Dev Diary – Crafting Station Makeover
[h3]Updated Crafting Stations[/h3]
Hi everyone! Today I want to share an update for our crafters.
When we first implemented crafting into our game a few years ago, we didn’t really have a lot of art assets to use for our crafting stations. You might have noticed some similarities between the different crafting stations if you have been playing up until this point:
There’s no way anyone would ever get confused over what station to use, right?
Along with our visuals, our crafting stations were also set up for a very early version of the game’s crafting system, which was based on each crafting skill having its own separate crafting station. While that made sense at the time, it doesn’t really map well to our current approach centered on Professions that have multiple skills.
This situation has been long overdue for a change, and so I am pleased to announce that change will be happening in our next major patch (exact date to be announced later). Feast your eyes on some much-improved crafting stations below.
The human carpenter’s workbench (left) and scavenger’s workbench (right)
The human fletcher’s workbench
You might have noticed a couple of changes here. First, we’ve made most of our crafting stations bigger so that you have a bit more room to work than just the one table. Second, we’ve tried to make sure that each of them is visually identifiable for the profession that uses them. You’ll still be able to mouse over them and get their names as well.
But wait, there’s more!
The human forge (left) and smelter (right)
It’s nighttime in that screenshot, but you can probably still tell what those two crafting stations are used for even without the captions. Along with making them more distinctive, we’ve added some visual effects to our crafting stations where appropriate both to make them look a bit more real and to help with their visibility at nighttime.
Something that’s also very important to us is that each race’s buildings and architecture have a distinctive feel to them, and that extends to the crafting stations as well.
The halfling kitchen (left) and brewery (right)
The halfling alchemy laboratory
We hope you’ll like the new crafting stations when they make into the game! Along with the new visuals, we are also consolidating some of the crafting stations together so that players in professions such as tailoring and fletching don’t have to jump back and forth between multiple crafting stations as much as they have had to do in the past.

See you in Terminus soon!
- Nephele
Hi everyone! Today I want to share an update for our crafters.
When we first implemented crafting into our game a few years ago, we didn’t really have a lot of art assets to use for our crafting stations. You might have noticed some similarities between the different crafting stations if you have been playing up until this point:

Along with our visuals, our crafting stations were also set up for a very early version of the game’s crafting system, which was based on each crafting skill having its own separate crafting station. While that made sense at the time, it doesn’t really map well to our current approach centered on Professions that have multiple skills.
This situation has been long overdue for a change, and so I am pleased to announce that change will be happening in our next major patch (exact date to be announced later). Feast your eyes on some much-improved crafting stations below.


You might have noticed a couple of changes here. First, we’ve made most of our crafting stations bigger so that you have a bit more room to work than just the one table. Second, we’ve tried to make sure that each of them is visually identifiable for the profession that uses them. You’ll still be able to mouse over them and get their names as well.
But wait, there’s more!

It’s nighttime in that screenshot, but you can probably still tell what those two crafting stations are used for even without the captions. Along with making them more distinctive, we’ve added some visual effects to our crafting stations where appropriate both to make them look a bit more real and to help with their visibility at nighttime.
Something that’s also very important to us is that each race’s buildings and architecture have a distinctive feel to them, and that extends to the crafting stations as well.


We hope you’ll like the new crafting stations when they make into the game! Along with the new visuals, we are also consolidating some of the crafting stations together so that players in professions such as tailoring and fletching don’t have to jump back and forth between multiple crafting stations as much as they have had to do in the past.

See you in Terminus soon!
- Nephele