Welcome, tester.An old game, taken apart and put back together one piece at a time. Here is what changed, and where we need your eyes next.
The Cave of Ulverick, and a desert made whole
4–5 October 2026 · Content
The spider cave under Desert of the Dead used to be a party instance. Now it's open to everyone.
NewThe Cave of Ulverick. [Bone Warden] Ossian waits at its mouth in Desert of the Dead and lets you in for 10 Animal Leg Bones and 10 Animal Backbones, which the desert's own beasts drop. The cave's gate takes you back out.
NewInside: camps of Ulverick's Minions (level 128) and a boss in each room. Ulverick's Leader (level 135), Ulverick's General (level 145) and, in the hardest room to reach, King Ulverick himself (level 151). Each has his own loot, and they're the first monsters to drop the new back items.
FixedDesert of the Dead was half empty. More than 500 of its decorations and all six of its buildings never appeared in game. They're back.
FixedThe gate between Anima Lake and Desert of the Dead works again.
A staff that hits like a staff
1–5 October 2026 · Fixes
FixedThe Intrepid Staff and Intrepid Wand (level 210, sold by Huzam in Muris) dealt sword damage on normal attacks, so they hit like a weak club against armoured monsters. They now deal magic damage like every other staff and wand. Skills were never affected.
FixedTorches and lamps on every map stayed dark until you died or changed zone. This bug is as old as the game.
FixedAfter a server restart, monsters are there straight away. Before, a boss on a 30-minute timer was missing for the first half hour.
FixedThree spots in Desert of the Dead and the Goblin Cave that could crash the game.
NewA red item name, for boss loot. The first set of weapons is ready, but nothing drops it yet.
Maps made to order, and the light to see them by
2–4 October 2026 · Tools
This one is mostly for the map makers among you: two new tools, and two test maps to show what they can do.
NewA map generator. You describe a map (a ravine, a village on a hill, an outpost hidden in the woods) and it builds the whole zone: terrain, ground painting, water, trees, villages borrowed from the original maps, and the lighting. It also checks that nobody can get trapped, that the roads connect, and that what should be seen from the road can be. For now it only does Junon-style grassland, up to 640 m square, with no monsters, NPCs or warps.
NewA lighting tool for maps made or edited in the map editor. It covers the sun's direction and height, how deep shadows go, the shade under trees, the darkness in corners and the colour of the light. Out of the box it matches the original Junon. Torches and lamps aren't baked yet.
NewThe map editor has a fullscreen view (F11) for clean screenshots, and opens packed game clients directly, read-only, including Wish Online's.
ChangedEvery map file the game uses (ZON, HIM, TIL, MOV, IFO, LIT) now has a reader and writer behind it. Together they rebuild all 9,035 of the game's map files byte for byte.
TipRelight a map after every edit in the map editor. The editor numbers object lighting by order and never renumbers it, so deleting one object shifts the lighting of every object after it, and can crash the game.
Riverwatch: a ravine, a bridge, a village you can see from the start
Ledgewood: a low road past the pits, a high road to the tower
Dreadnaughts, and a longer chat
30 September 2026 · Update
FixedThe Dreadnaughts on Luna's Freezing Plateau look like Dreadnaughts again. Since an old re-levelling of Luna they had been wearing the Mini Mammoth's model.
ChangedThe chat keeps more history, and the new interface got a round of small fixes.
Shibuya becomes a hunting ground
29 September 2026 · Content
A level 60–80 zone, built as a tribute to the SECONDWALL collaboration.
NewThe Deaders: twelve monsters with their own attacks and spells, including armed police. Deader Rex waits in the plaza.
NewThe Rot Tracker, a rare spawn that can appear after any kill in the zone.
NewSix quests from the band, ending with a hunt for Deader Rex once the first five are done. The rewards are SECONDWALL cosmetics.
NewFences, foliage and railings no longer shimmer at their edges. This needs an NVIDIA card with antialiasing on. Toggle it under Options › Graphics › See-through edges.
FixedA hit of yours that fell behind now lands together with the next one instead of trailing seconds later. Casting a skill no longer swallows the swing you were in the middle of.
FixedMonsters no longer teleport, forget what they were told to do, or show a health bar below zero.
FixedA monster spell whose animation was interrupted still applies its effect.
Shibuya opens; every skill explained properly
28 September 2026 · Content
NewShibuya and Live House SEVEN: a Tokyo street walk and the survivors' shelter, with shops and storage. Ask Jones in Junon Polis for the way there.
ChangedEvery skill description has been rewritten in plain English and checked against the real numbers. Tooltips now say whether a skill is a buff or a debuff, and give its true chance of working.
ChangedStatus effect names and system messages are in plain English too.
FixedDrain skills heal by the caster's INT, not the victim's.
A new interface, from top to bottom
23–27 September 2026 · Interface
Every in-game window, rebuilt. The login and character screens keep their classic look.
NewStatus, buffs, skill bar, inventory (with costumes and cart parts), character sheet, party, quest journal, minimap, NPC conversations, shops, trade, storage, personal shops, upgrade, crafting, break down, friends and chat rooms, clan, options and chat.
NewWindows can be moved, locked and scaled from 75 to 200%, and remember where you left them. There is a target frame now.
NewThe skill tree is drawn from the game's own skill data. It shows fifteen skills the old artwork never had room for, including every Cleric buff and Vanish.
FixedSaving your options no longer freezes the game for a second.
FixedYour party sees your maximum HP rise the moment you level up.
A long list of small wrongs, righted
19–22 September 2026 · Fixes
FixedSkill books carry the name of the skill they teach. A handful of books that taught nothing at all are gone from Darren's shelves.
FixedThe walls around Junon Polis' fountain square no longer flash while the camera moves. The same fix covers two dozen other maps.
FixedAngelic and Vengeance arrows fire a projectile again.
FixedIn PvP, attackers no longer stop ten metres short of their target, area skills spare clan mates in clan fields, and Cure works on yourself.
FixedOther players' attack speed shows correctly. Before, everyone around you appeared to swing at the same speed.
FixedGolden, Saint and Demon item variants show their real names. Darren no longer offers the second job quest twice.
FixedDouble-clicking a monster no longer cancels the attack, and a quest "!" only appears over NPCs that actually have one.
Oro rebuilt, Skaaj discovered
12–18 September 2026 · Content
NewSkaaj, a small tropical island of cat-folk. There are no monsters, only townsfolk you won't understand until someone teaches you their language.
NewOro has been rebuilt from a later version of the game: ten zones for levels 205–240, each species with its own drops. It is the only place the level 240 armour comes from.
NewBosses cast their full spell lists: the Grand Master Devourer, the Terrasaurus King, Moon Sister Inguz and others.
NewA second level 230 armour line with a different trade-off: more defence, less magic resistance.
ChangedKarkia's two main maps have been thinned into camps. They were holding four times the monsters they were meant to.
FixedA crash when leaving certain zones.
About Chronic Rose
Chronic Rose continues the released ROSE Next code: the classic game, kept intact, with its rough edges filed down and new ground added where the old story ran out.
Two interfaces, your choice
The game ships with a new interface, designed in the spirit of the game's later glass style. It is readable at any size, and every window can be moved. Type /ui2 in chat to switch to the original interface at any time, and again to come back.
Combat that tells the truth
The server decides every hit, and the number you see is the HP that was lost. Damage lands when the blow lands, arrows when they arrive, and death on the killing strike, not a moment before or a second after.
Level 240, and a fairer climb
The cap is 240, and the road there takes about an eighth of the kills it used to. Levels 1–50 are untouched. Buffs and passives now scale with your stats, so they still matter at the top.
Two endgames
Past level 205 the road forks. Oro is desert ruins and fossil kings. Karkia is a haunted planet and its graveyard. Oro is quicker per kill, Karkia is harder and has the better loot.
Small tools, kept close
/dps opens a damage meter for you and your party. Alt+click tries a piece of gear on your character. Shift+click links an item in chat. Ctrl+click sends your summons where you point. NPCs show ! and ? over their heads when they have a quest for you.
A steadier client
Alt-tab no longer reloads the world, and fullscreen is borderless. Distant walls have stopped crawling with black bands. Walking across a map border no longer stutters, and a missing file no longer crashes the game.
The goal is simple: the ROSE you remember, working the way you always assumed it did.
The Worlds
The three original planets are all there, and five new places have joined them. Level ranges are given only where they have been measured.
Junon, where everyone begins
Eldeon, the world under the tree
Luna. The yeti did not volunteer.
Junon
Where everyone begins: the Adventurer's Plains, Zant, Junon Polis.
Classic
Luna
The frozen moon of Magic City Eucar, and its restored Dreadnaughts.
Classic
Eldeon
The great-tree planet, rebuilt from the most complete sources we could find.
Classic
ShibuyaNEW
A Tokyo street overrun by the Deaders, and the live house the band holds.
Lv 60–80
SkaajNEW
A tropical town of cat-folk. Somewhere to rest.
Town
Cave of UlverickNEW
A spider cave under Desert of the Dead. Bring bones for the toll.
Lv 128–151
Oro
Ten zones of desert, ruins and fossil kings, rebuilt from a later version of the game.
Lv 205–240
KarkiaNEW
A haunted planet: a vast cemetery, then Spire Village. The harder of the two endgames.
Lv 215–238
Tester's Quest Log
These have been built and checked on paper, but haven't yet survived real players. Play them as you normally would and tell us what feels wrong.
Into the Spider Cave
Pay Ossian's toll, clear the camps and take on Ulverick's three bosses. Is the toll fair, and is King Ulverick's loot worth the walk?
The Desert, Restored
Walk Desert of the Dead from end to end. Report anything floating, missing or out of place, and any torch that stays dark at night.
Shibuya, End to End
Clear the Deaders' camps, face Deader Rex, and finish the band's six quests and their rewards. Is 60–80 the right window?
The Ten Zones of Oro
Does each zone feel right for its level, and does the loot feel worth the fight?
Window by Window
Find anything in the new interface that works differently from the classic window, or that the classic one could do and this one can't. /ui2 switches between the two.
The Honest Tooltip
Report a skill description that doesn't match what the skill actually does, or a book whose name promises the wrong skill.
Arrows in Flight
Watch for any shot or spell that deals damage without a visible projectile or impact.
When something breaks
Tell us the time, the zone, what you were doing, and what you expected to happen. A screenshot helps more than a paragraph.
If the game crashed, send the file client.log from your game folder along with it. It records what the game was doing up to the last moment, even when nothing else survives.