Game Jam VII
This copy was last processed on . The copied wiki revision is dated .
Game Jam VII was a Game Jam that took place at the beginning of 2026.
Most of the projects were listed in a dedicated post.
Projects
Boat FashionScape
Mod Hend, Mod Lenny, Mod Grub, and Mod Ori worked on further customisation for player-owned boats to help individual boats stand out more. The project mainly served as a framework of what customisations would and would not be possible; for example, it was noted that sails cannot have moving textures on them.[1] New options shown in the project included basic sail patterns (which change the sail's colour) and metal boat trims for skiffs and sloops.
This project was inspired by various posts made by Reddit user Mez_z, who was credited in the dedicated newspost.[2]
-
Sails of various colours.
-
Dragon sails.
-
The sail patterns tab in the boat schematics interface.
-
The metal boat trims tab in the boat schematics interface.
Combat Achievement Interface Improvements
Mod Husky and Mod West worked on improvements on the Combat Achievements interface to remove clutter and have easier navigation. Major changes include:
- Changing the Bosses tab to use icons instead of boss names (hovering over an icon would still show the name of the boss in the top left corner)
- Separating bosses into tiers based on mechanical difficulty, boss requirements, and level of execution required by the player:
- Introductory (e.g. Scurrius)
- Early-game (e.g. Royal Titans)
- Mid-game (e.g. TzTok-Jad)
- Late-game (e.g. God Wars Dungeon bosses)
- End-game (e.g. TzKal-Zuk)
- Clicking a boss now immediately shows their tasks, their combat level, how many times the player has killed them, and the player's personal best time
- The current information shown when clicking a boss could be accessed by clicking a new button
- Removing the "Type" and "Monster" parameters from the Tasks tab, leaving only the tier and whether or not a task has been completed as options to sort by
- Making the Rewards tab not resize itself as the player switches between reward tier information
-
The revised overview tab.
-
The revised bosses tab.
-
The revised boss information tab, showing Commander Zilyana.
-
The revised tasks tab.
-
The revised rewards tab.
Skill Guide & Level-Up Rework
Mod Ash worked on streamlining the back-end for how skill guides display information to the player, along with giving the guides a makeover.
Prior to this project, the skill guide code was extremely simplistic; every tab wrote out every entry in order, line by line, including additional requirements. While easy to parse at a glance, this method of writing the code made it impossible to be searched like a database, e.g. developers could not search for every feature unlocked at a certain level regardless of what tab the feature was in. Additionally, having to write out additional requirements directly into the text meant that information for items that required more than one skill had to be written into the guides for each skill separately (e.g. the crystal bow was written into the Ranged guide at level 70 "with 50 Agility" and written into the Agility guide at level 50 "with 70 Ranged"); duplicating the data made it more likely for info to be out of sync if a change to an item's requirements were made, as then multiple skill guides would have to be updated.
The project replaced every line with a database, writing all requirements in a single data entry that the game can search for and use to automatically generate skill guides. The new skill guide code allowed the following changes to be made:
- The level up message is now automatically generated instead of manually written
- This had the side effect of changing the phrasing of the message, e.g. a message that once read "Members can now wield [item 1], [item 2], and [item 3]!" now reads "Members have unlocked: [item 1], [item 2], and [item 3]."
- Text in the skill guide can now dynamically change colour depending on whether or not the player met the requirement
- Levelling up a skill now prints a message that, when clicked, shows everything the player has unlocked in the skill guide menu
- Skill icons in the side panel now glow to indicate the player has unlocked something new in that skill
-
A snippet of the old skill guide code, showing various Agility shortcuts.
-
A snippet of the new skill guide code, showing the data entry for one Agility shortcut.
-
The new message received when levelling up a skill.
-
The new skill guide, showing requirements the player does not meet in red.
-
Glowing skill icons.
-
The new unlocks interface in the classic skill guide.
-
The new unlocks interface in the modern skill guide.
Multi Level Visibility
Mod BigRig worked on allowing players to see activity going on different levels of the game world.
At present, players cannot see other players or NPCs that are on a different level to them. For example, a player standing on top of the Lumbridge Castle's gate towers would not be able to see any players running around in the castle courtyard and vice versa. This change would allow players to see each other between levels, but with certain exceptions:
- There would be no interactions between levels by default, e.g. a player upstairs can see players and NPCs downstairs, but cannot trade with them, follow them, attack them, etc.
- Multi-level visibility would be disabled in PvP areas/worlds
-
A player on top of the towers (left) seeing another player on the ground opening and closing a door (right).
Settings Sliders and Music Tab Improvements
Mod Ed worked on changing settings sliders to make them work like proper sliders and also expanding the modern music mode to the rest of the game world. He also worked on allowing custom playlists.
-
The audio sliders actually sliding; previously, it was a row of 21 buttons acting as a slider.
-
An example of a custom music playlist.
Teleport Map
Mod Necro worked on creating a map that would show all available teleports on a dynamic game map. Players could use teleports straight from the map as long as they met the requirements to use the teleport, e.g. having the correct spellbook/runes/Magic level to cast Varrock Teleport, having a dramen/lunar staff equipped or the Elite Lumbridge Diary completed while standing near a fairy ring to use fairy rings, being inside a player-owned house to use portal nexus teleports, etc. Other features could include toggling on and off certain teleports, filtering unavailable teleports, and highlighting certain teleports.
-
The prototype map.
Revenant Cave Rework
Mod Manked worked on yet another Revenant Caves rework. He proposed splitting the Caves into two versions - a high-level multicombat and singles-plus cave in its current place, and a low-level singles-plus only cave in level 18-21 Wilderness.
Other changes besides the reworked layout include:
- Allowing Ironmen to obtain loot from revenants damaged by other players (including the Maledictus) if they did the most damage to it
- If a Revenant Maledictus spawns in a singles-plus zone, guarantee a spawn in the multicombat zone
- Provide a means for loot in the high-level caves to automatically go into the inventory/looting bag
- Adjust the entry fee to differ based on Wilderness Diary completion:
- No Wilderness Diary - 500,000 GP
- Easy Wilderness Diary - 300,000 GP
- Medium Wilderness Diary - 150,000 GP
- Hard & Elite Wilderness Diary - 100,000 GP
-
The new "main" cave. The western side is singles-plus, the eastern side is multicombat. Blue circles represent revenant hotspots.
-
Reworked entrances and exits for the "main" cave. A new entrance has been added south of the Mage Arena, and are new exits around the Mage Arena and at Lava Dragon Isle.
The Ides of Milk and Brutus
Mod Acorn and Mod Arcane worked on Brutus, a free-to-play low-level boss meant to introduce players to bossing mechanics, along with a quest called The Ides of Milk that unlocks access to Brutus.[3][a]
Projects added to the game
The following projects were added to the game:
- Settings Sliders and Music Tab Improvements — 11 February 2026
- The Ides of Milk and Brutus — 25 February 2026
- Skill Guide & Level-Up Rework
- Main rework — 4 March 2026
- Optional pop-up list of level-up unlocks — 11 March 2026
- Boat FashionScape (coloured sails) — 20 May 2026
Notes
References
| Game Jams | |
|---|---|
| Summits | |
| RuneFests | |
| Other | |