1. Gods, Death & Reapers
  2. News

Gods, Death & Reapers News

Closed Alpha 3: Scope & Schedule

[p][/p][p][/p][p]Project Pantheon’s third Closed Alpha is right around the corner, and this time we’re opening the portals wider than ever. Here’s everything you need to know:[/p][p]For the first time ever, Reapers in Southeast Asia will be able to join those in North America and Europe for a full test of new systems, mechanics, and content.[/p][p]The third Closed Alpha will run from:[/p][p]Start: July 25 at 10 AM PDT / 1 PM EST / 7 PM CEST / 12 AM ICT (July 26)[/p][p]End: July 27 at 1 AM EST / 7 AM CEST / 12 PM ICT / 10 PM PDT (July 26)[/p][p]We invite all interested players to register here.

If you already participated in a previous playtest, you’ll continue to have access to all upcoming Closed Alphas. Already signed up, but haven’t been selected yet? Don’t worry, your registration is still valid, and you’ll be contacted soon.[/p][p][/p][hr][/hr][p][/p][h2]What’s New in Closed Alpha 3[/h2][h3]New Enemy Types: The Hamförir Evolve[/h3][p]The Hamförir faction is growing stronger in CA3, where you’ll face three new enemy types that change the pace and shape of combat.[/p][p]Hulk[/p][p]A frontline spellcaster that combines brute force with battlefield control. The Hulk summons a powerful totem that buffs Hamförir allies, hinders enemies, and inflicts additional damage over time. He is designed to disrupt your flow and force positioning decisions.[/p][p]How to deal with it:[/p]
  • [p]Try to bait the Hulk into placing its totem in a useless spot.[/p]
  • [p]If the totem is active, consider ignoring the Hulk until you deal with more dangerous enemies.[/p]
  • [p]Luring him away from the totem can drastically reduce his effectiveness.[/p]
[p]Werewolf[/p][p]Fast, elusive, and deadly in drawn-out fights. The Werewolf uses hit-and-run tactics and gets stronger as it wears you down. Once you’re low on health, its attacks become empowered and potentially fatal.[/p][p]How to deal with it:[/p]
  • [p]Avoid engaging when your health is low.[/p]
  • [p]Stay mobile and try not to get surrounded.[/p]
  • [p]Watch for groups of wolves and werewolves—together they hit much harder.[/p]
[p]Wolf[/p][p]The Wolf is a basic enemy on its own, who becomes much more dangerous in a pack due to damage scaling and pressure.[/p][p]How to deal with it:[/p]
  • [p]Solo wolves can be ignored.[/p]
  • [p]Packs should be prioritized or avoided until you’re ready, especially if you’re already in combat with other enemies.[/p]
[hr][/hr][h3]New Questline: Whispers of War[/h3][p]In CA3, you’ll follow Ratatoskr, the scheming world-tree messenger, as he manipulates a fragile peace.[/p][p]Your role is to help him ignite a full-blown faction war between the Reavers and the Shifters, which will shape how these factions evolve across future updates.[/p][p][/p][hr][/hr][h3]Sanctuary Expansion: Buildings and Crafting System[/h3][p][/p][p][/p][p]The Sanctuary gets its first major upgrade with CA3. We’re introducing a functional crafting system and expanding the world-building possibilities through new structures.[/p][p]Crafting:[/p]
  • [p]Recipes can be looted from enemies and chests.[/p]
  • [p]You can also earn them from quests and challenges.[/p]
  • [p]To keep a recipe, you must extract with it. If you die, it’s lost.[/p]
  • [p]Once in your stash or inventory, you can interact with a recipe to “learn” it.[/p]
  • [p]Learning consumes the item and permanently unlocks the recipe in your Sanctuary.[/p]
[p]Crafting Island:[/p][p]You’ll now have access to a range of buildings that allow you to craft your own equipment:[/p]
  • [p]Armory: Craft and customize armor.[/p]
  • [p]Smithy: Forge melee and ranged weapons.[/p]
  • [p]Arcane Atelier: Create sigils (which enhance weapons at the Workshop) and brew potions for various uses.[/p]
[p]Refinery Island:[/p]
  • [p]This is where you process raw materials into higher-tier crafting components.[/p]
  • [p]In CA3, you’ll have access to the Carver, a versatile building that handles material refinement.[/p]
  • [p]More buildings will arrive in CA4, each handling different types of resources.[/p]
[p]Resource Gathering:[/p]
  • [p]Resource nodes return from CA2 (wood and stone).[/p]
  • [p]We’re expanding them with additional material types in CA3.[/p]
  • [p]You can also find raw or refined materials in loot drops across the map.[/p]
[p]The crafting system in CA3 is just the beginning, as we will add more depth, complexity, and item variety will in future phases.[/p][p][/p][hr][/hr][h3]Ultimate Ability System Overhaul[/h3][p]We’re reworking how ultimate abilities function: Ultimates no longer rely on fixed cooldowns. Instead, each ultimate now uses a gauge that fills over time through player actions. Damage dealt, healing performed, and in some cases, damage taken will charge the meter.[/p][p]This change makes ultimates feel more like a reward for active play, rather than a fixed resource on a timer. You’ll need to decide when to hold back and when to go all-in.[/p][p][/p][p][/p][hr][/hr][h3]Dungeons: Now Up to Eleven[/h3][p]We’ve increased the number of available dungeons to 11, offering greater variety with a challenge that will ramp up accordingly.[/p]
  • [p]Some you will encounter are small and tight, similar to Diablo-style cellars.[/p]
  • [p]Others are larger, more elaborate, and more punishing.[/p]
  • [p]Dungeons are locked at the start of each session. You’ll need to find the matching key to enter.[/p]
  • [p]Keys can drop from enemies and chests, and are also available as quest and challenge rewards.[/p][p][/p]
[p][/p][hr][/hr][h3]New Extraction Options[/h3][p]With new Obelisk Types, you now have more strategic choices when it’s time to leave with your loot:[/p]
  1. [p]First Come, First Serve[/p]
    • [p]These don’t spawn enemies or trigger combat.[/p]
    • [p]They allow free extraction.[/p]
    • [p]They’re rare and can only be used once.[/p]
  2. [p]Gold-Paid Extraction[/p]
    • [p]Lets you extract without combat by paying a significant amount of gold.[/p]
    • [p]You’ll have to weigh the value of your loot against the cost of saving it.[/p]
[p]These options add new tension and force you to rethink how you approach late-game extraction.[/p][p][/p][hr][/hr][h3]Further Changes[/h3][p]Bots: New AI-Controlled Reapers[/p][p]Bots now appear during live sessions. They move through the map, engage in PvE and PvP, and use limited abilities. Their role is to maintain pacing and keep the world active even as players are eliminated.[/p][p]We’re treating bots as an evolving feature. Expect more depth and behavior variety in future builds.[/p][p]Afflictions: PvE Status Effects[/p][p]Afflictions are a new mechanic that only applies in PvE. They’re status effects that build up as enemies land attacks. Each faction applies a unique Affliction with its own rules and consequences.[/p][p]Reavers – Madness[/p]
  • [p]Your character starts mumbling.[/p]
  • [p]The sound grows into laughter and screams as the effect intensifies.[/p]
  • [p]Other players can hear these sounds and track your position more easily.[/p]
[p]Hamförir – Wounding[/p]
  • [p]Your character periodically drops pools of blood.[/p]
  • [p]These reveal your movement path to other players.[/p]
  • [p]Wounding can be cured using Bandages.[/p]
[p]Nightmare of Fenrir – Doom[/p]
  • [p]Reduces your maximum HP over time.[/p]
  • [p]Continues to decay until it reaches a critical minimum.[/p]
  • [p]This Affliction cannot be cured.[/p]
[p]Afflictions deepen PvE strategy and raise the risk of prolonged engagements.[/p][p][/p][hr][/hr][p]We can’t wait to welcome you back to the afterlife and the most advanced version of Project Pantheon yet! Join us in Closed Alpha 3, explore everything new, and share your feedback with us on Discord.[/p][p]See you in the afterlife![/p]

Closed Alpha 2 Registration + Teaser Trailer 2

[h2]Project Pantheon Teaser Trailer #2 - The Unfettered Destruction[/h2]

Thrones swallowed by fire and ash, and the gods lie shattered. Shadows stir as empires crumble.
And within silence from ruin, Death leans closer than ever...

Watch Project Pantheon Teaser Trailer #2 - The Unfettered Destruction here! 👇

[previewyoutube][/previewyoutube]

[hr][/hr]
[h2]Project Pantheon - Closed Alpha 2 Registration is OPEN![/h2]



As we forge ahead with our community-driven vision, we're thrilled to invite you to sign up for our upcoming community playtest! If you’re based in Europe or North America, this is your chance to join the next major testing phase.

The playtest kicks off on Friday, April 25, 2025, at 10 A.M. PDT / 7 P.M. CEST, and servers will remain online until Saturday, April 26, 2:59 P.M. PDT / 11:59 P.M. CEST.

[h2]Sign up now, prepare to step into the Afterlife, and help us shape Project Pantheon 👇
https://pantheon.firstlook.gg/[/h2]

[hr][/hr]
[h2]Questions?[/h2]

I was part of the 1st Closed Alpha. What do I need to do?
  • If you were part of Closed Alpha 1, your access is also secured for upcoming Closed Alpha playtests, so you don’t need to do anything except keep an eye on your email to complete your onboarding.
I signed up for Closed Alpha 1 but didn’t get picked. Do I need to sign up for the 2nd one again?
  • No, if you signed up and didn’t get picked for Closed Alpha 1, all you need to do is wait for luck to favor you!
Am I guaranteed a Closed Alpha spot if I sign up?
  • Signing up doesn’t guarantee a spot, as we’ll be selecting players to ensure the best possible experience. But don’t worry—this is just the beginning!


[hr][/hr]
[h2]Join the Project Pantheon Community![/h2]

If you have concerns/questions/suggestions/feedback etc., don't hesitate to chat on our Discord:
Official Wolcen Studio Discord Server

Follow us and stay tuned to more updates and announcements on our official channels:
Official Project Pantheon Subreddit Official Project Pantheon X Page Official Project Pantheon Facebook Page Official Project Pantheon Instagram

[h3]Wishlist Project Pantheon on Steam now![/h3]
https://store.steampowered.com/app/3086590/Project_Pantheon/

Dev Diary 1: Crafting, Customization, and Durability



Hello and welcome to our very first dev diary! I’m Andrei Chirculete, Game Director of Project Pantheon at Wolcen Studio. You may already know me as rEaPer from our Discord server. We recently gave you the choice to vote across all our official channels for the elements and features of Project Pantheon that you’re most interested in, and many of you wished to find out more about Crafting, Customization, and Durability!

These mechanics aren’t just systems layered onto the game—they are core to how you survive and progress. We want survival in Project Pantheon to not just depend on skill in combat. Preparation, adaptation, and resource management should matter just as much. Therefore, the crafting, customization, and durability of items will also shape how you approach battles and navigate the game’s player-driven economy. We intend for every decision—whether forging weapons, modifying abilities, or maintaining gear—to affect your journey through the afterlife.

[h2]Crafting: Forging the Tools of Survival [/h2]
Crafting is central to progression in Project Pantheon. Every weapon, tool, and consumable must be created at specialized Crafting Stations. These stations are built and upgraded in the Sanctuary, each dedicated to a specific category—weapons, consumables, accessories, and more. This structure keeps crafting strategic, encouraging you to specialize rather than mass-produce everything at once.

Unlocking a station is only the beginning. Upgrades unlock stronger recipes and reduce crafting times for lower-tier items. The system rewards long-term investment. You will need to decide when to prioritize efficiency over immediate needs.

Resources fuel the crafting process. Materials come from harvesting, salvaging loot, and completing quests. But simply gathering materials isn’t enough. Extraction ties directly into crafting—every expedition is a chance to secure rare resources, but only if you survive and make it back. Crafting isn’t just about creating gear but weighing risk against reward.


[h2]Customization: Defining Your Playstyle[/h2]
Customization in Project Pantheon is first and foremost about shaping the gameplay experience—it’s the way you modify your equipment that truly defines how you play. The system revolves around what we may call Gems, which allows you to modify and shape your weapons and equipment. Instead of offering fixed abilities, weapons come with slots, letting you choose which abilities to equip.

This means that even identical weapons can function in completely different ways. One sword might focus on raw damage, another on agility bonuses. Some players will optimize for power, others for speed or versatility. Experimentation is key. Right now, the system applies only to weapons, each functioning as a kind of “soft class.” While Project Pantheon uses a classless system, your gear effectively defines your role. Swapping weapons is like trying out a new class—without needing to start over or create a new character. We plan to expand this system to other gear types, deepening build variety and strategic options.

Cosmetic customization exists, but it’s separate from gameplay. Your character’s appearance can reflect your personal style, but your combat effectiveness depends entirely on what gear you choose and how you slot gems into it. Whether you rely on brute force, precision, or a tactical approach, your loadout is yours to shape.

[h2]Durability: The Economy of Survival [/h2]
Nothing in Project Pantheon lasts forever. A newly forged sword might start at 100/100 durability, but each battle chips away at it. By the time you extract, it could be 80/100. Repairs can restore durability, but never fully. A once-pristine weapon will wear down over time, its maximum durability shrinking with each fix.

We know what you might be thinking—”Wait, my gear is going to break forever?” Not quite. Yes, durability limits how long an item lasts, however, with this mechanic we aim to create a meaningful loop where your gear matters. And this also includes your ability to maintain, replace, or rebuild it. You won’t have to repair your gear constantly, and you won’t lose your favorite weapon overnight.

This isn’t just a gameplay constraint—it’s a reflection of the world itself. The gods are gone. Reality is unraveling. Without divine order, Entropy spreads unchecked and eats at the very fabric of existence. Even Death, the being directing you to help restore balance under his guiding hand, can’t stop it entirely. Everything is falling apart, and your gear is no exception.

Decay isn’t an inconvenience—it drives the push-and-pull economy. Looting, crafting, and extracting new gear is less about improving your loadout and more about securing the resources to maintain your arsenal in a world consumed by entropy.


[h2]A Living, Breathing System [/h2]
Crafting, customization, and durability aren’t isolated features. They are woven into the game’s economy and extraction loop. Every expedition is a chance to gather materials, improve gear, and refine your strategy. But nothing lasts forever. Every piece of equipment has an expiration date. Every ability is a choice that shapes your survival.

You see, success in Project Pantheon is less about what you find, and more about how you find it, and how you use it. Unlike traditional ARPGs, where the goal is often to chase a perfect item drop, our focus is on giving you consistent access to your ideal playstyle. It’s about building and maintaining the gear—through crafting, trading, and durability— that lets you thrive especially in the more competitive, high-stakes endgame.

Stay tuned for our next dev diary, where I will be sharing more information on the Dungeons in Project Pantheon!

Until then, the development team, including myself, is active on Discord, engaging with our players and listening closely to your feedback and questions. We’d love to have you be part of the conversation!

Closed Alpha 2: Scope & Roadmap

[p]The first Closed Alpha of Project Pantheon provided us with invaluable insights, and thanks to your feedback, we are preparing an even bigger and better experience for Closed Alpha #2. While we’re not ready to announce the date just yet, we want to give you a glimpse of what’s coming next.

Expect new features, fresh content, and a host of improvements to make your adventure even more immersive.
[/p][h3]New Features & Systems[/h3][p]Player Sanctuary
Your personal hub has evolved into a fully 3D navigable space where you can customize your gear, track achievements, and craft runes. The Sanctuary will grow as you gather resources, becoming a vital part of your journey.

Dodge Roll
Evasion just got a whole lot smoother! Dodge rolling is now a default ability, allowing for quick and precise evasive maneuvers, independent of defensive skills.
Weapon & Gear Customization
Your combat style is now more flexible than ever. Choose which abilities to equip on your weapons and armor, allowing for deeper personalization and strategic playstyles.

Crafting & Durability
Gear now degrades over time, requiring careful management. Craft runes to enhance your equipment and repair your gear at the Sanctuary to keep it in peak condition.


[/p][h3]New Content[/h3][p]New Weapon
The Staff, a powerful magical weapon, is being introduced, bringing even more variety to combat encounters.

Dungeons
New high-risk, high-reward zones have emerged across the map. These dungeons house exclusive loot and intense battles that will test even the most skilled players.

New Monster Faction
A fresh enemy faction, the Hamförir, has entered the battlefield, increasing the variety of combat encounters and strategic challenges.

Gameplay Tutorial
A new structured tutorial now ensures that every player starts with a solid understanding of the game’s core mechanics.

[/p][h3]Bug Fixes & Quality of Life Improvements[/h3][p]Improved Movement
Traversal is now more fluid and responsive, with reduced input lag and jitter.

Revamped HP System & Shields Shields have been redesigned, and health is now segmented, improving combat clarity and strategy.[/p][p]
Better Match Pacing & Map Balance
Loot distribution, enemy placements, and player count have been adjusted for a more balanced and engaging experience. We will continue monitoring these aspects to fine-tune balance as needed.

Combat Improvements
Abilities now feel more responsive, input lag has been reduced, and the first round of balance tweaks will ensure fairer matchups.

Bug Fixes
A variety of bugs and inconsistencies have been addressed, leading to a smoother experience overall.

[/p][hr][/hr][p]
[/p][h2]We will soon reopen registrations and announce the official dates for Closed Alpha #2.

The afterlife awaits![/h2]

Closed Alpha 1: NA Online Times

Players in North America, your time has come! The Closed Alpha will be available this weekend, giving you the chance to step into an early version of the world of Project Pantheon and test your mettle against the forces that lurk within.

The servers will be online both Saturday and Sunday, running from 2 PM EST/11 AM PT until 12 AM EST/9 PM PT. This gives you a full ten hours each day to dive into the action, explore the game, and share your opinion to shape the future of Project Pantheon.

If you’ve received an invite, be ready for your journey into the afterlife. And remember, access granted in this Closed Alpha carries over to future Closed Alphas throughout the year, so this is just the beginning.

For those who haven’t been selected yet: Your registrations remain active, and more waves of invitations will be sent as we expand testing to additional regions and larger groups of players later this year.

We’re eager to see how North American players fare in the fray. Good luck, and may the strongest souls prevail!