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RuneScape: Dragonwilds News

This Month In Ashenfall | June 2025

[p]Hello Ashenfall Adventurers! Welcome back for another This Month in Ashenfall. 0.8 is out the door- or, should I say, gate.[/p][p][/p]
What Have We Done?
[p]We've launched 0.8 - including Coziness, Hard Difficulty, Palisades, a Building Health rebalance, Bloom and Depth of Field Fixes, changes to lighting and building textures, and of course - Magic Skill Spells! [/p][p][dynamiclink][/dynamiclink][/p][p]Recently, I sat down with our Executive Producer, Mod Dutch, to talk about what our vision for the future of RuneScape: Dragonwilds looks like - in Early Access, and beyond. Check the video out here, it's a casual chat you can enjoy while AFKing or generally vibing. Since the launch of 0.8, we've been listening to your feedback, your hopes and expectations for 0.9 and 0.10 in particular, with the launch of Fellhollow in December. So, let's get stuck into some exciting stuff that's been cooking up this month! [/p][p][/p]
What Are We Doing?
[p]On the subject of Fellhollow, our team has been working away at building out the concepts of the kinds of things we can expect to encounter in Fellhollow. I don't want to spoil too much here, but we wanted to show you what we're exploring and looking into. This is a first blush at the sort of things we're building out into the region, and we hope we can share more glimpses at what's going on with every new TMIA, going forwards.[/p][p]Harold (don't let him know I called him that, we're not really on first-name terms yet), Death himself, is coming to Ashenfall. Our old boney buddy needs somewhere to get caught up with all the paperwork he's been tasked with tidying up on this continent. So, of course, he needs an office. [/p][p][/p][p]Knock knock...[/p][p][/p][p]This is an initial concept art of what we're aiming to achieve with Death's Office. A reclaimed temple, once filled with the bowed heads of Saradominists, now contains the boned head of Death... and you. At least, I hope your head has bones in it. We've taken inspiration from some of the spookiest places in Gielinor to bring Death's (Temporary) Office to un-life. Fellhollow will include a range of Points of Interest for you to visit and explore, but the main hub of operations you'll be checking into will be Death's Office, so you'll need to familiarise yourself with the place! I'm sure it's going to be lovely when it's finished. [/p][p]Right, let's get into what we're looking at in the near term.[/p][p]In 0.8.1, our next update, we've heard your feedback around all sorts of issues but one big one for Solo players was: pausing. You wanted to be able to pause the world, without coming back to a famished fighter, or dehydrated dragon slayer. Great news, we're working away at getting that introduced in an update in July![/p][p]We're introducing more information and guidance on Status effects and tooltips for spells, to ensure that you're getting the information that you need. We're also tinkering with the UI around the Compass to improve its functionality so more information is clearer on it. We're also adding in a way to see how the day/night cycle is progressing so you know when to consider heading home for a snooze. Huzzah.[/p][p][/p]
What Have We Heard?
[p]We've heard your feedback around many things, most notably your fears around when you can expect "major" content updates and expansions - we're still on track with Fellhollow, as we always planned. As Mod Dutch already said in the previous Vision For The Future blog, soon more hands will be getting stuck in with code, art and design to expand the game with regular updates every quarter. This might still be a step removed from the normal "RuneScape" game updates where you get weekly updates and monthly content releases, but rest assured, we're setting ourselves up to be able to speak to you very regularly (think weekly check-ins) with our journey.[/p][p]Beyond that, we're working on some really nice QOL fixes that we're hoping to test in July for release as soon as they're ready (either in 0.8.2 or in 0.9!) These include being able to pick up items without having to directly look at them, and also being able to Craft from nearby Chests. The functionality of this one is still being worked on by our lovely engineers, but they're continually working on this one to ensure that we're giving you the best experience with this possible.[/p][p]0.9 is on the horizon, and the team are already getting stuck in with designing and developing Skill Spells for the Ranged Skill Tree, Controls/Sliders for World/Server settings for you to customise the experience to your liking, and a range of other goodies that we're hoping to be able to bundle together for you when 0.9 launches on September 9th! 9/9 for 0.9 - I don't think we even planned that intentionally.[/p][p][/p]
Community Art
[p][/p][p]squill-i-am has cooked up a Masterwork Shrine to showcase their rather intimidating collection of weapons. [/p][p] [/p][p]Zetnus treated the Wise Old Man to a bit of an upgrade in Bramblemead Valley by not just putting a roof over his head, but building a whole palatial estate around him, festooned with all the goodies any adventurer would need! More than he deserves, if you ask those bank tellers in Draynor.[/p][p][/p][p]Hasenearl has taken up the challenge of building a Stave Church that doubles as a base of operations. That ought to help them stave off attackers, eh?[/p][p][/p][p][/p][p]NYChannel returns with art of "Sock"! This bag of noggin-clad adventurer seems a little bit... unusual compared to the average adventurer but does love chopping down trees in any way shape or form that they can! They're so widely renowned across the continent, in fact...[/p][p][/p][p]That they've got fan art themselves! BucketCultist in the RuneScape Art Community created this amazing piece of art of Sock taking a much-deserved nap after chopping down all but one tree. Sleep well, Sock.[/p][p]Be sure to join the Official RuneScape: Dragonwilds Discord server to show off your best builds, find parties of dragon-slaying adventurers and chat! Be sure to follow us on our socials, too! We're on Twitter, BSky, Reddit, Instagram, Facebook, Twitch, YouTube and TikTok![/p][p]Until next time, be good![/p][p]We'll see you in Ashenfall.[/p]

Q&A with our Executive Producer Mod Dutch and Summer Sale Discount!

[p]We sat down to answer YOUR questions, talking pets, expansions, full Dhide Armour and... cheese.[/p][previewyoutube][/previewyoutube][p][/p][p]And while we're excited about the future (and cheese), you can jump in-game now with a discount on Steam! Check it out here: [/p][p][dynamiclink][/dynamiclink]See you in Ashenfall!

- Mod Doom and the RuneScape: Dragonwilds Team

Hotfix 1 - 0.8.0.1


  • Resolved an issue where loading into a world would show the power level of AI as "Deadly" when it was the same level as the player.
  • Fixed an issue where users would lose DLC entitlement upon joining a multiplayer world as a client.

Update 1 - 0.8.0

  • Improvements to Bloom settings and changes to improve blur in distant images.
  • Added in-game settings to allow players to customize their experience.
  • Changes to building piece health - scaling up from 100hp across the board up to values as high as 1500
  • Two new build pieces for base defences - Palisade Walls and Palisade Gates.
  • Visual treatment for Tier 2 Building pieces (Oak).
  • When building pieces take 50% damage, they will visually show wear and tear.
  • We're introducing a Coziness system – your survival meters will decay a lot slower while you’re near a claimed bed, so you can build and craft more freely.
  • The Magic Skill is arriving! Level up to Level 50, and enjoy two new Skill Spells, potions and consumables to blast through your foes.
    • We're also including Spell Upgrades to enhance Skill Spells.
  • Hard difficulty setting, for those who like an extra challenge.
  • We've also done a complete pass on Item Weights which means that things will weight different values now.
    • No more pining for a pack yak!
  • All fuel items have had their burn times adjusted to help you avoid losing the occasional log or fuel source while you’re cooking or crafting.
  • All items also now fall into 1 of 4 max stack sizes: 1, 50, 99 or 999 depending on the item. Nice, tidy numbers - including those 99s we know you love...


Overall improvements to…
  • Lighting
  • Balancing
  • Performance
  • Stability


Many bug fixes, including…
  • World fixes for areas where you could get stuck or out of bounds, as well as some asset clipping and floating issues.
  • Fixes for audio not playing as expected in multiple places.
  • Journal fixes for some typos and missing entries.
  • Improvements to quest marker positions.
  • Dirty water will no longer spawn at the temple when your inventory is full.
    • BEGONE!
  • Improvements to key binding.

Our Vision For The Future | A letter from our EP and our Creative Director

From Mod Dutch (Executive Producer) 
[p]Hello adventurers,  [/p][p]I want to thank you for your overwhelming support for RuneScape: Dragonwilds since our release. Seeing your enthusiasm and excitement at our work has been incredibly motivating and we are excited to share more with you today.| [/p][p]Honestly, we did not expect that the game would immediately do as well as it did—it took us by surprise and, straight talk: we were generally expecting things to move at a much slower pace of uptake after our shadow drop in April. This meant that communication-wise, we were a bit too slow in catching up with the hype and the discourse, and what we learned from this is that we should have spoken to you a lot sooner. [/p][p]With today's blog it is our aim to start on a road of comms improvement. Expect regular comms from now on, and increased clarity about the progress we’re making. [/p][p][/p][p]WE’RE NOT GOING ANYWHERE (EXCEPT DEEPER INTO ASHENFALL, AND BEYOND)  [/p][p]Important to understand is how much the development team loves this game and how committed they are to do right by it. A lot of hours were lovingly spent on building the experience that players enjoyed when the game became available in April, and we are going to create more game, more content, more survival for you to enjoy. We will not say goodbye to this project (even if our silence suggested otherwise,) and all of us at Jagex stands behind our conviction that there is more Dragonwilds to build. More RuneScape adventure, more skills, more dragon-slaying, more quests and equally, further evolution of the game itself. At this point I cannot give everything away, but the intent is for Dragonwilds to be around for many more years, and to grow into a hobby game worth your time. [/p][p]We set out on this journey several years ago with a clear vision of what we wanted to make: a survival game that concentrated the RuneScape experience into something that could be experienced with friends, shared together cooperatively or alone, within a more compact, accessible way. Our vision hasn't changed, and we've not compromised on that. We're committed to shaping this experience into something truly worthy of the RuneScape name, while also making something that brings a fresh take on the Survival genre. [/p][p]We're listening to you (wherever you post your opinions,) asking questions when we can (player surveys,) and taking on your feedback.  [/p][p]Sharing our thoughts on future development this early will mean that you need to wait some time to play them, however, it is important we talk about them now for two reasons: [/p][p][/p][p]1) You know we're actually working on things.  
2) We can hear your thoughts on them.  [/p][p]On that point, let's talk development. [/p][p] [/p][p]WILL THEY, OR WON’T THEY? [/p][p]We’ve seen a fair few comments online that expressed a worry from players that we kicked this game out of the door and sent it out into the wilderness to get PK’ed, or worse, forgotten. The worry that we’d abandon Dragonwilds without improvement to the experience, without shipping additional, meaningful content, and that we’d instead just bank our gold like vile treasure goblins, is not a weird conclusion if you don’t hear anything to the contrary. So, allow me to set the record straight: [/p][p]Because we did so well, we ARE going to be growing our team meaningfully to deliver updates and content to the game.  [/p][p]More hands will soon touch code, design, art, in order to expand the game. What does that mean? We will be significantly expanding the team and look to enlist development partners we’ve relied on in the past, to help us.  [/p][p]We ARE going to be further expanding the game so that when we get to our version 1.0—late 2026—it will be amazing, and all of its rich goodness will be included in the price of your EA copy. [/p][p]Internally, our mantra is: Meaningful Content Every Quarter. [/p][p]We are also set to ship onto more platforms and into territories (languages) that will be new to RuneScape. All of that is very exciting, but the core of what will make any of that work is that we Deliver On The Promise, and we build a Top Tier 1.0. And that is what we’re going to be focusing on from hereon. [/p][p]How fast will that happen? You will need to give us some runway to get the magical carpet into the sky. First, we’re going to be releasing two updates that each contain a new skill, going up to level 50: [/p]
  • [p]The Magic Skill is coming on June 17, together with additional content. (VLOG here) [/p]
  • [p]The Ranged Skill is coming on September 9, together with additional content. [/p]
[p]Then, in December we will release our first bigger update: Fell Hollow, together with the Farming Skill and Steel Gear Tier / Crafting. Mod Rook will talk more about that further below in this blog. [/p][p]But what comes thereafter? Have a look at the roadmap below. [/p][p][/p][p][/p][p][/p][p]We will invest heavily in our team’s size and skillset to deliver on these updates, and we want to secure a stable, reliable foundation for how we take on the development of all of our updates for the foreseeable future. That means we're sticking to our original plan of quarterly updates. That means roughly every three months, we'll be delivering an update. That does not include patches, hotfixes, and the like, which will typically follow these updates at regular checkpoints, every few weeks. In the downtime between those, we're aiming to continue to talk, share our working and keep you updated. Mod Doom will be curating the highlights of the month, including behind the scenes looks at what is going into the game.  [/p][p]Beyond our 1.0 full launch, this cadence may change, but we're holding ourselves to this structure for this chapter of our timeline. This is the start of our journey, we understand your fears and we share your hopes for our success.  [/p][p]We're committed to this game, and its potential to bring RuneScape to fans new and old alike.  [/p][p]We'll be sharing more of our work towards that Q3 release closer to the time. 0.10 will be launching at the end of the year, with Fellhollow. But 0.10 is just the beginning for us. [/p][p]Over to Mod Rook! [/p][p][/p]
From Mod Rook (Creative Director) 
[p]Adventurers, [/p][p]Since the launch of Early Access, players have begun their journey across Ashenfall. This is a dangerous, untamed continent far from the lands you once knew. Here, dragons rule. [/p][p]At the heart of Dragonwilds is Queen Kuldra. She is an ancient black dragon with five heads, known as the Godeater. Kuldra claimed this continent in fire and blood (and by literally eating a god). She rules it with an iron claw. Her dragon overlords strike without warning, attacking any who dare set foot in her domain. [/p][p]So far, you’ve faced the first of these Dragon Lords: Velgar. A powerful opening chapter in a much larger saga. [/p][p]Each region you explore brings you closer to Queen Kuldra. Along the way, you will face more of her dragon vassals, uncover lost history, and meet key characters who guide your journey. With every new chapter, the stakes rise. [/p][p]Dragonwilds is built to evolve. Each expansion introduces new regions, new skills & level cap increases, survival mechanics, gear tiers, enemies, creatures, and questlines that expand the world and drive the story forward. [/p][p][/p][h2]What’s Coming Next: The Road to Version 1.0 [/h2][h3]Expansion 1 – FELLHOLLOW [/h3][p]Releasing December 2025 [/p][p]The dead don’t rest here, and neither can you. Imaru, an undead blue dragon overlord, has drenched the land in wither-rot. Fellhollow is a place of bones (skeletons!), spooky winds, and the stench of forgotten conflicts. [/p][p]Guided by Death himself (yes, Harold), you’ll begin to unravel the corruption at the heart of this blighted land. [/p]
  • [p]New status effect: Soul-rift [/p]
  • [p]Lesser Green Dragon mini bosses [/p]
  • [p]Core Gear Progression: Steel armour, Green Dragonhide, Splitbark Armour [/p]
  • [p]New weapon type: Scimitars make their deadly debut [/p]
  • [p]Death introduces a new questline [/p]
[p]New Skill: Farming [/p][p]Coming in Expansion 1, Farming lets you grow your own crops using raised soil beds, proper tools, and a bit of patience. It will be fully integrated into the survival loops and base-building. Farming is retroactive and fully viable from Brynmoor onwards, so you can start growing the moment you arrive in Ashenfall. [/p][p]Tend your plants with watering cans, fight off crop disease, and harvest everything from useful herbs to decorative greens. It’s practical, satisfying, and slightly more forgiving than a dragon. [/p][p][/p][h3]Expansion 2 – DOWDUN REACH [/h3][p]This mountainous region bridges Fellhollow and the sands beyond. Dowdun Reach is jagged, harsh, and full of secrets. A place where the Black Knights built something they hoped the world would forget. [/p][p]You’ll uncover a lost Black Knight stronghold, mine rare resources, and navigate ancient battlegrounds carved into cliff faces. [/p]
  • [p]Lesser Blue dragons mini-bosses [/p]
  • [p]Core Gear Progression: Mithril armour, Blue Dragonhide Armour, Mystic robes [/p]
  • [p]Vault-based exploration with both interiors and exteriors [/p]
  • [p]Packed with lore tied to Zamorak and the fall of the continent’s Black Knights (and their Fortress) [/p]
[p] [/p][p]New Skill: Fishing [/p][p]Fishing is coming to Dragonwilds! Travel to rivers and lakes, cast your rod or net, and reel in something tasty. [/p][p]Catch fish for cooking, crafting or just showing off with base trophies. Simple tools at first, magical techniques later. [/p][p]Relaxing. Rewarding. Occasionally smelly. [/p][p][/p][h3]Expansion 3 – UMBRAL SANDS [/h3][p]Sunlight is lethal. Shade is survival. The Umbral Sands test more than your skill, they test your patience, your preparation, and your will. [/p][p]Warped by a cursed Dragonkin tower, this desert bends light and reality. Fuzan, the red dragon overlord, has fused with the fire and madness within. [/p]
  • [p]Lesser Red dragons mini-bosses [/p]
  • [p]Heat mechanic: survive in shade, suffer in sun (inspired by painful summer holiday sunburns) [/p]
  • [p]Core Gear Progression: Adamant Armour, Red Dragonhide Armour, Infinity Robes [/p]
  • [p]Narrative arc expands ancient Dragonkin history alongside another iconic RuneScape character.  [/p]
[p]New Skill: Prayer [/p][p]The Prayer support skill brings rituals, blessings and base empowerment. Build altars, make offerings, and channel effects that boost you and your base defences. [/p][p]You’ll bury bones, sacrifice relics, and recharge prayer points through ritual. Blessings boost your character and your base, with effects that grow stronger as you level up. [/p][p]It’s spiritual power, survival-style. And yes, bones still matter. [/p][p] [/p][p] [/p][h3]Expansion 4 – SCORNED WILDERNESS [/h3][p]A broken land for a final stand. This shattered domain is ruled by Queen Kuldra, the five-headed black dragon: the Godeater. Her brood gathers. The sky blackens. The end looms. [/p][p]Dragons of every kind roam the Scorned Wilderness, and the land itself is hostile. [/p][p]Story NPCs offer guidance, but the choices, and the cost, are yours alone. [/p]
  • [p]Elite “brutal” dragons of all types, including lesser black dragons [/p]
  • [p]Core Gear Progression: Rune Armour, Black Dragonhide Armour, Wild Knight Robes [/p]
  • [p]Rare resources, base-building, and the race for runite [/p]
  • [p]A climactic narrative finale told through NPCs quests, including the debut of another iconic RuneScape character. [/p]
[p]New Skill: Agility [/p][p]Agility will turn movement into mastery. Sprint, leap, and challenge yourself across the world to earn XP and unlock new ways to move. [/p][p]Improve stamina, unlock magical movement spells, and take on agility routes for big rewards.  [/p][p]No tools. Just legs. Use them. [/p][p] [/p][h3]Honing the Core: Survival, Systems and Stability [/h3][p]While expansions bring the world to life, we’re also committed to refining the foundation. Here’s some of what we’re actively improving: [/p]
  • [p]Improving Early Survival Flow [/p]
[p]Iterations to cooking and food to feel more useful in the opening hours, with better pacing and less punishing hunger and thirst timers. [/p]
  • [p]Combat and Event Tuning [/p]
[p]Ongoing balance passes to improve feel and challenge, especially around Velgar and base raid events. [/p]
  • [p]Quality of Life Upgrades [/p]
[p]Including the ability to craft directly from nearby chests, making your base feel more seamless and functional. [/p]
  • [p]Better Tutorialisation [/p]
[p]A reworked Journal to include more information and onboarding and improved notification systems to help surface important mechanics and features more clearly. [/p]
  • [p]Performance Optimisation [/p]
[p]Better frame rates, lower-spec support, and more customisable graphic settings: including lighting, contrast, and exposure options. [/p]
  • [p]Bug Fixing [/p]
[p]Always ongoing, always a priority. [/p][p]  [/p][h3]Bringing More RuneScape Feel [/h3][p]We’ve always aimed to build something that feels true to the world of RuneScape, while also creating a survival game that stands on its own. Not every MMO system translates directly to the kind of experience we’re crafting in RuneScape: Dragonwilds, but that doesn’t mean we’re not listening. Your feedback is helping us find the right balance between familiarity and fresh ideas, and we’re committed to getting that feel just right.  [/p][p]Here are just a few of the bigger items we’ve got lined up: [/p]
  • [p]Power Progression [/p]
[p]Ensuring existing and new enemies, gear and weapons feel properly placed within the game’s pacing to feel more akin to RuneScape. [/p]
  • [p]Skill Cap Increase to 99 [/p]
[p]We’re bringing every skill up to level 99 and introducing more iconic skills with familiar gameplay loops along the way. [/p]
  • [p]Helmet Plumes [/p]
[p]Yes, the plumes are coming. Originally planned for Mithril, but you made it clear, you want them now. So, soon™. [/p]
  • [p]More RuneScape-flavoured Quests [/p]
[p]Expect a bit more humour, a bit more heart, and a lot more to sink your teeth into. [/p]
  • [p]World Events with Classic Chaos [/p]
[p]Think Evil Chicken. Think random madness. More of that energy is on the way. [/p]
  • [p]Music That Feels Like Home [/p]
[p]We’re working on more remastered classics. And yes, Sea Shanty 2 is officially in the works.[/p][p][/p][h2]AND BEYOND! [/h2][p]Our immediate focus is delivering on the promise we made to you and to ourselves. We set out to create a compelling cooperative survival game, full of rich content, shared adventures, and dragons to slay along the way. [/p][p]We want you to experience the story we call the Kuldra Saga. It’s a tale with a beginning, a middle, and an end. A full arc that leads to a true conclusion. [/p][p]But RuneScape: Dragonwilds doesn’t end there. [/p][p]While we will continue to support the game with future sagas and new stories, we are also working on something bigger. We are exploring ways to expand the core Dragonwilds survival experience with higher player counts, larger worlds, exciting new ways to engage with dragons, and a focus on social interaction, trade, and sandbox fun. All of it built on the tools and systems you have helped us shape so far. We’re codenaming it “Shadows of Ashenfall.” [/p][p]It is still early days, and we are not quite ready to share more. But what we are looking to build is bold, ambitious, and incredibly exciting. [/p][p]We will tell you more when the time is right. Until then, thank you for your support, your feedback, and all the conversations that continue to shape the game. Every comment, bug report, survey completed, (and meme shared) help us make this the best game it can be. [/p]