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- KI Live Summary | (November 20th, 2025)
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- > TLDR:
- • Some "good news" for EU Players for next year...
- • Still waiting for the go-ahead from Nintendo for Switch.
- • Native PS5 Client is coming in 2026.
- • There are discussions to lower the barrier to entry to PvP
- • Steam Deck: They plan on going back in 2026 and ensuring the game is fully supported.
- • Still working on the Portal of Peril.
- • Fishing: Currently doing an audit of all houses which could have better/fish loot, hoping to expand to Worlds after.
- • P101 64-bit is planned for next year, which should hopefully restore Mac support.
- • Going forward, the dev team want to provide explanations as to what changes they've made and why.
- • W101 on PS beat titles like Roblox, Call of Duty & Marvel Rivals at #3 Most Downloaded F2P Game.
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- STATE OF THE GAMES
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- [Console]
- • The big news! W101 is out on PlayStation/Xbox, with Switch coming soon! We're happy with the reception and glad we've been able to welcome new and returning players to the game. It's been amazing to log into console and see so many full realms. It reminds us of the early days.
- • Thank you to our PlayStation players! We toppled titles like Roblox, Call of Duty, and Marvel Rivals at "#3 Most Downloaded Free to Play game." We did get many more players than we ever anticipated; it's a problem we want to have, but we understand how frustrating it is to be stuck in queues. New servers are being set up right now.
- • We have been working through several bugs at launch, and we should be through all the major ones. We can't discover these problems without a large number of users, and we can't simulate lots of players.
- • Nintendo Switch is left now. When? We don't want to introduce any large influxes of players into the system right now. We're excited to launch Switch, but we won't do it until we have the queue sorted. It would be ambitious to promise Switch in 2025, but once we have more information, we'll keep you posted.
- • Console players are a few updates behind PC. Once we launch on Switch and the latest update is translated for EU PC (slated for very early next year), then we'll get that into certifications for Console ASAP after that. We aim to speed up our updates as we get comfy with our live operations pipeline.
- [Wizard101, Pirate101 & Ravenwood Academy]
- 🗂 (W101) Darkmoor! I had so much fun at the table read (reviewing all the quests). It was amazing to see it all come together in-game. It's my new favorite. Also in this update are the Shadow Pacts and new spells. This has all taken lots of time, but I think the result has been well worth it.
- 🗂 (P101) That time of year when we don't have much to share. We had the All-Time Heist update in August. We're hard at work on the next update, coming soon, and even working on the update after that. Stay tuned.
- 🗂 (RA) We had an amazing demo at PAX this year, which was shown on a previous KI Live. We kept the demo short as we didn't want queues, so there's much more to show off. We're looking forward to sharing some teasers and inside looks at development as we progress.
- [Other]
- A few other things are going on internally that are too early to talk about. Looking forward to sharing them with you, as well as the updates planned for W101 and P101 next year.
- Lastly, I wanted to take a moment to appreciate each and every member of the community. Your support means we get to continue to develop great games, which, right now, in this industry, is not a given. Few teams get to stick around and work on the same game for 17/18, even 20 years. To then launch it on Console, it's amazing.
- Pirate101's 13th Birthday is an accomplishment in itself, and was accompanied by the first level cap increase in almost a decade. We're able to explore new projects like Ravenwood Academy, new partnerships like Wizard101 Dice, and some other really exciting stuff we can't talk about yet.
- We’re beyond fortunate to be here and thrilled that we get to continue to support our amazing community.
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- > Section 1 - Generic
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- • It's good to be back! KI Live is important to us, and we'll try to stick to that monthly schedule moving forward - we'll probably just have the shows be a little bit shorter. This is the last KI Live for 2025.
- • Thanks for playing Darkmoor, playing on test realm, but, also, thanks to everyone that made Darkmoor. The writing was great, the art was out of this world (compared to other worlds), design did great putting it together, sound was spot on, and marketing/web put together the microsite and ensured people knew about this upcoming world.
- • Console players, thanks for sticking through all the launch bugs. It really was a much bigger reception than anticipated. Every major bug we've had is now fixed, and now we're working on the smaller things. Switch, as soon as Nintendo gives us the go-ahead, I will let you know.
- • (EU) Working to get the next two updates out to EU. I have some things I want to talk about next year for EU Servers. Give me a bit of time (Jan/Feb), and I promise that we will have good news for you EU players.
- • We've already started working on Spring and Summer 2025 for Console, so that can go out next year. Here is a quick summary of the process from PC to Console for transparency:
- Step 1: PC Development
- Step 2: Test Realm for PC Build (NA)
- Step 3: Test Realm goes live
- Step 4: Once it goes Live, we send it off for EU Translations (30-90 days, depending on how complex/big the update is.)
- Step 5: Implement the translations and send off to localisation/testing team.
- Step 6: If that's good, we go to EU Live.
- Step 7: Console integration (New code/art/languages).
- Step 8: Console testing internally.
- Step 9: Console certification (14-90 days, dependent on who does the cert), which we must pass.
- Step 10: We then launch the update on Console and go back to Step 1.
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- > Section 2 - Community News
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- • Feedback tool: We've made some progress.We know what we're using is not meeting the needs of the community, but we have something better on the way. Can't talk about it just yet. We're looking at what improvements we can make with what we have.
- • One of the things we are working on is a Monthly Community Update, where we round up all the news, but also where we summarise your concerns, so that you know you are being listened to. We want to encourage open dialogue.
- • We've upgraded the level of detail we're providing in the update notes, and moving forward, we want to provide some backstory on why we make certain changes.
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- > Section 3 - Questions (Wizard101)
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- • Question: Spell Weaving and the Shadow Magic rework have associated schools with hanging effects. Is the ultimate goal to make those hanging effects the optimal play style for each school?
- Answer (Ratbeard): We are making closer associations between schools and particular hanging effects, but we're not looking for anyone to feel "pigeonholed" into a particular school to leverage a particular hanging effect. We do want players to associate hanging effects with particular schools (i.e. DOTs for Fire), however.
- Weaving is one of the ways we hope players can customise their decks to how they want to play. It might be better to use a particular school for a hanging effect, but in terms of PvE, it doesn't require optimal play at all. If you want to play optimally, you can do that.
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- • Question: Any plans for when PS4 Online Services get retired in April 2026?
- Answer (Joel): Right now, we have a PS4 client; however, today, we kicked off a meeting to get a native PS5 client going. That should future-proof us going forward. There are different ways that purchasing works between PS4/5, so we are going to have to rework some of our backend for that.
- PS5 will happen sometime next year. When we started Console three and a half years ago, no one could get a PS5, so we had to make the call for PS4 development. It, at the time, outnumbered the PS5 by a lot. This year, it's a 50/50 split, although when we look at the people playing the game, it's about 70/30 for PS5 vs PS4.
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- • Question: Will we start seeing more seasonal limited-time events like Lark In The Park and Fight Fest?
- Answer (Joel): Those are normally created by Design. I would love to have some unique holiday/seasonal style events. Right now, we have 9 events which we cycle each month. We have around 70 beastmoon events lined up for years to come.
- As for other events, we would need to fit them into slots. We have been running Pet Promenade every month for five years, so you've had a lot of time to get those things. So, it would be okay to, for example, use the April slot for a seasonal event which might then run every year.
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- • Question: Can we expect any new Beastmoon Maps in the near future?
- Answer (Ratbeard): We've reached the end of the Beastmoon forms we had, though there's still some balancing Cam wants to do with existing forms. We'd like to continue Beastmoon as it's popular, but at the same time, we might want to try something different. It started with Hunt, then Mayhem, and there may be room to add something new!
- If there were to be a new map, it would probably be with a new mode. This is the time I would consider Beastmoon to be in a stable/ finished state, so we'll let it run that way for a while until we have a designer look at how we may expand it.
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- • Question: Are there any plans to lower the barrier to entry in PvP?
- Answer (Ratbeard): We view PvP as an end-game activity, so the barrier to entry wouldn't be lower than being at end-game. Generally, we feel like we should lower the barrier to entry; it's under discussion. One of the reasons we're keeping it where it is is because PvP, and in particular Advanced Content, is still undergoing changes.
- We don't want to "open the floodgates" until we're satisfied that things are a lot more stable. We're close to that end state of balancing, so it's probably time to look at the barrier to entry and start making PvP more accessible. Keep an eye on Roberto on the Discord, he will be turning his efforts to this pretty soon.
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- • Question: Will more older packs or bundles be updated to match the new level cap? If so, which ones?
- Answer (Joel): We did this earlier this year with the Marleybone Motorist. People seem to really like it. We did this in the past with old packs; the problem now is that older packs have old gear templates. We need to make sure they align with the new gear templates design is using.
- To do that, we'd need to find time for design to make stats for those packs. I was talking to Artie this week, seeing if we can get one or two on the list for next year, but I don't know what packs they would be or when. It would really depend on when we could squeeze that work in.
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- • Question: Any plan to optimise on Linux? The announcement of the new Steam Machine could be great for the game.
- Answer (Joel): The deck actually plays Wizard101 quite well. We've put in controller support for it and a lot of optimizations. We focused on Console so we could bring some of that back to the Steam Deck. We do plan on going back in 2026 and getting the "Green checkmark" (fully supported).
- Once that's happened, if it's fully supported on the Steam Deck, the Steam Machine will be using the same OS, so it should run better. As we work on the Steam Deck, I will start posting about it on the Discord. We could even get "special test realms for Steam" going forward for things like this.
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- • Question: Any information about Switch release or information on Switch 2?
- Answer (Joel): Still waiting on Nintendo. They keep finding little "gotchas" on us, like "this thing was changed but not documented." As for Switch 2, I would like to work on it, but we don't have documentation/devkits. We are on the waiting list, we can't work on it until we get it.
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- • Question: Can we expect Portal of Peril to make a return?
- Answer (Ratbeard): Working on it. We have some new tech under the hood that can help us sort out some of the problems we had previously. We want it to run smoothly and bug-free, meaning we had to tear it down and rebuild parts with newer tech. We are committed to returning it, but won't bring it back until we're satisfied it's ready to go.
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- • Question: When will Fishing become a thing again? No new fishing areas or Fish in updates...
- Answer (Joel): One of my guys is currently doing a fishing audit, starting with the houses and going through and finding places with duplicate loot/fish tables, and updating them so they have unique fish and loot. After, he wants to do worlds which didn't get fishing or unique things in fishing.
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- > Section 4 - Questions (Pirate101)
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- • Question: Is Pirate101 coming to console?
- Answer (Joel): There is a lot that needs to happen to Pirate (and the way that Pirate’s version of the Gamebryo engine works) before we are at a point where this is possible. Next year, we plan to update some of the backend to get the 64-bit version out for Pirate.
- That means it'll work on Macs, and better on the Steam Machine/Deck. Once that's working, we can start discussing Console. There is no timeline and no short-term plan to get it on Console.
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- • Question: When can we expect the weekly developer Pirate-centric livestreams to resume?
- Answer (Mickey): That's my fault. In the process of revamping our KI Live Set, I kind of... destroyed... the dev livestream site. We are in the process of getting things back to normal there. Dom loves doing these; we'll probably see a return of them very soon. I am working on scheduling them right now.
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- • Question: Is Pirate101 going to have bug-fix patches?
- Answer (Mickey): Yes. We are working on a range of things and hope to provide those updates as soon as possible. The work on P101 continues as well.
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- • Question: Any hints on the companion reworks?
- Answer (Mickey): There are going to be reworks. The idea is that we want to make sure to get it right. New mechanics, epics, powers, etc.
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- //end
- //Happy Holidays all. Thanks for your support in 2025.
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