Everything You Need to Know from the Brighter Shores AMA with Samuel

Published in News on January 7th, 2025

This past Saturday, Tales from the Shores host Teloril brought us an incredible three-hour AMA with Fen Research's Community Manager, Samuel. The livestream covered over 100 questions submitted by the Brighter Shores community, offering deep insights into the game's development, future plans, and behind-the-scenes stories.

For those who missed it, the full-length video is embedded at the beginning of this article. However, at nearly three hours long, it's a commitment to watch (but entertaining and worth it). For those wanting a quicker overview though, Teloril has also provided a 15-minute summary video, which you'll find embedded below this introduction.

Further down, you'll find a detailed breakdown of the Q&A, grouped by category, so you can quickly locate the topics that matter most to you. From gameplay updates and quality-of-life features to long-term plans for episodes, trading, and raids, this write-up ensures you won't miss a single detail from the AMA. Whether you're a casual player or a dedicated community member, this summary has something for everyone.

A big thanks to Teloril (𝕏) for providing us with his transcript, allowing us to bring you this write-up quickly and efficiently.

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The following responses have been paraphrased and lightly edited for clarity, conciseness, and readability. While they retain the essence and accuracy of what was said during the AMA, they are not exact word-for-word transcriptions. This approach ensures the answers are easier to follow while maintaining their original meaning. For the full context, you can watch the embedded AMA video at the beginning of this article.


Meet Samuel: Fen Research's Community Manager

Do you prefer Sam or Samuel?

I prefer Samuel. Growing up, my mom would call me Samuel when I was being naughty, so I decided to make everyone call me Samuel as a form of rebellion. Plus, there were about 500 Sams in my school, so it helped me stand out.

What is your gaming background?

I've been gaming for as long as I can remember. I started with the Sega Mega Drive, playing brutally hard games like The Lion King. Over the years, I moved to consoles like the PlayStation 1, Game Boy, and GameCube, and eventually got my own PC around age 12. That's when I began playing RuneScape full-time.

Today, I enjoy a wide variety of games. My Steam library has over 1,000 titles, and I also subscribe to services like Xbox Game Pass and Ubisoft Plus. I still make time for Brighter Shores, though!

What's your favorite profession and episode in Brighter Shores?

My favorite episode is Stonemaw Hill. Among the live episodes, I really enjoy Hopeport and Crenopolis, but the mine can rank dead last. For professions, I like Alchemist and Carpentry. Both are fun because the crafting areas have such a positive social vibe.

What's your total level in Brighter Shores?

As of my last check, my total level was 485. I was one of the top 100 players at launch, but I started playing less when I joined the team. I do have a membership, but since it's a work perk, I don't pay for it–though my wife does!

What has surprised you the most since the game's launch?

The community. Typically, games attract toxic players, but that hasn't been the case here, even though many of our players came from RuneScape. The overall atmosphere has been incredibly supportive, with players genuinely helping each other.

Another surprise has been the sheer dedication of some players. People like Pastisio, who just hit level 3,600, and others are absolutely relentless in their grind. It's inspiring to see how much they love the game.

What would you say is your favorite part of working at Fen Research?

The community is a major highlight for me. Interacting with players, seeing them explore the game, and occasionally surprising them by showing up in areas where my level 42 character shouldn't be is a lot of fun.

As for the company, the team is incredible. Everyone is passionate about making games, and the environment fosters collaboration and creativity. It's a stark contrast from other industries where people claim credit for others' work. At Fen Research, we celebrate each other's successes, and I really appreciate that.

What's your least favorite part of the game?

If I had to pick something, it would be the current pacing of updates. While I understand the need for quality-of-life improvements, I'm eager for us to shift focus to larger content updates, like raids, trading, and new episodes. But we're in active development, and I know these features are on the way.

The Fen Research Team and Brighter Shores Development

What's your role at Fen Research?

I'm the middleman between the players and the rest of the Fen Research team. Every day, I start by reviewing player reports and responding to support emails. After that, I engage with the community on our official Discord, Reddit, and Steam pages, compiling feedback into actionable insights for the team.

Beyond that, I help design small features, test updates, and occasionally leak things-sometimes intentionally, sometimes not!

Can you tell us about the Fen Research team?

Of course! We're a small, tight-knit group:

  • Andrew (𝕏): The boss and a top-level programmer who's an engine maestro.
  • Ian (𝕏): Another excellent programmer who has built parts of the game's engine.
  • Paul (𝕏): The story and quest master-everything narrative-related comes from him.
  • James (𝕏): Handles networking programming and the super-complex stuff most of us don't understand.
  • Greg: Lead artist specializing in 2D work, and an all-around wizard.
  • Nick: Another lead artist who focuses on 3D design and is equally talented.
  • Joe: Our music maestro, creating the game's fantastic soundtrack.
  • Me (Samuel) (𝕏): Community manager, noob developer, noob quest designer, and occasional meme lord.

Everyone works incredibly well together, and the office atmosphere is welcoming. Even though I've been here for just over a month, it feels like I've been part of the team for years.

What's your favorite part of the Brighter Shores community?

The players are genuinely the best part. From streamers who consistently engage with the community to new players just starting out, everyone contributes to making this game special. It's also fascinating to watch top players grind-like seeing someone spend nine hours straight crafting carpentry items!

What's the biggest challenge you've faced as community manager?

Balancing the needs and wants of the community with what's feasible for the development team. Players often suggest fantastic ideas, but not everything is possible, especially given our small team size. It's my job to communicate that reality while still making everyone feel heard.

How does the team respond to feedback?

We take it very seriously. I summarize player suggestions and present them in a constructive way to the developers. This process ensures we can integrate feedback where possible without overwhelming the team with raw, unfiltered data.

What's the most exciting thing about working on Brighter Shores?

The freedom to innovate and the passion everyone brings to the table. Everyone on the team loves making games, and it shows in how we collaborate and in the finished product. It's rewarding to be part of something where everyone genuinely cares about its success.

Gameplay Features and Quality-of-Life Improvements

Will there be additional rewards for leveling up professions?

Yes, we're planning to add higher-level quests that provide meaningful rewards, similar to how the Storage Rift incentivizes leveling up Carpentry. These quests will encourage progression and offer account-based benefits.

Are there plans to rebalance resources required for crafting?

Not immediately. We understand that some resources, like level 50 potions requiring level 150 foraging materials, feel mismatched. However, larger updates take precedence over rebalancing partner professions at the moment.

Will the Enchanter profession get a rework?

Currently, there are no plans to buff or overhaul the Enchanter profession.

Can we expect to see quality-of-life features like searchable maps or inventory improvements?

Definitely. A searchable map is something we've talked about a lot, and I personally want it added. Other features, like keeping the inventory open while moving, are possible and may be addressed over time.

Will there be an option to hide player names or display our own name permanently?

Yes. This feature is being considered and could be implemented in the future, especially for screenshots and better clarity in crowded areas.

Could we have faster NPC interactions for things like selling items?

Yes, quicker NPC interactions, such as right-click options to sell all, are being discussed as quality-of-life upgrades.

Are there plans for profession-specific cosmetic rewards or pets?

Yes! We want to add unique transmogs for professions and possibly pets as well. These additions are planned for the future, though they aren't a top priority right now.

Will there be a music player in the game?

Yes! We're planning to introduce a jukebox-like feature to let players enjoy the game's fantastic music more flexibly.

Will we ever get potion belt slots for XP or Fear potions?

Yes, these will likely be a reward from a future side quest.

Could we add a quest to sell items directly from our inventory using the Quartermaster spell?

This idea has been well-received by the team, especially Andrew, so yes, it's on the roadmap.

Are there plans to add favorites menus for shops or resources?

Yes, adding a favorites system to shops is a small quality-of-life feature that we like and may implement.

Will capes be turned into transmogs?

Yes, this is a planned feature.

Can quest bosses become repeatable?

Yes, we are planning to add repeatable boss content, possibly in conjunction with raids.

Will faster gathering times, like shorter adventures, be considered?

Yes, changing adventures to something like 23.5 hours instead of 24 is on the to-do list to make daily resets more convenient.

Will there be any cosmetic updates, like more hairstyles or outfit customization?

Yes! Hairstyles, like dreadlocks, have been requested and are likely to be added incrementally. Outfit customization, such as adding dual dye channels for hair, is technically possible but uses more texture memory, so it will be limited.

Future Content: Episodes, Raids, and Long-Term Plans

When can we expect special attacks in combat?

Special attacks are actively being developed and should release sometime in 2025.

Will there be an amulet or necklace slot?

Yes, amulets are confirmed, but the release timeline hasn't been finalized.

When will bosses, dungeons, and raids be introduced?

These features are planned but will come after we finish the current list of actively developed content. We're focusing on delivering what's already on the roadmap before tackling new endgame additions.

What about mini-games?

We have discussed concepts for mini-games that provide alternative training methods and rewards, but nothing has been finalized yet.

Will current episode areas expand with new buildings, quests, or shops?

Yes, existing areas will likely see small expansions tied to new side quests or profession updates, but they won't grow drastically.

Is procedural generation, like randomly generated dungeons, possible in Brighter Shores?

Yes, our engine supports procedural generation. While we haven't started designing raids yet, connecting random rooms to create procedural dungeons is feasible.

What's the progress on the mobile client?

The mobile client already runs internally and performs well, but we need to refine the interface for mobile usability. It's unlikely to release until after 1.0.

When is the 1.0 release planned?

There's no set timeline, but Episode 5 (Stonemaw Hill) is a key milestone for 1.0. The roadmap on the game's login screen outlines the core features we want to complete before launching the full release.

Brighter Shores Early Access Checklist

How far ahead are future episodes in development?

We're primarily focused on Episode 5 right now, though some groundwork for Episode 6 has started, including map designs and basic quest structure. Beyond that, the game's lore and design have room for up to 21 episodes.

Will there be profession or mini-game systems similar to RuneScape's Dungeoneering?

We love the concept of Dungeoneering and are open to creating something similar, though it won't be a direct copy.

What's an estimated timeline for grind-worthy PvM content like raids?

We can't give an exact timeline. Right now, we're focused on completing the roadmap features before introducing additional content like raids.

Will we see unique items and gear as boss drops?

Yes, bosses and dungeons will feature unique items and unlocks. For example, Episode 5 introduces new crafting mechanics tied to its content.

What's the thought process for gear storage as more content and unique items are added?

Storage will likely increase to accommodate the additional items introduced by bosses, raids, and new episodes.

What's the official name for the worm-grabbing profession in Episode 5?

It's called "Delver," tying into its exploration-focused gameplay.

How will the Armor profession work in Episode 5?

Unlike the mine professions, which are divided by faction, the Armorer profession will craft gear for all three factions. This avoids the need for multiple crafting systems.

What's the Builder profession in Episode 5?

Without giving too much away, the Builder profession will involve constructing a variety of items, potentially aiding players across multiple episodes.

Trading, Social Features, and Community Tools

How will player-to-player trading work?

In its first iteration, trading will be direct player-to-player. Eventually, we'd like to explore features like player-owned stalls or an auction house, but those will come later.

Will trading between characters on the same account be allowed?

Not initially. If we decide to allow this, it will come further down the line.

What happens to Ironman mode when trading is introduced?

Ironman mode will remain intact. Everyone will initially be in an Ironman-like state, and players must actively opt into trading. Once you opt-in, you cannot return to Ironman mode, and your account will be flagged as a regular account.

Will there be special leaderboards or icons for Ironman players?

We're exploring ways to signify Ironman accounts, though it likely won't be through intrusive icons. A cosmetic item, like a cape, is one possible solution.

Will NPC shop prices change once trading is introduced?

Yes, NPC shop prices will likely be adjusted to ensure they don't undercut player trading, but shops themselves will remain available.

Will there be a centralized trading system like RuneScape's Grand Exchange?

Not immediately. However, the trading area in Crenopolis will allow players to trade directly from their banks, making transactions more convenient.

What about giveaways or lotteries?

Gambling and lotteries, even player-run ones, will not be allowed. However, giveaways with no monetary requirement, such as streamers offering prizes, may be permitted under strict guidelines (TBD).

Will we get more holiday events like the Christmas hat event?

Yes, major holidays like Easter and Halloween will feature events. However, we aim to keep these special and won't over-saturate the game with constant limited-time events.

Are there plans for party or group content, like dungeons or raids?

Yes, group content like raids is in development. Other social features, like party chat and profession-specific chat channels, are also being considered to enhance collaboration.

Will players be able to attack monsters together?

Most cooperative content will be limited to dungeons, raids, and similar instances, rather than open-world group combat.

Will direct messaging (DMs) be added for non-friends?

No. We want to ensure a safe environment for all players, so messaging will remain limited to friends to preserve privacy.

Can we expect more cosmetic features, like new hairstyles or transmogs?

Absolutely. The transmog system will continue to grow, and more hairstyles, like dreadlocks, are on our list. These updates will likely roll out gradually.

What's being done to improve the chat filter?

The chat filter exists due to UK privacy laws, specifically the Online Safety Act, so it won't be toggleable. However, we're continuously refining it to reduce unnecessary blocks while maintaining compliance.

Will there be events or features to encourage social interactions, like profession chat channels?

Yes, we're looking into profession chat channels, better party systems, and other ways to foster community engagement.

Are there plans for player-owned shops?

Not initially, but it's something we'd love to add in the future. For now, an auction house-style system, like in World of Warcraft, is a more likely long-term goal.

Will there be rewards for playing in groups, like experience boosts for gathering together?

This is something we're exploring alongside group-based mini-games, raids, and other social features.

What about player titles or other visual distinctions?

Titles and leaderboards for special achievements, such as Ironman status or first-to-max professions, are on the table.

Technical Features, Development Philosophy, and Miscellaneous Questions

How does Fen Research handle community feedback?

We carefully review player feedback across multiple platforms like Discord, Reddit, and Steam. I consolidate these into actionable items and present them to the team in a constructive manner. This ensures the feedback aligns with our goals and is easy for developers to address.

Will there be a standalone client for Brighter Shores outside of Steam?

Yes, a non-Steam client is planned.

Is procedural generation a possibility for dungeons or other features?

Yes, the game's engine supports procedural generation. For example, connecting randomly generated rooms into a dungeon is entirely feasible. While we haven't started on this yet, it's something we're considering for future raids or dungeon content.

How does the team balance quality-of-life updates with larger content features?

Smaller quality-of-life changes, like UI tweaks or keybindings, can be implemented relatively quickly. Larger updates, such as new episodes or gameplay systems, take significantly more time and planning. We try to balance both to ensure the game continues to improve without delaying major features.

What are the biggest constraints for the development team?

The small team size is a key factor. Everyone at Fen Research is highly skilled, but with only eight people, we have to prioritize features carefully. Hiring new talent, like a 3D animator, will help us increase output in the future.

Will there be APIs or third-party plugins for the game?

No, we don't plan to introduce developer APIs or allow third-party plugins.

How does the game handle gear storage as more unique items are introduced?

Storage capacity will increase as needed to accommodate new gear and unique items from upcoming content like bosses and raids.

Will gambling or lotteries be allowed in the game?

No, gambling of any kind is prohibited. This includes player-run lotteries and Raffles. If players are caught gambling, even if scammed, penalties will still apply.

What happens if player numbers drop significantly?

Fen Research has no plans to shut down Brighter Shores. The team is committed to improving the game and believes in its long-term potential, regardless of player numbers.

Will the game support dual dye channels for hair or other cosmetics?

The engine can support two colors per piece, as it's already used for faces (e.g., skin and eyes). However, it requires more texture memory, so it will likely only apply to select cosmetics like hair.

Are there any plans for unique community engagement features?

Yes, we've discussed official Fen Research livestreams featuring the development team, where players can interact directly with the creators.

What's the plan for professions as the game grows?

Over time, professions will become more varied, moving beyond the current gatherer and crafter loops. The team loves the bounty system, so expanding that to other professions is a strong possibility.

What's the philosophy behind combat design in the game?

We aim to keep the base PvM experience relaxing while introducing optional, more challenging content like raids. Combat will grow with features like special attacks, debuffs, and status effects, but the core experience is designed to be accessible.

Will faction switching ever be allowed?

Not under normal circumstances. However, if we make significant updates to combat, such as adding specs or a major rework, we may allow players a one-time faction change.

How many episodes does the game's lore and design currently plan for?

There's room for 21 episodes in the game's design and lore, though they aren't all fleshed out yet.

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