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Atia’s Lab Log Entry #3

Atia’s Lab Log Entry #3
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Welcome to Atia’s Lab Log 2026 #3.

Playtest 2 is behind us. The community showed up. The feedback rolled in. The team has been building ever since.

This entry covers what we learned from Playtest 2, what’s coming for PvP, and the first real look inside Terrariums.

Quick note: what follows is a snapshot of where things stand, not a release commitment.

Playtest 2 gave us what we needed: data, feedback, and a clearer picture of where the game stands.

Every piece of feedback shapes what the game becomes. Thank you to the playtesters who showed up.

Some of you told us the core loop is working:

“The core gameplay loop is practically perfect in terms of time to kill, item stats, item cost, mob difficulty scaling, dungeon rewards, difficulty, weapon rarities and drop rates. And with the recent patch even the combat pacing is fast paced, modern and addictive. In future builds please don’t make it worse — add higher level dungeons and higher rarity items. Don’t nerf, only buff.”

The dungeons are landing:

“Gameplay so addictive, combined with strategy and some luck. Especially when doing dungeons — you need to experience losing your best set of equipment to learn a lot of lessons.”

The sharper feedback. We read every line:

“Bugs heavily impact the experience. I can’t use the strongest weapon (bow bugged) and the dagger still sends you outside the map. Outside the bugs, the game is not fluid/reactive enough.”

“The visibility bug on Android. Enemies and NPCs sometimes do not appear correctly, and I can only see HP bars. It makes exploration and combat much harder than intended.”

“Many weapons feel very slow, the combat lacks dynamism, and the abilities need to be more visually appealing.”

The bow. The dagger. Android visibility. Weapon pacing. Ability VFX. All logged, all in the queue.

One piece of feedback came up in almost every response:

“Lack of pvp, a few critical bugs like bow which haven’t worked for me since start of playtests — and that was the easiest weapon.”

PvP is next.

Hundreds of responses came in from Playtest 2. Every one of them shaped the next phase. But the playtest told us something else, too.

Running live ops through an external platform like dojo.axieinfinity.com works. When live ops lives outside the game client, the game team can focus on what matters most: the game. The platform runs the activity. The team builds the world. That separation works, so we’re keeping it.

Which brings us to the next playtest.

Each playtest has a focus. Playtest 2 was PvE. The next one is all PvP.

You might remember early PvP footage from a previous Lunacian Lounge:

The 3v3 demand is loud. Playing alongside friends. Building axie synergies across a squad. We hear you, and we’re building it.

For this playtest, every player uses preset axies.

The goal: stress-test the PvP system itself. If everything goes to plan, PvP kicks off in the next few months.

No long waits this time.

Codex Season 1 is halfway through.

Watching the lore roll out has been the most exciting part of this release. What players read in the Codex connects to what they face in Atia’s Legacy. That’s the vision working as intended. Kilnbane lives on both sides of the wall now.

Lore delivery still has room to grow. We’ve been thinking hard about formats and channels we haven’t tried yet.

More on that soon.

With Codex Season 1 deployed, the team shifted focus to Terrariums. This is the part we’ve been waiting to share.

Terrariums V1 is in active development. Art, smart contract engineers, front-end, back-end, and systems design. Every team is moving in parallel on one of the most cross-functional builds we’ve ever run.

V1 is the first layer of a much larger vision. Terrariums in their full form will take time. But V1 is real. In V1, we’re building the economic primitives first. Gameplay layers on from there.

You’ve seen one image already.

That’s a land plot. Open to every Lunacian.

We wouldn’t stop there. Beyond the shared plots, your own plot, your piece of Lunacia, is also in progress.

Each biome is a character, not a backdrop.

One design question we’ve been wrestling with: balance.

Land in Axie has always generated rewards. AXP flowing to multiple axies at once, token rewards in the background, a passive engine that runs whether you play or not.

That works. But we started asking whether passive generation should be the whole story.

Our answer: it should not. It should be a choice. A meaningful one, with trade-offs that fit how you actually play.

That thinking extends to the broader ecosystem. Terrariums will connect to what Lunacians already own:

Collectible axies

Land Items

Accessories

Axie core levels

Beyond that, your collection gets a place to live, interact, and mean something. We’re still designing the shape. The direction is set: utility that fits what you already have.

Here’s the part we’re most excited about.

At the heart of V1: the hourly tick system.

Every hour, the world moves forward. Resources shift. Activities resolve. Progress compounds. It’s the pulse that turns a land plot from a static image into a living piece of Lunacia.

Designing around ticks forces clarity. What happens each hour? What’s worth checking in on? What rewards attention without demanding it?

These are the questions shaping V1. The answers are coming.

More soon, Lunacians.



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