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Dev Diary: Perception

[h3]Adventurers Again[/h3]
by Chris ‘Joppa’ Perkins

I’ve always been intrigued by story-telling in video games, especially in MMOs. The MMO genre, with its perpetual nature, has amazing potential to create unique and open-ended narrative experiences. But with all the evolutions and improvements the MMORPG genre has enjoyed over the last few decades, when we sit down to play, do we feel more like adventurers, or less?

How do we get back to those roots? Is it possible to design a world, quests and characters that create the opportunity for players to make genuine discoveries? Where those discoveries have social impact, and you find yourself returning to this world because you long to explore? I truly believe this is possible, and we hope to achieve it through the Perception system.

The common trend in MMOs is to deliver story and quest content to players in a highly linear and directive way. This familiar format generally goes something like: travel to a new area, find the NPC hub where quests are dispensed and gather them all, follow your minimap to various quest objectives and do as many as possible in one run before returning back for the grand turn-in. Continue until you are directed to the next hub, rinse and repeat. This rhythm is often the best way to progress and gear up on your way to max level.

But this approach has changed us. Over the years, the grand worlds we inhabit as players have become less things to be explored and more of a curated conveyor belt of content. The world, narrative, and characters serve only as a quiet backdrop while our minimap hurries us along the progression line. And if the points of progression are already determined and revealed to us, what are we actually discovering? This is exactly what we’re endeavoring to change.

[h3]Go Forth and Explore[/h3]
In Pantheon, your actions, conversations and curiosity matter. We won’t be handholding you. In fact, we are quite comfortable with players missing out on something because they didn’t bother to look hard enough. Didn’t consider talking to the cook’s assistant humbly working away near a stove in Demith? Maybe that’s one of the decisions that led to your friend being offered a quest to hunt the traitorous wind nomad in Silent Plains! Every chest you open, enemy you slay, conversation you have, dialogue you choose and location you visit may play a role in shaping your unique adventure through Terminus.

The upcoming Smoldering Trenches and Ashbreather Enclave will be an opportunity to experience the powerful Perception system at work.

So now, go forth and explore, Adventurers!

[h3]Implementing Perception in Pantheon[/h3]
by Nephele

Have you ever had a moment in a game where you discovered something that you weren’t expecting? Maybe it was a secret area, or a tidbit of lore, or potentially even a hidden encounter, but if you’re like me, it probably caused you to spend hours and hours looking for more of those things, just to try and find what you might have been missing up until that point.

Over the years we have talked a lot about the Perception system in our game – and for good reason. There is a lot to it. Under the hood, Perception is a system of character flags, checks, and triggers that let us make things happen in response to what you’ve done or discovered in the game, or even what you have not done or discovered. However, what it lets us do is much more interesting.

  • With perception, we can give you discoveries to find in the world – some easy, some hard. Hidden treasure, obscure quests, even secret encounters with powerful foes.
  • With perception, we can allow things to happen in response to your presence and your actions. Perhaps you’re investigating a theft for the local merchant’s guild, and someone ambushes you to try and stop your efforts. Or maybe you’ve found an item in the world, and NPCs interact with you differently because you’ve found that item.
  • Perception also allows us to bring the lore and secrets of the world to life so that you can explore them organically. What starts off as simply fighting the local bandits might cause you to stumble into clues about an ancient mystery or an insidious plot.




The best thing about the perception system is that it gives us room to help make each character’s journey through the game more unique to them. One of the problems that has plagued MMOs since their inception is the challenge of how you scale your content to thousands of players who are experiencing the world side-by-side. As gamers, we talk a lot about “firsts”, because once something is known, it often ends up fully described in a video walkthrough somewhere or on a website somewhere, and that sense of discovery can rapidly be lost as a result. Perception helps us swing that pendulum back to a place where one character’s journey might be significantly different from another’s, and that sense of discovery still exists for players who come into the game later.

[h3]Implementing Perception[/h3]
As mentioned above, Perception in our game is ultimately powered by a system of character flags and triggers that allow us to set up decision flows within the game. Did you find that quest and did you finish it, or is it still running? Did you kill that NPC? Do you have that item? Did you loot the treasure box in the ruins, or did you miss it? Have you visited that area of the world? The system allows us to make decisions based on any of these parameters, either alone or in combination. It’s very powerful, but it also makes using it quite a bit more involved than setting up a simple quest.



For our upcoming Ashbreathers content release, much of the work we have been doing with Perception is expanding that system of flags and triggers to cover the different scenarios that we need to support. For example, we’ve added functionality that allows us to check the status of individual quest objectives, rather than just the overall quest itself. We’ve also added functionality that lets us detect whether specific NPCs are spawned in an area or not. These are just two examples – there are many more. Most of our Perception development time has gone into these types of things, so that we can use the system to start making the game more dynamic and responsive to our players.

[h3]Perception in our Upcoming Content[/h3]
What might be more interesting is how we’re using it.

The Ashbreathers Enclave and the Smoldering Trenches have some significant lore and backstory associated with them. These areas were directly impacted by the events of the past and are connected to things happening elsewhere in Terminus as well. Lore like this is much more fun when you discover it though, rather than having it told to you. To achieve that, many of our quests in the area, as well as some other things, use the Perception system.

Before anyone panics, I am not going to spoil these quests in this blog post. But suffice to say that as you adventure through the area, you may stumble across various discoveries that lead to something greater. Answers that lead to more questions, and places that you visited before that now have greater meaning, or that you may want to revisit.



For the process of creating these quests and events, most of the credit must go to Roenick and Istuulamae, who created the NPC dialogue and outlined the lore, secrets, and plots that are in motion in the area. With help from several others on the team, I then worked to place these into the game in a way that allows you to experience them, rather than simply follow them. That is not only reflected in quests that you might discover and unlock, but also in the names of things and places, in the visual models that they use, in the flavor text you see on items, and of course in the events that may occur as you adventure through the area.

When the area first arrives on June 11, you will be able to experience this content for yourself. I personally can’t wait to see you all talking about the discoveries you make in the area. While there will be a fair amount of content available for you on the 11th, more is coming, and we plan to do an update in a few weeks that brings you the final, epic conclusion of one of the main storylines, as well as additional quests and events in the area.

Ultimately, we want this place to feel like a very rich experience where it might take you many trips to fully uncover all its mysteries. And as we move forward into other areas of content big or small, we’ll be taking these new tools and leveraging them there as well.

Smoldering Trench and Ashbreather Enclave Preview

Once mere whispers from Kingsreach's shadowed mountains, the Ashbreathers were spoken of as pale devotees of a dead dragon. After a terrible conflict shattered their mountain tomb, they were unleashed like ravenous beasts, consuming the ashes left by war... an act that awoke a terrible, primal power. Over centuries, these ashen terrors have evolved from a feral horde into an unnervingly ordered host, their society stratified by the ash they inhale.

Please visit the Pantheon: Rise of the Fallen website to view preview screenshots of this new high-level content.

On June 11th, head to Silent Plains and discover the Smoldering Trenches and the nearby Ashbreather Enclave to learn about this civilization, its history, inhabitants, and its dark secrets.

June Roadmap Update - Incoming Content!




June will be an exciting month for Pantheon: Rise of the Fallen as we update with new content. Higher-level players and groups, this is what you have been waiting for! Keep reading to find out what the team is up to.

You may find the roadmap here. Bookmark that page and check back for more updates as the Pantheon team continues work on the world of Terminus.

[h3]Current Phase:[/h3]

Smoldering Trench & Ashbreather Enclave (Release Date: June 11, 2025)


  • Two new very large playable areas in Silent Plains including both indoor and outdoor areas.
  • Designed for levels 35-45
  • Roughly a dozen named and epic encounters, including a main boss. Access to the final encounter is coming later in the phase.
  • New Quests
  • New perception triggers and storylines, linking perception triggers to some quests.
  • New equipment and items, including distinct rare and epic items.


[h3]Continuing Development:[/h3]


  • Final Ashbreather’s boss will be unlocked later in this phase.
  • More quests and perception triggers will be added to Trench & Enclave, as well as existing and upcoming areas.
  • Ashbreather crafting items will be made available later in this phase.
  • Level 30 gathering and crafting will start to come in during this phase.
  • Updated crafting station models will be added to crafting areas during this phase.
  • Iconic abilities will continue to be added, including animations.
  • Ongoing updates to combat mechanics and class abilities up to level 40.


[h3]Already done for future phases:[/h3]


  • Black Rose Keep terrain: 70% complete, set dressing progressing
  • Mounts and Taming:
  • --Mounts are working
  • --Taming systems are being engineered
  • Badia de Cara lore complete.

Dev Diary – Updates to our Testing Program

Hi everyone,

Recently, we opened applications for a new testing program to help us ensure that we are catching more bugs and generally reaching a higher level of quality with our updates and the new content that we are adding to Pantheon. We are now in the process of kicking off that program and welcoming our first groups of testers. In the interest of transparency, we are pleased to share more information about how this testing program works, as well as our overall plan for future testing.

There are some big changes that could affect you even if you didn’t apply to be a tester, so read on!

[h3]Two types of testing, two groups of testers[/h3]

To make sure that a game as complex as Pantheon works well for all our players on our regular servers, there are two different types of testing that we need to be able to do. We call these focus testing, and organic testing.

Focus Testing could entail evaluating individual changes to combat mechanics or class abilities, mechanical testing of a new gameplay system to make sure it works properly, or limited testing of new content to help us do initial tuning prior to a broader release. During focus testing, our Focus Testers are asked to do specific things, often over and over, and VR staff are in attendance to gather data and reproduce bugs in real time so that we can make fixes and adjustments immediately. Focus Testers are chosen through an application process. To facilitate focus testing, we have updated and renamed our Advanced Tester Program as the Focus Tester Program.

Organic Testing is when we open up a set of changes to a larger group of testers who play the game normally. We will monitor the effect of those changes over a period of several weeks to confirm all is working well before we push the changes out to everyone. This type of testing includes balance changes to experience and level pacing, economic changes, or really anything that might benefit from passively watching how players interact with it across the breadth of the entire game. This will take place on a Public Preview Server. Anyone with a Pantheon account in good standing can join a Public Preview Server. We encourage feedback on your experiences on Public Preview Servers.

[h3]Public Preview Servers[/h3]

What to know about the public preview servers:

  • The server will not always be open. When it is open, it will typically only be available for weeks at a time.
  • Each time we open the preview server it will be a fresh server, and you’ll have to create a new character to play on it.
  • Depending on the changes we are testing, we may place NPCs that allow you to boost your level or obtain gear to get started quickly. However, this is not guaranteed.
  • The preview server may receive additional updates during the testing period, if needed.

The goal of the preview server is to allow us to gather data on how a change is working out before we push it out to all of the normal servers. This helps keep our normal servers more stable and allows us to try to make sure that the impact of changes is more fully understood before we push them out everywhere.

[h3]Focus Testing Program (fka Advanced Tester Program)[/h3]

As mentioned, we have updated our focus testing program:


 

 Old Program

New Program 



 Number of Testers

 20-30 maximum

 Up to 60 depending on testing needs



 Testing Format

 Open anytime, with Informal group tests twice per week

 Organized focus tests several times a month



 Testing Focus

 General group playtests

 Organized focus tests with specific testing objectives




We’re making these changes for a few reasons:

Preventing Tester Burnout and Maintaining Coverage: We experienced a high burnout rate in our old program and sometimes ran into situations where we didn’t have enough testers available to form full testing groups. In our new program, we are planning to operate a larger pool of testers overall. We hope that this will put less pressure on individual testers and will in turn reduce the burnout that they experience over time.

Better coordination: Our old format utilized general group playtests that sometimes did not have specific objectives. While organic play and feedback will remain an important part of testing, our game has also grown to the point where we need to start asking our testers to focus on specific aspects that really need to be thoroughly tested. This allows our team to gather focused bug reports and feedback quickly whether we are looking at a gameplay mechanic or system, or a new or updated content area.

Things that have not changed: Our test server uses a separate database from our production game servers. This means:

  • Testers will not be able to log into Production Servers with Test Accounts or vice versa
  • Testers are not able to transfer items between Production Server accounts and Test Accounts

[h3]How Focus Testers are selected[/h3]

In our last round of applications, more than 1,000 players applied to join the Focus Testing Program. To help get testing up and running for our upcoming high-level content, the first group of testers were blindly selected from this pool based on data relevant to our initial testing needs.

Here’s how our selection process will work for additional groups of testers moving forward:


  1. We remove any invalid applications. These can be applications that have missing information, along with duplicates from the same person applying more than once.
  2. We remove any applications where the player’s account has had a warning or suspension against it recently.
  3. We remove any applications where the player has not logged in to the game within the last 90 days.
  4. Once all three of the above steps are complete, we sort the applications by time zone, and we select testers based on trying to maintain coverage so that there are always multiple testers available to support scheduled focus tests.


As we start to fill out our overall tester pool, we will select randomly from the applications that make it through the filtering process above.

For any number of reasons, Advanced Testers may be retired or cycled out of the program, at which point we will select new testers from the pool based on the above parameters.

[h3]The rules of Focus Testing[/h3]

Our testers are interacting with extremely unfinished systems and content that may be changed multiple times before they are publicly released. What our testers experience during focus tests is usually the earliest possible version of what eventually makes it out to the wider game.

To be part of the program, our testers sign a non-disclosure agreement and pledge not to share any details of their testing activities publicly. There are two reasons for this: First, this is meant to help prevent confusion among our larger community about what is coming to the game. Secondly, this helps protect our testers from any potential online harassment that might occur if their status was publicly known. As part of this, we also require our testers not to use the same character names as their main play characters, and to not share that information (including their guild affiliation) with other testers.

It's important to stress that this NDA applies to anyone – family, friends, guildmates. If a tester violates the NDA, they will be removed from the program, and further action may be taken if necessary.


  • In addition to following the NDA, to continue participation in the Focus Testing Program, we request: Participate in at least two feedback discussions each month.
  • Inactive testers will be removed from the program.

Finally, we ask our testers to adhere to a strict code of conduct when interacting with each other and with VR staff. It is extremely important that everyone is treated with respect, both in-game and in feedback discussions.


  • Failure to meet any of these requirements, or violation of the NDA, will result in the immediate removal of testing privileges and potentially being banned from the game.

Thank you to all the Pantheon: Rise of the Fallen players who have stepped up to participate in Advanced Testing!

- Nephele, and the Testing Team

Dev Diary: Breathing Life into Ash — Building the Ashbreathers

Hey everyone,

This update’s a bit of a personal one for me. The Ashbreathers have been a faction I’ve wanted to help bring to life for quite some time, and it’s been one of the more rewarding creative processes I’ve contributed to as part of this project. These beings, rumored to have emerged from the very cracks of the Roan mountains, have a depth that’s been fascinating to explore.

The initial idea for the trench area actually came after a trip to Ypres, Belgium. The city is marked by haunting World War I battlefields and trench systems. My visit left a strong impression and fit perfectly with the scorched, scarred, and solemn tone that JN’s Ashbreather lore established: beings whose very essence is tied to ash and cinder.

A few years back, I was shown some early story concepts for the faction – hinting at their transformation from something primal to their current, eerily organized state – and it was clear there was something special here; something worth building on through atmosphere, gameplay, and world detail.

Working closely with the team, I’ve been involved in a number of areas to help shape this part of the game:

Visual World-Building

I’ve spent a lot of time concepting the props you’ll see throughout the Ashbreather trench and enclave. From charred altars that whisper of ancient, almost desperate rituals, to ash-filled urns suggesting a complex reverence for what, or who, has been consumed, each asset is designed to tell a story, not just fill a space. I usually create the initial concept, and then work closely with Rob to bring it to life. Rob deserves a special shoutout here. He’s been incredibly helpful in taking our designs to completion. I can’t say enough about how valuable his contributions have been to this process.

Beyond the props themselves, I’ve been collaborating with the World Building team to figure out how these assets are placed and what role they play in the environment. We’re hinting at a society where even the quality of ash one is permitted to be near dictates their place in the world. I’ll often sketch rough draw-overs of rooms and send them to our world building team, or hop into meetings to discuss shared ideas and what players might discover as they move through these spaces, perhaps even glimpsing the strange order that has arisen from the collective Ashbreather fervor.

Narrative and Encounter Design

I’ve also had a hand in helping define the themes, NPCs, and boss encounters you’ll find here. From naming conventions that echo their unique beliefs to placement and behavior, the goal has always been to keep everything cohesive. We want to make sure every character, every prop, every corner of the zone feels like it belongs to the same fanatical culture, one that has clawed its way from a primal, ravenous state to a new, unsettling order under an unseen influence.

Weapons, Armor, and Reward Identity

Another part I’ve really enjoyed has been helping shape the loot and gear visuals for the Ashbreather content. The weapons and armor found here aren’t just functional; they feel ritualistic, scorched, and ceremonial, almost as if imbued with the very essence that sustains these enigmatic beings. Some pieces might even bear marks reminiscent of an unceasing, burning brand. They truly reflect the culture they come from.

Bringing it All Together

A lot of this work has involved coordinating the tone and overall feel of the area, from prop placement to boss theming to environmental storytelling. Our goal throughout has been to make it feel like you’re stepping into a forgotten, obsessive culture, one that exists in a state of fervent devotion, perhaps even a waking “dreamare” shaped by a power beyond their full understanding.

The result is a space that doesn’t just tell a story; it invites players to uncover it. This has been a deeply fulfilling part of the project, and I’m excited for players to step into the ash and see what we’ve built.

– Convo, Pantheon Game Designer.