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Nightveil Hallow: Lore and Design

Shapes in the mist! Shrieks in the night! The demon Baalphazu, Marquis of Terror, and his horde of ghoulish Pumpkinites are spreading a living nightmare across Aeternum. Aid Salvatore the Mad in his quest to banish these foul terrors and collect a bounty of Nightveil Hallow rewards.

We spoke to the Design, Narrative, and AI Teams for insight into various aspects of the event. Let’s find out some of the tricks that brought you this Halloween treat. You’ll also get a glimpse at early Nightveil Hallow concept art from before Baalphazu could cast their first shadow over Aeternum.

[h2]Inspiration[/h2]
The direction of Nightveil Hallow was greatly inspired by 80s horror movies, specifically the awesome creature-flicks and fun-spirited ‘schlocky’ tone of the era. As a Halloween and horror-fanatic, it was a blast to work with the team to mix all the pieces that make 80s horror so iconic, and present them within the realm of Aeternum. Baalphazu and his Pumpkinites convey a theme that should hopefully feel familiar to fans of the genre and season, while Salvatore is a classic throwback to the golden age of horror cinema icons.

[h3]Event Goals[/h3]
The goal of every holiday event is to ensure it’s unmistakable to players that a special event is happening in Aeternum. With that, the playfully decorated settlements round out Nightveil Hallow. It is the team’s seal on our love letter to the spookiest time of year!

[h3]References in the Event Shop Rewards[/h3]

The reverence Nightveil Hallow holds for the spooky season is most apparent in the Event Shop and incredible rewards players can earn during the event. I’m certain fans of the genre will pick up on the inspirations for a few of the items, but there’s one hidden-in-plain-sight reference I’m particularly curious if anyone will catch.

[h3]The Creation of Baalphazu[/h3]
When conceiving the demon Baalphazu, we wanted to hint at the existence of other parallel worlds. The Netherworld is a mysterious realm of shadows and nightmares, where the dark figure of Lord Tenebrous rules over the Host, a collection of goblins, ghouls, and other terrors. Baalphazu is one of the Netherworld’s dread captains, eager to carry out the will of his twisted master by spreading fear throughout the island of immortals.

[h3]Naming Baalphazu[/h3]
We tossed a few names around when conceiving this demon. When it comes to New World, our goal is to have creatures and NPCs that are familiar but still uniquely Aeternum. I was fond of the name ‘Belphegor’ while another developer favored ‘Pazuzu’ so it’s easy to see how we settled on Baalphazu.

[h3]Pumpkinites[/h3]

Any new holiday event starts with establishing the "reason for the season," or the major shift that causes all of the associated festivities. The conceptualization of the Pumpkinites was that first step toward developing the overall framework of Nightveil Hallow.

The idea of monstrous pumpkin creatures running amok across Aeternum was too fun to pass on, and the Concept/AI Teams did a killer job developing each one to convey their own sense of personality and purpose. Of the bunch, the Pumpklin is the one I’d consider to be the mascot of the event, as it’s a direct homage to the “small creature” horror films of the 80s. I can totally see this little guy standing claw-to-claw against the Critters.

[h3]Pumpklins[/h3]
Despite being the smallest and most fodder creature of the bunch, the Pumpklins were a deceivingly intricate mob to create, as they are vital to defeating Baalphazu. The concept of defeating an enemy and picking up its head to throw at others was as wild to pitch as it was to develop. A lot of new tech had to be created and there were many moving parts. It was a cross-departmental effort.

Everyone involved with the process did such an amazing job, it’s immensely satisfying mowing them down by the dozens and seeing their heads fly across the battlefield. I’m incredibly excited the Pumpklin is now a permanent fixture of Aeternum, and can’t wait to see what other shenanigans it can get itself into.

[h3]Baalphazu Boss Fight[/h3]

Controlled chaos is how I’d best describe the primary creative design pillar of the fight. It’s fast and hectic, but includes a large boss space to create a more epic atmosphere in two ways — many players can participate without feeling too crowded, and Baalphazu and the Pumpkinites have a lot of room to move.

I love how Baalphazu's dialogue and taunts were worked so heavily into the flow of the fight to convey both narrative and phase transitions to players. If I had to pick one specific moment of the Baalphazu fight I’m particularly pleased with (aside from everything), the presentation and performance of the final death explosion completely nailed the goal of an 80s cult horror villain death. It is a perfect celebratory moment to close out the encounter.

[h3]Boss Design[/h3]

Baalphazu was designed to make sure any player can succeed without having to play a specific role or weapon. Accessibility is key for a spooky good time.

A lot of effort went into making sure the boss and the supporting cast worked harmoniously with each other. For example, the monster attacks apply healing debuffs, but offer healing when defeated.

Vital values were pushed to the absurd as we explored what an open-world boss could look like in New World. This "more is better" approach includes the bonus damage players can deal when Baalphazu becomes staggered. There’s something so satisfying about seeing big numbers!

I even secretly snuck in a small health buff before we locked down the boss for release, but watching the boss melt before the might of the players indicates that I should have applied "more is better"... more.

[h3]Appearance[/h3]

Since the Pumpkinites lean into the more schlocky, playful side of 80s horror, we created a darker and more sinister look for Baalphazu to add some levity to the event. They were meant to be a trickster figure with ties to mysterious ancient gods, so we drew a lot from folk horror. Their hooded, partially obscured face bears a terrifying grin, leaning into that trickster archetype.

We went through tons of iterations for different looks and body types, but ultimately settled on branch-like wings. Reminiscent of their pumpkin underlings, the wings give the impression of gnarled roots ripped out of the ground. For the rest of Baalphazu's design, we wanted them to look otherworldly — totally different than anything else we’ve seen in Aeternum so far. They look almost as if carved from clay, beautiful but disturbing at the same time. Ultimately their design captured exactly what we wanted for this event, dark and unsettling, with a hint of Halloween fun.

[h3]The New Throwable Object Mechanic[/h3]

What’s more appropriate for the season than throwing fiery pumpkin heads? This mechanic creates an ebb and flow to the boss that allows players of a wide-range of skill and levels to participate in meaningful ways.

Developing the logistics of this mechanic and integrating it into the chaos of the fight presented an interesting challenge. We had to ensure the throwable pumpkins were visible and easily learnable. They also had to feel predictable in terms of trajectory and destination. It’s been immensely gratifying watching playthroughs and seeing the ‘aha’ moment when this mechanic clicks with players.

[h2]Concept Art[/h2]
See how some of the Design Team’s concepts came to life:








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

New World: Aeternum x BenQ


Greetings, Adventurers!

We’re thrilled to partner with BenQ to celebrate the launch of New World: Aeternum. Further immerse yourself in the bioluminescent jungle of the Elysian Wilds, the scorched wastes of Brimstone Sands, and the radiant Shattered Mountain through the BenQ Mobiuz EX381U gaming monitor. Compatible with PC, Xbox Series X|S, and PlayStation 5, the EX381U uses Gamer-Experience Color and Shadow Phage technologies for even more striking visuals whether you’re investigating Aeternum’s darkest secrets in Expeditions or vying for territory alongside your Faction.

Adventurers looking for additional ways to bring the Eternal Isle to life can enter for a chance to win the BenQ Mobiuz EX381U gaming monitor and a New World: Aeternum Deluxe Edition game code. Visit BenQ now through November 15 to enter and view the official rules. Terms and Conditions apply.

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

New Prime Gaming Loot - Halloween Drop


Greetings, Adventurers!

An exclusive New World item is now available through Prime Gaming until November 29, 2024. If you are an Amazon Prime member, make sure to pick up the Halloween Drop! Celebrate the Nightveil Hallow event with a new pet for your house. Once claimed, your Starlight Grimalkin pet will appear in your House decoration options. Obtain a home in your favorite settlement and start decorating to place it in your house.

“This midnight prowler regards you with eerily intelligent eyes, almost like those of a... a human's."
With Prime Gaming, Amazon Prime members enjoy a rotating, monthly selection of free games, a free monthly Twitch channel subscription wherever Twitch is available, and more. Prime Gaming’s selection of free PC games is always growing and rotating to stay fresh, with new items and free games added every month.

Players who are not currently Amazon Prime members and are interested in accessing this exclusive New World: Aeternum loot can sign-up for a free, 30-day trial on the Prime Gaming website. Prime Gaming Loot can only be claimed once per account.

Current PC players who want to continue to receive loot on PC don’t have to take any additional actions, but if you want to receive this loot on console instead, please follow these steps to ensure you have selected your gaming platform of choice:
  • Visit the Prime Gaming account linking page to validate your account link and gaming platform.
  • If needed, follow step 2 to unlink or switch to your gaming platform of choice (Steam, PlayStation 5, or Xbox Series X|S).
  • Claim on Prime Gaming.

Stay tuned, we’ll have more content for Prime Gaming members in the future.

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

New World: Aeternum Update 1.1.0


Greetings, Adventurers!

New World: Aeternum Update 1.1.0 downtime will begin at 5:00 a.m. PT (12:00 p.m. UTC) on October 22 and last approximately 1.5 hours. Banish the shadowy demon back to the darkness, don unique costumes, and trick-or-treat for unique candy rewards during the Nightveil Hallow event.

Check out the full release notes, including various bug fixes, below.

[h2]Nightveil Hallow[/h2]
Shapes in the mist! Shrieks in the night! The demon Baalphazu, Marquis of Terror, and his horde of ghoulish Pumpkinites are spreading a living nightmare across Aeternum. Aid Salvatore the Mad in his quest to banish these foul terrors and collect a bounty of Nightveil Hallow rewards.

Nightveil Hallow returns on October 22 through November 5. You can also purchase event-specific items in the Event Shop.

[h3]World Experience[/h3]
  • Fixed a rendering issue in Ebonscale Reach that caused flags to become discolored on HDR displays.
  • Improved the blending of shadows after transitioning cameras (e.g., during in-game cinematics), game modes, and fast traveling.
  • Fixed an issue that caused the chapter 4 task "The Trial of the Devourer I" to not be completable. This task was previously disabled.
  • Fixed a rare issue that caused a crash when when crossing boundaries between certain areas in the open world.

[h3]AI[/h3]
  • Fixed an issue that caused Ifrit's Flame wave attack damage to not properly scale based on the mutation level.
  • Decreased Ifrit's Flame wave attack damage in the Empyrean Forge Expedition and Mutation 1 difficulty.

[h3]Game Modes[/h3]
  • Fixed an issue that caused the player to receive a second, non-usable Outpost Rush cache after matches.
  • Players can no longer enter Fort Luna without using the doors in Outpost Rush.
  • Fixed an issue that prevented players from opening the Carry Bonus Cache in Expeditions and Mutators. This will now award the player 100 Coin.
  • Fixed an issue that allowed players to enter the battleground during the prep phase in War.

[h3]UX/UI/Social[/h3]
  • Certain territory related notifications will no longer appear during the First Time Player Tutorial.
  • Fixed an issue that caused house payments to occasionally fail.
  • Fixed an issue that caused claimable achievement notifications to not appear when logging in.

Thanks for your support! We’ll see you in the shadows of Aeternum throughout Nightveil Hallow.