Jagex pulled back the curtain on RuneScape 4 at this weekend's RuneFest, marking the first numbered sequel in over a decade for the studio's flagship franchise. The announcement arrived via a brief teaser trailer that showcases a verdant valley dotted with floating islands and a Dragon Quest-looking medieval town — a striking departure from the visual language of both current live games. For the millions of players who have called Gielinor home since 2001, this represents the first genuine generational leap since RuneScape 3 overhauled the engine and art direction back in 2013.

The reveal carries extra weight because of where this project actually started. According to reporting from MMORPG.com, RuneScape 4 began its life as a planned expansion for Dragonwilds, Jagex's recently released survival game. A Jagex developer told the outlet that playtesters kept asking for a more traditional, MMO take on the survival game's setting and aesthetic. That feedback loop eventually convinced the studio to pivot from expansion to full sequel, a decision that almost certainly pushes the original 2027 target window further out. For a community accustomed to Jagex's iterative approach, a ground-up rebuild on Unreal Engine signals ambition that goes well beyond a graphical refresh.

Here's a thinking process:

The teaser trailer gives the clearest picture yet of what Jagex is chasing with this sequel. An adventurer riding a dragon comes under attack by a three-headed beast while a wizard observes from below, eventually welcoming a new arrival to the city. The sequence establishes a high-fantasy tone that leans harder into cinematic spectacle than either RuneScape 3 or Old School RuneScape have historically attempted. According to MMORPG.com, the art direction is a hybrid of its two current MMOs — the modernized look of RuneScape 3 blended with the nostalgic readability of Old School, which itself is based on the 2007 era of RuneScape 2.

Under the hood, MMORPG.com reports the move to Unreal Engine, though it remains unclear whether the team is targeting Unreal Engine 5 or waiting for the upcoming Unreal Engine 6. This marks a decisive break from the proprietary engine lineage that has powered every previous numbered release. RuneScape 1 launched in 2001 as a browser-based Java game. RuneScape 2 arrived in 2004 with full 3D rendering. RuneScape 3 followed in 2013 with an overhauled art style and systems. Each transition carried player progression forward. Whether RuneScape 4 continues that tradition or represents a clean break remains one of the biggest unanswered questions heading into the next phase of development.

Here's a thinking process:

  • Working title: RuneScape 4 (announced at RuneFest)
  • Engine: Unreal Engine (version 5 or 6 unconfirmed)
  • Art direction: Hybrid of RuneScape 3 and Old School RuneScape visual styles
  • Origin: Began as a Dragonwilds expansion before pivoting to full MMO sequel
  • Original target: Dragonwilds expansion version aimed for 2027 release
ℹ️ Note: Jagex has confirmed Old School RuneScape will continue unaffected — the retro version remains the studio's most successful game by a significant margin.

Here's a thinking process:

The shift from a survival expansion to a full‑blown sequel tells its own story about where Jagex is headed. A Jagex developer said that playtesters kept asking for a more traditional, MMO take on the survival game's setting and aesthetic, proof that the RuneScape formula still packs a punch, pulling players and the dev team alike.

For players, the hybrid art direction represents an attempt to bridge a community split that has defined the game for over a decade. Old School RuneScape players value the readability and nostalgia of the 2007 aesthetic. RuneScape 3 players expect modern lighting, higher-fidelity models, and quality-of-life systems that the older client struggles to support. If Jagex can genuinely merge those sensibilities — preserving the clarity that makes Old School competitive while delivering the visual polish modern audiences expect — RuneScape 4 could unify a fragmented player base. That's a massive if, and the studio's track record with major transitions (the Evolution of Combat, the RuneScape 3 launch itself) suggests the execution will determine everything.

Mollie Taylor from PC Gamer is on the ground at RuneFest this weekend. Expect more details to drip from developer panels and interview sessions in the days that follow. The 2027 deadline attached to the Dragonwilds expansion feels more like a floor than a firm goal for a project that big. For now the working title is simply RuneScape 4—yes, it’s real. It’s built on Unreal Engine and aims to respect the old game while finally ditching the browser era. That mix is designed to change how players experience the familiar markets and brand‑new kingdoms. Fans can look forward to seeing more as the panels roll out.

playtesters kept asking for a more traditional, MMO take on the survival game's setting and aesthetic
— Jagex developer