RuneFest 2026 Summit Overview
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Top Check out all the reveals from the 2026 RuneFest Summit! Hardcore Worlds - 4th Nov Dungeons of Gielinor Menaphos Mining & Smithing: Reforged Fairytale III: Nexus of Power The Chosen Commander Quest Month The Tower The Fractured Archive
Death grows tired of being overlooked. Hordes of adventurers respawning and shrugging off their end over and over again... but for those of you with nerves of steel, strong stomachs, and perhaps a masochistic streak: Death offers a challenge! Hardcore Worlds are coming on November 4th! But what does this mean? You'll start a brand-new character on worlds separate from the main game where everybody is a character with all the privileges of a main (trading, access to the Grand Exchange, etc) but with only a single life! Separate worlds, separate economy, one life. Death truly matters. These worlds won't have any XP or Drop Rate boosts like Leagues or Deadman. However, Death wishes to truly challenge you; You'll be going at the same pace as normal worlds - death is the one true enemy! Although, dying isn't quite the end. Death is gracious enough to give you a choice: either reset your progress entirely and start again, or be banished from Hardcore Worlds and get sent to the main game! If transferring, you keep all your progress and gear, except the items you lost on death. That's right, dying is more dangerous than ever. Any item on your person that does not fall under the usual "Items kept on Death" category, as seen on the in-game interface, will be lost forever. These will not be transferred with you to the main game. Think twice before bringing your best fit. This is a brand-new permanent experience, not just for those who lust for daring challenges, but with a fresh economy comes opportunity and the potential to strike it rich - perhaps you'll make a name for yourself as a master craftsman or blacksmith! Something you might want to be aware of: these worlds are slightly more deadly than playing a normal Hardcore IM, as we're taking the rule set from Hardcore Group Ironman which means areas like the Fight Caves, Inferno and even the Nightmare Zone will count as an unsafe death! Hardcore Worlds is an accompaniment gamemode alongside all the great content we've lined up for the foreseeable future. We'll be covering all that and more in a blog dedicated to Hardcore Worlds very soon, but until then... prepare to survive!
Gielinor is full of dungeons, caves and forgotten corners. Some were once vital stops on our journeys; others are places most of us visited once and had little reason to return to. There are also gaps between tackling your first boss and taking on Old School’s hardest PvM. Newer players need more opportunities to learn the fundamentals, while experienced players could use fresh reasons to revisit older areas and push themselves further. Thus, we’re proposing: Dungeons of Gielinor! Sending players back into those forgotten places, with new threats waiting in the dark... This update that will bring at least five new bosses to the game across a range of difficulties, and will be the largest collection of standalone bosses ever delivered as part of a single release. Some will be full boss encounters. Others will be smaller demi-bosses, creatures or supporting activities that give these dungeons more life and more reasons to explore them. The current shortlist contains around ten ideas, but the final roster is still taking shape. No matter where you're at in your journey, Dungeons of Gielinor is set to offer something for everyone! A huge part of exploring new dungeons and areas back in the day was a real sense of discovery, which is something that's harder to come by these days with the sheer volume of information we share before releases. In an effort to maintain at least a modicum of wonder (and partly because we don't have designs for all of them yet): we’re keeping some of the bosses hidden for now. Not every door should be opened before launch, and we want players to have discoveries waiting for them when they step into these dungeons for themselves. We’ll share the information needed to understand where the revealed encounters fit into the game, while returning with more detail on the final line-up and potential rewards as development continues. Most of the project should use familiar access requirements, such as access to regions like Varlamore or Morytania, alongside low-to-medium Slayer or quest requirements. Generally speaking, if you're able to access all regions and haven't neglected your Slayer training, then you should be able to access all of these with minimal groundwork - just descend and discover! Alongside the bosses, the project will include one short early game quest, new Slayer creatures, a new boss with a hard mode and small skilling improvements for some of Old School’s most overlooked dungeons. Below, we’ll shed some light on two of the encounters we have in mind. The rest can remain in the darkness a little longer. First up: Gemstone Dragons.
Location: Varlamore
- •Intended level: Mid to late game
- •Content type: New dungeon, regular dragons and a boss dragon
Far below the safety of Fortis' hustle and bustle lies a vast, long-forgotten cavern. Its outer chambers glitter with gems, their facets sending your torchlight through a fractal labyrinth. Here, Sapphire, Emerald and Ruby Dragons make their home. These dragons will be dangerous Slayer targets in their own right, with clear weaknesses that reward bringing the right tools for the job - you'll need something a little more powerful than a chisel for these. A new and truly outrageous Gemstone dragons Slayer task will allow players to hunt any member of the family as part of a single assignment, much like Metal dragons. The dungeon should also offer plenty to discover beyond the main route. Hidden creatures, valuable resources, skilling opportunities and environmental easter eggs could reward curious explorers and give more reasons to return. But the outer chambers are just the start. Deeper within the cavern, something far more dangerous awaits: The Diamond Dragon. Stock up on antifires before you descend. The Diamond dragon won’t simply let you stroll into its lair. You’ll have to fight your way through the cavern, survive the creatures guarding its depths and press on into the darkness before you can face the iridescent beast waiting at its heart.
- •Location: Asgarnia
- •Intended level: Early to Mid Game - with a hard mode challenge for the more battle-hardened among you.
- •Content type: Goblin boss, quest and hard mode
Following in the footsteps of Brutus, Ripgut will give adventurers-in-progress another chance to learn the fundamentals of combat while working toward useful early-game rewards. The standard encounter will be built for players finding their feet in PvM, with a difficulty that still provides a meaningful challenge without demanding any end-game gear or experience, instead introducing them to standout mechanics they'll be able to pick up and use in their future combat endeavours. Ripgut will also be connected to a short quest, giving the boss a stronger place in the world and more reasons to explore the surrounding area. For players looking to push their prowess further, Ripgut will have a hard mode, turning the encounter into a much more demanding test of movement and reactions. This will also give experienced players a reason to return after mastering the standard fight, and give newer players something to aspire to as they continue along their bossing journey. Hard mode rewards are currently expected to be cosmetic only, we know you're always on the lookout for more fashionscape to flex! Question #1 Should we develop Dungeons of Gielinor, as described in the blog, and add at least five new bosses across a range of difficulties? Rewards would be polled separately. Question #2 If Dungeons of Gielinor passes, should we add a low-level Goblin quest that introduces players to Ripgut and unlocks the encounter, as described in the blog? Question #3 If Dungeons of Gielinor passes, should it include new Slayer content, including a Gemstone Dragons Slayer task and a new dedicated Slayer boss? Rewards would be polled separately. Question #4 If Dungeons of Gielinor passes, should the project include improvements to existing dungeons? This might include things like new locations for existing creatures or skilling resources. That's only a tiny taste of what Dungeons of Gielinor has to offer, if you give us the go-ahead then we'll have far more to share in the future, most obvious are rewards, which you'll all get to have your say on, and perhaps a sneak peek or two at some of the other additions, but we'd still like to keep a handful of cards close to our chest to give you plenty to discover if this suite of dungeon makeovers is something you'd like to see in-game!
After 20 years of waiting, Menaphos’ golden gates are finally within reach. We’ve heard about the city’s wealth, its towering palace and its importance to the Kharidian Desert. We’ve watched its story unfold from the outside, but the gates have always remained firmly shut. We’d like to open them at last.
The road to Menaphos has been long, stretching back to Prince Ali's Rescue, when we helped Chancellor Hassan bring the Emir’s son home. Icthlarin’s Little Helper took us into Sophanem, while Contact! gave us our first glimpse of the lockdown surrounding Menaphos. In Beneath Cursed Sands, we joined Maisa to investigate strange happenings at the Necropolis and uncovered Amascut’s hand behind the unrest spreading through the Kharidian Desert. With the blockage at Jaltevas Pyramid cleared, Into the Tombs sent us inside to stop the Devourer’s plans. Now, we’re proposing Menaphos as a long-awaited new area expansion for Old School, opening the next chapter of the Kharidian storyline with the Master-level quest Fool’s Gold, the true Soul Altar and Old School’s first-ever Skilling Dungeon! Amascut may have been pushed back, but her influence is far from gone. Menaphos remains at the heart of the story, and Fool’s Gold will take us there next.
In Fool’s Gold, you’ll go undercover, investigate Amascut’s control over the Puppet Pharaoh Kemesis and uncover the secrets buried within the city. The quest will be a Master-level continuation of the Kharidian storyline, with a scale similar to Beneath Cursed Sands. Players who have completed Beneath Cursed Sands can access Menaphos, and completing the quest Fool’s Gold will take you further into the city, unlocking more of the content hidden within.
Deep beneath Menaphos, Amascut’s followers are guarding one of the desert’s greatest secrets: the true Soul Altar. Crafting Soul runes here will require level 90 Runecraft. Unlike the Soul Altar in Arceuus, this is the original altar itself. The Arceuus altar draws its power from the nearby Dark Altar, which is connected to the plane where the true Soul Altar resides. Menaphos will offer a route to the source itself. Like the true Blood Altar of Morytania, the Soul Altar will function as a traditional Runic altar, with a new route through the Abyss. It will also introduce a new Soul talisman and a craftable Soul tiara, and provide a faster way to craft Soul runes than the current Arceuus method. Alongside the Soul Altar, the Menaphos expansion will introduce something entirely new for Old School: the Vault of the Soul Altar. Our first-ever Skilling Dungeon! Inside the vault is a bold, skill-first challenge that uses Thieving, Agility, and Runecraft to navigate traps, overcome obstacles, and break through Amascut’s defences as you push deeper into the dungeon. Our goal is for the Vault to become one of Menaphos’ main reasons to return, offering an active way to train these skills and a challenging new environment to master.
Menaphos will include the amenities you’d expect from a major settlement, including banks, shops and water sources. As a coastal city, it will also include a Sailing port and port tasks. We want the surrounding waters to feel like part of Menaphos rather than an empty stretch of sea. And yes, a desert city needs a cactus patch. Menaphos will have one. Above ground, we’re exploring what could make Menaphos feel like a living city in its own right, with reasons to spend time on its streets as well as beneath them. Imagine descending into a new cavern and finding a mummified creature waiting in the darkness. Could that become a new Slayer challenge? Perhaps a high-level Prayer altar lies hidden among the city’s secrets... These are all early ideas, but they give you a glimpse of the kinds of things we’ll be exploring as Menaphos takes shape. Menaphos has been part of the RuneScape world for a long time, and opening its gates is a huge opportunity, but it also comes with a responsibility to make sure the city feels right. We want to give Menaphos a strong identity with exciting new reasons to return, while still leaving room for it to grow over time. This is only the beginning, and we’re excited to see what takes shape as development continues. For now, we want to hear your thoughts. Question #5 Should we add Menaphos, a new area in the Kharidian Desert that players can access after completing Beneath Cursed Sands? Question #6 If Menaphos is added, should we also add Fool’s Gold, a Master-level continuation of the Kharidian storyline that unlocks access to more areas of the city? Question #7 If Menaphos is added, should it include the Vault of the Soul Altar, a new skilling dungeon focused on Thieving, Agility and Runecraft? Question #8 If Menaphos is added, should it include the true Soul Altar, requiring level 90 Runecraft, alongside a new Soul talisman and craftable Soul tiara?
You've just appeared on Tutorial Island filled with a sense of adventure, intrigue and wonderment. You rapidly type in a name that definitely has too many X's and numbers in and you hurriedly set off on a brand-new adventure to sounds that'll linger long in your mind. Taught how to navigate this new world you chop trees, light fires, catch & cook fish. You're taught how to be self-sufficient while dreaming of being an adventurer. And adventurers need to be geared and ready to take on the dangers that loom across the land. So, equipped with a Pickaxe you gather some minerals and forge them in fire to create your very first weapon. A small bronze dagger will do for now but think of what you'll be able to create as you make your mark on Gielinor! That is the promise that Old School RuneScape gives you in its opening minutes and it is one that fails to fully deliver... until now. We feel it is very important to live up to the expectations we’ve set and how they evolve with you. Take combat as an example, you begin by killing a simple rat on Tutorial Island to eventually facing off in a dance of death against a Vampyre lord. More foundation, more depth and more interesting gameplay! While we don't expect to add the depth that was built over 10 years of PvM with this one update, we'll instead look to build the framework that allows both Mining & Smithing to expand their gameplay slowly to accompany the rest of the game. Much like Combat once did, growing alongside the game, the players and your character. This marks the very important first step and our next will be hearing directly from you about what you want to see changed, added or left alone. It's crucial to understand the wants of the player as skills that have major crossover but also as individual skills that can stand on their own. A survey will launch very soon that will hopefully give us a clear indication of exactly what you're looking for so we can go into this process with aligned intent for you. The team want to deliver on a nostalgic dream with modern ideas! To surprise and delight you with a brand-new kind of adventure, whilst working with you to ensure we respect the game’s legacy. OSRS should be fun to play throughout. That means gameplay that is fun in the moment, and rewards your time and effort. Questing and PvM do this well, but Mining and Smithing do not. These issues are deeply intertwined: If gameplay is fun because it's engaging, it can afford to be more rewarding. Moreover, Mining & Smithing are not well intertwined with player's journeys, they exist mostly to lock quests behind their requirements. This update must fix many of the more immediate issues with Mining & Smithing, but even more important is that it sets up Mining & Smithing for success in the game's future. By giving it a clear identity and purpose in your character's tool kit, and by creating a gameplay framework that is fun and easy to expand slowly together with you, your character and the world. Many people want many different things. I would like to humbly ask here for some camaraderie. Even if there's something you don't want, if it doesn't bother you and somebody else would appreciate it, consider letting them have it. In exchange, I promise I will do my utmost to satisfy every need, desire and more with minimal complexity. I ask also for your trust in doing so. I have surfaced some ideas for what more complex Mining & Smithing could look like in the Chasm of Fire, both gameplay and integration wise. But I am deeply excited to share with you also some of the simpler and elegant solutions to long standing problems that are hiding in plain sight. I hope you look forward to it just as much as I do. OSRS is proudly "old school", and we know it's important for some players that familiar parts of the game respect their traditional designs, and we aim to do this without holding back innovative new features. For example, legacy Farming and Thieving methods can coexist in the game alongside newer designs such as the Tithe Farm and the wealthy citizen houses of Varlamore. We would bear this in mind for any updates to Mining & Smithing. So, we ask this of you: allow us to fulfil this long-awaited promise! Question #9 Should we explore reworking the Mining and Smithing skills?
The Fairy Godfather has set his sights on Gielinor, and only you can stop him... You've already helped to nurture the crops of Gielinor and saved the Fairy Queen from a mysterious illness, but just when you thought you were out, we're pulling you back in. Fairytale III - Nexus of Power is the high-stakes finale to the iconic Fairytale questline. The Fairy Godfather is scheming, gathering his minions in a bid to snatch the powerful artifact used by the fairies to establish the Fairy ring network; the Nexus. With the power of teleportation at his fingertips, what will be left to stop him and an army of orcs from expanding their dominion and raiding all of Gielinor? That would be you. You'll need to assemble a crack team of experts, made up of old friends and new, ready to take on a heist for the ages and steal the Nexus before the Fairy Godfather. It won't be easy as the Nexus is heavily guarded, but there's nothing that can't be solved with a little ingenuity and a large amount of brute force! Pull it off and not only will you put an end to the Fairy Godfather's invasion plans, but you'll find yourself well rewarded, too. We're still in the very early stages of design, so expect us to go into more details on rewards in 2027. However, we'll give you a little insight into where our heads are at... We're looking to bring you a new, slightly more reclined method of Runecraft training focused on the Nexus itself. Want to make real use of the power of the Nexus? We're also planning a package of Fairy ring upgrades for you to get your hands on. Fancy ditching the Dramen staff before completing your Quest cape? Want to experience the joy of a fourth code wheel? Let's see what we rustle up during development! Plus, we're hoping to introduce a new, repeatable boss; the Nexus Guardian. Expect to find yourself heading out to Zanaris a lot more! Until then, get prepared as we're going to the mattresses! Fairytale III - Nexus of Power, the master tier finale quest to the Fairytale questline is due in 2027, should it pass the poll, of course! Question #10 Should we add Fairytale III - Nexus of Power, a master tier quest and finale to the Fairytale questline, to the game? Rewards will be locked in via poll at a later date.
Four years ago, we visited the Land of the Goblins (or what's left of it), after successfully backporting (or technically, making the quest accessible since it was already in the original 2007 build) the quest originally released in 2007 into Old School in 2022. Ever since, Zanik's been missing, her last known whereabouts: being sucked into an ominous box while you heroically ran away. Now, after several years of gallivanting about Gielinor doing literally anything else, it's time to find out what happened to Zanik, The Chosen Commander. That's right, we're bringing back the iconic culmination of the Dorgeshuun questline, all the way from 2009! As with most of our backports, we'll be making a handful of changes to make the quest more appropriate for Old School, meaning we may make some tweaks to puzzles, dialogue or combat encounters in places to make sure the quest fits our game properly but retains the original spirit and storyline. As a result of these changes, we'll also be bumping our version of The Chosen Commander up to Master tier (unlike the original, which was Experienced tier). You can put whatever code you like in here. Just make sure:
- •58 Agility
- •54 Thieving
- •46 Strength
- •Completion of Land of the Goblins
We'd also recommend a Combat Level of at least 80, it wouldn't be a story worthy of Bandos' involvement if there weren't at least a little bit of bloodshed after all! Naturally no adventurer among you embarks on a quest just for the fun of it, your time is valuable - so what's in it for you? As always you can expect some XP rewards:
- •A lamp that provides 40,000 Agility XP.
- •A lamp that provides 40,000 Strength XP.
- •A lamp that provides 40,000 Thieving XP.
Additionally, you'll be awarded Zanik's Modified Crossbow in recognition of your friendship and heroism.
Zanik's Modified Crossbow effectively shares a statline with the Rune Crossbow, but with reduced Prayer bonus to reflect Zanik's complicated relationship with the gods of Gielinor as well as a handy Special Attack! Its Special Attack, Defiance, costs 75% Special Attack Energy to use and raise your minimum hit up to 50% of your maximum hit. Additionally, if the target is at full health and Defence, your accuracy roll is guaranteed to be the maximum possible and a successful hit will reduce the target's Defence by 10% + damage dealt. In PvP, the minimum hit is only raised if the target's health and Defence are full too. Perhaps useful for those of you dreading the thought of taking on the Crazy Archaeologist, but the really good stuff comes from...
On top of that, we'd like to use this as an opportunity to breathe some new life into Dorgesh-Kaan. The Cave Goblin's city is a sprawling and advanced settlement that sees very limited use by players, while we're not looking to turn it into the next Grand Exchange, we'd like to make some thematic additions and improvements that give it a more worthwhile place in your journey as a player. It's worth noting that for the time-being, we're only sharing these at a top level, and will share more specifics and rewards in future, to be locked in via the Poll system at a later date.
Just like in the original quest, you'll be able to revisit Bandos' Throne Room afterwards. Aside from the one-of-a-kind scenery, you'll be able to fight goblin, ork, ogre and ourg statues for a chance at a new reward. The higher-level statues (most likely the ourg statues) should be in a similar vein to the likes of Tormented Demons - post-quest NPCs that are a little more involved than 'click and wait' but not exactly a boss, sporting a drop that appeals to late game players. We've yet to determine a design direction for a reward here, so we'll be back in a future blog and poll to talk you through our ideas and lock one down. If you'd rather not destroy the masonry, you'll be able to clamber over it instead in a new Agility course. The course itself will be similar to the RuneScape post-quest equivalent, but with some retuned numbers to make sure it fits nicely into Old School. Similar to the unique mentioned above, we'll have more specifics and details to share here in a future blog.
After the quest, you'll be able to help the Cave Goblins spruce up their city at the Gasworks. If you've got excess buckets of sand burning a hole in your bank that you'd like to get rid of (after all, it's rough and it's coarse and it gets everywhere) then bring them down to the Gasworks to craft tools and trinkets using a new machine that brings together Dwarven and Cave Goblin technology! The Gasworks would offer some Crafting and Firemaking XP but the focus for this activity is improving your reputation with the Cave Goblins to gain access to some exclusive rewards, similar to the Giant's Foundry. We're not going into detail on the rewards yet but we have a handful of ideas in mind that we'll be sharing later this month, so keep your eyes peeled for a follow-up blog. Now it's up to you, if you'd like to see us bring back this iconic quest with refreshed rewards and some new life breathed into Dorgesh-Kaan, let us know! Question #11 Should we add The Chosen Commander quest to Old School, as described in the blog? This would be a backport of the original 2009 quest with some changes to make it more appropriate for Old School. Post-quest activities and rewards will be locked in at a later date.
"What do you like about Old School Runescape?" The answer will vary from 'Scaper to 'Scaper, but one of the most common answers you’ll hear is: quests! So we thought, why not make an entire month of it, with new quest releases every week?
Essentially, we're aiming to make this November "Quest Month". The Graveyard quest is already planned for release in November. On top of that, we're proposing at least five additional quests throughout the month, with at least one releasing every week. The aim is for these quests to be:
- •Small in scope, but still fun and impactful
- •With difficulties mostly Novice/Intermediate and no higher than Experienced
- •Varying in tone, from light-hearted adventures to stories that take a darker turn...
All of these would be 'surprise' quests, following the same approach we took when polling surprise quests to come with Varlamore, such as The Ribbiting Tale of a Lily Pad Labour Dispute and Scrambled. This means that the quest details would be kept secret until release, but any notable rewards from these quests would still be polled. All of these quests would also reward suitable XP and quest points. Question #12 Should we add multiple small quests to the game throughout November 2026, with difficulties no higher than Experienced, as outlined in the blog? These would be 'surprise' quests where details are kept secret until release, similar to The Ribbiting Tale of a Lily Pad Labour Dispute and Scrambled quests. Note that any notable rewards from these quests would still be polled at a later date.
While we're at it, we'd also like to make some quest-related Quality of Life improvements, especially for the budding adventurers of Gielinor! That said, the majority of these changes would also benefit our more seasoned 'Scapers.
Improved Recommended Quest Order Currently, some of the quests recommended when the list is sorted by the 'Starter' option aren't ideal for cute noobs of Gielinor, and we want to make them more fitting for beginners. Respectively, the Activity Advisor would also be changed to recommend these quests. Ability to Pin Ongoing Quests and Move Completed Quests to the Bottom We want to add a new setting allowing you to pin the quests that are 'In Progress', regardless of how the quest list is sorted. This means that even if the list is sorted with an option other than the status, the pinned quests that are in progress would always appear at the top of the list. We also want to add a setting that moves completed quests to the bottom of the list, so that the quests that you're working on and are yet to start will be more easily accessible. Convert Certain Miniquests into Quests There's a fine line between a quest and a miniquest, which can be confusing. On top of that, miniquests don't have minimap icons, making them harder to discover. This is particularly an issue for miniquests that teach new players important aspects of the game, or are part of a larger storyline. For example, the Daddy's Home miniquest is really useful for new players as it helps them get familiar with Construction, but it's often missed due to the lack of a minimap icon. Therefore, we want to convert certain miniquests into full quests, starting with Daddy's Home. Depending on your response to the conversion of Daddy's Home, we'll look to potentially convert other important miniquests in the future. Quest XP Rewards We'd like to make it so that quests that currently don't give XP as reward will have XP rewards added. Those who have already completed the mentioned quests would be able to claim any new XP reward through Perdu.
We want to understand how you feel about quests even more, helping us know what to prioritise when creating new quests, as well as what to avoid. With this in mind, we'd like to introduce a setting that gives you the opportunity to rate a quest from 0 to 5 through a chatbox prompt upon completing the quest. This would be enabled by default, but you'd be able to disable it in the Settings menu.
Working on improving the quest experience for newer players also got us thinking about the wider experience for them. With that in mind, we've got a few more ideas to share with you...
One of the most important areas of the early game is, without a doubt, Lumbridge. Your experience in Lumbridge also shapes the rest of your journey in Gielinor, making it essential for both new and experienced players alike. However, there's plenty of room to improve the current experience there. With various efforts made to improve Lumbridge over the years, the area is now filled to the brim with tutors and other helper NPCs. A lot of these updates could have meshed better with the guidance already available in Lumbridge, considering their wider impact on the area. In addition, the dailogue for majority of these NPCs needs to be updated to be more accurate, immersive, and inline with the universe. So, our plan is to fix it! We want to restore Lumbridge as a fun and immersive area for new players. As a fun side effect, this work should also make Lumbridge feel much closer to its pre-2007 era, delivering an even greater nostalgia hit! The aim is to reduce the amount of redundant and out-of-place NPCs, while giving those that remain more immersive, in-universe dialogue. Important tutorialisation would remain, but would be delivered in a more in-universe manner. And that's a wrap! We'll be closely monitoring your thoughts to see how you feel about our proposed changes, so let us know what you think through our social platforms! If you're happy with what we've proposed, we'll look to make these changes alongside Quest Month in November. For more information on Quest Month, check out the full blog here
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The Fractured Archive is mere weeks away! Gather your allies, grab your best gear, and make your way to the caverns below Lumbridge, because on October 20th you'll be charged with defending Guthix's most revered collection from those who would seek to steal its contents with malicious intent. Later this week, we'll be releasing an 'Everything You Need To Know' blog so stay tuned for more details about how to get there and a small taste of what to expect! If you're not able to get a squad together, not quite ready to tackle the raid, or just can't make it on release day, then we've got you covered! Join Mod Ayiza, Mod Kieren, and a host of other guests on our Twitch channel on release day for a big ol' watch party! We know that creators all over will be streaming their progress in their bids to be the first group to clear the raid and wholeheartedly encourage you to check them out on release, but for those of you wanting to kick back or who struggle to keep up with who's furthest progressed or who's clutching up for their party, we'll try our best to keep up for you and bring you as much of the action as we can. This isn't set to be a high-octane, 'race to world first' style esports broadcast, but instead a place for you to hang out, share in the hype, and hear from special guests throughout the day, including sitting down with team members who've been working tirelessly to bring The Fractured Archive to life and can't wait to share their experiences with all of you. So for those of you who can't get your hands dirty on October 20th, grab a drink, put your feet up, and kick back with us as we celebrate the release, our creators, our team, and most importantly: our community! The keen-eyed amongst you may have also spotted some extra teases on our roadmap:
- •PvP Tutorial launches next week on October 7th!
- •Community Bingo is coming
- •We have an all new diving expansion to the Sailing Skill in the works
- •Another Summer Sweep up is on the 2027 horizon
- •Plus, secrets and that would be telling.
That covers all our reveals from the Summit! The Summit poll is now open so get your votes in on this absolutely stacked line-up!