
A warming welcome to this PM letter to all of you in our RoM community! It has been a while since you’ve last heard from me but worry not; we’re still working in the background to prepare cool things, while our frontliners Darcoon, Celes and further colleagues are manning the communication fort.
Within today’s PM letter I’ll be going over what we’ve been working on in the background and why we haven’t released anything new recently. Just a note in advance: as the title of this letter states, the following plans are targeting 2026 only. And while many things are still a work in progress, some of the changes to systems I can already elaborate on and prepare you a little in advance.
As per usual, any feedback and all comments are welcome. One of the advantages of sharing our intentions and thoughts early with you is so that you can comment on it, and if needed allow us to make important tweaks early on!
What has happened since my last letter?
Timeless Instance III: Pasper’s Shrine
A major milestone in 2025 was the release of Pasper’s Shrine in time for our 16th anniversary celebration. Overall, I believe that the team outdid themselves with this 3rd installment of our own high-end dungeon content and, from what I’ve read, gameplay-wise our community did enjoy themselves fighting the Blackhorns!
Operationally, I’m glad that we’ve also needed much fewer fixes to be made after release, further emboldening me to take bigger plans and tasks into consideration.
Class Balancing
During summer, we’ve made some further tweaks to classes building up on the first batch from 2024, with the goal being to try and equalize performance of various combinations. This is work that never stops, and we’re aware that it isn’t “perfect” yet—if such a thing can even exist for class balancing.
We’ll keep this topic in mind also for our content(s) planned within 2026, but won’t be making any bigger changes until then. This is simply due to the nature of the upcoming changes, and to avoid changing balancing too often.
OK, but what’s going to happen in 2026?
New Map: Oneiros
Yes, we’re working on a brand-new region for y’all to explore—including a new level cap, new story lines, new crafting materials & recipes, new daily playable content etc.!
As you can probably imagine, this takes a lot of planning and design work on our end, hence why we’ve been so quiet in recent months.
We are still not finished and I won’t promise any concrete release timeframes for it, so please take any of the following plans, ideas and thoughts with a big grain of salt. I’ll try to go over what is more concrete first and leave room for a 2nd PM letter in 2026 to cover the rest.
To start us off, here’s a couple of visual impressions:

A new city hub, maybe?

I’ve been lobbying heavily internally to make this a summer event “bar” type location… we’ll see if I can get my wish.

Honestly… no clue. Looks unhealthy?

I wonder who lives in this huge ice castle… Could it be a major future enemy to fight?
The New Level Cap
This is a topic that is quite defined and where we have a concrete plan (and internal setup) of how to proceed; both with the level cap itself, as well as how we’ll work with Peak Levels in the future. Still, note that changes (also based on your feedback) might still be made until release.
Level Cap
The current level cap of 100 will be extended to level 108 with the new region. While this doesn’t follow the “usual” increases that RoM did with new maps & stories, all the content and systems being added this time around are done on Gameforge’s side with support from the original devs, and we have some reasons to eschew the existing methodology.
First of all, it has been ages since we had any new progression in this regard. Secondly, due to the changes to Peak Levels, we needed some additional “breathing room”. And thirdly… well tbh I wanted to go to 110 to have a nice clean number, but this is a compromise to not “go too high too fast” 😊
Peak Levels: Intentions
I mentioned this already in early 2024, but the scaling of Peak Levels and gameplay difficulty is quite disadvantageous and required changes already back then to avoid the hit rate and dodge issues we started to face. Also, it wasn’t balanced in a way that felt achievable in any reasonable amount of time.
Having said this… I like the general intention of the Peak Level system—to add a goal to strive towards outside of new content updates, and enrich existing content and systems by giving them a long-term meaning.
With our intended changes, we’ll try to keep both to a certain degree; we should still have a system that, once you reach the new level cap, gives a purpose and slight advantage to your day-to-day activities. At the same time, it shouldn’t “scale forever”, but be achievable within a matter of months, while resetting infrequently to avoid going out of bounds or losing its intended purpose.
Peak Levels: So what does that mean?
- Here’s the deets:
We’ll only have Peak Levels go up to 10, and they won’t be required for active gameplay/content unlocking.
- It will work like a “Battle Pass Season” (for the lack of better wording). Basically, reset every x timeframe (think like once a year, plus/minus a couple months as is fitting content wise), and grant passive rewards while you progress “in the season”.
- Whenever a new level is achieved, you’ll get a new currency to accumulate and exchange for exclusive rewards (think mounts, skin sets, titles, consumables, etc.).
Going from old to new — will I lose my Peak Levels?
In short, yes. With the release of this new system, every character’s Peak Levels will be reset to 0.
HOWEVER, we recognize that you have put a lot of time and effort into your Peak Level, and we want to respect that. The plan is as follows:
- With the reset/change of the system, we take your current Peak Level and divide it by 4. The result will be the level advantage you start with in the new level cap.
Example: you’re currently at Peak Level 8. You’ll start on level 102 with the release of the new map. If you’re at Peak Level 20, you’ll start on level 105.
- Additionally, we’ll treat this like the “first season”, meaning based on the Peak Level you have at the time of the changeover, you’ll get the according rewards. The detailed items will follow closer to release, and include something akin to race titles.
We hope that you’ll see this — as we do — as an incisive but necessary change for the long-term of Runes of Magic, and our endeavours to add new, fun and balanced content to play.
Gathering & Crafting
With the new level cap for your classes, as well as with the new zone to discover, we’re also planning to expand the current crafting system by one additional rank (levels 101~120 then), add new materials to gather and new recipes to craft cool stuff with.
Gathering
Our ideas revolve around the following three points:
- Make gathering itself beneficial again (in all level ranges), instead of having dungeons being the be-all and end-all. This would mostly be done through new gathering tools, which can be enhanced to give you more materials per gathering action, and/or better rarities of materials.
- Add new gathering nodes in Oneiros needed for high-level crafting.
- Expand the pet’s gathering capabilities (leveling-wise, not “what it can gather”-wise).
Crafting
For our crafters, we do wish to keep the system mostly as is, and expand it to also work with the new level cap and map:
- One new highest rank to achieve with either gathering or crafting (yes, “or” is correct here).
- New recipes for up to level 108, requiring both old and new materials.
- Potentially new crafting gear to further specialize in a specific profession with (to be confirmed).
Finishing Words
There are of course many, many additional topics that we’re looking into for this update. As I mentioned at the beginning, it’ll also require new class balancing passes, as no MMO worth its salt should release a new level cap without a few cool or improved skills for your class to use and, for RoM specifically, for your class combination to make use of.
Additionally, all the various villages, enemy camps, daily side content, farm spots, questlines and boss fights need to be considered and populated. This work is ongoing, but we’re in no way at a point yet where playtesting this, even internally, is reasonable.
It’ll be many more months until any of this will become available on live, and it is taking longer than we initially scheduled for due to map creation complexities early on. But I hope this has given you some insights into what’s happening on my side, and continued confidence that we’re actively working on Runes of Magic also for years to come.
It should, in addition, also serve as an explanation as to why I’ll be going back to radio silence for an extended period of time, continuing to work with the team on this update. Next time you read from me, it’s going to be with many more updates regarding the background story of Oneiros, and the updates to systems within this expansion type patch!
So with that in mind, I wish you all a nice spooky weekend (writing this shortly before Halloween), a happy upcoming festive season, and also already a good transition into 2026!
Patrick