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RuneScape: Dragonwilds News

Our Fellhollow Survey is now live!

[h2]Our 0.10 update is live! But now, we want your feedback! [/h2][p][/p][p]We hope you've enjoyed your time in Fellhollow so far, and you're excited by our roadmap for 2026. As we're looking ahead, we want to make sure we take the time to check in with our community, and get your feedback. This survey is a crucial step in us listening, learning and developing even better content for 2026, with your feedback in mind. [/p][p][/p][p][/p][h3]The survey closes on Monday, 5th January at 7AM GMT (11PM PT/2AM EST). [/h3][h3]Thank you in advance for your feedback! [/h3][p][/p][p]The RuneScape: Dragonwilds Team.[/p]

The Road to 2026

[p]Hello adventurers! [/p][p]As we look ahead to 2026, we wanted to take a moment to set some expectations for what’s in store, and what different types of updates you are going to receive. Grab a seat, this is going to be a year of massive growth! [/p][p]"Major" and "Minor" Updates [/p][p]First things first, let’s clarify what we mean when we talk about major and minor updates. [/p]
  • [p]Major Updates: These are the big ones, the ones we’re aiming to roll out every quarter. They’re packed with exciting additions, from whole new regions and factions to brand new skills, mechanics, and tonnes of content. They’re designed to significantly expand the world of RuneScape: Dragonwilds, and provide you with new challenges and adventures to sink your teeth into. Think of these as the headline events for the year. [/p]
  • [p]Minor Updates: These are the steady updates we’ve been delivering almost every month since Early Access release, and they’ll continue throughout 2026. In 2025, our minor updates were largely focused on refining the core experience based on your feedback. For 2026, we’re continuing to fine-tune but we’re also putting more emphasis on adding content through side quests and activities.  [/p]
  • [p]Side Quests are chains of objectives that tell a story and reward you for completing them.  [/p]
  • [p]Activities, on the other hand, are smaller, standalone gameplay moments, think, puzzles, platforming challenges, special foraging, and so on. You’ll discover activities during exploration. They don’t always tie into a larger narrative, but they provide fun little gameplay nuggets to keep you entertained and progressing. [/p]
[p]With that out of the way, let’s dive into what 2026 has in store! [/p][p]What’s Coming in 2026? [/p][p][/p][p]First Major Update (technically still 2025, but shhh) [/p][p]We’re incredibly excited to release our first Major Update this week, "Fellhollow: Hunger of Imaru" (version 0.10.0). This update is massive, introducing the Fellhollow region, bigger than anything we’ve built so far. It’s not just about the size; we’ve packed it with a whole host of new content, including: [/p]
  • [p]Faction enemies to challenge [/p]
  • [p]2 new friendly NPCs [/p]
  • [p]A gripping new main quest, plus several side quests (and maybe one that unlocks a mount...
  • cough* find Vannaka in Fellhollow
  • cough*) [/p]
  • [p]A brand-new survival mechanic, “Soul-rift” [/p]
  • [p]A new dragon boss, a lesser dragon mini-boss, and a Zogre mini-boss [/p]
  • [p]A new crafting tier with weapons and armour for Attack, Ranged, and Magic [/p]
  • [p]New vestiges to chase [/p]
  • [p]New vaults to explore [/p]
  • [p]And, to top it all off, we’re introducing the farming skill! You’ll be able to start your farming journey in Brynmoor with content progressing all the way into Fellhollow. [/p]
[p]This is what we mean by a "major update". It’s big, it’s bold, and it’s packed with exciting new ways to play. Fellhollow is the first, but we have three more to come in 2026. [/p][p]First Minor Update [/p][p]Following Fellhollow, in January, we’ll be releasing the first minor update of the year (version 0.10.1). This update will continue to expand Fellhollow, adding a new side-quest and four new activity types. Here’s a sneak peak of some of the goodies that you’ll be chasing: [/p][p][/p][carousel][/carousel][p][/p][p]As we move forward, we’re excited to deliver even more side-quests and activities with each minor update. The newly formed Quests and Activities team is hard at work, and as they gain momentum, you can expect to see an increased flow of fresh content per minor update that will keep you engaged and exploring new adventures. [/p][p]The Road Ahead [/p][p]As you can see on the roadmap, here is the rhythm of updates you can expect: [/p]
  • [p]1 Major Update (with new regions, mechanics, and content) [/p]
  • [p]Followed by 2 Minor Updates (with new quests and activities) [/p]
[p]That pattern will continue throughout the year. More content, more stories, more adventures, at a pace that keeps the game feeling fresh. [/p][p]Final Thoughts [/p][p]2026 is going to be a year of growth. We’re committed to bringing you exciting new content and refining what we’ve already built. There’s so much in the pipeline, and we can’t wait to share more details with you as the year unfolds. [/p][p]Thank you for your ongoing support, your feedback, and your passion for RuneScape: Dragonwilds. We’re building this world with you in mind, and we can’t wait to see you all explore Fellhollow and beyond. [/p][p] 
Mod Rook and the Dragonwilds Team[/p]

RuneScape: Dragonwilds is part of the Steam Winter Sale!

[p]As part of the Steam Winter Sale, you can pick up RuneScape: Dragonwilds at a great price! [/p]

Eye on Ashenfall | 0.10.0.2

[p]Hey Adventurers, we're deploying a hotfix today with some bugfixes, but we first wanted to talk about feedback we've been hearing from across our community![/p]
Ranged Damage
[p]Ranged weaponry is performing noticeably worse than melee and magic, compounded by the relatively high upkeep costs. Previous multipliers were, invariably, an issue that we needed to resolve in order to prevent players from one-shotting Lesser Green Dragons with a longbow. That sounds cool, but would become an incredibly frustrating design problem as we continued to scale up the power levels and grow the game. That said, we hear you: the current damage output feels underwhelming, and you're feeling like you can't live out the fantasy of being a ranger, by sheer necessity. We're taking this into consideration, and we're aiming to have our next minor update, 0.10.1 come out with some adjustments to get us to a better place.[/p]
Trinket Durability
[p]We've identified a bug in the logic of certain trinkets that caused durability to drop faster than intended. We've resolved the issue affecting durability draining incorrectly, but to be safe, we'll be going over all of the trinkets and reviewing their durability values and what drains them, to ensure that it feels fair, and not too fast. We want to be thorough on this, so this may be coming in the 0.10.2 update.[/p][p]Both of these changes will be coming in future updates, but we wanted to check-in and be clear that we're hearing you. With that in mind, here's what's coming out today.[/p][h3]Bug Fixes[/h3]
  • [p]Building from linked chests now works correctly with Eye of Oculus.[/p]
  • [p]The "Y" Controller Input is no longer bound to two different inputs on the composter.[/p]
  • [p]The Composter UI prompts were not showing correctly using a controller[/p]
  • [p]Tombstones are now no longer able to be locked inside withered vines or around Purifying Pools. [/p]
  • [p]Super Composter UI Icons are greyed out until you move the items. [/p]
  • [p]Addressed an issue where the Wintumber Tree was not accessible to some players in Creative Mode[/p]
  • [p]Addressed an issue with terrain by the final door in Skekven Kara vault.[/p]
  • [p]Preventing the player from going out of bounds in the Skekven Kara vault to reach the boss room without opening the door.[/p]
  • [p]Resolved the quest marker for the Wise Old Man remaining after entering Fellhollow. [/p]
  • [p]The Amulet of Defence requires an unobtainable material to craft - the recipe will be adjusted. [/p]

Fellhollow has arrived! Eye on Ashenfall | 0.10.0

[h3] The Fellhollow region has been added to the game.  [/h3][p]This region is accessible to the north of Ghornfell. Speak to the Wise Old Man after completing “Dragon Slayer” to enter the region and get started. [/p][p]11 new enemy types have been added, found within the Fellhollow region. [/p][p]We’re not listing them all here because you’ll get scared. [/p][p]Added new vaults to the map within the Fellhollow region. [/p][p]NPCs can be located within the Fellhollow region with new quests for the player to complete. [/p][p]Added two new NPCs, Death and Postie Pete[/p][p]Added Death’s Shop, a new in-game store where players can exchange resources with Death himself for rewards.  [/p][p]He’s a busy skeleton, but he’s also not stupid enough to leave souls on the table. What do you think he does with them? [/p][p]Added new material progression tier – Tier 5.  [/p][p]Includes Steel Armour, Green Dragonhide and Splitbark armour. [/p][p]Added new Vestige rewards. [/p][p]Added a new debuff/status effect: Withering.  [/p][p]Players can become Withered and experience Soul Rifting when exposed to too much Wither Rot. [/p][p]Cleansing pools in the region will allow the player to remove the debuff and cleanse the effect.  [/p][p]Added a new Tier 3 Building Kit – the Castle Kit. [/p][p]Includes foundations, walls, stairs, floors, doorways, windows, everything a growing base needs!  [/p][p]Added new food to the world spawns.  [/p][p]New foods include Pumpkin, Watermelon, Wheat and Tomatoes in the overworld [/p][p]Added recipes utilising these new ingredients.   [/p]
[p]Added Mounts to the game.[/p][p]Surprise! We’ve been keeping this a secret. [/p][p]Players will be able to summon and ride a mount, in this case a Terrorbird, around the overworld to expedite travel. [/p]
[p]Added the Farming Skill up to level 65. [/p][p]Added new processing stations: Compost Bin, Water Barrel, Raincatcher Barrel and Oak, Ash and Willow Farming Plots! [/p][p]Added Plant Cure, craftable by combining Animal Bone with Weeds.[/p][p]Seeds will now spawn in hostile AI loot pack drop tables.[/p][p]Added the Composting mechanic when using the Compost Bin station.[/p][p]All of the following foods can be added to the compost bin to turn into compost: [/p]
  • [p]Any farmable produce[/p]
  • [p]Any plant or meat[/p]
  • [p]Any cooked or burned food[/p]
  • [p]Weeds [/p]
[p]Added new tools: Shovel, Compost Bucket, Secateurs and Watering Can [/p][p]Added Wood, Bronze and Steel variants of the Shovel and Watering Can. [/p][p]Added the ability to plant and grow trees from seed at Level 20 Farming. [/p][p]Added the Skill Spell “Uproot” [/p][p]Uproot everything in a radius, collecting all gatherable food produce. [/p][p]Added the Skill Spell Upgrade: Increasing the radius of Uproot. [/p][p]Added the Skill Spell “Humidify” [/p][p]Conjure forth a raincloud that rolls forward, watering all Farming Plots in its path. [/p][p]Added the Skill Spell Upgrade: Humidify’s rain now also cures any plants it comes into contact with. [/p][p]Existing Kwuarm sources, including enemy packs, will now be replaced with Kwuarm seeds for farming. [/p][p]Added buildable decorations including the Scarecrow. [/p]
[p]We've adjusted several aspects of combat balancing based on player feedback - most notably: [/p]
  • [p]We were previously combining damage scaling off of projectile AND weapon type meaning that the damage numbers were scaling more rapidly than other combat types. Yes, that means we're nerfing the Crystal Bow. A lot.[/p]
    • [p]Crystal Bow Changes:[/p]
      • [p]Stamina cost increased from 30 to 65[/p]
      • [p]"Force" from initial hit reduced from 600 (holy moly) to 50. [/p]
        • [p]This means that there's a much lower "hit react" to this in successive hits, which means you won't be able to stun-lock enemies when you hit them. [/p]
      • [p]Initial hit damage reduced by 50%.[/p]
  • [p]Burning status effect damage has been rebalanced.[/p]
  • [p]"Attack Steering" feature has been implemented. [/p]
    • [p]There's a grace period once you start an attack to adjust your melee and ranged attack rotations to make Melee Combat and Bow Quickshots feel more fluid and responsive. It'll feel great, even if you don't notice it right away! [/p]
[p]Multiple fixes for rare crashes [/p][p]Spells placed in the spellbook can now be removed. [/p][p]Begone, seventh slot of Axetral Projection! [/p][p]Radial Progress Bar will now correctly display progress when processing Dirty Water. [/p][p]Proggers in the chat. [/p][p]Fixes to accessing (or not accessing!) content in Creative Mode. [/p][p]Reduced likelihood of Gravestones spawning in unrecoverable locations. [/p][p]Don’t push your luck though, Death is here and he’s clearly not in the mood to do you any more favours. [/p][p]Stamina will now regenerate during conversations. [/p][p]We know Vannaka might leave some of you breathless but not like that. [/p][p]The “Special Attack” for the Crystal Bow now responds to the players’ aim more accurately. [/p][p]Fixes to triggers for gameplay effects in a few vaults. [/p][p]The signal down there must be dreadful, in all fairness. [/p][p]Fixes for music starting or stopping incorrectly in a range of locations. [/p][p]Improvements to the character creation and Steam invite flow. [/p][p]Fixes to the building stability system. [/p][p]Fixes to General Velgar’s weaknesses and resistances. [/p][p]Poison and Burning status messages no longer replicate incorrectly. [/p][p]The fire might be a hint, no need for us to repeat ourselves. [/p][p][/p][p]This is our first Major Update for RuneScape: Dragonwilds, and we are especially proud of the work that has gone into making this the update that it is. We're very excited for you to get into game and try this for yourselves. We'll be talking to you throughout the release week, and we have lots more to show you, but on behalf of the entire RuneScape: Dragonwilds team:

Thank you for making this year, and our game, so special. Merry Wintumber, and a happy new year - if you survive…[/p]