How our shared world is created
We gain modern tools and a stable foundation for the further development of our game. Here, we show not final shots, but the process itself — the birth of locations, effects, environments, and the visual language of future updates
Magic you can feel in combat
We are literally rebuilding visual effects from the ground up, so that each ability reflects the character of its class. VFX helps you not just see beautiful magic, but understand what is happening in battle
A world you want to walk through
Each territory is designed as a space for movement, combat, and exploration, not just a backdrop around the character. Level Design fills it with purpose, and the location becomes part of the gameplay
The details that build the world
A location is recognised not only for its scale, but for its details. Giant statues, columns, bonfires, carts, and traces of life around create the feeling of a real place you want to be in
What’s behind the big changes
Transition to a new engine, team expansion, updated Aden and forming Cemetery — in the podcast. Wreaper shares how Lu4 is changing and why these matters for the game's future