I don’t know if that title is the best choice for this post, but honestly, I don’t know much about blogging. Hi, I’m Lartu! I’m the original creator of Eterspire, and these days I’m more or less the project’s director. I’ve sometimes used the title “Creative Director,” but the actual title on my business card is “Head of Strategy.” I’m in charge of making sure the game keeps growing, the company runs steadily, and that everyone working for us is as comfortable as possible.
In any case, welcome to the first entry of the Eterspire Developer Blog, a space where our team will share progress updates and offer a behind-the-scenes look at how the world of Eterspire is built! We’ve started this blog because we want to give players a deeper insight into how we create Eterspire, the reasons behind the choices we make, and how things are going.
| The Stonehollow Workshop Office |
I wanted to inaugurate this blog by talking about the current state of the game, and its near and not-so-near, but also not-so-far-away future. Let me begin by saying that we want to make Eterspire the #1 best-ever mobile MMORPG. That's the end goal. The potential is definitely there, and our amazing team can make it happen. Absolutely no doubts.
Myself, I’ve been a mobile gamer my whole life. I mostly played on handheld consoles, and I know that portable games can be just as great as their desktop counterparts (or even better, but that's a different discussion). I feel this is an underrepresented perspective in the mobile industry, though, as most mobile MMORPGs lean heavily into a predatorily monetized, autoplay, low-quality standard that many people, myself included, don’t enjoy, and that has given mobile games a bad reputation in general. In a way, this is what has made Eterspire stand out so much, as we do our best to stay away from those practices, while at the same time trying to run an economically viable, sustainable company. That is, sometimes, not easy at all, but we’ve been successful so far and our course isn't changing anytime soon. This is the game we want to make.
But we also have to be realistic. If we want to turn Eterspire into the number one mobile MMORPG, there are definitely things we need to improve.
Common pain-points (yes, we are listening!)
Sometimes it’s hard to make players feel like they’re being listened to. We constantly read the Eterspire Discord and discuss the topics you’ve been bringing up. But most of the time, those discussions happen internally, indoors, and no acknowledgment that we’re paying attention reaches our players until a requested feature or change has already been implemented.
There are many points that have been repeatedly raised by our community that we haven’t addressed yet. We’re incredibly thankful that you’ve stuck with us for so long while patiently waiting for them, but we want to improve our communication so the trust you’ve placed in us doesn’t begin to erode while waiting for changes that don’t arrive as quickly as you’d like. Let’s hope this post is a first step in the right direction.
| Huge maps imply lots of time wasted running around. |
There are a lot of things going on. And these are all things you do all the time, so naturally, they’re also issues you’re dealing with all the time.
The fact of the matter is that all of that criticism is absolutely valid. Eterspire is, first and foremost, a grinder MMORPG that revolves around fighting monsters, getting loot, upgrading your gear, and then either moving on to more monsters or advancing to the next area. In between, you can complete side quests and participate in lifeskills, of which there is currently only one, and it’s not very useful. That’s the core game loop (CGL) of the our game, and it's constantly being interrupted by features that disrupt it in a way that's no fun at all.
Features that break the CGL
What personally annoys me the most, and I know it annoys many of you too, is that the game includes a number of mechanics that actively work against this core game loop I’ve just described. Without going any further, elements like miscellaneous items filling up your inventory, or having to go back to town just to upgrade your gear, break that loop. You’re in the zone, right in the heat of battle, and suddenly you’re not, because your next objective is five miles away.
Having to run from map A to map B for five minutes while chasing the next beast you’re supposed to slay interrupts the action. The game ends up constantly punctuated by chores outside the core loop that disrupt the flow, slow down the action, and just aren’t fun for most players. They certainly aren’t for me either!
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| Some types of runes are a left-over from earlier Eterspire designs that don't necessarily make sense in the modern game. |
There’s no point in making a game that revolves around a very clear loop, and then adding things that not only pull you away from it, but ultimately make the experience worse as a whole. Because let’s not forget that Eterspire is, first and foremost, a mobile game. Mobile games are meant to be played in short bursts. You can play for ten hours straight if you want, and some players do, but the game must also feel fun and rewarding if you’ve only got five minutes while sitting on the bus or waiting in a queue.
For a play session to feel rewarding, you need to make progress toward a goal or achieve something within that session. The chances of that happening grow smaller and smaller the more time you spend doing chores instead of actually engaging in rewarding activities, which, for the most part, live within the core game loop.
Having to go back to Stonehollow to use an Exalt Rune, unnecessary, just to upgrade your equipment from +3 to +4, unfulfilling, then going to Thorogud to upgrade it, disruptive, then returning to where you were, delaying, and finding the monster group you want to engage with… it simply isn’t the best experience possible. How can we be the #1 mobile MMORPG if we don’t provide the best experience possible?
This is a game, people! It’s supposed to be fun! And these unfun elements become even more damaging when you consider that the early game is where these pain points are felt the most, making it harder for players to stick with us after the first day or two.
Players who make it through the first week tend to stay with us for the long run. Eterspire has an incredibly high engagement rate among long-term players compared to other mobile MMOs, but our early retention is laughable. And it shouldn’t be! Again, it’s a game. It’s supposed to be, first and foremost, fun!
The current state of Eterspire updates
We’re also aware that, for some of you, updates have started to feel a bit stale. We’ve been releasing side quests, and players do love them. They’re a big part of what makes the world of Aetera feel alive. But at the same time, we’ve been continuously introducing new maps that don’t address the core game loop issues mentioned above (as far as new maps can address them), and that players usually only visit once or twice before heading back to the Spire or Sunset Keep to continue the grind.
| Our latest updates focus mostly on new maps and side quests. |
Part of this is because we’ve been training the new members who recently joined the Eterspire Content Development Team, hello Naza and Wendy! Creating new maps is the first step in that process. Lucas, our most senior Content Developer, has been leading the effort, teaching them the ropes while also writing and implementing the side quests we’ve been releasing. Tozy, our new Content Development Manager, has also been doing a great job organizing the team, even as he settles into the role himself.
In the meantime, our Engineering team, along with myself, has been focused on improving the game’s performance. I’m sure you’ve noticed that since v69, Eterspire runs much, much better. Yes, we’re still dealing with some crashes here and there that we’re working to iron out, but the game now consumes far less battery, heats up your phone much less, and even runs again on my old 2nd Gen iPhone SE.
A huge amount of work has gone into this, because no one is going to start or keep playing a game that constantly freezes, suffers from lag spikes, overheats their phone, or drains their battery. For a long time, I avoided playing Eterspire while riding in an Uber because I was afraid of reaching my destination with almost no charge left. That’s no longer the case, and that’s huge!
| We've also spent a lot of time making combat more interesting. |
But these are also, in a way, invisible improvements that, while extremely important, don’t address other areas where the game is lacking, or the other points the community has been consistently raising. We’ve been working hard to lay the foundations for a better Eterspire, but that also means we haven’t been able to introduce some of the features you’ve been requesting, or fix other things we know the game isn’t doing right.
But we will get there!
What's next, then?
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| Early 2026 Roadmap |
When it comes to the other issues affecting the core game loop, especially disruptive elements like Exalt Runes, Purge Runes, excessive equipment tiers, having to return to town to upgrade your gear, or simply having to walk too much, we are actively evaluating our options. We'll have multiple meetings this week to talk about this. Out of all of these, walking distances are the hardest to fix. We need to decide whether to make the world of Aetera smaller and denser, or to tackle the problem from a completely different angle. Please let us know your thoughts about all of this!
On a personal note, I think a smaller, denser world makes sense for a mobile game, where you should be able to move from point A to point B within a short session. At the same time, this isn’t something I’d want to rush into without proper deliberation, and it would be a very time consuming task.
We’ll keep you posted. As for Thorogud’s affairs, I believe one of the best solutions could be allowing players to upgrade their equipment from anywhere, and testing the game without negative equipment modifiers or upgrade limitations (i.e., items that require Exalt Runes to be upgraded to +5). I’m confident this could remove a huge portion of the friction that currently interrupts the core game loop.
We’ll have to test and see!
For your peace of mind, I’d like to clarify that any work we do to fix existing content will not affect the cadence or content of our regular updates. None of these changes will fundamentally alter the game. We want to make CGL better than it currently is, not different. The game you are playing will still be here, no one will lose any progress, and no content will disappear. We simply want it to become better, more engaging, and more fun.
Conclusion
If there’s one thing I’d like you to take away from this post, it’s that we are always listening to your concerns and suggestions. We read them, we discuss them across our teams, and we actively plan ways to reflect your voices in the game as soon as possible, while also keeping a close eye on our metrics and working hard to lay stronger foundations that will allow Eterspire to grow and flourish in the future.
We know our updates don’t always include everything you’d like to see, and that sometimes we revisit and rework existing features instead of adding new, and often highly requested ones. There’s only so much we can take on at once while keeping the game stable and moving forward. We want Eterspire to still be around in ten years, and that means making long term decisions, even when they’re not the most immediately exciting. It's accepting that we make mistakes when designing the game, and taking the time to fix them.
In the end, that’s what makes Eterspire better for everyone!
In any case, thank you for reading! I don’t think future posts will be as long, we are still figuring out what shape this blog will take. This post is essentially a collection of topics we’ve been discussing over the past few weeks. I know it doesn’t cover everything you’ve been bringing up, like lifeskills, but we’ll definitely revisit those in future entries.
And if you’d like to discuss this post in the comments or on Discord, we’ll definitely be paying attention!
Also, please answer this poll:
(I hope the poll above is showing up, our poll provider isn't having the best day and it sometimes takes aaaaages to appear, sorry about that)


Two words: Auction House. I haven't been playing long but was surprised to learn that it has been live for years without an auction house. Trading for gear is one of the biggest headaches (I'm aware of the Discord trading channels, as well, in addition to the Trading in-game chat). An auction house would be the single biggest QOL improvement for players.
ReplyDeleteSecond - set bonuses.
Third - fishing idea. Borrowing from FFXI - there could be an NPC that 'guts' fish (it's called 'Inside the Belly' in FFXI) where you can hand in fish for the NPC to 'gut' and you might be rewarded with items/equipment that are 'inside the belly'. Could offer some rewarding items that have a very rare chance to obtain. I'd recommend introducing new, larger fish if this is implemented (doubt a lobster would have a sword in its belly, for instance :)). This could also create a market for higher-level fish for other players to trade if they don't have the required skill to fish them up yet but want to try their luck. So, fishing would now have a monetary incentive for grinding higher levels.
Yeah auction house would be very cool.
DeleteInteresting write up. It's very cool to get an in-depth perspective on ongoing and future issues.
ReplyDeleteI love grindy arpgs & mmos, (mostly on pc) and in my opinion the most essential thing while playing these kind of games is having some sort of friction in game. Be it traveling to town to sell your loot, upgrading the gear you find, sorting through your stash or preparing for more demanding encounters. I feel like having these low-stake more mundane moments increases the excitement for the actual fun part! (Though they can be fun in themselves as well)
I feel like it would be a shame to streamline the experience too much and lose any moments of down time alltogether.
Hey there! I absolutely love blogs like these where you get to tell a story, the reason and also the behind the scenes to why things can't happen and explaining things that can be done and what not. I joined the game to want to play MMORPG, and Eterspire came up as one of the best mmorph games on Mobile, which was why I joined, have a break from Administration work. I understand that you can't please everyone with updates, theres always people that won't like something and I want to remind the devs that, you should listen to the community, but make the game enjoyable for YOU. If 1 mistake i saw over the years where Developers on Roblox develop, they listen to the community more than their own judgement, it becomes a drag and burning out on updates.
ReplyDeleteEterspire already has a very outstanding community, willing to listen and also willing to help other communities. The next step really is, rather than old content dragging to newer updates, what about something fresh that can help the main story quest. Because at the moment we have a lot of dividing going on. You finish main quest at 50-55, community will wonder, whats next? and although MMORPG is meant for grinding, its kinda confusing why are we adding side quests when we haven't reached to the reason on not putting content after 55 to the main story.
I think really, the game is in good shape. It's just need a good meeting, a good cuppa tea, and discuss amongst yourselves what is possible, what isn't. Due to the stabilitiy ofc. Then perhaps have a polling to the community to see what they want to see? :)
Overall. Best of luck, I really do enjoy blogs like these
I'm going to back some of the other posters up here.
ReplyDelete1) Don't listen to the community too much. Have a strong vision... make the game you've always wanted. Listening to a core, vocal and extroverted community on reddit/social media is always the wrong move. This has been proven time and time again, with very few MMO's, which started strong, improving over time.
2) Deliver regular updates. I can see you're already doing this - hence the buzz around your game.
3) Focus on who your player base is and why they we're drawn to your game.
Despite its look and simple gameplay, I actually think you've managed to capture a significant number of oldschool players looking for that elusive EverQuest-lite or Ragnarok-Online-lite, which they can play on their phone. This gives you a solid blueprint of what they're looking for.
Personally, I'm very new to your game, but I quickly purchased Infinite Deluxe to support your team. I think you have a wonderful core game, and I'm very interested to see where you take it. I wouldn't worry about people bouncing off the early game - that's always going to happen in MMOs. The fact you retain players who last longer speaks volumes.
Personally, I would like to see you focus on what you're already good at, with perhaps some tougher mobs (presenting real in-world danger), more classes and more class skills, and a large number of endgame grinding zones, each with their own special loot tables.
From there, some focus on co-op or trio instances with improved loot tables.
Unless you want to change the core game and go truly massive, I think the Ragnarok-Online / Diablo model will likely suit your game best in the long run.
Looking forward to seeing where it all goes from here.
Okay... Having spent a lot more time with the game, I now feel much better placed to give real feedback. Well done team. You've created a game which scratches an itch I haven't had since Ragnarok Online.
DeleteThe only real feedback I have so far:
1) More interesting loot:
Despite over a year of in-game time on my old Classic Wow account, my best memory is still grinding for loot in Azshara and finding an epic Glowing Brightwood Staff. While I understand your weapon grade + upgrade material system, I think something is lost without uniques and/or more interesting loot. Perhaps it gets better later on?
2) NPC chat bubbles and sounds:
Holy moly. The amount of clicking and squawking the player has to sit through with every NPC interaction is almost untenable.
Please add the following:
a) "Skip ALL and ACCEPT" or "Skip to options" (ie buy/sell, accept quest etc)
b) Option to turn off the NPC talking sounds
3) Balancing weapons and spells:
It's currently clear that some weapons or spells are far better than others for levelling. Hopefully this can be looked at... make each weapon feel different, without making them scale differently with STR
4) Rogue transmog:
Give better options for rogues offhand. I know you have some stuff on the store already, but they don't look very rogue-like. Another curved dagger, held backwards, would be ideal.
5) More skills.
This one is obvious, but I think each class could do with many more skills to choose from. It's a little limited at the moment, considering how high characters are able to level.
6) Buffs:
Buff the skills which no-one uses. Attack speed etc.
All the best team. Thanks for making such an enjoyable MMO.
Players don't know ANYTHING about game design. They'll pester you into adding more and more QOL until there's no friction left. And when that frictions gone, so too will be the game. Games need some level of fiction/difficulty to be fun, so PLEASE don't give in to too many of these peoples wishes.
ReplyDeleteOlá, existe a possibilidade de melhora de gráfico e velocidade de corrida?
ReplyDelete