Roblade’s Next Chapter
In development · The behavior below is the current update design, not a claim that the complete feature is publicly available.
What happens after a kingdom is built?
You can farm, raise animals, process materials, trade, build a kingdom with friends, and fight kingdom wars. Those activities are staying.
But we do not want every update to be another building that needs more materials and then produces even more materials. We want the things you make to have more everyday uses—and more people who actually want them.
That is one reason we are connecting character combat, equipment, pets, boss fights, and real-time PvP to Roblade. Work is already underway. The dated progress estimate is on Development Status.
First, give people a reason to head out
A player might want a better weapon, a pet worth raising, or another attempt at a boss that beat their group last time. Sometimes a friend simply asks whether anyone wants to go hunting.
Those activities need to be enjoyable in their own right. Supplies and services only have a lasting purpose when people want to keep playing the adventure they support.
Then connect that adventure to other players
Take a health potion. We could create an unlimited system shop and let everyone buy all their supplies there. But that purchase would have no need for the farmer, the processor, or the kingdom next door.
Instead, health potions, mana potions, random teleport scrolls, and return scrolls will be produced and sold by kingdoms.
A kingdom needs the recipe, the facilities, and ingredients from players’ land. It makes a batch and sells it. Players take the goods out and use them. Before another trip, they need to restock—and the kingdom needs materials for its next batch.
The facility is a one-time construction goal. Keeping useful goods in stock is an ongoing job.
Give kingdoms a business to run
A kingdom can choose which recipes to unlock, what to build, which materials to buy, and what to produce next. Different kingdoms can make the same product, and players can choose where to shop.
That means production has decisions behind it. A recipe does not guarantee customers. A kingdom needs useful stock, sensible prices, and a plan for the ingredients it consumes.
The existing Public Workshop also gains equipment services. Members’ construction can support repairs and improvements that players return to use, rather than being useful only on the day the building is finished.
Keep different kinds of players involved
A farmer can supply ingredients without hunting bosses. A fighter can buy supplies rather than operate a farm. A kingdom organizer can bring both together, manage public construction, and still prepare the next war.
Equipment and pet trades give hunters a place to offer suitable goods to other players. ROB connects those purchases and selected services, while the existing Gold economy keeps its own jobs. A sale still requires someone who actually wants the item.
The point is not to make everyone do everything. It is to make one player’s preferred activity useful to another player.
Continue what you have already started
The update uses the same character and continues the same level. Your land, kingdom, production, army, and defenses remain part of Roblade.
Before a group heads out, someone might ask in kingdom chat: “Who’s handling the potions tonight?”
We want the answer to come from another player—not an unlimited system shop.