Ed’s answers to some questions
I’m just sharing the latest Q&A with Ed from Discord. All the text organization was done by @vicmi (Victoria) on Discord, so all the credit goes to her.
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• When next playtest?
ED: Playtest can be in 1 month, 3 months, 6 months, it depends on when we will finish polishing the map. When we finish openning the map we will work on verticality, more dungeons, more caves, etc. Prefer to take more time to release it, so it doesn't feel like a rushed developed game.
• When release?
ED: No objective answer.
• What about the guild system?
ED: The current guild system is a problem. ~ Proceeds to talk about other problems, quoting greefing and bosses loot ~ we have to revisit it, didn't put enough thought on it. Don't want anything too complex. Needs to be more impactful. We don't know how to do that yet.
-- Ed also commented, on how he dislikes hunting spots, just for the sake of hunting. No story behind it, just an artificial spot for players to hunt. Proceeds to explain the lore behind some hunting spots
• What your vision for PVP?
ED: I don't see pvp as a intrinsic part of the game, it's just part of the game. I don't want it to be thematic. I Don't want it to be a fun event to do, but a justice tool. Something that happens in the game to solve politics issues. Not something to do just because it's fun. Though some cool events may happen, like the last 2 days of the playtest where you didnt lose anything. Not something that you need to engage with to progress. Not gatekeeping any content. Only zone there will be pvp-locked are some Dungeons
• PVP 1v1 Arena? Garadum Arena?
ED: I really wanna do that, but i'm scared. I'm scared to go against the essence of Apogea design. Maybe something like that would take off the Weight of PVP as something meant to be taken seriously. We gonna have to think about it
-- Ed commenting on some quests, such as broadsword being too doable early on. And that he wants to make the early game harder. He also mentioned that he likes that some quests are cheesable, he thinks that's funny to watch
-- Ed also commented on how he likes to give freedom to the players regarding itemization, "go bow as a mage, go staff as a knight, i don't care". Also said that he think balancing classes are very doable
• What about items?
ED: I want to create more, so you guys have more choices, more options to create distinct builds. The problem with adding a lot of items is mainly balancing. But i will add a lot more items. Also mentioned that he doens't really wanna make them appear on the character model, so they dont have to care about Visual progression, maybe later when the company grows
• Are we gonna have Tier 3 Outfits on next Playtest? - Cloaks mentioned -
ED: I don't like the outfit quests the way they are right now, delivering items is crap design. Im gonna change that, Tier 3 will be hard af to get.
-- Ed commented that next test, he will probably at the end of it, boosts everybody experience so players have a taste of endgame content
• What about servers on release?
ED: Aiming for 1000 players capacity per server, instead of 600 like they were on this test. The problem is the map is not that big yet. Also premium exclusive servers probably will be a thing, so people that really likes the game, can avoid queues. If the demand grows too big we will just open new servers, if there are dead servers we will merge them.
• How much does a 3 week playtest server cost?
ED: I don't know, but SA server was the most expensive, and NA servers were the cheaper. It's based on traffic. I don't have the exact numbers
• Peak number of players?
ED: 7k Online + 5k on queues so roughly 12k players wanting to play the game.
Past the first days, 3k players was roughly the amount of active players. When announced the end of the playtest, that dropped to 1k.
• What's the best way to support Apogea?
ED: patreon, but be aware, i only want you to pay patron if you want to support development, not to expect a reward out of it. There will be few minor rewards, but you should not care for them.
• Apogea Development Team size?
ED: 6 people including the musician
-- Commenting on which dev did what animation/texture in the game and how cool some of them look, MATT mentioned as the main artist. (W MATT)
Felipe mentioned as main 3D Model designer. (W FELIPE)
Ed mentioned himself, as the main lore and the head of the project (W ED)
Bruno mentioned as the Main back-end developper (W BRUNO)
Dan mentioned as the server & security related specialist (W DAN)
Other participations such as voice actors mentioned
• How much of the game you think it's already completed? Feb 9th 2026
ED: Well, i thought it was 70% done, but we developped around 10% more, and i still think we sitting at 70%, so i'm not really sure, but roughly around that. The main part that is missing is the map. We need 1 more starting area, and more dungeons, caves, etc.
Ed commented that he used 2 of community designed map, one of them being the floating castle, and the other one was the bandit camp that they used as an inspiration to create the bandit port. There are also some other community made maps such as one huge castle that ed thinks it's really cool and will use it somehow in the future.
Ed also said that all suggestions need to pass through ED filter, so the game doesn't lose it's essence
• What you DON'T want from Tibia inspiration?
ED: I look alot for the negative sides of those inspirations, and try to avoid them. The game has no loading screens whatsoever. I don't like the afk tibia skill training, tend to avoid those afk grinding mechanics. Tibia kept adding more progression to the game ad infinitum, to addict players with no actual late game, it's just the same grinding over and over, until you are strong enough to be able to kill some harder mob over and over again, like a repetitive cycle.
Ed proceeds talking about UI/UX, like movement tutorials, mechanic explanations. He said that if he makes the game too smooth, with everything explained, it's too boring. It's more of the same, from what i'ts already in the market.
• What do you invision for late game?
Ed: The way i invision late game is that there is 2 types of economy, experience economy and money economy. I Want to make points of interest, that are pvp-locked, that you need your guild to do it, for a specific reason, that will create a punishing, thrilling end-game. Bosses x Wars x Hunting Spots.