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Dev diary: June–July 2026

Two months that turned a progression engine into an online world: a dedicated server, loot, chat, parties, guilds, mounts and a map with sixteen regions.

June and July were the months TenkaiClassOnline started to feel like an MMO rather than a progression engine with a character attached.

A real server

In June the game moved from a listen server to a dedicated server. No player has authority anymore: combat, inventory, movement checks and death all run on the server, and every client is just input and display. It’s the foundation everything else now builds on.

Loot, chat and characters

  • Looting: enemies drop items with rarity tiers and rolled affixes. Drops are protected for the player who earned them for a while, then open to everyone.
  • Chat, with item sharing: link a piece of gear straight into the conversation.
  • Character selection, multiple characters per account, logout and character switching.

Playing together

July was about other people:

  • Duels, plus an aggressivity stance and karma for open-world PvP, shown on nameplates.
  • Parties that share experience and reward roles.
  • Guilds with ranks, shared storage, guild experience and their own chat.
  • Friend lists.
  • The first NPCs, with dialogue, quests and a vendor.

Mounts and the map

Three mounts arrived: the Barghest on the ground, and the Mountain Dragon and Griffon in the air. At the end of July the main map got its world map: sixteen regions with their level bands, and the first landmark, the Nakseonjae palace, in the starting region.