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REV2 is getting a fresh start — and we wanted to make sure it’s worth it.
Over the past year we’ve gone through the game top to bottom: fixing long-standing bugs, correcting inaccurate content, improving both clients, and cleaning out custom additions that didn’t belong in an RSC experience we’re aiming for. The goal was simple — deliver the highest quality RSC experience we can, one that’s ready for a new server from day one.
But a fresh start should be more than just a reset. We wanted it to actually feel fresh and be worth your time — a server where you can watch the economy take shape in real time, where your progress is tracked and your milestones are recognised, where being first to achieve something means something permanent. That’s why we built the achievement system, player titles, detailed statistics, and a fully transparent marketplace you can follow from your browser. Every player’s journey matters, and now the game actually shows it.
We also built the tools to give you the best support we can — including a full in-game ticketing system so issues don’t get lost. And going forward, the direction of the server will be shaped by the community. What gets added, what gets changed, what comes next — that’s a conversation we’ll have together. We’ve outlined some open questions at the bottom of this post — and we genuinely want your input before making those calls.
This post covers:
- Highlights of everything we've been working on
- Content direction of the server
- Roadmap and community discussion
Launch on March 27th! See you in-game!
tl;dr
- 750+ achievements — permanent first-to-complete recognition, never taken away
- Title system — category titles, Prestige titles, and one-of-a-kind Legendary titles
- Marketplace — real-time web analytics, price history, deals, updated every 5 minutes
- Auto-walking — type ::walkto or click the world map and your character walks there
- 840+ tracked player statistics — everything ranked on public highscores
- Bank overhaul — new bank tabs, loadouts, and instant search
- Rebuilt client — in-game drop tables, item guide, bestiary, skill guides, world map, 20+ new settings
- Android client — overhauled touch controls, refined experience, stability, multi-client
- Account security — 2FA, trusted devices, IP whitelist, and account recovery
- In-game support ticketing — two-way conversations via tickets with staff
- Gameplay accuracy — combat formula rewritten, dozens of quest and skill fixes, smoother server tick
- Fresh F2P launch — every highscore unset, every achievement unclaimed, every title up for grabs
Achievement System
This is the biggest new system we’ve built. Over 750 unique achievements spread across five difficulty tiers: Basic, Intermediate, Advanced, Elite, and Legendary. They cover six categories - Combat Skills, Production Skills, Gathering Skills, Character Progression, Content Completion, and Economy. Each achievement can only be claimed by one player.
Completing achievements earns you achievement points, which are the currency for the Player Title system. We'll be adding new achievements tied to game content as it releases.
First-to-Complete
Be the first player to perform a specific action from server start — craft a certain item, kill a specific NPC, finish a quest, or pick up the first Dirty Irit Leaf — and your name is permanently recorded on the leaderboard and announced to the entire server. That recognition can never be taken away. On a fresh server, every first is up for grabs.
Quantity-Based
Dedicated to the grind. Be the first player to perform a certain action a set number of times — stack the first 100,000 gp, smelt thousands of bars, catch the first 10,000 fish. These reward long-term dedication, and as a natural side effect they keep the marketplace stocked with supplies. The more players chase milestones, the healthier the economy gets.
Tracking & Leaderboards
The in-game interface and website Achievements page lets you browse achievements by category, check your progress, see who completed what first, and track your ranking on the leaderboard.

Go to Achievements page
Share feedback about Achievements
Player Titles
Titles tie directly into the achievement system — cosmetic rewards displayed next to your character's name, a way to show off what you've accomplished. Three types are available, each category with 10 unique titles.
Achievement category titles
Tied to specific accomplishment categories. Reach certain milestones in a skill category and you unlock titles related to that skill. Hit wealth thresholds and earn economy-related titles. Complete enough combat achievements and unlock combat titles. These give your title real meaning - other players know you earned it. Examples:
- Adventuring (Achievements in Thieving and Agility)- The Nightblade
- Monster Hunting (Requires NPC defeat achievements) - The World Ender
- Meele Combat (Achievements in Attack, Defense, Strength, Hits) - The Warlord
- Production (Achievements in Smithing, Crafting, Cooking, Fletching, Herblaw, Firemaking) - The Worldshaper
Prestige titles
Purchased with achievement points, but they are not tied to any category. These are universal titles for well-rounded players who want to show off overall achievement. Examples:
- The One
- The Primordial
- The Eternal
- The Apex
Legendary Titles
The rarest tier, they can be earned by only one player. These have their own unique requirements and carry the most prestige. They’re for players who truly go above and beyond. Examples:
- First 99 Attack: The First Blade
- First player to equip a Rune 2-hander sword: The Runic Edge
- First total level 1782: The Maxed
- First King Black Dragon kill: The Kingslayer
Dynamic Titles — Coming Later
We're also planning titles that update automatically based on your live standing — things like "The 1%" for top wealth holders, or titles tied to leading a skill or a statistic highscore. These will rotate as rankings shift, so there's always something to compete for.
The title interface lets you browse all categories, see point costs, check requirements, purchase, sell, and manage your active title.

More details about Player Titles
Share feedback about Player Titles
Marketplace - In-Game and on the Website
In addition to the in-game marketplace we now offer a full market analytics page on the website, giving you visibility into the entire game economy from your browser. Data updates every 5 minutes with a freshness indicator so you always know how current the information is.
Item Detail Pages
Click any item for a full breakdown: current best buy and sell prices, last trade price, and price history across five time periods (24h, 7d, 30d, 90d, 180d) with median prices, price ranges, trend indicators, and trading volume. Each item has interactive price and volume charts so you can see exactly how the market has moved over time. Recent buy and sell orders are listed with their current status — active, sold, expired, and more.
Overview & Activity Feed
See all active buy and sell orders alongside a live feed showing items being listed, wanted, and sold in real time. Filter by category or search for specific items.
Deals
Find items for sale priced below market value. The deals page highlights sell orders priced under the median and buy orders priced above it, showing exactly how much you'd save or earn. Filter by discount threshold (5%, 10%, 15%, 25%) and time period.
Price Tracking
Price Rises & Falls — Track which items are gaining or losing value. See the top movers in either direction with start price, end price, total change, and percentage. Filter by time period from 24 hours to 180 days.
Valuable Trades — See the highest-value items being traded, with min, average, and max prices plus change compared to the prior period.
Most Traded — See what's moving most by volume, with daily min/max/median breakdowns for longer time periods.
Tax & Economy Notes
A 10% marketplace tax will be introduced around 3 months after launch to help manage the economy once things stabilise. Face-to-face trading stays completely tax-free.

Go to Market page
Share feedback about Market and Economy
Auto-Walking
This one’s a game changer for getting around. Type ::walkto <your_location> and your character walks there automatically. Or open the world map, search for a location, and click it to start walking.
How It Works
Behind the scenes the system uses a pre-computed waypoint graph that covers the entire map. Your character follows the optimal path and automatically opens gates along the way — Al-Kharid toll gate, Taverley gate, and other obstacles are all handled. You can also save favourite locations as bookmarks for quick access in the World Map interface.
If you get interrupted by combat, auto-walk attempts to flee and then continues to your destination. In Wilderness, auto-walk is available only when you've been out combat for a while.
Why Not Teleports?
Unlike REV1, REV2 won't rely heavily on teleport puddles or obelisks. Instant teleportation trivialises exploration, makes the world feel empty, and skips over content that's meant to be part of the journey. Auto-walking is our answer — it removes the tedium of long trips without erasing the world in between. This matters especially at launch, when nobody has access to teleport spells yet and every trip is on foot.

Player Statistics
The game now tracks nearly everything you do - and we mean everything. This isn’t just a kill counter. The statistics system records hundreds of individual activities across every skill, combat, the economy, and more.
Skill Tracking
Skill tracking goes deep. Woodcutting doesn't just track "logs cut" — it tracks normal logs, oaks, willows, maples, yews, and magic logs separately. Smithing tracks every individual item you've ever smithed, for every metal tier. Fishing tracks each fish type. Every skill is broken down the same way.
Economy Tracking
See exactly where your gold comes from: shop sales, NPC drops, thieving, treasure trails, crystal chest, lottery, telegrab, trading, marketplace, duels, ground pickups, and events. Every source tracked separately.
Combat & Other Stats
NPC kills are tracked individually for every attackable NPC — from chickens all the way up to the King Black Dragon. Every kill counted and ranked. Other stats include tiles walked, damage taken, hits healed, combat logouts, duels won and lost, agility course laps, and more.
Where to View Them
All statistics are public and ranked on the website highscores. Browse by category, pick a specific stat, and see who's leading. Every player profile shows a full statistics breakdown alongside skills and achievements. You can also check your 50 most recent stats on the spot directly in-game.
Account Security
Let’s be honest - account security on private servers has always been a weak point. Players reuse passwords, share accounts, get hacked. We’ve all seen it happen. We wanted to make sure that on this server, you have every tool you need to keep your account safe - and get it back if something goes wrong, even if many years pass.
Two-Factor Authentication
For players who want maximum security and convenience. Set up TOTP (Google Authenticator, Authy, etc.) directly in-game. The QR code renders right in the client - scan it and you’re protected. This is the single best thing you can do to secure your account.
Trusted Devices
After verifying with 2FA, you can mark a device as trusted so you don’t have to enter codes every login. Especially useful for mobile players with dynamic IPs who’d otherwise get prompted constantly.
IP Whitelist
Tied to email verification, this lets you lock your account to specific IPs so only approved locations can log in.
Security Questions
This is the last resort recovery option. Three personal questions that only you know the answers to. The idea here is that even if you come back after years, even if you’ve lost access to your email and your authenticator app is long gone, you might still remember the name of your first pet or the street you grew up on.
All security settings are shared across every character on your account - set it up once and all your characters are protected. 2FA is also enforced on the website, so your account is covered everywhere.
In-Game Customer Support
On most private servers, getting help means posting in Discord and hoping a moderator sees it. Issues get buried, never followed up, and players never hear back. We wanted to change that fundamentally.
A Real Ticketing System
We built a full support system directly into the game client. Open the support tab, pick a ticket type, describe your issue, and submit — all without leaving the game. Your ticket is tracked, stored, and assigned. It won't get lost in a flood of Discord messages.
Two-Way Conversations
This isn't a one-way report that disappears into the void. When staff respond to your ticket you get notified in-game. You can read the reply, write a follow-up, and continue the back-and-forth until your issue is fully resolved — exactly like a messaging thread between you and the team. Every ticket keeps its full history, so neither side ever needs to repeat themselves.
No More Waiting for a Mod
Submit a ticket and go back to playing. You don't need a moderator to be online at the same time as you. You don't need to chase anyone down. We'll get back to you.

Bank System
The bank has been completely overhauled, offering a much better experience for organising your gear and supplies.
Tabs
You now have multiple bank tabs. Drag an item onto a tab header to set its icon. Organise your bank however you want — one tab for combat gear, one for skilling supplies, whatever works for you.
Loadouts
Save your current gear setup as a loadout and load it back with one click. Useful for switching between combat, skilling, and other setups without manually re-equipping everything. You can have up to 8 loadouts, each can have descriptive name. 3 loadouts are visible on the main bank interface, the remaining 5 are visible after clicking "My Loadouts" button.
Search
Type to filter your bank instantly. A cyan border highlights when search is active so you always know you're in search mode. Search can also be disabled entirely if preferred.

Client UI Overhaul
The client interface has been reworked from the ground up — cleaner, more functional, and packed with information that used to require a wiki tab.
Sidebar
The sidebar now features live progress bars for HP, Prayer, and Fatigue that give you an at-a-glance read on your status at all times. Temporary stat boosts and drains are visible. And the Spell Cast Counter lets you track remaining casts for any of the 29 combat spells right on the sidebar — pick your spell, and it updates as you cast, auto-hiding when you run out.
Everything is customizable: choose between graphical bars or text-only mode, toggle individual stats on or off, auto-hide stats when they’re full, adjust font size and positioning, and set blinking red alerts at custom thresholds (10% to 50%) so you never miss your HP dropping low.

Bestiary & Item Guide
The bestiary now shows full drop tables for every monster — what they drop, how common it is, and in what quantities. Click any item in a drop table and it opens the new Item Guide, which works the other way around: pick any item in the game and see every NPC that drops it, the drop rates, and who has the best odds. Want to know where to farm something? The answer is in the client now.

Skill & Quest Guides
Skill guides now show XP rates and multipliers. Quest guides walk you through requirements and steps. Our goal is to keep building these out so you can find everything you need without ever leaving the client.
World Map — Search & Go
The world map has been refined with search functionality and direct integration with auto-walking. Find any location, click it, and your character walks there. Save frequently visited spots as favourites for quick access.

Settings — 20+ New Options
We re-organised the settings interface and moved things that used to be hidden behind commands into the GUI where they belong. Highlights:
- Swap NPC Commands — puts Bank, Trade, Shop, and Pickpocket as the left-click option instead of Talk-to. A must-have for mobile players, and handy on desktop too
- Save Prayers on Logout — your active prayers are remembered between sessions
- Action Progress Bar — choose where your skilling progress bar appears: on the sidebar, above your head, or turn it off entirely
- Show Player Titles — toggle title display above players on or off
- Bank Search toggle — show or hide the search bar in bank
- Sound Volume — no longer just on/off. Proper volume levels: Off, Quiet, Normal, and High
Android Client
The Android client got a major overhaul to make mobile play more comfortable.
- Touch Controls - NPC command swap lets you one-click bank, trade, market, shop, and pickpocket without going through the right-click menu every time. Right-click font size is adjustable so options are actually readable on your screen.
- Stability - Connection now stays alive when the app is backgrounded instead of disconnecting. No more losing your session because you checked a message.
- Multi-Client - No App cloning needed, you can run up to 3 clients that you download from us.
- Keyboard Fixes - No more keyboard black box getting stuck, login screen no longer covered by keyboard.
- Repeat message - Repeat message button added, allows going backwards and forwards in recently typed messages
- Mobile interfaces - Android interfaces all have exactly the same functionality as the desktop client.
- Smooth scrolling - Improved experience of scrolling and dragging, should be less twitchy.
- Sleep captcha - Now possible to easily reset or exit sleep captcha
Other Changes
- Loading between regions - Loading screens or glitches when moving between regions eliminated - no more perceived stutter when moving
- Private Messaging History - PM history is now saved to the database and loaded when you log in. Your conversations persist between sessions so you can pick up where you left off.
Gameplay Accuracy & Fixes
A huge part of this past year was making the game more accurate to the original RSC. Here’s everything we fixed.
Combat
- Combat formula rewritten for improved accuracy.
- Weapon aim calculation corrected
- Combat timing is now per-player, matching how original RSC worked (hits aren’t globally synchronized)
- Vulnerability and Enfeeble spells now actually work - they were always disabled before
- Kill farming prevention: same-IP characters can’t attack each other
- Wilderness login/logout cooldowns added
Closer to the Original
We went through skills, quests, and NPC interactions with a fine-toothed comb, cross-referencing against publicly available RSC data. The result is a noticeably more authentic experience - timings, dialogue, drop tables, skill mechanics, and quest logic have all been brought closer to how the original game actually worked.
This covers most skills, as well as over a dozen quests including full rewrites of Sheep Herder and Scorpion Catcher, and fixes for long-standing issues in Merlin’s Crystal, Black Knights Fortress, Monk’s Friend, and others. Drop tables have been verified against the wiki, fishing spots are in their correct locations, and quest dialogues have been completed where they were previously cut short.
We won’t list every individual fix here - there are dozens - but if something felt off before, there’s a good chance it’s been addressed.
Server Performance
The server has been significantly reworked under the hood. The short version: you should notice a much more stable and consistent game tick. Less random speed-ups and slow-downs, less screen twitching, less characters teleporting a few tiles when the server hiccups. Walking, combat, and skilling should all feel smoother and more predictable than before.
We also fixed several memory leaks and networking issues that could cause lag spikes or disconnects over longer play sessions.
Feedback about the new features
Content Direction
As much as we all cherish RSC, nostalgia sometimes gives us a rosier view than reality. The game had rough edges. Our philosophy is simple: keep the authentic spirit, smooth out the rough edges, and never add anything that breaks what made RSC special.
That meant making hard cuts from content we had on REV1. We stripped out custom content that didn’t fit an RSC experience we are aiming for — custom gear, equipment tab, overpowered areas, alien skill systems, and custom game modes. Less noise, more RSC.
Our Principles Going Forward
Custom content — Some of it will return, but in a more refined way that won't negatively impact other areas of the game. We've learned our lesson. What we kept: anything that doesn't mess with the core fundamentals of RSC or its combat mechanics.
PvP integrity is non-negotiable — No custom armours (excluding cosmetics or trimmed versions), weapons, amulets, rings, or items that would create an unfamiliar combat experience. If you know how RSC PvP works, nothing here will surprise you. The wilderness stays true to the original — we'll be careful with any content that could negatively impact PKing or the demand for player-crafted supplies.
The economy is built to last — At the beginning of the launch drop rates follow the original game as closely as possible. No areas or NPCs with excessive drops or easy wealth generation. We want an economy that rewards effort and stays healthy long-term.
Launch is pure F2P — All members-only skills, quests, and areas are locked at launch. This gives everyone a level playing field and lets us focus on getting the free-to-play experience right before expanding. P2P content will roll out as a proper expansion down the road.
Character limits — You can have up to 3 characters online at once. Wilderness is configurable to 2IP or 1IP, or both split into special zones.
If you played RSC, you can jump into REV2 and feel right at home — no relearning how combat works, no custom systems to figure out.
You can post feedback about general content direction on this dedicated thread.
What's Coming After Launch
This update is the foundation — not the finish line. We have a clear roadmap, and we're rolling it out in phases so nothing is rushed and the community has time to shape what comes next.
Phase 1 — Polish and Listen (Launch + First Months)
The first priority is making sure the F2P experience is rock solid. We’ll be fixing bugs, responding to player feedback, and making quality-of-life adjustments as they come up. If any missing QoL features from REV1 deserve to come back, we’ll bring it back — but only after hearing from the community first.
This is also when we’ll be most active in collecting feedback. We want to hear what’s working, what’s not, and what direction you want the server to go. The roadmap beyond this phase will be shaped by those conversations.
Phase 2 — P2P Expansion
Members areas, quests, and skills will be released as a proper expansion. We’re not putting a date on this yet — it happens when F2P is fully polished and the community is ready for it. When it launches, achievements and statistics will expand alongside it, giving you a whole new set of firsts to chase and milestones to hit.
A 10% marketplace tax will be introduced around this phase to help stabilize the economy.
Phase 3 — Clue Scrolls & Events
Once the base game is dialled in, we’ll introduce refreshed clue scrolls — redesigned to create a new challenge.
Automated community events will also make a return, but reworked from the ground up. The new model is built around bring-your-own-gear, winner-takes-all — events that create real risk and reward instead of handing out free supplies. They’ll run on a schedule across timezones so everyone gets a chance to participate.
Further Down the Road
Game modes — Ironman and other replayability modes are on the table once the initial highscore races settle and players are looking for fresh ways to experience the game.
Holiday events — seasonal content will return in time, done right.
You can post feedback about content release phases on this dedicated thread.
Community Discussion — We Want Your Input
Some decisions we’re still thinking through — and we’d rather make them with you than for you.
Teams & Parties
REV2 launches without team or party systems. On REV1, we found that these features tended to consolidate resources among established groups, making it harder for new or solo players to compete on equal footing. That said, we know group play matters — so we’re open to revisiting this if the community wants it, potentially in a form that doesn’t create the same imbalance. Tell us what you think on the forums.
Wilderness
At launch, the Wilderness is vanilla F2P — no forts, no hotspots, no teleports. We want to get the economy moving first before layering in PK incentives. But we know the wild needs a reason to be active long-term, and we’re open to new ideas for promoting PvP that haven’t been tried before. We’d love to hear your suggestions.
You can post feedback about Wilderness & Teams on this dedicated thread.
Every first-to-complete achievement is unclaimed. Every highscore is unset. Every title is unearned. The economy starts from zero and the leaderboard starts empty — your name could be the first one on it.
You're really missing an opportunity here by keeping the dead (and terrible) rscr1 alive. You shouldn't be giving old characters their names. This already doesn't feel like a new server. You couldn't handle one server alone. How can you handle 2? Jump in with both feet, don't be a fence sitter.
wooooooooot cant wait
so drops will be replica ?
You're really missing an opportunity here by keeping the dead (and terrible) rscr1 alive. You shouldn't be giving old characters their names. This already doesn't feel like a new server. You couldn't handle one server alone. How can you handle 2? Jump in with both feet, don't be a fence sitter.
Thanks for the feedback — appreciate you sharing it, even if we see things differently.
RSCRevolution has nearly 150,000 characters created over more than 10 years. As long as we can keep those accessible, we will — there are players who built real history on that server and we're not going to pull the rug from under them. If they wish to come online to have hit of nostalgia for characters they had for years, we should keep it possible.
Hope to see you in-game on the 27th.
wooooooooot cant wait
Hell yeah brother! Happy to see excitement!
so drops will be replica ?
Yes - at launch, drop rates follow the original RSC as closely as possible. That means some things will be genuinely scarce, a few things will be unexpectedly rare, and that's intentional. It creates real value in the economy and makes milestones actually mean something when they're hit.
That said, this isn't set in stone forever. As the server matures we'll be watching how the economy develops and having open conversations with the community about what needs adjusting. If something turns out to be unreasonably rare or is hurting the game, we'll address it together.
We've set up a dedicated feedback thread for market and economy — if you want to share your opinion about drops now, or after you've had time to play, that's the best place to share any thoughts on how drops are feeling.
Hey there - I'm excited for this. I've tried several RSC private servers over the years after jagex closed its doors for good with RSC. I've always found the "donations" corrupted the game with the double or triple xp perks. I am all for supporting the server admins and I know it isn't free to keep a server running smoothly. That said, I think donations should not impact in-game in any way.
That said, what will this server xp rate be compared to the original RSC?
I'm debating getting an android phone just for this occasion! ![]()
With this be like last time, start then stop for a new server then start again..... I have started with you guys multiple times now and I don't know that I can do it again to max and have it all deleted.
I'm unclear with the mention of XP boosts. Will XP be at classic RSC 1x or is the game being launched with a built-in multiplier for all skills + combat?
what are xp rates
what are xp rates
Posted update with latest details covering some of the questions above, including xp rates.
I just read all this before bed ealire, and i must say: im amazed of this work, i havent even logged into the game yet and i know this is the best work i have seen on a server. REV2 is going to take over. Good job Kleio, cya on rev2!
Kleio