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Atia’s Lab Log Entry #3

May 2, 2026
in Crypto Gaming
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Welcome to Atia’s Lab Log 2026 #3.Playtest 2 is behind us. The group confirmed up. The suggestions rolled in. The crew has been constructing ever since.This entry covers what we realized from Playtest 2, what’s coming for PvP, and the primary actual look inside Terrariums.Fast observe: what follows is a snapshot of the place issues stand, not a launch dedication.Playtest 2 gave us what we wanted: information, suggestions, and a clearer image of the place the sport stands.Each piece of suggestions shapes what the sport turns into. Thanks to the playtesters who confirmed up.A few of you advised us the core loop is working:“The core gameplay loop is virtually good when it comes to time to kill, merchandise stats, merchandise price, mob issue scaling, dungeon rewards, issue, weapon rarities and drop charges. And with the latest patch even the fight pacing is quick paced, fashionable and addictive. In future builds please don’t make it worse — add larger degree dungeons and better rarity gadgets. Don’t nerf, solely buff.”The dungeons are touchdown:“Gameplay so addictive, mixed with technique and a few luck. Particularly when doing dungeons — it’s worthwhile to expertise shedding your greatest set of kit to study a number of classes.”The sharper suggestions. We learn each line:“Bugs closely influence the expertise. I can’t use the strongest weapon (bow bugged) and the dagger nonetheless sends you exterior the map. Outdoors the bugs, the sport isn’t fluid/reactive sufficient.”“The visibility bug on Android. Enemies and NPCs typically don’t seem accurately, and I can solely see HP bars. It makes exploration and fight a lot tougher than supposed.”“Many weapons really feel very gradual, the fight lacks dynamism, and the talents have to be extra visually interesting.”The bow. The dagger. Android visibility. Weapon pacing. Skill VFX. All logged, all within the queue.One piece of suggestions got here up in virtually each response:“Lack of pvp, a number of vital bugs like bow which haven’t labored for me since begin of playtests — and that was the simplest weapon.”PvP is subsequent.Tons of of responses got here in from Playtest 2. Each one in every of them formed the subsequent part. However the playtest advised us one thing else, too.Operating reside ops via an exterior platform like dojo.axieinfinity.com works. When reside ops lives exterior the sport shopper, the sport crew can concentrate on what issues most: the sport. The platform runs the exercise. The crew builds the world. That separation works, so we’re maintaining it.Which brings us to the subsequent playtest.Every playtest has a spotlight. Playtest 2 was PvE. The subsequent one is all PvP.You would possibly bear in mind early PvP footage from a earlier Lunacian Lounge:The 3v3 demand is loud. Enjoying alongside mates. Constructing axie synergies throughout a squad. We hear you, and we’re constructing it.For this playtest, each participant makes use of preset axies.The objective: stress-test the PvP system itself. If every little thing goes to plan, PvP kicks off within the subsequent few months.No lengthy waits this time.Codex Season 1 is midway via.Watching the lore roll out has been probably the most thrilling a part of this launch. What gamers learn within the Codex connects to what they face in Atia’s Legacy. That’s the imaginative and prescient working as supposed. Kilnbane lives on either side of the wall now.Lore supply nonetheless has room to develop. We’ve been considering exhausting about codecs and channels we haven’t tried but.Extra on that quickly.With Codex Season 1 deployed, the crew shifted focus to Terrariums. That is the half we’ve been ready to share.Terrariums V1 is in lively growth. Artwork, sensible contract engineers, front-end, back-end, and programs design. Each crew is shifting in parallel on one of the crucial cross-functional builds we’ve ever run.V1 is the primary layer of a a lot bigger imaginative and prescient. Terrariums of their full kind will take time. However V1 is actual. In V1, we’re constructing the financial primitives first. Gameplay layers on from there.You’ve seen one picture already.That’s a land plot. Open to each Lunacian.We wouldn’t cease there. Past the shared plots, your personal plot, your piece of Lunacia, can also be in progress.Every biome is a personality, not a backdrop.One design query we’ve been wrestling with: stability.Land in Axie has all the time generated rewards. AXP flowing to a number of axies without delay, token rewards within the background, a passive engine that runs whether or not you play or not.That works. However we began asking whether or not passive era needs to be the entire story.Our reply: it shouldn’t. It needs to be a selection. A significant one, with trade-offs that match the way you truly play.That considering extends to the broader ecosystem. Terrariums will hook up with what Lunacians already personal:Collectible axiesLand ItemsAccessoriesAxie core levelsBeyond that, your assortment will get a spot to reside, work together, and imply one thing. We’re nonetheless designing the form. The route is about: utility that matches what you have already got.Right here’s the half we’re most enthusiastic about.On the coronary heart of V1: the hourly tick system.Each hour, the world strikes ahead. Assets shift. Actions resolve. Progress compounds. It’s the heart beat that turns a land plot from a static picture right into a dwelling piece of Lunacia.Designing round ticks forces readability. What occurs every hour? What’s value checking in on? What rewards consideration with out demanding it?These are the questions shaping V1. The solutions are coming.Extra quickly, Lunacians.



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