Atia’s Lab Log Entry #2
The lab doors are open again 🔬
Welcome to Atia’s Lab Log 2026 #2.
Entry #1 hit different. The engagement, the comments, the energy from the community... it confirmed what we already believed: Lunacians don’t just want to play the game. You want to build it with us. That keeps us going through every late night and testing marathon.
A lot has happened since last time. Some planned. Some not. Let’s get into it.
Before we dive in, a quick reminder:
The updates below reflect our current internal development. Some features are being prepped for production, while others are still in a “prototype state” where we’re evaluating feasibility. None of this is a commitment to a specific release schedule (or a release at all). Our priority is ensuring that only the most stable and impactful ideas make it into the final product.
Exploration Note — Atia’s Legacy
Remember the Golem-like monster we teased last time?
It’s ready.
Animations polished ✅
Hitboxes tuned ✅
Difficulty balanced ✅
This boss connects the Codex Season 1 lore directly to Atia’s Legacy, so we’re keeping its name under wraps for now. What we can tell you: it’s massive, it’s ruthless, and it’s ready to meet you.
It’s not alone.
A second boss is in development. The mechanics are unlike anything else in the game thus far, and the team spent a lot of time crafting an arena environment worthy of the fight. Here’s a glimpse:
On the weapons front.
we showed early footage in Entry #1. Since then? Bug-squashing mode. The Dagger that kept teleporting testers off the map still has its moments, but the chaos has been tamed significantly. Most weapon skill bugs are resolved, and the full arsenal is approaching launch-readiness.
Every weapon needs to have its own playstyle. A different way to fight. We’re close.
Now, the big one.
Last entry, we talked about the shift from squad combat to single axie combat as one of our hardest challenges. That shift is complete. Your axie stands alone now.
What followed was an entirely new problem: the Dungeon difficulty curve. Ten stages with escalating threats. Two modes (Casual and Hardcore).
Getting this right took dozens of iterations. Early internal runs were either crushing players by stage 3 or too easy by stage 10. The target: that feeling where you know you can do it, where every death teaches you something, and where wiping at stage 7 makes you want to gear up and run it back.
The numbers are nearly final. But once the playtest goes live, we’ll be watching the data and tuning in real time.
Here’s something we took away from Playtest 1: focus matters. Testing too many things at once muddies the feedback and makes it harder for both sides to learn.
Playtest 2 is built around one thing: the PvE experience with single axie combat. New bosses, new weapons, a new dungeon and finally, a new combat system. That alone is massive surface area to explore. So PvP is getting its own dedicated playtest!
We’ve been running PvP internally, and there’s still work to do on the latency side. In an action combat system where positioning and timing decide the outcome, it has to feel tight. We’d rather give PvP the spotlight it deserves than squeeze it in as an afterthought.
The good news: we’re targeting a shorter gap between playtests this time. If things go according to plan, the next one could land in weeks. No promises on exact timing, but we want you back in as soon as possible.
Exploration Note — App.axie
While the Atia’s Legacy team has been heads down, App.axie has been evolving. Most of that work traces back to one thing: bAXS.
Implementing bAXS across every game and ecosystem touchpoint is complex. Each game has its own reward structures, withdrawal flows, and edge cases. It takes precision. The rollout is moving steadily.
Latest milestone: Classic is officially shifting its rewards to bAXS. If you’ve been playing Classic, the rewards you claim starting next week will be in bAXS. Next season, you’ll earn bAXS instead of AXS. Origins is next in line, and that integration is actively underway.
Next up: Codex.
Season 0 was the test run. Season 1 is where it gets real. Deeper progression, better rewards, and a completely new way of sharing Lunacian lore that we’ve never tried before.
The biggest change is the Mini Path system. Season 0 had a single linear track. Season 1 splits into three lore paths, each one telling a different branch of the story.
When you open the Codex for the first time, you won’t jump straight into quests. You’ll choose the order you want to experience the paths. Drag, drop, set your priority. The order you choose matters because each path unlocks a unique set of perks and rewards as you progress.
Each path is distinct. One path grants free rerolls on your daily bounties (useful if you’re low on Fortune Slips). Another adds a new quest slot to your board so you can complete more quests per day. Different paths unlock different strategies for optimizing your Bounty Board grind.
You might’ve noticed a new currency in the screenshots: Spirit Clay. Lucky Coins are gone. Each season now introduces its own currency to keep things fresh, and Spirit Clay feeds into the Black Kiln, the successor to the Ascendant Wellspring.
Behind every smooth launch sits an extremely messy testing spreadsheet. Ours is no exception. The internal QA sheet for Codex Season 1 has surfaced some memorable issues: mini paths that floated away instead of reordering, perks that couldn’t calculate Master Quest chances, and reward claims that never stopped letting you claim. All caught. All fixed.
One of the best parts of building this season has been working with the community-designed accessories. The ideas that came out of the accessory design contest were strong, and several were so unique that the hardest part was polishing them without losing what made them special in the first place.
Seeing creations from fellow Lunacians make it into a live product is one of those moments that reminds us why we do this.
Here’s a sneak peek of the rest of the accessories coming in Season 1:
The Hot Topic: Terrariums.
We’d love to share more. The most we can give you right now is this image that Jihoz definitely planned to share during the last Lunacian Lounge and is absolutely not a leek:
...Stare at it. Absorb it. Let it fill you with questions we cannot yet answer.
The team is building Terrariums in parallel with everything else. But Codex Season 1 comes first, and we’re putting our full weight behind making sure that launch lands well. After Codex? Terrarium is the top priority.
We’ll have more to share when the time is right.
See you in the next entry, Lunacians.
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