
Realmers,
Public Testing is live this weekend.
Try the Alien Invasion Rework, the latest Summoner Modernization updates, and the first part of Season 29: Alien Overdrive, including new rewards, missions, shinies, cosmetics, enchantments, dungeon mods, fixes, and more.
Jump in, test, and share your feedback with us!
Alien Invasion Rework
Hello everyone, Kidd here! It’s been a little over a month since it was announced that I would be working on a project for the game again. Today I’m excited to both delve deeper into it and announce that you’ll get to test it… right now!
The Alien Invasion event was originally released for Month of the Mad God 2019 and it has stayed mostly the same 7 years later. Our goal was to keep what makes Aliens fun and unique but iterate and modernize everything else.
To best tackle this project I assembled a team of talented people who have the right experience to deliver on this vision.
- Lead & Design: Kiddforce
- Enemy/Misc. Art and Design Support: Sorcerer
- Environment/Boss Art: TLMaelstrom
- Dev Support: stellalumi
- Tool Support: Just
This project only became a reality thanks to their hard work and support, if you like what you see with this project make sure to let them know!
So let’s get into it, what has concretely changed with the Alien Invasion?
Invasion Rework
The Alien Invasion Event in the realm has received substantial changes to its structure so let me start from the top.
Overview
Realms will now have a chance to spawn with new alien setpieces: Alien Reactors
Reactors are extremely simple setpieces spawning a few alien enemies and shooting some shots of their own. They behave the same way regular setpieces do, they give loot, dust, some non-biome associated realm score and respawn after some time.

The new Alien Reactor setpieces crashed onto the Coral Reefs. They have no respect for the environment!
One unique characteristic of Alien Reactors is that upon their death they roll a chance to activate an Alien Invasion in the realm. This is on top of the original rate upon a realm’s generation that has existed so far. (And of course during alien events the invasion remains guaranteed.) This gives people who want to run alien content outside events a bit more control over their ability to do so but keep in mind that encountering an invasion will remain an uncommon occurrence.
Another unique characteristic of Alien Reactors is that they have static spots on the maps they could generate on, if you learn where they are you can figure out a better approach to farming them. They will also show on the map once they’ve been discovered so you’ll quickly know when they’ve respawned as well!
Alien Invasions will now be able to begin at 15% Realm Score, once an invasion begins you will find the realm a bit quieter than before. Instead of alien enemies being found in abundance in the Abandoned City, all Alien Reactors of the adept biomes will spawn and they will become your main source of alien enemies to kill. If finding the reactors isn’t your jam, alien enemies will also be able to spawn instead of regular enemies during an invasion. The more you clear the realm the more you’ll find random aliens taking the place of enemies as they respawn.
As before alien enemies must be killed to advance your fight against Commander Calbrik although the requirement has been raised a bit. Once enough progress has been made the Alien UFO will spawn in the Abandoned City featuring a completely reworked fight!

Reworked UFO introducing the ability for us to color lasers. You probably won’t miss F.E.R.A.L. green!
Once the UFO has been defeated Wormholes will appear but instead of being in a random location and distribution the location and type of Wormholes is now set. They will always appear next to the Alien Reactors. We’ve added new UFO themed icons to all the key elements of the event which will help distinguish them more easily!

They’ve even invaded your minimap!
Once all Wormholes are gone and the realm has reached 50% Realm Score the Invasion event may continue. However we felt that requiring all Wormholes to do so may sometimes be too punishing so alternatively the invasion event will progress at 66% Realm Score even if some Wormholes are remaining.
This time around the invasion will happen in veteran biomes with brand new veteran alien enemies, the structure is similar to before with tougher enemies and reactors. Once enough progress has been made Calbrik will now spawn in the Runic Tundra. Once defeated Wormholes will appear next to veteran alien reactors as you would expect.

The new veteran alien enemies going on a stroll somewhere, maybe to get groceries?.
Rewards
Among all of the changes we’ve also taken a look at the rewards and made a bunch of adjustments on that front too.
The Alien Armors (Heavy Protective Matrix, Fitted Protective Matrix, Magic Protective Matrix) will now act closer to a biome white as it will now drop from every alien enemy and boss in the realm. We’ve also adjusted the rates to be a bit more generous, they shouldn’t be blocking building an alien set as much as before.
The Locked Reactor has been retired, the item still remains for those who own it but it will no longer drop. Instead we’re introducing a more generic replacement called the Neo Essence which acts as a crafting material. Neo Essence will only be dropped from Calbrik himself but its rate is much better than the Locked Reactor ever was.

There’s a reason for its more vague and generic effect but we cannot talk about it yet!
While we’re on this topic both the Loaded Core and Entropy Reactor have received recipes in the Forge, available permanently without any need for a blueprint. And yes for the three of you who may be asking, you can still use a Locked Reactor on a Loaded Core to get an Entropy Reactor.

The Forge is also now able to display more requirements so bigger crafts like Loaded Core can be made clear.
Calbrik will no longer be able to drop alien weapons or alien cores, we made this decision as we want to create clear separations between the dungeon rewards and realm rewards.
However to make up for this we’re introducing two new encounter whites! One for the UFO and one for Commander Calbrik!

Some of you may know we’ve tried to make UT consumables in the past, finally this idea has become reality!
Miniaturized Alien Generator is a new experimental UT consumable dropped from the Alien UFO! That’s right, a UT consumable! It has infinite uses, a cooldown and can only be used in a quick slot. When used you’ll be given a large attack boost that will slowly lower over time. This item is a door into a very different kind of item design than we’ve done in the past so take this as an experiment there is a chance the effect of this item could change quite a bit even after its release.

Pew pew BOOM pew pew BOOM.
Laser Rifle is a new UT bow dropped from Commander Calbrik. It allows you to shoot rays at your enemies but it also has a chance of summoning homing rockets whenever you hit an enemy! With this explosive “bow” you’ll be able to take over planets just like its previous owner.

Wait! Isn’t that..?
Wormhole Reworks
Of course the majority of the changes can be found in the four Wormhole dungeons and we have treated them well!

Overview
Every Wormhole has received a complete art overhaul to really nail the atmosphere the originals were aspiring towards but simply couldn’t deliver with their cobbled together aesthetic. We tried to preserve many of their quirky charms as well.

If you had to go on vacation to one of them, which would you pick?
We’ve improved the pacing by introducing a partial clearing mechanic. The next wave will now begin when you’ve cleared only some of the enemies, allowing you to always be fighting enemies. We’ve been careful in tuning the system in such a way that it should not be overwhelming you, this doesn’t mean there isn’t pressure and difficulty but it should stop impossible scenarios.
We’ve paid close attention to enemy behaviors as well and have adjusted many of their movements, most enemies will now slowly drift towards players if they are far away which keeps the pressure up and also removes those times when you were clearing Malogia solo and trying desperately to find that one Znorgling hiding behind the trees. They are also all visible on the mini-map now so it’s easy to spot what you have left to clear.
We added both progress bars and notifications to better communicate the time system of the dungeon allowing you to easily keep track of your progress. The timer system has generally been made more tight to keep up with the faster pace of the game as well.

I promise this 2-2 isn’t filled with water.
The Neo enemies you could find in waves have been replaced with original creature designs that are evolutions of existing enemies, they have a lot more personality than their old versions. Gameplay wise while they received adjustments they should play about the same.

Say hello to Ptortorgian, the replacement for Neo Ptorgian. It unfortunately cannot wave back.
We’re introducing completely new minibosses to all Wormholes with unique designs and attacks that expand the window into the ecosystems of the various planets. They put up a bit more of a fight than the previous minibosses but remain accessible.

Heartbat, one of the new Forax minibosses, is about to experience some heartbreak.
We’ve of course reworked all of the bosses, they are now much closer to regular dungeon bosses in complexity and have a much stronger sense of identity and personality, they build upon clear themes found in the wormhole’s designs and feel like the natural conclusion to the dungeons.
Let me now go over some of the changes that have been done to specific wormholes.
Malogia
Not much has changed in Malogia overall but we did remove collisions from the smaller trees so you should have a much easier time navigating it.

Suesogian has bulked up and is ready to sucker punch you.
Untaris
Untaris has received a bunch of changes to its layout, now being split into 3 platforms rather than 5. We made this change to improve the pacing and flow as well as add a tiny bit more challenge since fighting all enemies 1-on-1 often proved trivial and boring.

Unfortunately everyone had to get new neighbors.
We also updated the teleport mechanics to feature clickable teleporters, beacon teleporters and even player to player teleportation, it’s overall a lot more consistent to move around the various platforms.

Someone should probably call a dentist for poor Tarul.
Forax
The tides of Forax were a bit too oppressive and so the layout has been changed to no longer block paths completely. To balance it out the planet spends a lot less time at low tides so the terrain remains a challenge.

Acidus finally grew some legs, surely it will get a set of arms in another 7 years.
Katalund
The gas in Katalund has been made to move a bit faster as many of the new fights attempt to box you in; this was a necessary change to make sure players could still get oxygen consistently.

Golden Sphinx has upgraded its technology with some lasers.
Dungeon Mod

Have you ever wondered why they don’t just jump you all at once? You can now find out!
We’re introducing a new Dungeon Unique mod shared by all Wormholes called Out of Time. What it does is that enemy waves may progress automatically after a set amount of time regardless of if you had cleared the previous wave. This can quickly snowball into overwhelming and dangerous scenarios so I’d recommend being careful when tackling this mod. And yes, it does affect bosses as well so you could be fighting multiple bosses at once if you’re too slow at clearing.
Rewards
First let’s talk about adjustments we’ve made to existing rewards Overall we’ve cleaned up the loot tables and increased the rates for all UTs and in particular the Alien Cores. They are still the rarest equipment in their respective dungeon but they should be quite a bit easier to obtain.
Next let’s talk about consumables, all Wormholes will be getting their very own quirky consumables with a variety of effects, they all provide a heal so even if the effects appear so-so to you they still compete with regular health potions.

Do not drink battery or acid and especially not battery acid.
Finally let’s talk about a new reward type for aliens, artifacts and enchantments!
We are introducing 7 new alien enchantments! They are all more powerful versions of existing OnShoot Stat Boost and OnShoot Heal/Magic enchantments but with a specific requirement. For them to work at least one Alien Gear item must be equipped. It doesn’t matter the slot whether it’s a weapon, armor or a ring. This allows you to empower your alien sets even more or be able to create some hybrid builds that don’t fully rely on alien gear but still incorporate parts of it into a regular set.

Those descriptions are a bit long. Sorry!
Those alien enchantments also work a bit differently than usual, Alien Gear items will be able to roll those enchantments naturally or through any reroll method but regular items will not. However you are still able to put them on regular items if you use the brand new alien artifacts!
The artifacts are generally tuned to help you target those specific new mods but of course their bonuses also apply to the wider pool of mods.

I promise those chips are affordable.
“But aren’t artifacts usually only added alongside advanced dungeons?” You may wonder. First off the rates of those are in line with artifact drops in other regular dungeons which in short are pretty rare so make sure you use them wisely for now! And secondly you may want to read a bit further!
A small glimpse into what’s next

Those portals look a bit different don’t they?
What I’m about to talk about next is not on PT but it felt like the right time to talk about it.
You may have noticed that many of the neo elements have been taken out of the Wormholes and that’s not a coincidence!
The reason is simple, we are working on Neo Wormholes, advanced versions of the Wormholes you know and hopefully now love. We didn’t want to simply just rework what was there but also expand and keep alien content relevant even at higher difficulties.
Neo Wormholes are still early in development and I will keep the details under wraps but on top of the usual advanced changes expect more waves, the re-introduction of Neo enemies (with new looks) and tougher bosses.
You will be able to upgrade your alien gear into neo alien gear thanks to new crafting materials, yes that includes even the Entropy Reactor. Neo Wormholes will be available at the end of a veteran alien invasion replacing the regular Wormholes that currently appear there.
A request I have seen quite a bit over the past month has been for alien gear to receive the awakened enchantments of their original items. While this was being considered a new idea came to mind that would conflict with it. I believe that this new direction will be more exciting and interesting so at this time alien gear will still be unable to receive awakened enchantments which I know will be disappointing to many of you. I ask for your patience as this new direction will arrive alongside the Neo Wormholes.
Once again this section was about things not on PT so don’t look for it because it is not here!
Special Cosmetic Packs
You may have noticed that some of those screenshots feature brand new cosmetics. So let’s go over those.
Alongside the release of the Alien Invasion rework we’re preparing some special paid cosmetic packs that will be available for the duration of the season, some of the details may change between now and release so keep that in mind!
Blorgorm Rider Special Pack
This pack includes:
- 1x Blorgorm Rider Knight Skin
- 1x Znorgling Pet Skin
- 1x Nano Steel Reaper Pet Skin
- 1x Friend of Blorgkind Title

Blorgorm Rider Knight Skin

Znorgling & Nano Steel Reaper Pet Skins
Neo Commander Special Pack
This pack includes:
- 1x Neo Commander Huntress Skin
- 1x Neo Commander Entrance
- 1x Complete set of Neo Alien Gravestones
- 1x Plexling Pet Skin
- 1x Watchling Pet Skin
- 1x Neo Commander Title

Neo Commander Huntress Skin

Neo Commander Entrance

Neo Alien Gravestone Set

Plexling & Watchling Pet Skins
Known Issues
- The new alien shiny items may be unable to roll the alien enchantment naturally
- The new alien shiny items may not drop properly from Wormholes and Alien Quest Chest
- Laser Rifle’s rocket summons count towards summon cap
That’s all on my side, Kidd out!
Summoner Modernization
Since the last PT the following fixes have been added:
- SummonPower Trade off can now properly be rolled.
- Maces can now properly get the stat mod mult enchantment
- Mace of the Depth and its shiny variant no longer deal 3x the intended damage.
- Miscellaneous tooltip fixes
From the Public Testing on May 15th, 2026:
Summoner Modernization
This weekend includes fixes for the summon power/statMod trade off enchantment, general balance tweaks, as well as some more varied Summon Costs for some UTs.
If you need a reminder for what the summoner modernization entails, here’s the info in the previous blog post (cited below):
From the Public Testing on April 3rd, 2026:
The Summoner Class Modernization is Here!
We’ve completed the long-awaited modernization of the Summoner class. Similar to previous class reworks, all Summoner abilities will now scale with your character’s stats as you increase in power.
Ability Scaling: Tiered Maces will now scale with your Wisdom stat. However, different Unique/Untiered (UT) Maces can scale with almost any other stat, depending on the specific item you are using.
Introducing “Summon Power” (SP)
A new sub-stat, “Summon Power” (SP), has been added to the game.
Summon Cost and Cap: Summons now have an associated Summon Cost. You can continue to create summons until you reach your Summon Cap.
Default Cap: All classes will have a default Summon Cap of 9, and this stat will not require maximum investment.
Initial SP Increase Method: For this release, the only way to increase your Summon Power is through a new Summon Power StatMod multiplier tradeoff enchantment. This enchantment slightly reduces the individual power of your summons in exchange for a larger army.
Future Updates: In the future, you can expect to see direct Summon Power increases on more UT items and enchantments.
Phytomancer Summoner ST

Releasing alongside the Summoner Modernization is a brand new ST set for the class. The Phytomancer is a summoner that finds itself much more in tune with flora than fauna. They are deeply connected with nature and command an army of plants to defeat their enemies.
Razorthorn Branch
The razorthorn branch is a unique wand, firing poisonous thorns inflicting bleed damage. The pattern of this wand is rather unique as it alternates between firing one and two shots before firing a large burst of shots after a delay.

Mace of the Woods
Summoning the Communal sapling, the mace of the woods is a unique ability. The saplings grow larger and stronger the more saplings they are near making excellent use of the new summon power stat from the summoner modernization.

Leafweave Raiment
A rather fragile robe that provides freedom of movement, magical ability, and the healing power of nature all in one.

Bud of Beginning
A small plant bud full of untapped potential, this provides all the stats the set wants and a stacking wisdom boost to buff your swarm of trees even further.

New Season : Alien Overdrive
Date : Start June 02 / End July 7
Battle Pass
Our new Battle Pass will take you to a celestial level of the galaxy. Complete the different tiers for a chance to earn two exclusive skins: the Star Gladiator Warrior Skin and the Alien Slug Sorcerer Skin. Alien Weapon Caches are also scattered throughout this first part of the season. Not to mention exclusive enchantments!

This is not the final version of the Battle Pass; we reserve the right to modify it based on your feedback and adjustments to other seasonal elements before the final release. The Battle Pass background is not the final version.
Celestial Stone Quests
Here is the latest update on Celestial Stone Quests. Previous skins are back in stock! You can consult them at the Tinkerer.
Celestial Quest will not be in this Public Testing, they will be updated with the release.
Celestial Garments I – for 40 Celestial Stones
- Mad God Oryx Knight Skin
- Exalted Mad God Oryx Paladin Skin
- Nebula Nomad Wizard Skin
- Killbot Archer Skin
- Astro Scout Trickster Skin
Celestial Garments II – for 40 Celestial Stones
- Android Companion Pet Stone
- Judgemental Eye Pet Stone
- Quasar Pup Pet Skin
- Model K999 Pet Stone
Exquisite Celestial Garments I – for 100 Celestial Stones
- Digitalis Fox Archer Skin
- Primula Greyhound Kensei Skin
- Forsythia Chihuahua Sorcerer Skin
- Bluebell Borzoi Warrior Skin
- Iwana Bozu Priest Skin
- Masterless Brute Samurai Skin
- Cosmic Snare Necromancer Skin
New Cosmetics
Take a look at our cosmetics for the season, they will be between the Battle Pass, Celestial Stones quests and the shop. Skins will not be available for this Public testing and will be replaced by placeholder in the Battle Pass

Star Gladiator Warrior Skin

Alien Slug Sorcerer Skin

Cosmic Snare Necromancer Skin

Space Taxi Summoner Skin

Xeno Shroom Druid Skin
Missions
Our seasonal mission tree will offer you close encounters of the third kind. As you progress through the season and encounter various enemies, you’ll have the chance to earn emotes, alien weapons, and enchantments. Some older awards are also included, such as the Locked Reactor ring.
The proposed tree is not final; we reserve the right to modify it based on your feedback and adjustments to other seasonal elements before the final release. The mission tree might be active sometime during the weekend, but feel free to give any suggestions in the testing-feedback channel based on past mission trees and upcoming content (Alien Invasion Rework).
Discover our selection of exclusive rewards, start with emotes:

Heartbat Emote

Clax Emote

Syogian Emote

Alien Cat Emote

Blorgrom Emote


Copper Sentreenel Emote
Crucible
Buff & Utility
- +50% Dexterity
Stat Penalties
- -25% Attack
- -20% Max MP
Bonuses
- +15% BXP Bonus
- +10% Loot Drop Bonus
- +10% XP Bonus
New Shinies
Our new Shinies are a fitting tribute to this new intergalactic invasion. They will be dedicated to the new wormholes this season and will be released in two phases. The first phase is included in this release. The second phase will be revealed mid-season.
Here is the list for the first wave.

Sun’s Judgment

Moonbeam Blade

Corrosion Cutter

Gaseous Glaive

Fitted/Magic/Heavy Protective Matrix
Enchantments and Dungeon mods
Arcane Rapier Changes
This item was underwhelming since the addition of flails and other piercing options, to remedy this this item has been given a very small rework.
- Damage: 165-220 -> 115-170
NEW: Now fires an arcane lunge projectile every 5th shot, this projectile deals 300 armor piercing damage and has 6.5 tiles of range.
New Awakened Mods
Spellsword Mastery (Arcane Rapier)

Bar Brawler (The Right Hook)

Cursebearer (Wand of Hidden Knowledge)

Consuming Void (Void Blade)

Coral Volley (Coral Bow)

N.O.V.A. (S.T.A.F.F.)

Dungeon Mods
- New Stat Mods have been added to the tiered and unique pools, with positive and negative modifiers for most stats and some more unique tradeoff mods as uniques.
- You can now roll both a positive and negative stat mod on dungeons as long as they do not affect the same stat.
- All tier 3 and 4 mods that did not have any loot boost now have a small amount of loot boost to reward the rarer mod rolls.
- With the tiered mod pool expanding many unique or reward mods have had their weights increased to compensate. Stat mods have had their weights halved as there are now many more stat mods.
- The reward mod “Guaranteed Stat Potion” has been made legacy and will no longer roll as it is an underwhelming mod that does nothing in many cases.
- The Reward mods “Souvenir” and “Skin Hunter” have had their tier 1 variants made legacy and their tier 2 variants made the standard and increased in weight.
Fixes
- Fixed an issue where Guild Hall upgrades purchased with Guild Fame were not immediately reflected for the account. The upgraded Guild Hall should now appear correctly after the upgrade is purchased, without requiring a restart or additional Guild Fame gain.
- Fixed an issue where Paladin’s Max HP could decrease unexpectedly.
- Fixed an issue where Chain Dagger only granted +1 DEX instead of stacking up to its intended maximum. Chain Dagger should now properly stack DEX up to +10 while shooting.
- Fixed an issue where Pocket Rats could cause players to disconnect.
- Fixed an issue where players could disconnect if their summon was standing on a tile that later became non-walkable, such as during parts of The Machine encounter.
- Fixed an issue where Hydroflow Mace did not display its Summon Power values and stat scaling in the tooltip.
- Fixed a visual tooltip issue where Seal of the Cubic Conundra’s effect on enemies value would keep increasing when pressing Left Ctrl. The displayed value should now remain consistent.
- Fixed an issue where damage dealt by minions did not contribute toward mission completion progress.
- Fixed an issue where Crucible characters were not gaining Exaltation progress.
- Fixed an issue where the Abyssal Guardian Knight skin’s firing animation could appear inverted when a dye mask was applied. The correct firing animation should now play in all directions.
- Fixed an issue where Phytomancer ST set items displayed Gen II icons instead of Gen III icons.
- Fixed an issue where Leafwave Raiment’s tooltip did not correctly describe the buff applied on ability use.
- Fixed an issue where Bud of Beginning did not grant stackable WIS as intended.
- Fixed an issue where players could gain unintended infinite stats by negating negative stat effects with consumables and switching items. Stats should now correctly reset when switching items after negating those effects.
Known Issues
- Gen 3 summoner ST tokens cannot be used to forge the ST items
The following items are missing art currently:
- Mini Phytomancer Summoner Skin
- 3SummonerSTToken/3SummonerSTShard x1-15
- Phytomancer Summoner ST Selection Chest




