Quick Take
- RavenIdle’s backend failed under high demand, forcing a complete rebuild led by senior engineers
- Studio will expand features and raise prize pool during delay
- No new release date yet, but pre-launch stress test is planned
Tavernlight’s RavenIdle was set to launch on July 4 with a community-funded prize pool that could scale to $570,000. Instead, it hit a hard stop. Just minutes after going live, backend instability and player load overwhelmed the system, forcing the team to pull the release and return to internal development.
In two videos posted to the game’s X account, Nicolas Schrik (also known as Knighter), CEO and Game Director of RavenQuest, confirmed that the backend was structurally unsound, even for a small audience. The infrastructure had been built by an external partner and later brought in-house. According to Schrik, the system simply wasn’t ready.
“It just wasn’t built properly,” Schrik said. “It wasn’t scalable even for a small player base, and we didn’t expect the amount of traffic RavenIdle ended up generating.”
Veteran Engineers Step In
Tavernlight has reassigned its most senior backend engineers to rebuild the system from the ground up. Some of these engineers have been with the studio for over a decade and are now leading integration. The team is aiming to complete backend-to-frontend integration within a week and will assess next steps from there. No new release window has been announced.
The front end, UI, and gameplay systems were not affected. Schrik noted that internal playtests showed the game was stable and engaging, but the backend failed under real traffic during the launch window.
RavenIdle runs on Immutable’s infrastructure and is part of the RavenQuest universe. It features idle combat mechanics and a risk-to-earn model where all Battle Pass revenue contributes to a prize pool distributed to players.
Bigger Prize Pool, More Features
While the delay resets the timeline, Tavernlight is using the rebuild period to expand the game. Features originally planned for future seasons are now being brought into Season 0. The prize pool cap has also been removed.
The pool will now scale indefinitely based on Battle Pass sales, with additional funds seeded by Tavernlight to reward early supporters.
Additional systems are being added, including optional PvP, a Gladiator Arena, and a fishing mini-game. The team is actively collecting feedback from the community across Discord and X.
Communication and Accountability
Throughout both video updates, Schrik was candid about the breakdown. He compared the failed launch to forgetting Christmas presents for your kids, describing it as a hard moment for both the team and the community.
“This is on us,” he said. “We didn’t test what needed to be tested. We’re rebuilding the right way, and we’ll deliver something better than we planned.”
The RavenQuest: Treasures Below expansion remains on schedule and is not impacted by the delay. Tavernlight has also launched a double XP and loot week in RavenQuest as a goodwill gesture.
No relaunch date for the Immutable game has been confirmed, but a pre-release stress test is planned once the backend rebuild is complete. The updated version will include expanded systems and more content than originally scoped for Season 0.