
The response to item #1 has been enthusiastic and your energy will fuel late nights and keep your momentum high during tough testing sessions. You want to be a part of this journey. We’re here to give you a front row seat.
Before we go into detail, here’s a quick reminder:
The updates below reflect current internal development. Some features are production-ready, while others are still in ‘prototype status’ where feasibility is being evaluated. None of this is a commitment to a specific release schedule (or any release at all). Our priority is to ensure that only the most reliable and impactful ideas make it into the final product.
Ready.
Animations have been polished ✅
Hitbox adjusted ✅
Difficulty Balanced ✅
This boss ties Codex Season 1 lore directly to Atia’s Legacy, so we’re keeping his name private for now. What we can tell you is that it’s big, it’s merciless, and it’s ready to meet you.
A second boss is in development. The mechanics are unlike anything else in the game to date, and the team spent a lot of time creating an arena environment suitable for combat. Here is a brief summary:
We showed the initial video in Entry #1. Since then? Bug squashing mode. The dagger that teleported the tester off the map still has its moments, but the chaos has been toned down considerably. Most weapon skill bugs have been resolved and the entire arsenal is getting closer to release-ready.
Every weapon should have its own unique play style. The fighting methods are different. We are close.
In the last entry we talked about the transition from squad combat to single-axis combat as one of the most difficult challenges. The change is complete. Your axie is now standing on her own.
What followed was a whole new problem. It was the dungeon difficulty curve. 10 levels of increasing threat. Two modes (casual and hardcore).
It took dozens of iterations to get this right. The initial internal run could either overwhelm the player at level 3 or be too easy at level 10. Goal: It feels like you know you can do it, that you learn something every time you die, and that when you clear it at level 7, it makes you want to restart your gear.
The numbers are almost confirmed. However, once playtesting begins, we will be able to observe and adjust the data in real time.

What we learned from Playtest 1 is that focus is key. Testing too many things at once muddies the feedback and makes it harder for both sides to learn.
Playtest 2 is built around one thing: a PvE experience with single-axis combat. There are new bosses, new weapons, new dungeons, and finally a new combat system. That alone is a huge surface area to explore. So a PvP-only playtest is underway!
We’ve been running PvP internally and there’s still work to be done in terms of latency. An action combat system where location and timing determines the outcome needs to feel tight. We’d rather give PvP the attention it deserves than an afterthought.
Good news: this time we’re aiming to shorten the gap between playtests. If all goes according to plan, the next one could land within a few weeks. We can’t promise an exact time, but please come back as soon as possible.
While Atia’s Legacy team has stagnated, App.axie has been evolving. Most of the work goes back to one thing: bAXS.
Implementing bAXS across all game and ecosystem touchpoints is complex. Each game has its own unique reward structure, withdrawal flow, and edge cases. Accuracy is required. Releases are progressing steadily.
Latest milestone: Classic has officially converted rewards to bAXS. If you played Classic, the rewards you will receive starting next week will be paid in bAXS. Next season you will earn bAXS instead of AXS. Origins is the next step and integration is actively underway.

Season 0 was a test run. This is the moment when Season 1 becomes a reality. Deeper progression, better rewards, and a whole new way to share Lunacian knowledge like you’ve never tried before.
The biggest change is the mini-pass system. Season 0 had a single linear track. Season 1 is divided into three story paths, each telling a different part of the story.
When you first open the codex, you won’t be able to jump straight into the quest. You get to choose the order in which you want to experience the routes. Set priorities by dragging and dropping. As you progress through each path, you’ll unlock a unique set of perks and rewards, so the order you choose them is important.

Each path is different. One route allows you to reroll your daily bounty for free (useful if you’re low on fortune slips). The other adds new quest slots to the board, allowing you to complete more quests per day. Different paths unlock different strategies to optimize your bounty board action.
You may have noticed a new currency in the screenshot: Spirit Clay. Lucky Coin has disappeared. Each season now introduces its own currency to keep things fresh, and Spirit Clay is supplied by Black Kiln, the successor to Ascendant Wellspring.
Behind every smooth launch is a very messy testing spreadsheet. We are no exception. Codex Season 1’s internal QA sheet revealed several memorable issues, including mini-paths floating out of order, perks not calculating Master Quest opportunities, and reward claims not stopping to claim. Everyone was caught. Everything has been fixed.
One of the best parts of creating this season was working with community-designed accessories. The ideas that came out of the accessory design contest were powerful, and some were so unique that the hardest part was refining them without losing what made them special in the first place.
Seeing the creations of our fellow Lunacians turned into real products is one of those moments that reminds us why we do what we do.
Take a sneak peek at the remaining accessories coming in Season 1.
We’d like to share more. What we can give you now is this image that Jihoz clearly planned to share at Lunacian Lounge last time, and it is definitely not a leek.

…look. Absorb it. We’ll fill you in with questions we can’t answer yet.
The team is building the terrarium in parallel with everything else. But Codex Season 1 comes first, so we’re doing our best to make sure that launch happens. After the codex? Terrariums come first.
I will share more when the time comes.
See you in the next post, Lunasians.
🔗: Register to play Atia’s Legacy
🔗: Adopt Axi