Throne and Liberty’s Housing system is arriving as part of Solisium’s Awakening on September 18, and it gives players a real place to rest, craft, and decorate. The dev team walked through design decisions, visuals, placement tools, and social features in a behind-the-scenes look that feels refreshingly practical.
Buy a house, show off crafted furniture, invite friends over, and climb a housing progression from basement dweller toward Kastleton or Vienta Village ranks. The team says Housing ties into gathering and crafting, and will appear alongside the Orb, Hyperboost Feature Set, Dimensional Trials revamp, and Battlegrounds.
Inspiration
The devs wanted non-combat content where players can express personal style and set their own goals. Housing was built so towns you pass through become places you want to stick around in, with visuals and lore that match each region.
Designers wanted players to feel a clear reason for Housing beyond decoration. With gathering level progression and crafting tied in, decorating becomes another loop in the game rather than a separate toy.
Design goals
They had three big goals: make Housing part of the world, keep it easy enough to try, and create spaces that help players talk to each other. Players can visit featured homes and meet up, and the team will keep listening to feedback for social features.
Placement is supposed to be friendly but flexible. There’s snap alignment plus fine controls for pitch, roll, and yaw, and you can lift or overlap items to get the look you want. Who wouldn’t want a cozy corner that actually feels like yours?
Visual choices
Houses reflect each village. Kastleton leans into plazas, markets, harbors, and city views. Vienta uses highland motifs and stair-heavy interiors to sell that cliffside vibe. The idea was to take backgrounds we all passed and turn them into lived-in spaces.
Biggest challenge
Oh, the hardest part was agreeing how far to push freedom versus longevity. The team kept shifting direction during prototyping because there are a lot of tempting ideas. They want Housing to grow over time while still feeling personal from day one.
How the concept changed
They debated what a Housing space should actually look like and landed on something familiar but refreshed: village houses reimagined for player use. The devs also dream of future options like building on battle-scarred hills or quiet forest nooks.
Why try Housing if you usually skip it?
Housing taps into the Extra Codex system so even players who normally skip housing will find it fairly quick to get started and feel rewarded. The team wants decorating to lead into other activities like crafting and gathering, giving players a new side of TL to enjoy.
The devs left a final note: they want Housing to become a space for collecting, sharing, and connecting. Expect more customization over time as the feature expands and the team adds new options.