his other abilities.”

[h3]FAVORITE STRATEGY[/h3]
“Ranged players rejoice yayyy,” Grumpyyrose said. “I stick to the platforms during this whole fight and attack from a distance. Be aware of where the tank is and rotate to other platforms as necessary. Phase 2 and 3 (I like to call these the flaming meatball stages) is when the platforms get more dangerous. Be aware of where the last meatball has landed and rotate as needed. If you play the inner corners of the platform, you’ll find safe pockets to avoid the falling meatballs.”

[h3]ENJOY THE JOURNEY[/h3]
“Make friends, join groups, and experiment with different builds and tactics for another layer of enjoyment,” Sherlock Gnome said. “New World is designed for shared adventures with Company members, existing friends, and new acquaintances you meet along the way. Who will you take on yours?”

[h2]REWARDS[/h2]

Conquer the Empyrean Forge for a chance to receive the following loot drops:

[h3]STANDARD[/h3]
  • Minor Heartrune of Fire Storm
  • Empty Hearth Amulet
  • Red Hot Slag Ring
  • Charcoal Earring
  • Fire of Life - Life Staff
  • Snowmelt - Ice Gauntlet
  • Brightdark - Void Gauntlet
  • Volcanic Staff - Fire Staff
  • Firepoker - Spear
  • Knightslayer - Rapier
  • Firefight - War Hammer
  • Blast Shield - Kite Shield
  • Trickshot - Hatchet
  • Old Longbow - Bow
  • Shredder - Blunderbuss
  • Flamespout - Musket
  • Commanding Strike - Great Axe
  • Enduring Will - Longsword
  • Strikeback - Greatsword
  • Rending Flail - Flail
  • Dragonsteel - Heavy Chestwear
  • Insulating Helm - Heavy Headwear
  • Darkshroud Leggings - Heavy Legwear
  • Counterbalancing Boots - Heavy Footwear
  • Scaled Gauntlets - Heavy Gloves

[h3]MUTATED[/h3]
Defeat Commander Marius in an M3 Mutation for a chance at the following items:
  • Fire Lord's Cuirass - Heavy Chestwear
  • Fire Lord's Great Horned Helm - Heavy Headwear
  • Fire Lord's Cuisses - Heavy Legwear
  • Fire Lord's Greaves- Heavy Footwear
  • Fire Lord's Vambraces - Heavy Gloves

[h2]FEATURED GUESTS[/h2]

Make sure to follow each content creator for more guides, tips, and other original New World content:

We hope you enjoyed this deep dive into Empyrean Forge. Let us know what you’d like to see in future analytics articles. Thanks for your support and we’ll see you in Aeternum!

Store Unvaulting: Dusk Fae Showcase


Greetings, Adventurers!

Some of your favorite Store skins like the Titania’s Regalia, Oberon’s Armor, and Dark Scion are back for a limited-time. These items can be obtained in exchange for Marks of Fortune until 6AM PT (1:00PM UTC) on April 4. Following this enchanting selection of Dusk Fae apparel, additional player requested skins will cycle through the Store each month. Let us know what you want to see unvaulted in the future.

Check out the full selection, including armor skins, weapon skins, emotes, and more below.

[h2]DUSK FAE APPAREL BUNDLE[/h2]

“While Aeternum is rife with corrupted souls, one can also find delicate and enchanting magic among its many spirits.”
Includes:
  • Titania's Regalia
  • Oberon's Armor
  • Dark Scion

This bundle is pro-rated, so if you’ve already purchased something in the bundle, that will reduce the cost.

Cost: 36,000 Marks of Fortune

[h2]DUSK FAE WEAPON BUNDLE[/h2]

“The results are both unpredictable and enchanting when using weapons blessed by the spirits of the wild.”
Includes:
  • Twisted Undine - Musket skin
  • Sleeping Spindle - Rapier skin
  • Spiritgem - Hatchet skin
  • Nymph Smasher - War Hammer skin
  • Dusk Fae Fire - Fire Staff skin
  • Icesnap - Ice Gauntlet skin

This bundle is pro-rated, so if you’ve already purchased something in the bundle, that will reduce the cost.

Cost: 34,500 Marks of Fortune

[h2]BLUE LANT'RN ABODE - CAMP SKIN[/h2]

“Thyne e'rie lant'rns attracteth flutt'ring spirits, and can draweth one's attention f'r most wondrous lengths, until rest and dreams ov'rtake thee.”

Cost: 20,000 Marks of Fortune

[h2]DUSK FAE TOOLSET[/h2]

“The mystical spirits that guard the land that have imbued this toolset with their knowledge of how to best harvest its resources.“
Cost: 15,000 Marks of Fortune

[h2]DUSK SYLPH DECOR BUNDLE[/h2]

“Your fine guests will feel right at home in these lavish and enchanted furnishings.“
Cost: 10,000 Marks of Fortune

[h2]EMOTES[/h2]
[h3]TUG OF WAR[/h3]
[previewyoutube][/previewyoutube]
"Pull for all you're worth! Pull like you're back at sea, hauling the mainsail aloft."

Cost: 4,000 Marks of Fortune

[h3]CHEF'S KISS[/h3]
[previewyoutube][/previewyoutube]
"For a job well done."

Cost: 4,000 Marks of Fortune

Thanks for your support! We’ll see you in Aeternum.

Season of the Guardian: Update


Greetings, Adventurers!

This article was updated on March 22: Season of the Guardian will release on Tuesday, April 2. Thank you for your patience and understanding as we continue to resolve issues based on PTR feedback and work together towards even more enjoyable experiences in Aeternum. You can also look forward to the full release notes at the end of next week.

Thank you for playing the Season of the Guardian PTR. To better address your feedback on the upgraded combat & animation system as well as issues identified through the PTR and internal tests, Season 5 will be delayed. We appreciate your support as we continue to resolve issues and work together towards an even more enjoyable release. Stay tuned for an updated Season 5 release date in the near future.

Here’s how each feature has been reshaped based on your PTR feedback. Other changes, noted below, will require more time to implement and release in a later update. Our team will continue to work hard on these additions for a more seamless experience. Thank you for your insightful commentary, patience, and understanding.

[h2]ARTIFACTS[/h2]

[h3]PHOENIX AMULET[/h3]
Many of you shared concerns that the invulnerability perk will make Healers and Ranged DPS overpowered. Taking this feedback into consideration, we updated the Phoenix Vengeance perk so that when a player receives lethal damage, they will temporarily avoid death, become invulnerable for 4 seconds, and then die. Following a second PTR release which provided these changes, we received and acknowledge further feedback regarding the sustained interest and viability of the perk with these modifications at play.

As a response, we will take another pass at the design of the Phoenix Vengeance perk, but due to timing, will plan to release further changes in an update following Season 5. You can expect the following adjustments (values not final and subject to change):

When you receive lethal damage, avoid death and regain 100% of your max health. You will then become inflicted with Vengeance. This reduces healing by 100% and deals 12% of your max health every second until you die or get a kill. (180s cooldown).

[h3]VENOM SPEAR[/h3]

Most feedback suggests the Poison Tipped perk should only apply its Damage Over Time effect to heavy melee attacks for more compelling risk versus reward combat. We agree with your sentiment. Now the perk will only apply to heavy melee attacks.

We also saw recommendations to re-balance Venom Spear separately for PvP and PvE, as some of you felt the DOT effect for ranged attacks was balanced in PvE activities. However, we want to limit the amount of functional divergences for between PvP and PvE, so we’ll likely consider adjusting the item’s stats such as Damage % or Status Effect Duration instead.

[h3]NATURE’S WRATH CHESTWEAR[/h3]

The Nature’s Blessing perk split player opinion. It removes Empower status effects in exchange for an always active base damage increase. This can be a trade off or completely beneficial depending on the prevalence of Empowers. For example, the Spear has several Empowers, which if combined, equal 50% Empower. However, to achieve that 50% Empower, you’ll have to either use two specific abilities or dodge frequently. It can be perceived as a net-loss if you look at max Empower uptime, but with the Artifact you can swap your abilities and passives to obtain that additional damage without utilizing those Empowers. You can even maximize the bonus damage 100% of the time unlike with base Empowers where it is only possible as long as you use those abilities, though there are cooldowns to consider.

For now, we believe the Artifact is powerful but not essential. It has the added benefit of promoting different playstyles through trade-offs. Given the divided feedback, we will not make any changes for the time being. We’ll continue to monitor its usage and make revisions in the future if necessary.

[h3]UPGRADED COMBAT & ANIMATION SYSTEM[/h3]

It was apparent from your feedback following the first PTR update that some fine tuning was needed with the Upgraded Combat & Animation System (aka Slayer Script). While your reports helped us identify many of the bugs and issues, we will continue to test and improve this system for Season 5.

[h3]CONTROLLER SUPPORT[/h3]

Players noted some awkwardness with the current version of Controller Support, specifically the pre-set controller layouts and accessibility options. Although no major changes or updates will be coming with Season 5, we will continue to make improvements for the controller experience, like custom controller mapping and speech to text, in future updates.

[h3]COOKING TRADE SKILL[/h3]

We heard your feedback regarding the Cooking Trade Skill changes, and made several adjustments to address the two largest concerns: the increased amount of resources required to craft dishes, and the fast depletion of Fishing Hotspots where Legendary Fish can be found. As such, cooking recipes will now require 3 materials for 3 dishes (opposed to 5 materials for 3 dishes) and the number of fish that can be caught from Fishing Hotspots has been increased. As a bonus, we’ve also decreased the respawn time for Fishing Hotspots!

We will continue to gather feedback, so please keep it coming. We’d also love to hear your thoughts on this new feedback article format. Thanks for your support and participation! We’ll see you in Aeternum.

Winter Rune Forge Trial Deep Dive

Greetings, Adventurers!

Join up to 10 max-level players in a bone-chilling gauntlet of increasingly difficult enemies. This Seasonal Trial requires teamwork to overcome Rune puzzles, slay an Icey Construct, and fell an Ancient Ice Guardian for unique rewards. Here’s an interview going behind the scenes of the Winter Rune Forge, plus a deep dive featuring the Art Team’s process.

[previewyoutube][/previewyoutube]
[h2]WINTER RUNE FORGE DESIGN[/h2]
Join Environment Artist Carlos Lopez for a glimpse into how the Art Team brought our latest Seasonal Trial to life.

[h3]SENSE OF SCALE[/h3]

Level Designer Zachary Holm, Lead Artist Brian Patenaude and I brainstormed the layout for this Trial. We were all enthusiastic about the thought of dropping down from the ice floor after an intense fight. I took inspiration from the worlds in Dark Souls and Metroid Prime, specifically their sense of scale. My goal was to immerse players in a grand area while instilling the feeling that you're just a small person walking through these historically significantly structures, each wall complete with its own story. Looking at older Trials, I wanted to make the art unique without contradicting Aeternum's established aesthetic.

[h3]SENSE OF EXPLORATION[/h3]

The initial idea of the chasm was too simplified — You drop through the ice, fight a boss, get the rune and leave. I wanted the chasm to feel like the structure below once had purpose above ground but eventually collapsed and fell, giving the player the ability to partially climb back up or use the dilapidated structure as a path down. Depending on where the player fell, this would add a sense of exploration.

[h3]SENSE OF WONDER[/h3]

The bridge section follows a similar philosophy. What once was a functioning part of a previous civilization now becomes a gameplay element. Players parkour along the fallen bridge thanks to a new path of giant stalactites that have fallen from the ceiling. There’s also a sense of wonder as the player takes in a view of the gigantic cavern and teases of ancient structures. As you venture deeper, these structures slowly reveal that this isn’t a typical cave. The word grand had to play a role in every part of it.

[h3]SENSE OF INTRIGUE[/h3]

I designed two paths at the bottom. The first is clearly locked, yet dangled in front of the player. Hopefully the intrigue of the vast, long destroyed bridge behind those gates makes them say “I want to go there,” despite the other path being the only accessible route forward. This designated path leads down a hall into an ever-expanding Ancient room lined with broken walls on all sides.

[h3]SENSE OF SATISFACTION[/h3]

Honestly, the Design Team’s Rune puzzle placement was a great reason to give the Art Team a bit more love on the upper sections of the map. Typically, we’d focus all of the detail on the ground where players primarily look. Now there’s a chance for players to naturally appreciate their surrounding environment.

The hope is for players to say something like, “finally! I get to see what is on the other side of this locked gate" after finishing that second fight. We want to exceed player expectations with even more interesting and diverse areas filled with memorable boss battles and visual clues teasing Aeternum’s past. Please let us know what you think of the Winter Rune Forge Trial design as we continue to work hard on new areas.

[h2]REWARDS[/h2]

Conquer the Winter Rune Forge for trial-specific rewards like a new Artifact, 6 Named Weapons, 3 Named Armor Sets, and more.

[h3]STANDARD REWARDS[/h3]
Every time you strike down both bosses you’ll earn the following:
  • A random weapon or armor piece at their level from the Frostforged set
  • Sapphire Gypsum

[h3]WEEKLY REWARDS[/h3]
Twice per week you’ll get even more rewards for completing this trial, including a chance to uncover the Tempest Fury Artifact. You’re guaranteed to net 1 piece of Named Gear (all upgradable), 150 Dark Matter, and 4 pieces of Frostforged gear upon each of your two completions. Weekly rewards reset at 5 AM local time on Tuesday. For example, if you grab one special cache at 4:58 AM, you’ll be able to earn another at 5:01 AM.
  • Tempest Fury Artifact - Great Axe (10% chance)
  • Faction Token Bundle (50% chance)

[h3]NAMED WEAPONS:[/h3]
  • Icecleaver - Warhammer
  • Frozenpoint - Spear
  • Snowburst - Musket
  • Chilled Meteor - Flail
  • Moon of Healing - Life Staff
  • Sun of Knowledge - Fire Staff

[h3]NAMED ARMOR SETS:[/h3]
  • Frostweaver - Light
  • Freezeframe - Medium
  • Ice Guardian - Heavy

Thanks for your support! We’ll see you in Aeternum.

Native Controller Support Deep Dive


Greetings, Adventurers!

Controller support is coming to New World. Choose from two pre-set controller layouts to enhance your New World experience. As part of optimizing New World for controller play, we've introduced the following new features and settings with additional functionality (such as rebinding) coming soon. We also caught up with the Development Team for even more insight into all things controller.

[h2]NEW FEATURES[/h2]
Aim Assist
  • Assists with aiming ranged attacks.
  • Available only on a controller and exclusively against AI enemies (PvP aim assist will be reevaluated for future seasons).

Target Friction
  • Reduces reticle speed when hovering over a valid target.
  • Available only on a controller.

Enemy Target Lock
  • Enables you to lock the camera onto an AI enemy (PvP target lock will be reevaluated for future seasons).
  • Supported by both controller (move the right stick to switch between multiple targets) and Mouse and Keyboard (Middle Mouse Button and Mouse Wheel Up/Down) input methods.

Freeform Movement
  • Allows running in all directions, including towards the camera.
  • Holding Block/Aim will revert to normal strafe navigation.
  • Activating Target Lock will strafe around the locked target.
  • Defaulted to "on" only while using a controller input device.
  • In addition, backwards movement has been sped up in normal strafe navigation.

Use Camera Direction for Melee Attacks:
  • When off, allows melee attacks and blocking in the direction of your input/character facing instead of camera facing.
  • Defaults to "off" only with while using a Mouse and Keyboard input devices.

Improved Accessibility
  • New radial menu for quick access to commonly used functions like emotes, commands, and camping.
  • New Shift modifiers for quick access to all combat abilities.
  • UI Help Bars and shortcut buttons provide an improved user experience while navigating the UI with a controller.

[h2]DEVELOPER INTERVIEW[/h2]

[h3]GAMEPLAY[/h3]
Adding target lock makes for some great combat gameplay; dodging and circling around is very fluid, and moving between locked targets is easy with a flick of the right stick. We think players are going to enjoy figuring out new ways to approach combat when controller support is launched.

[h3]ACCESSIBILITY[/h3]
Controller provides a greater scope of quick actions via shortcut buttons, shift modifiers (combos), radial menus, etc. that you can’t apply easily with mouse and keyboard. We’ve also added a toggle option for “while holding” buttons, such as Block/Aim.

[h3]DEVELOPMENT PROCESS[/h3]

We started by setting the bar based on games we felt were gold standards for our genres — third person action gameplay, and a complex RPG UI. That’s where a lot of the big changes like a new camera/movement mode and target lock came from. Significant work went into streamlining both gameplay and the UI. New World wasn’t initially designed for controllers.

There was a LOT of work from figuring out how to fit all the functionality onto a gamepad (thus radial menus and shift modifiers), to condensing the UI, adding shortcut buttons to every interface, and so on. With the paper design done, it then came down to building the supporting tech (for new things like haptics tied to audio cues, cursor magnetism, etc.), redesigning and implementing the UI, and finally getting the feel of movement, combat, and menu navigation right. We’re still tuning that last part, along with future updates like button remapping.


Our team has many different types of players, so we went back and forth on how “hardcore” or complex to make controls. Some of the developers have played New World for years on Steam controllers. They hoped to support every range of custom input possible: double-taps, multiple modifiers, gyros and touchpads, multiple button combos, plus everything mixable and nestable (e.g. a two-button modifier on a two-button combo double-tap), some of which is a real nightmare for UI to dynamically display (we like to have the input prompts on-screen). Limited time and resources meant focusing on what the majority of our players prefer, but we’d love to allow that level of customization in the future!

[h3]CHALLENGES[/h3]

There was the matter of transferring the MANY keyboard inputs of a complex MMORPG to a handful of controller buttons (and thus the radial menus, shortcut buttons, shift modifier, etc.). In addition, we had to make changes to the camera and visual cues for controllers to read and play better during combat. That said, we did find these changes actually transfer well back to Mouse and Keyboard.

We will launch with multiple preset button layouts but trying to find the best default was a challenge. Having more player data earlier would have helped drive these decisions. Haptics is considerably different across controller types, too, which we discovered late in the process.


It was a scary moment when we realized New World’s system for generating and controlling haptics — vibration is tied to game audio — would NOT work with DualSense controllers. Luckily, as the deadline loomed and we debated either delaying gamepad support (BOOOO!), or releasing with no haptics for PS5 controllers (also BOOOO!), a scrappy developer managed to find a workaround. Whew. Haptics turned out nicely on all gamepads. For future releases, we’d like to find ways to go even further with some of the more nuanced gamepad systems.

[h3]PVP CONTROLLER BALANCE[/h3]

For the Season 5 controller launch, we will not allow target lock and aim assist in PvP due to balance concerns. This is something we will continue to evaluate and iterate on in future seasons. Please share your feedback in our Discord after you try it out. Thanks for your support and we’ll see you in Aeternum!