Project Timeline
This page tracks official roadmap and update posts in reverse chronological order.
Timestamps from Discord-style posts are normalized here to absolute dates and times.
This page tracks official roadmap and update posts in reverse chronological order.
Timestamps from Discord-style posts are normalized here to absolute dates and times.
Use these links to jump to major update blocks.
Magick rollout, combat and architecture follow-up, and iterative balancing updates.
Here is a small update: Focus Force has been released for initial testing.
You can learn it at the trainer and type focus to toggle it on and off.
Quick update on where things stand:
Official Game URL:game.dragonsgatereborn.com
This is now the correct active URL and has been updated in-game and on Discord.
The website has been refreshed with data from current design docs, replacing older placeholder content with more accurate live references.
Additional updates will continue as alignment and cleanup passes proceed.
Thank you!
DGR Team
Gooooood day! Starting in a day or two, I'll be working on the spell updates.
Thank you to Dace and the rest of the community for putting together all of the information regarding the spells. This information will be used to adjust spell data and balance in the next pass.
Good day! Here is the update to the update.
SC level - spell level now resolves correctly).8 to 3.50% until final equations are locked.Thank you!
DGR Team
Important update! More code updates are being prepared for the next game update, including hidden-delay work and fizzle-rate tuning for further testing.
The next update is a code-fix update targeting reported issues and findings.
It will not include the full spell list order/level editor-data pass yet; those content-level changes are still being compiled and will follow shortly.
The planned update was moved to early next week while the team continues investigating fizzle-rate issues and odd spell-damage behavior.
Another code update is expected Friday or Saturday pending final testing on a few remaining items.
Chi of Blending and Mental Blending no longer remove you from hide when their duration ends.
Mental Blending no longer has upkeep cost.
Some Cleric spells historically had deity restrictions. That restriction pass is not in yet.
A dedicated channel was opened for discussion: initial-magick-system-feedback.
Magick feedback should go there instead of fast-moving general chat.
Good day! This update delivered the first major magick-system iteration and broad ability expansion.
Update list:
martial arts aliases).shop list runes and shop renew <rune|all>.info runespells and info magick.spells command.mem command.alias command for player ability aliases.invoke now understands aliases and corridor numbers (for example, invoke 1 at ork).shop renew all.Update notes:
Next major update: PSI-system work begins in parallel with magick issue cleanup (ETA approximately 1-2 weeks at the time of posting).
The game update process was started, including temporary game lock and shutdown while deployment completed.
When the update lands, the game will be restarted and briefly locked so all new abilities can be inserted consistently and rune shops initialized without copyover mismatch issues.
Magick-system testing was scheduled over the following days with a projected deployment target of Tuesday 3/17 or Wednesday 3/18, adjusted as needed.
The update was noted as 20,000+ additions and emphasized iterative tuning through player testing, logs, and feedback.
A dedicated theme channel was introduced (dgr-theme-requests) for ATS-vs-DGate theming differences.
Theme mismatches should be posted there rather than bug forums unless they are true mechanical defects.
Today's and yesterday's update:
Next major update noted at that time: initial magick system rollout in 1-2 weeks.
A follow-up update was scheduled for the next morning to correct MA hand requirements and related issues.
Clarification: all MA moves require a free primary hand.
* indicator.Analyze renamed to Diagnose (theming pass ongoing).affects and cooldown commands.Stat bug clarification: The +3 bonus was unintended ATS carryover. Migration removed the extra static increase and restored values to what players actually accepted on stat-roll screens. Character backups run nightly and on each copyover for safety.
This update was noted at roughly 25,000 additions. Bug reports requested in the bugs-and-defects forum; critical issues and exploits requested via direct message.
Roadmap definition, launch-window updates, and initial testing/beta communications.
The Road Ahead
We want to be transparent about where DGR is heading and how we're building it.
This roadmap outlines the phased rollout of systems, balance, and world expansion. Our goal is stability, legacy authenticity, and staged progression - not rushing to endgame.
This phase locks in the core experience.
Focus:
Exit Goal: Levels 1-5 fully playable, skills implemented, balanced TG experience, DGR theming in place.
We expand deliberately.
Focus:
Exit Goal: Levels 1-10 complete, class spell baselines finalized, Spur core content live.
Controlled rollout. No chaos unlocks.
Focus:
Exit Goal: Full 11-41 bands implemented, controlled release gates, staged progression.
Focus:
Exit Goal: Systems coherent, clean documentation, ready for broader player testing.
Only after core parity is stable.
Focus:
Exit Goal: Prioritized modernization backlog.
This is not a sprint to level cap. It is a deliberate reconstruction of Dragon's Gate, done right.
Original post included an image attachment.
Good day!
Here is another update from your DGR Team regarding how launch weekend went. Overall, it was highly successful. The game demonstrated very high stability with no direct crashes (face-rolling notwithstanding). There was also no data corruption or loss.
Aside from a few initial connection issues with certain clients, there have been no major performance problems. Command execution is averaging under 1 ms. Core systems such as inventory, communication, saving and loading, and interaction commands are functioning as expected.
This has been a highly successful launch. We should all feel proud of what has been accomplished. We are set up for a bright future.
Of course, nothing is perfect, and there have been reported issues. These generally fall into three categories:
All of these were anticipated. Categories 1 and 2 directly relate to the team's earlier comments about temporarily borrowing ATS systems while rebuilding DGR-specific functionality. In some cases, there is limited documentation available for DGR systems, so we are pulling from a variety of data sources and player interviews to reconstruct behavior as accurately as possible.
The DGR conversion has added roughly 75,000 to 100,000 lines of code to the engine so far. The engine has roughly 710,000 lines of code now. There will be more, and at our current pace we expect to approach one million lines of code this year.
The engine is actively being refactored into a service-based architecture. In practice, this means that where ATS and DGR diverge, a specific service is requested and executed. A good example is base attack and defense calculations. Another example is NPC and player presentation logic, which is also being separated into services.
Shared account statistics:
Thank you for your time and feedback. Please keep both coming, and we will see you in game.
- DGR Team
Original post included an image attachment.
UPDATE: The Busty Wench is now accessible in TG. I will be adding food and drinks tomorrow. For now, you can go in... well... some of you can.
Apologies for my absence, myself and the whole family are sick, of course. I have a small update: The standard-issue training dagger in TG is now updated to damage 1d6 from 2d12, but its delay is now 2 instead of 4.
Wizzy has made some wonderful items for us to update. I am going to add them in tonight. He has created some standard issue short weapons and two-handers.
There are a few game-breaking socials. Please avoid using ACTbadger, yowl, meow, ACTstalker, or any of the fart commands.
Good day!
Today, we are officially opening the initial testing and beta of Dragon's Gate Reborn. As mentioned previously, the game is not yet fully complete.
You can connect using the information below:
URL: game.dragonsgatereborn.com
IP: 107.161.22.78
Port: 8555
There is still much to do. As a reminder, the engine has not yet been fully converted from ATS to DGR. If the game does not look or behave exactly as you remember, please do not be alarmed. We are actively working on the transition.
When you encounter an issue, please follow these steps:
We are excited to begin this new chapter with all of you and look forward to building and improving it together.
Thank you!
DGR Team
Original post included an image attachment.
Good day!
Soon, we will open the game for initial testing and feedback. This marks the beginning of a long journey, and there is still much to build. Over the past two weeks, the team has focused on laying the foundations that you will soon experience. We are not finished yet, and new content and features will continue to be added consistently. We estimate reaching near full completion within a 6 to 12 month timeframe.
As mentioned previously, the primary engineering effort has been converting the engine to be themed and structured for DGR while introducing its mechanics. Please keep this in mind while you play, as we are still in that transition period. There are currently a limited number of DGR-themed systems in place, and we are temporarily filling gaps with ATS systems as we continue the conversion process.
We have chosen to move forward with the original release timeline, even knowing there is more to do. This is partially to gather early feedback, but more importantly, to demonstrate to the community that this project exists and can be done. The team believes this is the right move.
What to expect in the initial testing phase:
You will see elements of ATS throughout the current build. If the game does not yet behave or appear exactly as you remember, please do not be concerned. We are fully aware of this and are actively aligning systems and presentation with DGR over time. Our priority was getting everyone back into the world.
It has been a long 20 years.
Thank you,
DGR Team
We want to share an important update with everyone.
This project started in November with Jason. He brought Richard (Wizzy) in during December, and in January Day and Act joined the development team. Since then, we have all been actively working to move the game toward release.
On January 12th, Jason told us he was sick and would be offline for the day. Unfortunately, that is the last time we have heard from him. Since then, all three of us have attempted to reach him multiple times via Discord and Facebook with no response. As of February 8th, we have been unable to make contact. We truly hope he is okay, and our thoughts are with him. If and when he returns, he is absolutely welcome back into the team.
Development has continued, and we are currently still tracking close to our planned release window of February 13th, assuming no major blockers appear.
Jason currently owns the Discord server. After the 30-day inactivity mark, we will attempt to request ownership transfer. If that is not possible, we may create a new official Discord to ensure we can properly manage and support the community long term.
We appreciate everyone's patience and support, and we remain committed to finishing what was started and delivering the best possible game experience.
- The DGR Team
Early development process updates and pre-beta project communications.
Hey everyone,
Just a quick update and a sincere thank you.
We've received an overwhelming number of offers to help with coding and development, and we truly appreciate the enthusiasm and support. Right now, though, having too many hands and competing ideas would slow progress. To move forward effectively, we need to keep development focused and streamlined.
Feedback is incredibly important to us. Our current goal is to get the game back to as close to the original experience as possible. Once we're there, we'll absolutely look at making thoughtful, small improvements where it makes sense.
At its heart, this game has always been about the people and the community. Our priority is to get it up and running cleanly and reliably as soon as we can, while recognizing that this still takes time. Thank you for your patience as we work through it.
We're aiming to release Beta later this month. Initially, this will focus mainly on the Training Academy while we continue refining skills, spells, combat, leveling, and core mechanics. In parallel, we'll be building out areas like Spur and, hopefully, Treehaven and Rathan, with hunting grounds that support progression to at least level 41, and potentially beyond.
To help ensure this is done right, we've brought in Dayrinni and ATSDaddy (Actinate), both expert software engineers who built A Tempest Season from the ground up. Their experience helps us avoid many of the growing pains that come with rebuilding a game like this.
They're also genuinely excited to be involved, as their love for MUDs originally grew from Dragons Gate itself.
Thanks again for all the support. We're excited to share what's coming next.
First off - thank you to everyone who has joined so early. Your excitement, ideas, and feedback are already helping shape the rebirth of Dragons Gate Reborn, and we truly appreciate it.
We are currently aiming for a mid-January beta release, as we continue expanding and stabilizing core mechanics. This is a target, not a promise.
Thank you again for being part of this journey - the gate is opening, and the world is taking shape.