Most creature capture games feed you the feeling of evolution quickly. @illuviumio / @obelisk_rising as it stands right now, doesn't do that. Every fusion, is a result of hard work, good hunting, and some good luck. It takes longer to get. But when you get it, it feels amazing!
@obelisk_rising In the Obelisk Rising alpha — huge improvements, you can feel the progression. The core loop is rock solid. Master your mind, master your destiny. Excited to see where it goes!
@illuviumio#obliskrising#ilv#illuvivault
When the odds say 2%, but RNG says YES.
Watch @NyenDrach throw a Tier 2 shard at a Jokull fully expecting to waste it... only to pull off the ultimate lucky capture. It’s moments like these that make Obelisk Rising special. "OH MY GOD I GOT HIM!"
Really good feedback coming from the MMO. I’m also personally loving playing with my mates.
The phoenix will rise from the ashes and bring all of GameFi with it.
Still a ton of polish required. Don’t get me wrong. But we’ve got the game we always wanted here and it feels fucking amazing.
7 players in, 0 players out.
The squad buffed up and marched into the Abyssal Basin expecting an easy mob pull. Seconds later, people were dropping, panic revives were failing, and all 7 Rangers got wiped clean.
Turns out we wandered into a zone we had zero business being in yet.
The WoW guy wants more action.
It 100% has that MMO allure where you wake up wanting to keep progressing.
I think the game will be well received at release. But I’m not playing it with the economy switched on.
A lot of people loved Overworld during testing. The second we switched the economy on, they became far less forgiving of the gameplay.
The final boss of every crypto game is the economy.
It can literally warp a player’s brain into thinking the game they initially loved is now dog shit.
That said, removing the paywall from each region has made it feel like an actual game. Our goal now is to hide as much of the crypto as possible.
It’ll still be there. You’ll still be able to buy and sell in-game items on-chain. We’re just not going to tell players:
“We’re charging you $10 to enter this region. You’d better find and capture $10 of value, or you lose.”
What could go wrong?
Just me and my Doka. Have loved every second of @obelisk_rising , im 20minutes in and had a smile on face the whole time. Well done @KieranWarwick@illuviumio WGMI, we're on the right track here...the world is amazing and 1000x better than the old one...so chilled and fun
I had a one shard chance and he was nice enough to jump into it after he nearly killed me in the fight. He is ferocious, born of fire.
Playtest - Taiga Boreal
@obelisk_rising@illuviumio
Illuvium: Arena Patch 1.18 is live
This update focuses on player agency, shop reliability, quality of life, and technical stability:
* Lynx Progression: Full control to select any unselected Lynx class or affinity path.
* Extra Weapon Reroll: Added 1 additional weapon reroll in the prep phase for team flexibility.
* Bot Adjustments: Bots no longer receive Holo or Dark Holo finishes, keeping them exclusive to player achievements.
* Shop Overhaul: Fixed edge-case shop issues including fusion refreshes, multi-buys, and crate duplicate logic.
* Stability & Cosmetics: Fixed Gauntlet board skin swapping, added Beyond Wave 5 board skins, and enhanced reconnect logic.
Full patch notes linked below.
Audio is the unsung hero of game feel. 🎧🔊
Spliced together Nico's latest SFX passes: the Waypoint revamp, Drone Health Regen, D.A.C. activation, and the new Lys Death design. It’s these subtle audio passes that pull the world together and make every interaction feel responsive.
Turn your sound ON for this one. 👇
"We have the high ground, we won't pull aggro up here." Famous last words.
A Fighter and Psion Healer tried to cheese a beacon defense by camping up high during our latest Closed Alpha test. Turns out, the mob pathing had other plans... and the Fighter paid the ultimate price.
Illuvium Overworld: My Honest Review
I hadn’t played Overworld in two months. I expected a lot of progress, and I was not disappointed.
I want to be careful saying that because I’m obviously biased, and we have fucked this up before.
The original Overworld was beautiful, but the world felt empty. There was no real danger, no meaningful progression and not enough reason to keep playing. We also charged players a fee every time they entered a region.
That was probably the single worst decision we made with Overworld. Insane in hindsight.
Before we shut it down, around 2,000 people still played every month because they enjoyed hunting for Illuvials.
That number has always stuck with me.
If 2,000 people kept playing a version we knew wasn’t good enough, what happens when we give them a massive world filled with combat, loot, quests, dungeons and constant progression?
That’s why this playtest got me so excited.
The world feels fucking huge now. We’ve added another region and changed movement. It finally has that MMO feeling where you head out into the world and have no idea what you’re going to find.
The capture loop is also much better. You fight Illuvials directly in the world, beat them down and then attempt to capture them. If you fail, they go ape shit.
It’s simple, and it makes sense. The old system pulled you into a separate Autobattler instance every time you wanted to capture something.
Dungeons are probably the biggest addition for me. They give you repeatable content, harder challenges and a reason to keep improving your team.
This is the important part.
Combat gives you loot. Loot improves your Ranger. Your Ranger helps you take on harder content. You capture and bond with Illuvials, build stronger teams and then push deeper into dungeons for better rewards.
Every system feeds into another system.
That loop is what was missing from the original Overworld. It’s also what keeps players engaged beyond the first few weeks after launch.
The economy only works if people keep playing. More time spent in the world means more capturing, crafting, progression and trading. It gives everything we’ve built around Illuvium a reason to exist.
We finally have a game loop that can support it.
There are still problems.
The UI/UX is by far the worst part of the game. It affects crafting, levelling, bonding and almost every major progression system. It needs to be a massive focus before release.
We also need to do a much better job of delivering the story and hooking players immediately. Combat and questing need more polish. Loot feels great when it drops, but by level 17 I expected to have found more, and I want items to eventually have more stats that meaningfully change your build.
Bonding also needs more development. The system itself is good, but it needs more feeling. We want players to become attached to specific Illuvials they have spent months building.
The good news is the game now feels feature complete.
Two months ago, I wasn’t sure we were there. After this playtest, I am.
The remaining work is mostly about making the existing systems feel better, clearer and more polished. That is a very different position from trying to figure out whether there is even a game people will want to play.
It’s weird describing an action RPG as chill, but that’s how it feels. You just want to keep on keeping on.
Explore another area. Find better loot. Level another skill. Capture another Illuvial. Improve your team. Run another dungeon.
Then suddenly you’ve been playing for hours.
I haven’t properly tested group play yet. Next I’m jumping in with a friend who is a WoW player. I’m keen to hear his feedback.
The progress over the past two months has been staggering. For the first time in a long time, I can clearly see how Overworld brings players back, keeps them playing and gives the entire Illuvium ecosystem momentum again.
I genuinely cannot wait to open the gates.
And I really can’t wait to drop the Obelisk Rising trailer.
We’re so fucking back.
Illuvium: Arena Patch 1.17.12 is live.
We are continuing our balance cadence with another round of updates to shake up the meta:
Stage 3 Lynxes: Increased permanent affinity stat-stacking per Omega cast across all types
Colossus Rework: Replaced Thorns on taunt with team-wide Damage Reduction
Shock Shred: Each lightning strike now shreds Energy Resist up to 20 stacks
Rebalance Pass: Shifted power away from overperforming Augments
Full patch notes linked below.