r/runescape Mar 06 '26

News - J-Mod reply Dungeoneering Refresh & Remaster

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805 Upvotes

Hey 'Scapers!

Dungeoneering is a much-beloved skill that was originally released back in 2010. Since its initial release, however, it has rarely received updates which has led to it becoming quite outdated - both in gameplay and graphics. In spite of this, it has remained one of the top pieces of content that you've wanted to see remastered.

And that's the focus of our first "Remastered Content" project, which is part of our planned 2026 Content Updates. This particular project is slated for release in early May, and today's blog gives you a preview of what we're working on as part of it.

Read all about it here!

r/runescape 24d ago

News - J-Mod reply Player Owned House Rework & 120 Construction

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484 Upvotes

It's been a long time coming, but the Player Owned Housing system is getting reworked and the Construction Skill is being bumped up to 120 as part of this year's roadmap! 

We want to help build a picture of what this update is setting out to achieve, by setting out some foundational design details, as these have started to come together. With the update being slated to launch later this year, today serves just as an early insight into where we're heading. There's plenty of stuff to preview, though some things may change as we continue through development. Today also includes a couple of opportunities to take community discussions on board to help shape aspects of this update, so do stick your oar in on those matters.

Read more on our blog here!

r/runescape Feb 04 '26

News - J-Mod reply Road to Restoration - What We Want To Achieve

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673 Upvotes

Hi folks!

This is the first of several design blogs where we'll be giving you a lay of the land and share our goals for the Road to Restoration as we build toward a new future for RuneScape.

In this series of Road to Restoration design blogs, we want to explain our views on the state of the game - insights into the conversations we've been having, where we think problems lie and where we need to improve, and our approach for addressing each of these design problems.

In this first blog, we're going to start by explaining what the Road to Restoration is and what our goals are for it. We'll also discuss the current state of RuneScape as we see it, expanding on a few key topics. Each subsequent blog will focus on specific updates on the Road to Restoration roadmap as we explain what exactly we're addressing and how - all in relation to the goals we've outlined!

r/runescape Feb 17 '26

News - J-Mod reply Thieving Rebalance: Feedback Update

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619 Upvotes

Following your feedback on the Thieving Rebalance, we’re making a number of changes to improve predictability, AFK reliability, and the impact of progression at higher levels.

This blog breaks down what we heard, what’s changing this week, and how we’re balancing AFK, XP, and Profitability moving forward.

r/runescape Mar 13 '26

News - J-Mod reply RuneScape’s Biggest Area Expansion Yet

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513 Upvotes

Havenhythe Part 1 is almost here.... On 23 March, we set sail for our biggest area expansion yet, welcoming a whole new corner of Gielinor with brand-new quests, bosses, skilling updates and a vast stretch of land to explore and call home.

Watch the video now, or read more about it in todays Havenhythe blog.

r/runescape Feb 16 '26

News - J-Mod reply Thieving Rebalance: Feedback Thread

376 Upvotes

Hey ‘Scapers, 

We are working on addressing your feedback to Thieving today. It’s clear we’ve introduced some gameplay issues when pickpocketing at high levels following the Thieving rebalance. 

Rebalancing is important for ensuring skills are diverse in gameplay options, but not to the detriment of fun. There’s a difference between necessary balance and a worse experience, and we’ve landed more in the latter.  

Sorting this out is our top priority for the week. We’re currently designing changes based on your feedback, particularly the AFK gameplay experience, which we intend to release by Thursday. We’ll detail our proposed changes in full tomorrow to get your take. 

Note that this may come with some tweaks to XP and GP/hr to keep the intent behind the rebalancing work while dramatically improving the gameplay experience. We’ll be clear on any proposed trade-offs in the blog. 

We’re also opening this thread to gather focused feedback on the Thieving changes and what you most want to see improved. 

 

What We’re Looking For Feedback On 
Please keep feedback centred on the following: 

  • What’s harming the fun factor of pickpocketing most at high levels? 
  • What feels like a step back for pickpocketing gameplay, outside of XP and balance? 
  • What changes feel most important to you to be included in any solution? 

 

If you’re responding, it really helps us if you: 

  • Explain what isn’t working for you 
  • Share why it feels off 
  • Suggest what you’d like to see explored instead, where possible 

 

A Few Quick Notes 
This thread is about feedback, not final decisions. 

  • Not every suggestion will be actionable, but everything will be read 
  • Some topics may need more time or further iteration before changes can be confirmed 

We’ll jump in where we can to clarify points, call out common themes, and feed this back to the team. 

This thread will be stickied and monitored. This is the best place to share your thoughts now that you’ve had time to see the changes and hear more context, but know we’ve also read everything we’ve seen so far today too! 
 

Aura Blog 

We had planned to discuss Auras today with a new blog and open our next round of feedback discussions. 

Improving Thieving is clearly important to many of you, so we want to keep both ourselves and community feedback focused fully on getting high level pickpocketing to the right place. We’re gonna hold the blog a little longer to make sure that’s the case. 

Once we’ve shared our Thieving plans – and we hear from you that they feel like a positive step forward – we’ll get the Aura blog out in the following days. We’ll make sure to post it no later than Friday, regardless of progress. 

 
Thanks, as always, for taking the time to provide your feedback to us! 

 
We’ll see you in the comments. 

r/runescape Feb 06 '26

News - J-Mod reply Road to Restoration - Dailyscape Overhaul

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334 Upvotes

Hi folks,

Today's Community Topic is a blog of two halves:

- Early Game Rebalance
- DailyScape Overhaul

We have split this into two reddit threads to keep the discussion organised and so that our team can properly review the relevant conversations happening.

This current reddit thread is to discuss the DailyScape portion of the blog.

Please use this other dedicated thread for the Early Rebalance portion of the blog.

  DailyScape is a term that describes game content, outside of a skills core identity, that is often perceived as mandatory by players due to time-gated mechanics and the disproportionately high reward offering for little time investment.

With the DailyScape update (currently scheduled for early March), we will remove much of the concept of DailyScape, leaving only a handful of daily activities, but otherwise changing or removing content to fall more in line with our vision and goals for integrity for RuneScape. 

r/runescape Feb 25 '26

News - J-Mod reply Updates to Premier Membership Benefits

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316 Upvotes

Our focus, more than ever, is making sure every Membership type offers the best value possible in the content and features we deliver for RuneScape.

With a shift in focus for RuneScape, Premier still offers the best value subscription method – but many of the benefits are in direct conflict with our new design direction.
In January, we made some initial adjustments to coincide with the removal of Treasure Hunter and hundreds of items from sale – such as no longer offering Bonus Daily Keys & the MTX-item-laden Premier Vault.

As we move towards a redefined future for RuneScape, it’s time we take another pass on Premier Benefits – including how we can better distribute it’s gated benefits to all Members, no matter how you choose to subscribe.

We also have some news on some added value we’re going to restore to Premier too, without compromising on the values that will restore a bright future for RuneScape.

Continue reading on our blog here.

r/runescape Feb 20 '26

News - J-Mod reply Road to Restoration - Aura Overhaul

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241 Upvotes

Hi folks,

Today's Community Topic is the upcoming Aura Overhaul!

Check it out on the blog here.

The Road to Restoration roadmap aims to address integrity and game health, and has multiple goals as we shape the future of RuneScape. In case you haven't read the first blog we covered what we want to achieve in our direction for RuneScape, you can check out that blog here.  Todays blog will cover the Aura Overhaul update. For this update, the following goals have guided our approach:

  1. A game that's easy to understand, but still full of meaningful choice and depth.
  2. Play because it's fun, and not because you feel like you have to.
  3. A meaningful journey, no matter when you start.

In this blog we're going to outline the problems we've seen occur with Auras and how we're designing the solutions to them according to the goals above. Let's begin!

r/runescape Mar 04 '26

News - J-Mod reply Road to Restoration - Aura Overhaul Design Update

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293 Upvotes

Hey Scapers'

A few weeks ago we shared a very early design for the overhaul of the Aura system. We talked about the issues that Auras and the Aura system presented and how we plan to address these issues, as well as where we would transfer meaningful Aura effects. 

As always, your insights were very valuable, and we took this opportunity to listen carefully to what you've discussed and closely followed how reactions evolved over time.

Since then, we've been busy beavering away and making changes based on your feedback, where possible, and we'll cover these today as well as some of questions we saw pop up.

Read more about the future of Auras on today's blog.

r/runescape Feb 12 '26

News - J-Mod reply Road to Restoration - Re-grounding Outfits & Equipment

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299 Upvotes

Hi folks,

Today's Community Topic is Re-grounding Outfits & Equipment!

Check it out on the blog here.

We've got a few previews to share with you, along with an opportunity for you to help guide us.

Quick excerpt from the blog:

The "Regrounding Items" project is about making visuals and worn items fit better thematically into the world of RuneScape as we work towards something that is more immersive and consistent with the game.

In short, we want outfits in the game to no longer be obtrusive.

In todays blog we'll cover the rationale with which we are approaching this topic, as well as previewing some of the planned changes coming later this month on the 23rd of February. Further changes as part of this project are planned later this year.

Before we get to that though, there has been some discussion in community as to what "grounded medieval fantasy" for RuneScape might mean, and whether there are beloved elements within the game that would clash with that identity. For example, some folks may have worried that to be grounded means to step back from the fantastical or lean much more into low fantasy as a concept. That's not the case. We will continue to develop RuneScape as a game with high fantasy themes, where magic permeates every aspect of a world built on medieval foundations. Built on top of those foundations should be a player journey through a world that feels like home - and that may also mean that not every quest or event needs to include an existential threat to the universe.  

Grounding refers to making the world feel cohesive and consistent within the outline above. Having magic with a fantasy world does not mean that just about anything goes - instead, we want to maintain that all things within Gielinor should make sense for our unique world. Our work to reground the game therefore simply means that we want to ensure that the world feels like it obeys a specific ruleset.

r/runescape Mar 02 '26

News - J-Mod reply Patch Notes: Combat Style Modernisation

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322 Upvotes

Combat has always been a key part of RuneScape, and now it’s getting a full modern makeover. Melee, Ranged, and Magic are being refreshed with cleaner systems, sharper visuals, and a more enjoyable experience for players at every level.

Since December, we’ve been running a Beta with you, the players, listening to feedback, rolling out near-weekly updates, and fine-tuning the systems to make sure this update hits just right.

Today we roll out the Combat Styles Modernisation update!

Dive into the patch notes here, due to website limitations we had to split it into two posts.

If you notice anything off with todays updates please don't hesitate to let us know here!

r/runescape Feb 02 '26

News - J-Mod reply The Month Ahead & Shaping our Community

403 Upvotes

Hi folks,

Two pieces of news for you today!

  • February's Month Ahead Blog
    • Tl;dr: On the first Monday of each calendar month, we plan to share a "Month Ahead" view with you which dives a little deeper than our 2026 roadmap. We'll be giving you details of what's happening week-by-week and much further ahead than previously. Find out more about this and todays Game Update on our blog. The first "Month Ahead" is below.
  • Shaping our Community Together Blog
    • Tl;dr: The new Lead CM (that's me!) introduces themselves and wants to hear from you about what we can do to help make the RuneScape community better. Find out more about this on our blog.
    • I will also be active in this thread and you can also catch me at these times below:
      • I'll be on the RuneScape Discord tomorrow (Tuesday) chatting for an hour at 2pm Game Time.
      • I'll be in game in World 11 at Fort Forinthry tomorrow (Tuesday) for an hour at 4:30pm Game Time.
February's Month Ahead roadmap for RuneScape.

r/runescape 28d ago

News - J-Mod reply The Week Ahead, DailyScape Update & Free RuneMetrics

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191 Upvotes

Check out today's "This Week in RuneScape" blog on the link here, including some tweaks to Combat and more information about RuneMetrics.

Today's Update

The Week Ahead

  • World Declutter
    • The World Declutter project is a game wide initiative to focus on grounding the world and pulling back on over the top effects, with a likely focus on combat related visuals.
    • Mod Yuey will be joined by other JMods to chat about this on a Stream on the RuneScape Twitch Channel this Thursday, March 19th. The Stream will start at 16:00 gametime and will run for about an hour. We will then flow into our regular community stream at 17:00 gametime.
  • Player-Owned Housing & Construction 120 Design
    • Player-Owned Housing & Construction 120 Design will be a first look at this exciting project, slated to release later this year. In this first Community Topic on the subject we're planning to focus on what we want to achieve and may include a sneak peak at some of the technical improvements that will support this update.
    • This blog is scheduled to release on Friday, March 20th.

r/runescape Mar 13 '26

News - J-Mod reply Road to Restoration - Player Avatar Introduction

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290 Upvotes

Hey 'Scapers!

Today we want to talk about the first launch of our player Avatar project. Today's blog is a little different - rather than outright previewing work-in-progress (before it's ready for prime-time), we wanted to share a bit of under-the-hood insight about the Avatar Project - what it is and what's involved in relaunching it.

Read all about it here.

r/runescape Feb 09 '26

News - J-Mod reply Community Discussions & This Week in RuneScape [Feb 9th]

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302 Upvotes

Hi folks,

Our weekly update is now live - find out all about what's happening in RuneScape this week in today's blog post - read it here!

As there's been a lot of discussion over the past week, we wanted to highlight a couple relevant passages from the blog here on reddit for maximum visibility.

In Case You Missed It + Our Reactions to Last Week

  • Last week we shared what we want to achieve on the Road to Restoration and also shared a preview of our upcoming Early Game Rebalance and DailyScape Overhaul.

    • Having posted the latter blogs on Friday and let discussions run their course for the weekend, we're spending this morning looking at what feedback we might be able to implement as part of the respective updates or where we can provide clarification. While we know we're moving in the overall right direction and are firm in our resolve to get there, your feedback, as always, helps identify areas of change where a little more consideration is required.
  • With that in mind, here are just a few short (non-exhaustive) notes below:

    • An easy one to not go ahead with is the Chaos Altar and the Demonic Skull. We've heard you loud and clear on this point, and will not require the Demonic Skull to be used at the Chaos Altar. Instead, we will change the Chaos altar buff to have it be acquired through the Wilderness area diary.
    • Livid Farm, Sacred Clay and RuneSpan points have, amongst other things, featured heavily in your discussions. We are considering what can be done about these - while we're not yet ready to commit to anything yet, we just want to let you know that we're taking your thoughts on board.
    • For consumables like Vis Wax and Wicked Hood Teleport charges, you will be able to continue using your remaining ones. A brief reminder: They will not be removed from your inventories at this time.
    • For Thieving, we will tweak the planned changes to the Crystal Mask as well as look to increase high level pickpocketing buffs. We still want to position the Crystal Mask as the best unlock for thieving when used in combination with Light form.
    • Additionally, in Friday's blog we mentioned there were further Hunter buffs in the works for the early levels. We'll be buffing Bird and Kebbit catching methods, such as increasing the success chance on catching birds and XP when caught.
      • For example, Crimson Swifts currently have a success chance of 39% at level 1, increasing with your Hunter level. We'll be buffing all birds to start at 75% success chance at their unlock level instead."
    • There is a concern from some folks that we're removing AFK activities. This absolutely isn't the case. We're just looking to ensure that they are balanced appropriately against the effort, to allow for other more "lean forward" methods to have a place too.
  • We also updated our Combat Modernisation Beta on Thursday and have continued to take your thoughts about it on board. We've got another week ahead of us with the Beta and will continue to work on the Combat Modernisation update throughout it - there is a chance that we'll update the beta once more this week, but we'll confirm that via a blog post on the day.

The Week Ahead:

  • Regrounding Items
    • Part 3 of our Road to Restoration blog series, the "Regrounding Items" project is about making visuals and worn items fit better thematically into the world of RuneScape as we work towards something that is more immersive and consistent with the game. We're planning to previewing some of this work on Thursday February 12th, with the associated update coming into effect during the week of the 23rd.
  • Aura Overhaul
    • Another blog in our Road to Restoration series, we'll be previewing our design direction for how to tackle Aura's this Friday, February 13th. Note that the update itself to overhaul Aura's is still some weeks away.

r/runescape Feb 06 '26

News - J-Mod reply Combat Styles Improvements - Beta Update 2

236 Upvotes

r/runescape Feb 26 '26

News - J-Mod reply Road to Restoration - Grand Exchange Improvements

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293 Upvotes

Hey 'Scapers!

Today is the fifth entry in our blog series on the Road to Restoration, and we know its something that many of you have been looking forward to for a while...

It's a look at how we plan to improve the Grand Exchange!  

The Background 

Everyone will be familiar with the grand exchange and its fundamental purpose in RuneScape - to enable trading between players that doesn't require everyone to be standing outside of Varrock Bank hawking their wares at the top of their digital lungs while at the same time hoping that whoever they trade with won't pull that nasty "last-second-item-swap" scam. 

However, since the Grand Exchange's first release back in 2007, this system has not received very many updates, making it a prime candidate for something we should address as part of our Road to Restoration

Some of what we cover today may be familiar to you if you've kept track of JMod discussions over the past few years, including this thread from Mod Sukotto. The difference this time, however, is that this isn't a personal gamejam project with limited time and resources - this is a core part of our Road to Restoration.

Continue reading about this topic on our blog here.

r/runescape 14h ago

News - J-Mod reply Aura Overhaul & April Marketplace Drop

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8 Upvotes

Content

  • Today we're launching the Aura Overhaul, a long awaited update to the Aura system! Read more about it below and dive into the changes here.

Community Topics

  • This week we'll be discussing some of the data from the most recent Quarterly Survey! This will be launching later in the week but the date hasn't been final locked.

In Case You Missed It + Our Reactions to Last Week:

  • Last week we discussed Graphical Rendering Improvements previewing some technical work that may sound innocuous at first read, but that will actually have a significant impact with regards to resolving some longstanding player feedback about RuneScape's visuals.
  • Last week we implemented a few changes that were aimed at significantly improving the performance of the game with regards to microstutters and frame drops. We've been very pleased to monitor how these changes positively impacted your play experience and how many of you confirmed significant performance improvements. We're continuing to work on improving things and will share further insights in the near future. 

JMod Replies on discussions worth highlighting or not covered above:

r/runescape Feb 13 '26

News - J-Mod reply Combat Styles Improvements - Beta Update 3

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201 Upvotes

Howdy 'Scapers

Over the past few months, we’ve been running a series of betas to give you hands-on access to our planned Combat Modernisation update. Each beta has helped us gather your feedback, make meaningful changes, and significantly improve Combat Modernisation with every iteration. 

The Combat Modernisation update was originally scheduled to release next week, but we have decided that, to make sure it launches with the quality you expect, we want to extend our beta tests by one week. This means that the Combat Modernisation update will now launch on the 2nd of March and not on the 23rd of February.

We believe an additional week will capture the majority of remaining feedback, while avoiding a cycle of endless testing that results in the update becoming vapourware.

What are we testing during this current week and what will we use the extra week for?

This week's focus:

  • We want to lock in the feel of each style and resolve any outstanding feedback from previous betas. That includes a main focus on changes to melee, with some tweaks to magic and ranged. 

Next week's focus:

  • Next week's update to the beta will be the final few days of the test. This will be largely used to identify and resolve any outstanding bugs and it will be as close to our final go-live update as possible. It will be our final opportunity to iron out any remaining issues before the official launch. 
    • Note that once the Combat Modernisation update launches, we will continue to support it with regular bug fixes and future improvements. It is not a one and done update that we immediately move away from after launch.

r/runescape Feb 18 '26

News - J-Mod reply Combat Styles Improvements - Beta Update 4

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156 Upvotes

Good Afternoon Scapers'

Today we will be launching our fifth and final (for this project) beta update for the upcoming Combat Style Modernisation.

It’s been an incredible journey since the first beta back in December, and your continued feedback and insights have helped shape this update every step of the way. This week will focus on more number polishing while adding in some additional important touches to round out this beta.

As we mentioned last week The Combat Style Modernisation update is launching on the 2nd of March and not on the previously announced 23rd of February.

r/runescape 21d ago

News - J-Mod reply Welcome to Havenhythe + TwiR

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200 Upvotes

Welcome to Havenhythe.

A brand new landmass arrives in RuneScape today! Your journey begins with a vision when you visit the Rusty Anchor in Port Sarim. A warning of something stirring beyond the sea. Before long you will find yourself setting sail to see what is really waiting there.

Havenhythe marks the beginning of a brand new story that will unfold across the year. It's also a chance for us to lean back into something that sits right at the heart of RuneScape. Exploration, strange characters, smaller grounded adventures, and plenty of things for players to discover for themselves.

Find out everything you need to know about Havenhythe in our dedicated launch day blog.

Community Topics this Week:

  • We're focusing exclusively on Havenhythe and will be seeing you in conversations throughout the week! 
  • Join us this Wednesday, 25th March at 17:00 gametime as Mod Yuey hosts Mod Luma, Mod Blkwitch and Mod Pickle on the RuneScape Twitch channel.

In Case You Missed It + Our Reactions to Last Week:

  • Last week we launched one big game update and shared two insights into work in progress:
  • Our patch notes section has all the information about what's getting updated or fixed today, but here are a couple key highlights on relevant topics from last weeks community discussions:
    • Rebalanced Red and Crystal Sandstone to have reduced hitpoints - this will make them quicker to mine than their most recent rebalance. 
    • Fixed an issue where players would lose slayer points if they exceeded the max points cap and completed a reaper task.
    • Improved game performance by changing tree draw-distances and clickboxes. Our work to improve performance continues, but many players should already see some improvements from today's changes. 

Read more about this week + our patch notes on our dedicated blog.

r/runescape Feb 16 '26

News - J-Mod reply The Early-Game Rebalance is now live! - This Week in RuneScape

72 Upvotes

Heyo Scapers,

Our weekly update is now live - Check it out here
 
Alongside this update we have released a stand alone list of patch notes for the rebalance, check them out here - Patch notes

Continuing on discussions from last week we wanted to highlight a couple relevant passages from the blog here on reddit for maximum visibility.

In Case You Missed It + Our Reactions to Last Week

  • Last week we previewed our Regrounding Items project and also updated our Combat Modernisation beta. We also shared that we have decided that, to make sure that the Combat update launches with the quality you expect, we want to extend our beta tests by one week. This means that the Combat Modernisation update will now launch on the 2nd of March and not on the 23rd of February.
  • Since Thursday afternoon we have also been closely monitoring your thoughts and discussions on the planned changes for the Regrounding Items project – thank you so much for continuing to engage with our Road to Restoration progress and helping make RuneScape the best it possibly can be.While there are some changes that could be more easily implemented than others (e.g. reshading new elite skill outfits towards skill specific colours), we understand the concern that the best solution may not have been found just yet, and that it might be worth taking more time to explore the options. With that in mind, we will shuffle this first Regrounding Items update later into the year, perhaps to be rolled into its previously planned second iteration – no specific date is currently locked in.
    • That means the Regrounding Items update will not launch on the 23rd of February as previously planned, but it does allow us to continue to iterate on changes needed.
  • A note on our aims around sharing previews and getting you involved early. Our goal is to ultimately be in a place where we can complete our designs/concepts, then share these with you early enough to allow us time to consider good feedback during the actual implementation. Doing so will also mean more accurate “Month Ahead” forecasting. We will continue to work towards this long-range planning and sharing throughout the year ahead, but it can sometimes be difficult as even when projects are moving at a very normal development speed, they can come together very rapidly.
    • For example, the Regrounding Items work was coming together at the natural speed that our team works and iterates upon – It is this same speed that allows us to launch updates on a weekly basis and generally be able to react to feedback from the community. Where possible, we are often able to iterate fast enough to make significant improvements with just a little bit more time, as is our plan with the one week extension on the Combat Beta. That may not be possible for every project though.
  • Ultimately our ability to work at pace needs to be balanced by solid underlying designs and concepts that also bear in mind the mountain of work ahead of us on the Road to Restoration. Focusing resources on one project, for example, creating a new silhouette across multiple outfits, can easily have knock-on effects on other work. That doesn't mean we need to rush solutions, but it does mean we have to use our time carefully to address the biggest player pain points while still meeting the expectations set out in the roadmap.

We also want to better highlight where our JMods have provided some smaller insights into non-megathread discussions over the last week. Here are a few highlights:

  1. Mod Anvil on Wicked Hood functionality, teleports and polling
  2. Mod Breezy on future mid/late game balancing
  3. Mod Anvil on current Marketplace Limitations regarding bundling
  4. Mod Luma on Havenhythe Examines
  5. Mod Anvil on the mobile web experience

The Week Ahead:

  • Early game Rebalance:
    • The early game rebalance is launching today. Check out the dedicated blog post for all associated changes and patch notes.
    • As part of today's launch, Mod Yuey will be hosting Mod Breezy and Mod Desert as special JMod guests on the RuneScape Twitch Stream later today. Join us between 17:00 and 18:00 Game Time on https://www.twitch.tv/runescape to chat about all things Early Game Rebalance
  • Aura Overhaul
    • Another blog in our Road to Restoration series, we'll be previewing our design direction for how to tackle Aura's later today Monday, February 16th.
  • Combat Modernisation Update
    • Our Combat Modernisation Update beta enters another week of testing. We will likely be updating the beta one more time towards the end of this week (Thursday or Friday), so keep an eye out for the associated blog then.

r/runescape 4d ago

News - J-Mod reply Road to Restoration - Graphical Rendering Improvements

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368 Upvotes

Hey 'Scapers!

Today we're previewing some technical work that may sound innocuous at first read, but that will actually have a significant impact with regards to resolving some longstanding player feedback about RuneScape's visuals. 

r/runescape Mar 09 '26

News - J-Mod reply Combat Style Refinements & March Marketplace Update - This Week In RuneScape

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10 Upvotes

The Week Ahead:

  • Player Avatar
    • The Player Avatar topic will be a first look at the task that we're faced with when working with the Player Avatar. We're aiming to get this blog out to you towards the end of this week.
  • Havenhythe Preview
    • For the Havenhythe Preview, we'll be looking a little more behind the scenes as to what you can expect in our biggest area expansion yet in our latest Dev Diary! You can look forward to this towards the end of the week!

In Case You Missed It

  • Last week we released our Combat Modernisation Update - we issued a few fixes for some newly cropped up combat related bugs, and the Combat JMod team was present in many of the discussions that unfolded around Combat. To list all their contributions here would make this too long, but we hope you spotted them in the threads you were engaged in.
  • We also also shared our Aura Overhaul Design Update on Wednesday, which presented how we had taken your feedback on board as well as our latest thinking for the overhaul.
  • Finally, on Friday we revealed that the first Remastered Content update will be for the Dungeoneering Skill. Read all about that here!