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Again player magic level progression buffed and current levels migrated to align with new formula
Increased loot rate to 1.5
Added dynamic forge item drop rates based on loot rarity
Greater monsters added guaranteed (almost) forged loot
Many monsters loot chance adjusted
Minor bug and map fixes
Increased loot rate to 1.5
Added dynamic forge item drop rates based on loot rarity
Greater monsters added guaranteed (almost) forged loot
Many monsters loot chance adjusted
Minor bug and map fixes
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Player magic level progression buffed and current levels migrated to align with new formula
Trainers no longer break spears/stars, use ammunition, or remove mana from wand usage.
New cheap quivers added to shop, old quiver still sellable for 12k
Hourly item modifier types no longer sacrifice-able unless removed first
Paralyze grace period fixed
Dicer now accept item bets again
Task progress tracker now cycles granted progression amongst attackers
Demon quiver replaced large quiver in Annihilator quest
Reduce IH and UH rune prices to reflect previous potion price decrease
Minor adjustments to some spell formulas
Fix books transforming into wrong id
Added quest log notifications to quests we haven't finished yet
Reduced hourly item price
Some corpse bug fixes
Map fixes
Trainers no longer break spears/stars, use ammunition, or remove mana from wand usage.
New cheap quivers added to shop, old quiver still sellable for 12k
Hourly item modifier types no longer sacrifice-able unless removed first
Paralyze grace period fixed
Dicer now accept item bets again
Task progress tracker now cycles granted progression amongst attackers
Demon quiver replaced large quiver in Annihilator quest
Reduce IH and UH rune prices to reflect previous potion price decrease
Minor adjustments to some spell formulas
Fix books transforming into wrong id
Added quest log notifications to quests we haven't finished yet
Reduced hourly item price
Some corpse bug fixes
Map fixes
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Decreased affinity points needed. Was: 500->5000->50000, Now: 50->1000->25000
Added !affinity talkaction to view progress
Added !affinity talkaction to view progress
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Corrected some incorrect paralysis durations
Fixed bug in player rooking system
Loot goblin now uses same loot pool as hourly
Added some missing corpses from skinning
Fixed more hole issues
Fixed some incorrect corpse id's
Other minor map changes and bug fixes
Fixed bug in player rooking system
Loot goblin now uses same loot pool as hourly
Added some missing corpses from skinning
Fixed more hole issues
Fixed some incorrect corpse id's
Other minor map changes and bug fixes
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Shared exp fixed and re-added
Carter double purchase fix
Hole bugs fixed (more to come later today)
Stripe payment method added to website
Fixed some quests no giving items if capacity is full
Stopped companion summoning or purchase before access
Botting rules added to tip broadcasts
Life rings and RoH fixed and buffed
Potion prices decreased
Whirlwind throw damage nerfed
Machete now has 10 attack
Ulrich daily quest fixed
Crimson sword quest removed some fire devils
Client minimap only records current floor now
Spider webs along with other items now can be destroyed with weapons
Carter double purchase fix
Hole bugs fixed (more to come later today)
Stripe payment method added to website
Fixed some quests no giving items if capacity is full
Stopped companion summoning or purchase before access
Botting rules added to tip broadcasts
Life rings and RoH fixed and buffed
Potion prices decreased
Whirlwind throw damage nerfed
Machete now has 10 attack
Ulrich daily quest fixed
Crimson sword quest removed some fire devils
Client minimap only records current floor now
Spider webs along with other items now can be destroyed with weapons
February 6, 2026 by Apollos
I wanted to reach out especially to those who tried the beta in week one and stepped away. I completely understand, we had some real issues with balancing that made things frustrating, and I appreciate everyone who stuck around to give feedback.
The good news is we've spent the past week addressing those problems. Training and vocational progression have been rebalanced significantly, and affinity items are now much more accessible early on. The experience is in a way better place than it was at launch.
If you tried Almyria before and it didn't feel right, I genuinely think now's a good time to give it another shot. The game we have today is what we should have launched with, and I'd love for you to experience it in this more polished state.
Thanks again to everyone who provided feedback, we'll continue to only get better from here.
The good news is we've spent the past week addressing those problems. Training and vocational progression have been rebalanced significantly, and affinity items are now much more accessible early on. The experience is in a way better place than it was at launch.
If you tried Almyria before and it didn't feel right, I genuinely think now's a good time to give it another shot. The game we have today is what we should have launched with, and I'd love for you to experience it in this more polished state.
Thanks again to everyone who provided feedback, we'll continue to only get better from here.
January 30, 2026 by Apollos
The Beta Season for 2026 has officially started!
You can download the client now from our website:
https://www.almyria.com
Please keep in mind this is still a beta. We’ve made several major system changes, so bugs are expected as we work through this phase together. Your patience and feedback mean a lot to us.
If you've found a bug, please do one of the following:
Report it in the #bug-reports channel on Discord
Or use the in-game report window (Ctrl + R)
You can download the client now from our website:
https://www.almyria.com
Please keep in mind this is still a beta. We’ve made several major system changes, so bugs are expected as we work through this phase together. Your patience and feedback mean a lot to us.
If you've found a bug, please do one of the following:
Report it in the #bug-reports channel on Discord
Or use the in-game report window (Ctrl + R)
January 12, 2026 by Apollos
2026 Beta Season Launch
We're excited to announce that the new beta season will be launching on:
Friday, January 30, 2026 4:00 PM UTC
Lowered Rates
Experience: 3x
Skills: 3x
Magic: 3x
Loot: 1x
These changes aim to ensure a long-term focus and a more stable economy.
In-game Store
The store only contains purely cosmetic items such as outfits, companion skins, decorations, and so on. We're strongly against anything that's pay-to-win, so rest assured you won't find any here.
All coins you purchase will be re-added to your account when the main season launches, so your purchases will never go to waste.
Bots Prohibited
To ensure a fun and fair experience for all, from now on, using any kind of bot or macro will lead to a permanent account deletion.
Our Vision
We're committing to a deeper RPG experience this season with more immersive lore, engaging NPC interactions, and reworked areas that feel more natural. Expect to see enhanced existing systems, added quality-of-life features, polished UI, and much more. For more information, check out our previous announcements and changelogs.
Keep in mind this will still be a beta season. While we've tried our best to make it as polished and bug-free as possible, we will likely run into a few, so if you find one, please report it to us.
We're looking forward to seeing everyone in-game soon. Thanks so much for your patience and for being such a supportive community.
See you soon!
We're excited to announce that the new beta season will be launching on:
Friday, January 30, 2026 4:00 PM UTC
Lowered Rates
Experience: 3x
Skills: 3x
Magic: 3x
Loot: 1x
These changes aim to ensure a long-term focus and a more stable economy.
In-game Store
The store only contains purely cosmetic items such as outfits, companion skins, decorations, and so on. We're strongly against anything that's pay-to-win, so rest assured you won't find any here.
All coins you purchase will be re-added to your account when the main season launches, so your purchases will never go to waste.
Bots Prohibited
To ensure a fun and fair experience for all, from now on, using any kind of bot or macro will lead to a permanent account deletion.
Our Vision
We're committing to a deeper RPG experience this season with more immersive lore, engaging NPC interactions, and reworked areas that feel more natural. Expect to see enhanced existing systems, added quality-of-life features, polished UI, and much more. For more information, check out our previous announcements and changelogs.
Keep in mind this will still be a beta season. While we've tried our best to make it as polished and bug-free as possible, we will likely run into a few, so if you find one, please report it to us.
We're looking forward to seeing everyone in-game soon. Thanks so much for your patience and for being such a supportive community.
See you soon!
January 9, 2026 by Apollos
New Action Progress Bar System
We've added a new action progress bar system for interactive gameplay.
Certain actions and quest interactions will now trigger a progress bar. While it's active:
You may not move
You may not attack
You may not cast spells
You may not take damage
Any of these will result in the progress bar being interrupted and the action must be restarted.
This allows for more immersive quest design, meaningful interactions, and prevents players from rushing through collect-style objectives.
You'll begin seeing this system used in new and updated content going forward.
We've added a new action progress bar system for interactive gameplay.
Certain actions and quest interactions will now trigger a progress bar. While it's active:
You may not move
You may not attack
You may not cast spells
You may not take damage
Any of these will result in the progress bar being interrupted and the action must be restarted.
This allows for more immersive quest design, meaningful interactions, and prevents players from rushing through collect-style objectives.
You'll begin seeing this system used in new and updated content going forward.

December 8, 2025 by Apollos
New Task System Released
We have completely reworked the task system to create a more immersive and quest-driven experience. The previous automated system, which generated repeatable tasks for every monster in the game, has been fully removed. In its place is a streamlined NPC-based task system that encourages interaction, exploration, and variety in hunting.
New Quest-Driven Task Structure
Tasks are now offered directly by NPCs rather than being automatically assigned. NPCs with a ! above their heads may be potential task givers, so keep an eye out while exploring the world. Each task is handcrafted to fit its region, monsters, or narrative context. Task will not end with a mini-boss fight but 'Greater' monsters will still remain in the game as replacement for mini-bosses. Task families, like in the previous system, are still supported in most tasks.
Task Rewards
Tasks can now reward:
Items
Experience
Gold
Some tasks will still be repeatable, but most are now one-time quests designed to push players toward new areas, new monster types, and more meaningful interactions.
A More Immersive World
This system aims to make tasking feel like part of the worldâs story rather than a background grind. NPCs now play a larger role in guiding players through different regions and encouraging varied hunting paths.
Ongoing Additions
More task quests will be added regularly, and all future changes or new tasks will be included in the changelog.
We have completely reworked the task system to create a more immersive and quest-driven experience. The previous automated system, which generated repeatable tasks for every monster in the game, has been fully removed. In its place is a streamlined NPC-based task system that encourages interaction, exploration, and variety in hunting.
New Quest-Driven Task Structure
Tasks are now offered directly by NPCs rather than being automatically assigned. NPCs with a ! above their heads may be potential task givers, so keep an eye out while exploring the world. Each task is handcrafted to fit its region, monsters, or narrative context. Task will not end with a mini-boss fight but 'Greater' monsters will still remain in the game as replacement for mini-bosses. Task families, like in the previous system, are still supported in most tasks.
Task Rewards
Tasks can now reward:
Items
Experience
Gold
Some tasks will still be repeatable, but most are now one-time quests designed to push players toward new areas, new monster types, and more meaningful interactions.
A More Immersive World
This system aims to make tasking feel like part of the worldâs story rather than a background grind. NPCs now play a larger role in guiding players through different regions and encouraging varied hunting paths.
Ongoing Additions
More task quests will be added regularly, and all future changes or new tasks will be included in the changelog.















