Agaia Online - Roadmap

hey team ^^

It's been a wild ride the last few months, but we have a somewhat clear roadmap internally for the next several patches! For the first time in forever, we are not chasing our backs to meet the patch deadlines. Thanks to everyone for helping us get to this point, it truly means a lot to be here!

Some specifics are still in progress, but currently, the following milestones are clear:


Major 1.4

1. Release of a Catchup Raid Dungeon

  • Details: 10-man, light difficulty Raid, featuring a well-known boss (Kelsaik) with generous rewards allowing players to quickly catch up to the incoming gear, gear alts, and progress.
  • Testing: Planned to begin this weekend. If you'd like to join, please go to our recruitment channel.

The Goal: Mainly to help players improve their Relics and Halidoms as well as speed up general early progression.

Minor 1.4.1+

2. Release of a New Dungeon

  • Details: 5-man, medium difficulty (HIGH Tier -> fits around LDH/CFL) dungeon, featuring the berserker boss (Gardan) with the first stage of new jewelry dropping here.
  • Testing: Planned to start some time after the raid is in a satisfying state.

The Goal: Shortly after allowing players to "easily" catch up to a relevant gear state, we want to introduce new content for players to enjoy and play.

Minor 1.4.2+

3. Release of a New Dungeon

  • Details: The dungeon for this step is not 100% set in stone. There are 2 candidates; one will land here, and the other will go into step 4.
  • Drops: We will release the second stage of the new jewels here.

The Goal: To keep the players engaged with fresh content while setting clear goals for progression.

Minor 1.4.3+

4. Release of a New Dungeon

  • Details: As written above, the dungeon which doesn't make it into step 3 will end up here.
  • Drops: We will also release the third stage of the new jewels.

The Goal: We want to have a selection of fresh content incoming as well as setting clearer and more stable goals for players.

Major 1.5

5. Open World / Life Skilling Rework

  • Details: Release of our well-aged and long-promised Open World / Life Skilling rework.
  • Strategy: This will be a breakpoint for what we have clearly set in stone right now. We will take a brief moment to observe and understand player feedback, see where we went right or wrong, and map our next steps ahead.

The Goal: To truly give something new to Tera. While a lot of changes that came are awesome, we never had a chance to truly take a moment and attempt to revive the Open World, arguably one of the areas with the highest potential in Tera.


Damn... I wanted to write a small yapp post and it came out as a proper project update huh...

While the above are our clear milestones, here are some things that are currently actively being worked on (in "slight" order of importance):

[ Works in Progress ]

NPC System We plan to bring back the NPC system with some very much needed fixes and improvements.

Anti-Cheat While we are happy with the solution we have relied on for a long time, we are aware of what needs to be improved. One of our internal milestones in the near future will be the deployment of a new and improved Anti-Cheat solution.

Surprise This will be one of the few mentions I will not expand on (yet). It is a tightly kept milestone that we think will bring a lot of joy, novelties, and opportunities to the game. As we feel more comfortable talking about it, we will release more information and teasers--but know that we are preparing something very interesting.

Twitch Drops We are very happy with how the initial run of Twitch Drops looked, however, we believe we didn't do the best we could. We will rework the system so we have more power over who gets rewards, how, and when. In the meantime, we will try to add 1 or 2 smaller seasons for streamers and viewers.

Silly Events We have some silly events that we plan to play around with to see how the players accept them. As you see new events come in the future, feel free to let us know what you think about them!


General Notes

  • Economy: We are coming up with options to make gold and AC valuable again. Through the next patches, we are planning to explore and add new options to spend your extra resources.
  • Harrowhold (HH): Long ago we "promised" HH. While we weren't able to meet our initial plans early on, the newest gear set is created with HH as a (far in the future) step in mind. Very slowly but confidently, we will attempt to bring back HH (as a raid) to the game.
  • Events: We have a few events in mind that we are discussing, and we hope to have dedicated events better organized as time progresses; however, we are still learning.

Last Note / Disclaimer:

We have the best intentions as we come forward with this; however, remember that unforeseen circumstances can always happen. We will do our best to follow the general vision behind this roadmap, however, if necessary we might need to take temporary detours.