Status Update
Where are the updates?
Been about a year since the last update post, wanted to make one just to make it clear development has not stopped. Since the last update post - the Construction skill - I did a lot of work that just wasn't update-post worth. After multiple months of it, it just felt weird to make another post for some piece of content that clearly didn't consume all of those prior months to do. This is how a lot of the development has been, one show-off-worthy update in a sea of small, time-consuming stuff.
Furthermore, since September 2025, I am working alone on this project. I will not get into the details of it here. The development does not stop because of it though - just have to work harder now!
Regardless though, let's go over some of the things that are show-off-worthy that I did do in the past year. I've had to skim through over 2,000 git commits to build this blog. Needless to say, I skipped over the majority of it. A huge portion are just small additions and bugfixes. If I had to list it all, I'd be here until tomorrow. Just the git commit messages - which are all intentionally very short - add up to 130,000 characters.
What's new?
Home Area
Starting off, our custom home area. I started work on this before Construction, but an official post was never made about it.

Some of you may remember our previous ideas of replacing the Edgeville area, but I decided against it in the end. While Edgeville is quite nostalgic on its own, it is quite over-used, and given how dead PvP and the Wilderness generally is nowadays, there's no reason to really stick to Edgeville. It would've severely limited the possibilities that a new, unique island provides.
With that said, let's go over some of the aspects in it.
- The Western island:
- This is our arts-and-crafts island. It'll offer basic facilities such as a furnace, anvils, a bank, looms, spinning wheels and much more. It also comes with a few skilling-oriented shops and training methods. There's also a custom starting rooftop agility course!
- The Northern island:
- This small island is primarily the Hunter skill, offering a few training methods like butterflies, crimson swifts and carnivorous chinchompas.
- The Docks:
- Not a lot to be said here. Eventually when I do implement sailing, this will come with actual sailing-related facilities, and players will be able to board their own ships here. It additionally offers a chartership you can use to get around elsewhere. I also intend on doing some scenery with NPC-based ships around our home. Thematically (and through dialogue), this home map is intended to be more of a trading hub, so you'll be seeing ships come in and out, delivering goods to the shops found around the island.
- The Southern Park:
- Here you'll find a simple, largely-quiet park. It'll offer a place for people to go if they need to chat in quiet, as it is located directly below the centre. It offers a few facilities like the graveyard, access to certain custom minigames, a player-owned house portal, makeover mage and Probita (who has migrated from Ardougne).
- The Centre:
- The centre is where you'll be spending most of your time. This is where you arrive when you teleport home. It offers facilities such as the bank and grand exchange, an altar (with bone-sacrificing support), a teleport portal, a pool of restoration (possible to upgrade this with a high Construction level to one that matches the one in PoH). In terms of shops, you'll be able to quickly access a food shop, a general store, ranged, magic and melee-oriented shops. Right outside the Centre, to the North-East, you'll find an accessory shop, a minigame shop and an estate agent. Above the jewellery shop is the Slayer master building. In here, you can summon whichever master you wish to speak to, eliminating any need to travel the world to reach different masters. It's all-in-one!
- The Prison (North):
- To the North of our home, you'll find the Prison.
- Not much is implemented yet here, it is more of a thematic pick and will be involved in our custom questline.
- It currently offers access to the Cockroach dungeon beneath it, and has choking ivy along its walls.
- The Forest (South-East/East):
- Offers two allotment patches together with a herb and a flower patch.
- A constructable bank chest (akin to the Fossil Island).
- A pond you can swim in.
- Some lower-level mining rocks.
- Access into the Living Rock Caverns (more on this later).
- The Village (North-East):
- Currently, this place is mostly empty. It will be involved in the starting questline.
- Underground (Living Rock Cavern):
- Beneath the home, you'll find many dungeons. One of them is the Living Rock Cavern, an area I backported from the 2009 cache. While rocktails are not coming, I did add anglerfish spots in place of them. This more-dangerous way of training fishing will yield less fish, but more experience. Cavefish, the mining features and the creatures themselves all exist too.
With that wall of text said, let's go over some media of how it actually looks in-game.





As you can see, the island is quite large. The home spans just shy of 200 tiles in diameter. There's a lot to be explored, I've spent about 200 hours on it thus far, with plenty more to be done. It is filled with small interactions all around it, and has a lot of scenery to make it feel alive even when there aren't other players around. I'm hoping to integrate the home as part of the mainland at some point, but I need OSRS to finalize the Sailing update before doing so. I'd like to avoid overwriting anything major in the main game if possible. Note that the water will be given appropriate depth and look when the integration takes place, currently it's the usual blue carpet we're all familiar with.
With that said, there is a question I've not been able to answer yet. What shall we call the home? If anyone has any great ideas, feel free to message me about it!
The World Surface
One of my goals for Blurite release is to have a functioning world surface - whether that's visiting a shop, talking to a NPC, killing creatures rarely seen for unique drops or using obscure features that aren't well documented. While time-consuming, it really does make the world feel significantly more whole. I spent about a month during the summer of 2025 going over the world, starting from the Eastern side. During it, I completed most of what I wanted in the following regions:
- Fossil Island
- Morytania
- The Desert
- Misthalin
- The Wilderness
- *Parts of Asgarnia, this is where I left off.
Note that a region being listed here does not necessarily mean you can go and do every single activity in it. The most time-consuming part is not filling in the various smaller aspects of the area, but the big ticket items in them. So with that said, I brushed over some larger minigames and bosses when I did this - just because Morytania has been swept over doesn't mean you'll be able to enter the Theatre of Blood or kill the Nightmare. Not yet anyway!
It is my goal this year to finish the rest of the surface - based on past metrics, it seems this will cost about 6-8 weeks of development time when I do pick it up. I think it's a justified cost - there's no chance I'd be able to do this for a long time post-release.
Bit of media - this is just a glimpse of what was done, there's tons more:



Agility Shortcuts
We had a good amount of shortcuts prior, but last year I swept the map and filled in all of them. I have also maintained the shortcuts and done any QoL changes Jagex has applied since then - so you'll be able to benefit from fast shortcuts for example. Note that all (that I can remember, possible rare exceptions) shortcuts are non-failable.
Since doing these shortcuts, OSRS has added a few more to Varlamore which are not done yet.
NPC Ranges
More of an under-the-hood change, but one that will be appreciated nonetheless. I went over the document that many of you participated in, where we gathered various NPC-related ranges (attack range, max range, aggression range, ...) and actually implemented this into Blurite. While I'm sure it's not perfect, it will be miles better than anything any other server provides, and various safespots you may be familiar with from OSRS should be applicable to Blurite too as a result of it.
Skillcapes
Implemented skillcape salespeople all over the game, as well as skillcape functionality itself, including the max cape. This was no quick task to be honest, probably spent around a week on all of it. The capes are absolutely packed with features. The functionality was passed along to the cape-rack versions in your Player-Owned Houses as well.
Yell
It's hard to be a private server and not offer a yell feature. I went above and beyond with our implementation, fully integrating it into the usual chat systems.
Yells are cross-world and have their own dedicated chat tab, which means they come with their own full set of filters you can apply - on, same-world-only, friends-only, off. If you want, you can also clear them as shown in the video below. Right-clicking yell messages additionally lets you add people as friends or ignores directly. Anyone on your ignorelist will automatically be filtered out.
Friend Chat (former Clans)
Right after implementing yells, I decided to add another chat feature - friend chats. Friend chat is what clans used to be prior to the 2021 rework in OSRS. Friend chat allows up to 500 members to join at any given time. The owner of the friend chat can assign various ranks to people on their friendlist, and manage the permissions for entering, talking and kicking. I've replicated the implementation precise as described on the old school wiki, so if you're familiar with that, it is exactly how it'll work - except changes take place immediately, instead of after a minute.
Friend chat is useful elsewhere too - it is used for the Chambers of Xeric party creation (to be implemented), and our newest gambling feature - dicing. Below is a clip.
Easter Event
Some of you will already be familiar with the easter event from my previous server, however.. Here it is, again. This time it's a little more polished - better animations, no compromises anywhere. It also happens to be the last seasonal event I was still missing. We now have the 2009 Christmas event, the 2009 Halloween event, as well as the 2009 Easter event. The beauty of this is not needing to spend ~2 weeks when the server is live just for these events, I can instead flip a toggle and continue on developing the usual things.

Wilderness Bosses
As the last missing aspect of our Wilderness, the bosses were implemented late last year. This includes Callisto/Artio, Venenatis/Spindel and Vet'ion/Calvar'ion, along with their lairs. As far as I can recall, Wilderness is feature-wise fully complete now. Every PvP, Pvm and Skilling aspect found in it is done. Every NPC you come across has dialogues/shops/etc. It is the first of many areas to get this treatment.

Revenant Maledictus
Revenants have been in Blurite for quite some time now, but I skipped the boss in the original implementation as it had too many unknown variables. During Gridmaster, I was able to test Maledictus in depth, including its spawning mechanics. This allowed me to finally come up with a reasonable implementation that isn't effectively broken (too common vs too rare).
I do have some plans of making Maledictus more custom, and better. The idea of introducing PvP weapons or armours in some form through Maledictus alone could make the boss more worthwhile. Will have to wait and see how it fares in terms of balancing and overall level of power.
Treasure Trails
Filled in over a thousand clue scroll entries - from beginner to master. I could not fully finish this though, plenty of NPCs just don't exist yet (Varlamore is a big offender here), and some tasks rely on filling in the respective areas first. I did about 80% of them and left it here. It's best to revisit after I'm done with areas, and only then do full-scale testing to make sure all the clues are actually completable too.
As far as rewards go, the tables are fully implemented and tested. I made sure to avoid my past mistakes - every item that is on the collection log, can be obtained. Fun fact - took about 130k master clue scrolls to green-log the master rares collection log. This was at the 1x drop rate, so identical to OSRS.

Pest Control
This one needs no introduction, we're all familiar with it! PS: The void rewards have been migrated to the general minigame shop - you'll acquire both commendations and minigame points as you participate in Pest Control, allowing you to spend it on XP rewards as well as get void alongside, if you do attempt to acquire it through Pest Control.
Particles
During February, I decided to explore particles support in OSRS. Not too long after, I got a nicely working implementation going. Since then, I've piece by piece filled the game up with particles where it feels appropriate. Right now, it is primarily just snow - but nothing prevents me from doing other effects. I just don't want anything too tacky. I've decided to skip Ungael (Vorkath's area), even though it is in a snowy region, having particles during an intensive fight might end up a little annoying. I did, however, include them in Wintertodt - this is a low intensity activity and snow is more than fitting here.
Note: Particles work through a RuneLite plugin, and as such, will only work on RuneLite - in particular with the GPU or 117HD plugins enabled.
As I finalise the implementation, I will add in-game settings to configure them a little further. Not everyone has identical hardware, so I need to make sure ones playing on older hardware don't end up throwing half their FPS on particles. With that said, as it stands, the performance is fairly reasonable, and I'm improving it by the day. It costs about ~7% of the frame calculations to process and render 15,000 particles. This is quite a significant amount, but not unreasonable - the snowy areas will even pass 50,000 if you zoom out and have extended rendering enabled.

Particle Items
As an extension to particles, I've also done a few particle-based items now.
Completionist Cape
Kind of obligatory... The completionist cape! When you think of particles, this is probably the first thing that comes to mind - and we have it!
The completionist cape comes in two forms - an untrimmed one, with white particles, and a trimmed one with gold particles. The completionist cape will be a step up from the max cape you're familiar with - it will require significantly more tasks to achieve, and has better stats to account for it. My aim is to make a cape that is essentially the infernal cape, mage arena II cape and the quiver cape all in one stats wise. It will be a difficult thing to acquire, so it doesn't feel particularly out of place for it to also get rid of an item switch for you. In terms of time-to-obtain, while it's hard to give robust units here, I can give relative goals. If the max cape takes 2-4 weeks to acquire, I'd expect the untrimmed completionist cape to take 1-2 months, and the trimmed completionist cape to take 3-6 months. The trimmed variant will be more of a flex than anything, it will not come with any better stats. With that said however, I am contemplating offering the ability to recolour the particles on the trimmed variant - the feature already exists, just hasn't been wired into the interface yet.

Christmas scythe
This is an OG item I've had lying around for a while. It is a cosmetic scythe that'll be obtainable during the Christmas event. The exact methods of acquiring it are unknown. It currently has no stats.
Flaming Skull
Another cosmetic item - the flaming skull. Comes in four colours - orange, blue, purple and green.
Engine
As always, a huge portion of my time goes into maintaining the engine and improving the performance of the server, as well as developer-friendliness.
Below is a summary of the big ticket underlying changes I've done in this time.
- Gameval support. Gameval is what OSRS calls their internal names that they exposed for the Lua plugins (RIP). This essentially means all items, npcs, objects, music, jingles, animations, gfx effects and much more now has names. Having the internal names allows me to develop things a little faster, as I don't have to waste my time renaming a bunch of nulls to names that I come up with.
- Subop support. This was first seen on Max capes, but the ability for sub ops and sub menus. I filled in nearly all items that have sub ops, which took a couple days to do (granted I needed to also code numerous items from scratch). This was recently also expanded to work on NPCs, objects and ground items. I've filled in support there too, as well as wired it up for our home portal.
- Kotlin script removal. I was stuck on a 2023 version of IntelliJ IDEA for two years. In August of last year, I decided it was time to drop Kotlin scripts and convert everything to regular classes. In doing so, I was finally able to move to newer editors, as well as migrate Blurite as a whole to newer language versions, providing noticeable performance improvements.
- Initial World Entity support (Sailing ship tech). When the Sailing skill came out, I spent ~150 hours fiddling with it in OSRS, figuring out exactly how things work under the hood. Through this I was able to get an excellent understanding of the underlying tech, and implemented basic support for it all. While Blurite does not yet have Sailing, when the time comes, it will certainly be the best replica of the skill. Figuring out things like collision and interactions across ships is no easy feat, and I highly doubt any other server will be able to get an understanding as good as mine on this subject.
- Lots of behind-the-scenes renaming and clean-up. Object configs in particular received major improvements. I intend on doing items and NPCs sometime soon. Other configs are relatively well as-is.
- Improved instancing support. We recently figured out a few crucial details of how instances are handled in OSRS. This knowledge has allowed me to significantly reduce memory and CPU costs behind instancing. We can now fully fill the instance map using only ~2gb of memory (in total for the entire server!) - this would consist of 420 large instances (320x320 tiles), 1700 small instances (128x128 tiles) and 2159 world entity instances (64x64 tiles). It costs about 6.5 milliseconds to create one large instance on my PC (5-year-old hardware, soul wars instance). Another optimisation I did a long time ago was move nearly all instance constructions to take place at the end of the tick, when the game would be "sleeping" and waiting for the next tick to come around. This makes it essentially free.
Better Configuration Files

Other Miscellaneous Changes
During this time, I've also tried to keep up with some of the OSRS changes that have taken place. Below is a non-exhaustive list of things I can recall doing.
- Elemental weakness support
- Wintertodt rework (warmth system)
- Slayer rework (different master blocklists)
- Music rework (playlists)
- New PoH Themes and expanded functionality
- New canoes
- The Blurite Team
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