We’ve released some information on what we’re working on for VulcanVerse, based on ongoing discussion and feedback from our dedicated community and work on where we feel the game needs to be over the course of the next year or so (spolier – a fun, fully functioning RPG).
Note: This is a roadmap snapshot and a number of items are still in planning. We’ll share changes as timelines firm up. We’re focusing on a set of gameplay and progression upgrades that add more structure, clearer goals, better rewards, and stronger long-term systems.
What’s in the pipeline 1) Group Dungeons (Group Mode – Stage 1) Party/group-based PvE content is the first major focus for the next phase.
2) New Rewards (Stage 1) + New Achievements New Rewards = Non-NFT Building Assets A new collectible system for building/customisation items such as decorations, walls, trees, ground textures, water textures, etc. • These assets behave similarly to NFT assets in one key way: they are limited by placement quantity (e.g., if you earn 1 “Tartarus Wall,” you can place 1). • They can be obtained through existing gameplay systems, including: chests, foraging, vendors, leaderboard rewards, achievements, and more • They will be stored as items in inventory (likely a dedicated inventory space) and will be usable in relevant systems (like building) and tradable.
Level 7 VulcanVerse assets
New Achievements Regular additions of new achievements and rewards (e.g., Fishing achievements, Tartarus achievements). This is about expanding achievement content, not redesigning the core system.
3) Leaderboards Expansion + Reward Mailbox Expanding leaderboard types and adding a proper mailbox so rewards can be delivered more cleanly and consistently.
4) Quest Expansion (Daily / Weekly / One-time) New quests will be added to support recently added and upcoming systems (e.g., Tartarus progression, equipment upgrades, group mode, leaderboards), acting as clear goals and soft onboarding. Includes:
One-time quest chains with difficulty tiers (example patterns: weapon kill milestones, upgrade milestones), ending in a significant reward + achievement.
New weekly quests (rotating objectives tied to higher-level gameplay).
New daily quests (wider variety and improvements to older objectives).
5) Interactable Profession Assets + Foundation for Player Revenue A system where certain assets are required to use profession interactions. Examples:
Grilling requires a Fireplace
Soups require a Cauldron
These assets can be placed on plots, linking building, professions, and progression. Foundation for player revenue (planned concept): Owners may be able to restrict access to certain high-end interactable assets behind a paywall (currency to be confirmed). This is intended mainly for rare, high-value assets required for advanced crafting.
6) Equipment Upgrade Expansion + New Equipment Pieces Improvements to the upgrade system and new stats.
Introduction of new gear pieces such as armor and helmets (defensive stats), likely obtained through Tartarus.
7) Skill Trees (Stage 1) Skill trees that improve player efficiency in key areas:
Progress by doing the relevant activity (e.g., cooking to progress cooking). Some checkpoints may unlock abilities (e.g., dash/roll) and may require quest completion. 8) Avatar + Vulcanite Combat Universalisation (Longer-term system direction) Unifying Avatar combat (currently Tartarus-focused) and Vulcanite combat (raid bosses, wild fights, open-world PvP) into one coherent combat framework so combat systems and upgrades matter across the entire game. See the latest as level 7 Vulcanites have been released.
9) Player Quest Creation System (Concept) A foundational system to let players create and share quests, with limitations/safeguards to prevent abuse.Timing note (important)
We want to be transparent on scope:
Group Dungeons is the one feature we can confidently commit to within the next ~3 months. Additional items (like new rewards and leaderboard expansion) may also land in this window, but some of the broader systems above may extend beyond it as they require more development time.
About world/land redesign, settlements, and level changes
You may have seen discussion around bigger long-term ideas such as level redesign, land expansion, and clustering plots into settlements. That work is still being discussed internally and will be communicated publicly only once plans are locked. The items above focus on near-term gameplay and progression improvements. We’ll keep you posted as features move from planning → testing → release.