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Edgeville rebuilt: Ritual's new in-game home

11 September 2026

We're giving Ritual a new home in Edgeville. Recent development has focused on the place players return to between trips: where you restock, decide what to do next, and run into someone heading the same way.

The new layout brings those routines closer together while making room for content built specifically for Ritual. This update brings that work together, with further layout and interaction refinements continuing through playtesting.

Edgeville, with more reasons to stay

Edgeville gives us a familiar starting point. Our work has been about making its central area useful as a shared home, with nearby services and recognisable spaces for different activities.

The paved court is the centre of that layout. Food, potion, melee, ranged, magic and skilling traders give players a place to prepare before heading out. The home arrival point sits beside the central teleporter, keeping the next destination close at hand.

We are checking those practical routes alongside the visual work. Shop placement needs to make sense when several players are moving through the area, and the path from arrival to supplies should be straightforward on a first visit.

A corner for Tribute

One of the most distinctive additions is the new Tribute area. Its red paving, dark stone and gold-trimmed altar give the Altar of Tribute and neighbouring Exchange a setting of their own.

Both objects have been made for Ritual. The altar's crystal has a restrained idle animation, while the Exchange shares its colours and detailing. Their scale and placement have gone through several passes in the actual home map so they feel like part of the space.

The offering rules and Exchange rewards have their own dedicated update. Here, the focus is giving those objects a recognisable place in the home.

Space for a quieter session

The log crossing and Farming activity give players repeatable training options close to the court. Agility repeats crossings over the pond, while Farming moves through clearing, planting, watering, growth and harvesting.

Both activities award experience while running and stop when you move away, start another action, teleport or log out. They do not produce resources, pet rolls or offline rewards.

The home Farming activity is separate from the Catherby patches covered in our September skilling update. Catherby remains the crop-growing system with saved patch progress; the new home activity is an experience-only training option.

What we're checking next

The next pass is about using the home as a player would: arriving, visiting the traders, choosing a destination and returning. We are also checking object placement, walking routes and how the different areas read with other players on screen.

We would like to hear what makes a home area useful to you. Which services do you visit most often, and what would you want within a short walk of the arrival point?