

2026 is shaping up to be a monumental year for us on RuneScape: Dragonwilds. From our initial launch, we've been floored by the support and enthusiasm we've seen. Bringing something new (and, more frighteningly, DIFFERENT) to the world of RuneScape was always going to be a challenge and our modest team has been continually thrilled, motivated and humbled by the support, passion and creativity we've seen. We've continued to iterate from our release into Early Access (what we referred to as our 0.7 build) and since then we've released three updates to bring us to 0.10, with the release of Fellhollow. If you've not played Fellhollow yet, I would encourage you to stop reading at once and go get involved, it's really rather good if we can say so ourselves.
Beyond The Grave
But, since Fellhollow launched, we've not been bankstanding. We're focused on delivering our promise of small but still impactful updates. These "Minor" updates (using Steam's naming conventions, here) deliver more quests, more rewards and new activities for you to discover and complete. If you're waiting between Major Updates to jump into game, you'll have hours of content waiting for you if you need to grind your way up to the next Dragon General and progress forward. These include new quests and activities that will take you across Ashenfall, reward the curious and test the brave. If you're revisiting between updates, you'll be able to snag rewards like new gear, capes and decorations to celebrate your progress. I wish I got a cape to celebrate my progress.
We aim to deliver these Minor Updates month on month, with the Quest and Activities Team building out more for you to get stuck into while other parts of the Dragonwilds team are building out our next expansion. These may vary in size or content, but the intent is to ensure that we're growing the world and expanding our wealth of content month after month, while you gear up for the next fight. Speaking of which...
Dowdun Reach
Once Imaru has been toppled, your focus will turn towards the ominous gatehouse that lurks in the far corner of Fellhollow.
A vast, interconnected fortress awaits. Once a stronghold of Zamorakian worship, this imposing keep has collapsed into a frenzy of ruin and madness. Truly, Chaos reigns. From community feedback, we know that you've been excited to see more interiors, explore more buildings and battle your way through a more densely packed area with hidden paths, secrets and side quests. Good news - Dowdun Reach has you covered. You'll plunge into the heart of a keep fraught with danger, mystery and magic. Oh joy.
Black Knights walk these halls, and they hold the line against their once-trusted allies - Zamorakian Mages. As paranoia and fear eroded the shared bond of this place, and the shadows lengthened, the Keep is now fragmented. Splinter groups of each order hold their ground with cruel ferocity, and they certainly won't like someone just walking in and nosing around. Drawing on the rich history of Zamorakian lore in Gielinor, Dowdun Reach is bringing a new challenge to our adventurers to see if they're truly ready for what lies ahead. We'll be sharing more about the kinds of rewards and gear you'll uncover throughout March, on the Road to Dowdun.
As part of Dowdun Reach, we'll be actioning a long-requested community feature. We'll be raising the level cap of all skills to 99 - even though the skills aren't finished yet. We've heard from you about wanting to grind out levels and not waste XP, even with the content still due to be added as we continue to grow and develop Ashenfall. With that in mind, we'll be raising the level cap and then continually backfilling content into these skills. If you've already reached the required levels, these will automatically unlock as we add the content in. Enjoy not worrying about XP waste! And, yes, of course - you'll be able to claim a Skill Cape when you get that final ding!
That's not all - we're also refactoring Runecrafting to be more of an activity. We've all spent plenty of time in the Rune essence mines or the Runespan or generally farming Rune Essence and filling chest after chest with delicious, moreish runes. Between you and me, I reckon they've got the texture of shortbread. We're creating a more dynamic experience where your inputs and actions affect your yield. Beyond that we've added Anima Vents. These are attuned to particular elemental types of the Anima that surges forth from the heart of Ashenfall, and you'll be able to use these to your advantage, hone your skills and produce a wealth of runes as a result.
Umbral Sands
Coming this summer, our next Major Update brings you to the Umbral Sands. In the sand oceans beyond Dowdun Reach, the Red Dragon reigns supreme.
From the very beginning, Gielinor has had its fair share of desert regions and we want to honour the heritage of these wonderful regions of RuneScape. We're drawing heavily from the rich history of Kharid-Et, Menaphos, and Sophanem to create a ruined landscape that feels innately RuneScapey, while offering you something different.

In the daytime, the sun itself is the greatest threat. It's corrupted rays drain life with every moment of exposure. Only shade or night offer safety. Build shelter, move carefully, and plan your steps carefully under the burning sky - but beware... Fuzan, the fiery Red Dragon rules with tempestuous, incandescent fury. The winged monstrosity that rules the night isn't the only thing you need to worry about, though.

These once thriving lands now shiver with the chittering whispers of Kalphites - great chitinous insects that burrow within the sands of Ashenfall, and emerge to pluck unsuspecting victims from the surface. RuneScape players will know Kalphites well, but for those of you new to all this - they're mean, green, biting machines. Fighting through the life-sapping sun and overcoming the Kalphite brood will bring you to Fuzan's Tower, rising from the heart of a volcano. A dark spire encircled by rivers of magma and obsidian, and at the base, a cavern, rife with Kot-Haar. Golem-like creatures of living stone, wrought into existence by an Elder God's magic.

There are also a handful of NPCs that will offer some respite from the isolation of the dunes. A sect of Garou, weathered against the inclement and Anima-infused weather have driven into the Sands and have forged a life in the desert. Earn the trust of these hardened nomadic travellers who have endured, take on quests and arm yourself for battle, or... just mine Adamant Ore and gather Yew Wood and arm yourself.

There are whispers of a place lurking within the Umbral Sands, twisted by the sinister corruption of the sun, where evil lurks in innumerable droves and great warriors have fallen in battle. Those seeking the glory of combat call it... The Nightmare Crucible. More on that later this year.
Scorned Wilderness
The end of Kuldra's Saga is coming - but we're still very early in developing our ideas here. We want this to represent a cataclysmic site of ancient power, where Anima has ravaged the landscape and uprooted the very elements from the earth. What form that takes, and how it challenges you, is something we're developing, testing and exploring as you read this very blog. What we can tell you is this: Kuldra must die.

Face off against the God-Eater and bring down their tyrannical reign as you muster your allies, drive into the wilderness to acquire Rune Armour and delve into the heart of the Anima storm. We're very excited to bring players along for the ride with how we round out Kuldra's Saga, and we'll be sharing more as we get a clearer vision of what this looks like.
Beyond The Spire
We've set ourselves a challenge with this year's roadmap. It's ambitious, exciting and the kind of roadmap we can be really proud of. We have a vision for what we want RuneScape: Dragonwilds to become and it's been informed and guided by your feedback, discussions and suggestions. What comes after is the next chapter of Dragonwilds, and we can't wait to share more with you at RuneFest. For your feedback, support and being part of this community - thank you so much.
Mod Doom






