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Even though the game is primarily PvE, there are many ways for players to engage with PvP in Drakantos, especially since the team has a strong passion for competitive PvP games, which inspired us to bring it into the experience.




Players will also be able to create custom games, where they can:
Now Talking about things we did, non related to PvP.
• We’ve polished the lighting in cities. Lights from houses, street lamps and other sources now turn on along with the day and night cycle.It’s a small touch, but we believe it adds more depth to the atmosphere and makes the world feel even more immersive.
• Speaking of polish, the Art Team has created many new structures and environments. All mountains across every biome have been fully reworked, replacing the old placeholder versions. Let’s take a look at some examples!





• Still on the art side, we previously revealed new skins for Yura and Reya, and this time we created a young version of Byron.
• The in game menu visuals have also been updated to pixel art, now fully matching the style of the HUD.
• The Adventurer’s Guild rank visuals have also been updated. They now display the exact equipment tied to each rank, allowing progression to feel more tangible and visually rewarding instead of relying on generic rank icons.
• As for some smaller updates, we have added a Fishing Order system, which works as weekly quests for players who enjoy fishing. We also revisited some older trophies (hero passives for builds) and introduced new ones. In addition, we have finished polishing the trading system and will now begin work on the Player Market.
• Something we haven’t talked about yet is the game’s localization. We’ve made great progress on this, largely thanks to the support from community members who have been helping us a lot.
To finish, we will see you in May! We hope you enjoy the new features, as well as the updated movement and controls, as much as we did.


























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