TL;DR
- Treeverse’s 2026 roadmap focuses on a controlled Season 2 beta with live telemetry and stability-first execution.
- Core technical upgrades include replacing the Nova UI with Unity’s native UGUI system and refining dungeon routes.
- New features include an in-game NFT shop for $END and deeper utility for Otherdeeds land NFTs.
Treeverse sets a 2026 roadmap built on a controlled Season 2 beta, live telemetry, and stability-first execution. Monthly Treeverse Update #49 (December 31, 2025) outlines a plan that favors incremental delivery over a single big launch. Endless Clouds reports progress on core systems, interface overhauls, and dungeon flow, with server stress tests guiding each step.
Engineers replace Nova UI with UGUI, Unity’s native interface layer
Character selection and creation already run on the new stack. Designers lock Lorwick and Kenryos dungeon routes for the beta and trim scope to tighten balance. The talent tree now uses generic points, which widens build options without adding needless complexity. Integration for Timeless NFTs sits complete at the data layer, and a dynamic camera captures personalized portraits for in-game avatars.

The team responds with a long polish list. Navmesh fixes improve AI pathing and player traversal. Combat rotation reads cleaner. Audio cues arrive on time. Visual effects now include footsteps tied to surface type. Respawn logic reduces confusion. Enemy targeting behaves more predictably. Interface tweaks lower input latency and sharpen feedback across platforms.
Season 2 beta, staged rollout, and live iteration
The studio plans an early-2026 beta that ships a playable core to live players first. Engineers then iterate in short cycles, guided by performance data and player behavior. Season 1 results from April–May 2025 inform pacing, progression, and capacity planning. The goal remains clear: hold uptime, preserve fair difficulty, and expand only when telemetry supports added load.

Season 2 introduces an in-game NFT Shop where players spend $END on cosmetics, collectibles, and campaign items. A revision to the Voyager avatar system deepens visual expression. Otherdeeds land gains added utility tied to campaigns and play loops, linking ownership to measurable in-game actions rather than mere display.

Production rhythm matters as much as code
Update #49 reorders priorities around observable outcomes: capacity under stress, repeatable deployment, and measured content unlocks. The team reports steady cadence across 2025 and points to a leaner approval path for features that meet performance gates. Fewer surprise regressions should follow from shorter feedback loops and smaller payloads.

The update supplies it
Dungeons launch with final routes and tuned difficulty. Interface screens align with UGUI patterns across character flow. Pathfinding feels stable in dense fights. Rewards connect to play states that players can understand and track.




