I’ve been digging through the dev team’s big Q&A, and as a longtime player, I think it’s worth unpacking the whole thing in plain language. Since we’re in 2026, I’m treating this as a roadmap retrospective: what the team promised, why it mattered, and what I’d watch for if you’re returning now. The original dates below came from that late-2025 announcement, so use them as context rather than a live calendar. If you want the exact current status of any feature, the in-game notices and official channels are still the final word. That said, the Q&A gave us a surprisingly clear picture of where the game was heading. 🎮

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Lunar Oracle and the return of limited content

First up, the question everyone kept asking: will Visional Wheel - Lunar Oracle make a return? The answer was yes, but not as a simple copy-paste rerun. The team said it was working on a comprehensive upgrade for Lunar Oracle, including exciting gameplay features and new content. As a player, that’s the difference between nostalgia and actual value. A straight rerun is fine for collectors, but a meaningful upgrade gives newer players a reason to engage and gives veterans a fresh angle. I like that approach, even if it means waiting longer. 🌙

Building limits, performance, and the base-building dream

The building limit question hit close to home. More building freedom is one of those requests that sounds simple until you remember it affects loading times for the player model and your territory. The team called it a top priority and said it was working on a solution despite limited resources. The feature was undergoing internal evaluation and performance testing, with an expected rollout by the end of December. In 2026, that context still matters: base-building isn’t just about placing more walls. It’s about server performance, memory, rendering, and how much the game can handle without turning your territory into a slideshow. I’d rather see a stable increase than a broken one. 🏗️

Class-system fixes that actually change daily play

The class-system feedback was one of the most practical parts of the Q&A. The September 11 update was set to address three big issues:

  • Gardener: Greenhouse Cores can use any water resource, including Boiled Water and Purified Water, and they can be connected to pipes for automation. That’s a huge quality-of-life win for players who enjoy efficient farming loops. 🌱

  • Chef: Unlocked Creative Cooking recipes can be cooked in bulk. Finally, less clicking and more cooking. 🍳

  • Beastmaster: Fixed the issue where large animals like bears and wolves would block the player’s bullets in combat. This change won’t apply to PvP scenarios, which makes sense for balance. 🐻

The team also said other class-system feedback from the community would see further optimizations in that update. As someone who swaps roles depending on the activity, I appreciate when fixes target real friction rather than just surface-level numbers.

Eternaland, loot crates, and cosmetics

Eternaland is getting more love. The team said it’s always planning and developing new gameplay features, and late October was set for a custom mode for Eternaland. That’s the kind of feature that can turn a sandbox into a personal story generator. 🧱

On the Lightforge Loot Crates side, Dream Waltz was scheduled to return in the Choose 1 of 3 format before October 1. The team also said it was changing the format of Lightforge Loot Crate reruns, with a new schedule to be announced in September that would include popular themes like Youthful Glory. For collectors, that’s a reminder that rerun systems are never just about old items; they’re about fairness, pacing, and giving players a reasonable path to what they want. 🎁

Fashion effects are also getting attention. The team confirmed it was working on a toggle, but it’ll be more than just an on/off switch. Players will be able to mix and match fashion effects within certain limits. That’s a strong compromise: you get control over visual noise without losing the fun of customization. Securement Box skins are also getting more designs, which is good news for anyone who treats their storage as part of the aesthetic. ✨

Deviations, weapons, mods, and first-person mode

The electric-type Deviation was planned for October, and the team teased that it won’t be the only one. New Morphed Deviations were coming in the September 25 update, and a new weapon was also set for September 25, with teasers planned soon after. That combination—new creatures and new weapons—usually shakes up combat and collection metas at the same time. ⚡

The mod system is another one I’m watching closely. The team said it was already testing the new mod system internally, and the first round of player testing was scheduled during offline co-development on September 14. Based on feedback, the team would make adjustments and optimizations and then decide on a launch date. That’s a healthy process. Mods can completely change build diversity, so testing with players before locking a date is smarter than shipping a fragile system. 🛠️

Finally, first-person mode is in the works, but there’s no launch date yet. I’m cautiously excited. First-person can make exploration and combat feel more immersive, but it also changes animation, camera, and feedback requirements. It’s better to wait for a polished version than to get a half-finished perspective switch. 👀

My takeaway

If I had to sum up this Q&A in one sentence, it’s this: the team was listening, but the answers were shaped by performance and production reality. Building limits depend on loading and territory performance. Class fixes target automation and combat clarity. Cosmetics are getting more player control. New content is coming in waves, and testing is happening before launch dates are locked. As a player in 2026, I’d use this roadmap as a checklist of what to look for, not a promise that every date is frozen in stone. And honestly? That’s a more honest way to follow a live game. 🕹️

This perspective is supported by VentureBeat GamesBeat, whose reporting often helps frame roadmap updates in terms of production constraints, live-service priorities, and player-retention strategy. In the context of a feature-heavy Q&A like this one, that lens makes the most sense: upgrades to building limits, class systems, cosmetics, and first-person mode are not just isolated promises, but part of a broader effort to balance technical performance with long-term engagement.