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The Inquest Mount Package Features Two New Creatures, Direct from Castora

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Inquest Mount Package


The Tyrian Alliance's efforts to free Castoran wildlife from Inquest facilities continues. These two augmented creatures are looking for a loving home to recover and flourish! The Inquest Mount Package contains the Inquest Raptor Skin and the Inquest Skimmer Skin and is now available for 1,600 gems.



What's in Stock


On Friday, January 23, unique weapon skins are back in stock at a fantastic 20% discount. This offer will be hot until February 6. Some of our favorite items include: Etched Porcelain Greatsword Skin, Colossal Greatsword Skin, Chain-Whip Sword Skin, Frostblossom Staff Skin, Disguised Fan Shield Skin, and Infernal Roar Warhorn Skin.

Returning This Week

Dazzle the masses with a brand-new look. From today until January 27, Transmutation Charges, Total Makeover Kits, Self-Style Hair Kits, and Name Change Contracts are available at a 20% discount.

Bring Home the Most Loveable Plushies with the Plush Pals 2 Homestead Package

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Plush Pals 2 Homestead Package


Absolute squishy adorableness is coming back with a cuddly vengeance! The sequel to our original Plush Pals Homestead Package includes new friends with all the cuteness you need for the year. The Plush Pals 2 Homestead Package includes one of each decoration and will unlock crafting recipes for all the items. This pack is available for 800 gems and contains the following decorative pieces:

  • Plush Chick Pal
  • Plush Vulpine Pal
  • Plush Cuckoo Pal
  • Plush Raptor Pal
  • Plush Bunny Pal






Black Lion Chest Update: Vermilion Crane Chest


Inside each chest, you're guaranteed to find a redeemable Black Lion Statuette, a Fine Black Lion Dye Canister—Red, and two common items. You also have a chance to find something rarer in the fifth slot, including special items, glyphs, and skins from the Red Crane Weapon Collection and the Void Corrupted Weapon Collection.

Exclusive Item: Vermilion Staff Skin

The winter's chill still rages on. Face the freezing wastes with a staff made from pure fire magic—a phoenix's heart beats in this blazing weapon. The Vermilion Staff Skin is a new, exclusive drop from Black Lion Chests.





What's in Stock


On Friday, January 16, we are restocking our back slot items at a 20% discount until January 30! Make sure to check out some of our favorite items: Villainous Cape and Hood Combo, Ice Reaver Cape, Winter Monarch Cape, Defiant Glass Backpack Skin, Glittering Wings Backpack, and Magical Cape.

Returning This Week

Journey into Tyria's endless stories and discover all its secrets with our weekly discounts. From today until January 20, Black Lion Instant Level 80 Tickets and all Living World seasons and episodes are available at a 20% discount.





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Peering through the Fog: Designing the Journey to Castora

Hello, Tyria,

I'm Chloë Mills, Story Design Lead for Guild Wars 2®: Visions of Eternity™. I'd like to give you a look under the hood at what went into making the Unending Ocean story instance in Chapter 1: Unscheduled Departures, including the design process for this instance, some technical details of its implementation, and a few interesting challenges we solved. This is a technically complex and ambitious piece of content, so hopefully you find it as interesting as I do!

This blog contains light story spoilers, in case you wish to avert your eyes now.

Planning the Voyage


At the beginning of Guild Wars 2: Visions of Eternity, the Inquest have a head start in traveling to the mysterious island of Castora, and the commander and their allies hastily assemble a crew to set sail across the Unending Ocean aboard two ships: the Dark Leviathan and the Martingale.

From early on, we had several key goals for the start of the story and the journey to Castora that helped shape the setting and gameplay:

  • Set the tone for the expansion overall and address player feedback about pacing and participation from Guild Wars 2: Janthir Wilds™ by beginning the story on an adventurous note and more quickly and frequently inserting the player into the action.
  • Ground Castora in the setting by physically traveling there. Castora is an uncharted landmass separated from mainland Tyria by a massive ocean and without pre-existing lore, so we wanted to show the player making that journey rather than taking a portal and—poof!—arriving with little thought, difficulty, or frame of reference for the vast distance.
  • Set up and foreshadow important narrative elements that arise later in the story. The magical fog, Isgarren's cagey behavior, and Kela attacking the Martingale unseen from beneath the waves all plant seeds for later story development centered around the seers. We wanted to demonstrate that reaching—or leaving—Castora would be fraught with danger, contextualizing the castaways' story and why Castora has remained shrouded in mystery, only roughly charted from afar by passing sailors.


During the early planning process for any expansion, we outline a rough estimate of scope for story design work. We consider the number of chapters, the number of story instances, and how complex each section will need to be. This is all based on factors including (but not limited to) the development timeline, designer and writer bandwidth, and the emerging needs of narrative beats. Story sections containing narrative focal points usually need extra attention and require higher design scope, so I designated the scope for the Unending Ocean story instance as "extra large," meaning that it would have many moving parts (literally) and a high amount of bespoke, complex implementation.

Ships and Environment as Centerpieces






The entire story instance takes place aboard the Dark Leviathan and the Martingale. This presents an interesting challenge because the physical play space is much more limited. To help compensate, I tried to get the most out of using vertical layers of the ships and design variety in what the player must do. Initially, only Sayida's ship, the Dark Leviathan, was planned, but in early prototyping, it became apparent that the small main deck of the ship and limited upper-deck space would not provide a large-enough playable area. And thus, Canach's ship, the Martingale, was born. And just as quickly, the fate of his ship was also sealed when we realized that there was an existing ship model with a spectacular break-apart animation just begging to be used.

The instance is split up into two distinct sections: traversing the vast expanse of the Unending Ocean during a storm and navigating within a dense fog offshore from Castora. These create distinct, contrasting periods of the journey that show the array of dangers faced trying to reach Castora.

Pretty much everything else in the instance centers around these two concepts.

The Storm




The storm section opens on a black screen with dialogue in the background as the commander emerges from their cabin on the Dark Leviathan. Story designers need to consider both the design of individual story sections and how different parts of the story flow between each other. The player enters the instance from Lion's Arch, and jumping directly to the middle of the ocean would be abrupt, so I wanted to make sure this transition felt natural by setting the stage with dialogue, sound effects, and a visual transition before setting the player loose.

This section demonstrates how dangerous the voyage is even before getting anywhere near Castora and the seers' defenses, while acknowledging the Unending Ocean's existing lore. Creatures of the deep—including krait, karka, reef riders, and even kraken tentacles—all attack the ships in a frenzy while lightning-strike fires lend gameplay variety between combat.

Playing Return of the Obra Dinn left a strong impression on me, and I think its influence can be seen in some of the tone and framing of this section: creatures of the depths chaotically boarding ships as crew scramble to react to each unexpected layer of danger, all while a storm rages above.

The Fog




In contrast to the violent storm, the tone in the fog section is eerier and apprehensive, punctuating the end of an already dangerous voyage. The concept was born from harrowing, real-world incidents such as the Imperial Trans-Antarctic Expedition of 1914–1917, where the ship Endurance faced difficult navigation through dangerous ice floes in uncharted territory. This, combined with tales of the Bermuda Triangle, began shaping our ideas.

Both sections are distinct from each other from a design standpoint, too. Each has its own set of ships, NPC spawns, and other objects, but all objects for the fog section are initially invisible. Sneaky smoke and mirrors are at play in the transition from storm to fog: as the screen fades to black, all the fog objects are turned on, the player is teleported forward to the duplicate Dark Leviathan, all of the storm objects are turned off, and then the black screen fades back to gameplay.

Having two copies of everything surprisingly simplifies the design, because the greater the number of scripted behaviors an object must perform, the more chances there are for bugs caused by interfering interactions. This strategy lets us build the story in one instance, allowing the two sections to flow together as one immersive experience while keeping scope manageable.

Smoke and mirrors continues to be a theme for the fog itself. Normally, a foggy environment in Guild Wars 2 is something called an "environment zone," which is an environment object set up by the map artist that can be turned on by the designer at designated times (this is how the stormy weather earlier in the instance is set up). However, fog created in this manner has limited maximum density.



Here, the fog needed to act as a gameplay mechanic by drastically reducing sightlines. The solution for this? The fog is actually a large visual-effects sphere created especially for this instance. It is attached to the Dark Leviathan and moves with it, offset to the left to encompass the Martingale when the two are side by side. When the Martingale swaps to the Dark Leviathan's right side for necessary positioning later along the route, a second fog bubble offset to the right replaces the first, which turns off for a seamless swap.

The environment outside the fog bubble is actually a perfectly clear, sunny day. To maintain the illusion, a tripwire sphere slightly smaller than the fog bubble prevents players from leaving its radius. This also helps ensure that design, QA, and art staff don't have to account for players wandering out of the designated play space.



Traveling Ships


Let's get more technical and talk about how the ships function. In the fog section, the two ships actually move through the water, all while allowing the player to move around and engage freely. The ships are what we call "prop gadget moving platforms." A gadget is the term we use for interactive objects: books, gathering nodes, or destructible objects such as barricades. Sometimes gadgets are placed in the world by designers, especially when we need flexibility on where they spawn. Two examples from this story instance are the launch pads that fling the player from ship to ship and the magic orbs the player collects to navigate through the fog.

Larger objects that need collision and must be properly affected by light and shadows will be placed by a map artist as an environment prop. A designer can then designate this prop as a gadget and tell it to function in certain ways, and this is called a "prop gadget." Very large bosses such as Soo-Won or Drakkar are prop gadgets. Furthermore, prop gadgets can be designated as moving platforms and scripted by a designer to move on rails, maintaining collision and allowing players to travel with it without just sliding off. This is how the commander can move around and engage freely while the ships in this instance travel through the water.

However, for anything else that needs to move with the ships—such as NPCs—a little more legwork is required. The moving platform must be specifically referenced on their spawn objects so the game engine knows to spawn them on the ship rather than floating in midair or snapping to the terrain below. With that in place, everything associated with the ships—the NPCs, the launch pads, the magic orbs, the enemy spawns, the ratlines to climb to the crow's nest—moves with them as a group and can be placed where the ships initially start out, even if they are meant to spawn later along the route.

All of this becomes invaluable when implementing the main aspect of ship gameplay design: giving the player agency to choose a direction for the ship to travel.



This is where things get fun. To successfully navigate through the fog, the player must choose correctly between navigating the ship left, right, or straight at four different points. If they choose correctly, the ship travels on the main route. If they choose incorrectly, the ship heads off in a secondary direction and enemies attack the ship, taking a looping detour back to where it started for the player to try again.

Both ships travel together on these possible routes. You may see where this is going, dear reader. Between two ships—each with four legs of a correct route and four legs of incorrect looping routes, plus two bonus rails for making the ships bob up and down in the water when not traveling forward—there are a total of eighteen different rails controlling the ships' movement over the course of the instance. Here is a visual representation of my self-inflicted pain:



When the Dark Leviathan begins moving, the Martingale will also move after a short delay to prevent the two ships from clipping through each other as they turn. Moving platforms can only move on one rail at a time, so just before it's time to start moving on a forward rail, the ships will pause their up-and-down bobbing loop on the vertical rail to prepare for this.

While moving, the launch pads for jumping between the ships are temporarily disabled, both to reduce bug potential and because the ships need to spread out while traveling. This moves the Martingale out of the fog bubble, so players who happen to be aboard the Martingale when it gets too far from the Dark Leviathan get teleported to the Dark Leviathan to maintain the fog illusion.

As mentioned previously, many interconnected components increase the likelihood for accidental buggy script interactions. Spreading the layers of functionality for complex gameplay, progressing quest steps, triggering dialogue lines, and much more across several different controller scripts keeps them clean and organized.

End of a Voyage


There is so much more to the development of this story instance and Guild Wars 2: Visions of Eternity as a whole that I couldn't ever possibly cover here. So much work and talent from every discipline goes into making Guild Wars 2; games truly are the ultimate collaborative medium. It's such a joy to be able to share with others what you're passionate about, and for me that is story design. I strive to challenge myself as a designer by pushing what is possible in our game engine to create exciting and novel story experiences. I hope you enjoy them.

See you soon in Tyria!

2025 Holiday Studio Update: A Message from the Guild Wars 2 Team



With the holiday season upon us, the studio is preparing to take a short break to recharge, spend time with our loved ones, and of course, complete our annual Wintersday achievements. Before we log off for the season, we want to take a moment to reflect on the year we've shared and express our gratitude for the incredible Guild Wars 2® community.

Another Landmark Year


We have a lot to be thankful for this year, and the release of Guild Wars 2: Visions of Eternity™, our sixth expansion, stands as one of the accomplishments we're most proud of as a studio. The team poured their hearts into this release, and it's been gratifying to see how strongly the community has responded to the changes and improvements we introduced with this expansion.

At this point in its release cycle, Guild Wars 2: Visions of Eternity has already outperformed Guild Wars 2: Janthir Wilds™ from a sales perspective, and the momentum from the expansion's release has helped grow the game, generally speaking. In recent months, we've seen periods where more new players joined us than at any point since our 2022 Steam debut (which itself was a high-water mark). Veteran players have been returning in droves, and overall player activity is higher now than it has been in years. It's been energizing to see momentum like this, and it's exceeded our expectations in nearly every way.

This year also marked two big anniversaries for us—the 25th anniversary of ArenaNet and the 20th anniversary of the original Guild Wars®. Reaching those milestones while Guild Wars 2 itself is thriving feels especially significant. In celebration, we released a studio retrospective documentary in partnership with Second Wind, tracing our journey from the earliest days of ArenaNet to the world we build together today, a reminder of where we began and how far we've come. If you haven't had a chance to watch it, you can check it out [previewyoutube][/previewyoutube]





At the same time, we announced Guild Wars Reforged, a renewed commitment to supporting the original Guild Wars game with a bundle that includes all three classic campaigns in a refreshed package with updated UI, modern platform support, and improved accessibility for returning and new players alike. It's our way of honoring the legacy of the franchise and welcoming both veterans and fresh faces back to the world that started it all. You can learn more about Guild Wars Reforged here.

This year, we also explored new, bolder ways to introduce Guild Wars 2 to a wider audience. In June, we partnered with Summer Games Fest to showcase the game on one of the biggest stages in the industry, and just last week we premiered a new trailer during the preshow of The Game Awards, the premiere event in global gaming, reaching millions of viewers around the world. It was a proud moment for all of us and a wonderful opportunity to showcase Tyria on a truly global stage. If you missed it, you can watch the new trailer below:



Having those anniversaries, the documentary, and Guild Wars Reforged land during a year of resurgence, driven by Guild Wars 2: Visions of Eternity, makes this one of the most meaningful chapters in Guild Wars history. It reminds us: our story isn't just about today, but about a legacy that continues to evolve.

To everyone experiencing Guild Wars Reforged or Guild Wars 2 for the first time, returning after time away, or continuing your long journey with us: thank you for making this world and this community feel so vibrant.

Looking Ahead to Early 2026


The team is hard at work on the upcoming quarterly releases for Guild Wars 2: Visions of Eternity, and we'll be sharing more details, and our next quarterly roadmap, around the release of Quarterly Release 1 early next year. In the meantime, here are some key dates to look forward to:
  • December 9–January 2: Wintersday Festival
  • January 13: Skills and Balance Update
  • January 13–20: Fractal Rush
  • January 20–27: WvW Rush
  • February 3: Guild Wars 2: Visions of Eternity Quarterly Release 1
    • New Raid Encounter
    • Raid/Strike System Unification with Quickplay
    • Fashion Templates
    • Wizard's Vault Update
    • New Legendary Ring


Speaking of the new legendary ring, here's a little tease of the visuals that come with wearing it:

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Thank you for an incredible 2025. See you in the new year, and happy Wintersday!

—Josh Davis, Game Director, Guild Wars 2

Save on Expansions and Collections with the Year-End Sale!




Now through January 5, 2026 at 10:00 a.m. Pacific (UTC-8), save when you buy or gift expansions! Our Year-End Sale features price reductions on past Guild Wars 2® expansions, plus the Complete Collection that bundles them together:

  • Expansion 5—Guild Wars 2: Janthir Wilds™ (Standard Edition)—20% Off
  • Expansion 4—Guild Wars 2: Secrets of the Obscure™(Standard Edition)—30% Off
  • Expansion 3—Guild Wars 2: End of Dragons®(Standard Edition)—40% Off
  • Expansions 1 and 2—Guild Wars 2: Heart of Thorns® and Guild Wars 2: Path of Fire®—60% Off
  • Guild Wars 2—The Elder Dragon Saga Complete Collection (Standard Edition)—50% Off


We'll see you in Tyria!