I want to be clear that every set has its share of issues, that’s just part of live service. But Set 15 is where players really felt it, and I don’t think that’s a coincidence. It lines up almost exactly with when more and more of our team shifted onto the Unreal build.
Which brings me to today with Set 18 and our first real steps on Unreal Engine. This is the first engine migration we’ve ever done on TFT and engine migrations are notoriously difficult. For many of us it’s been one of the hardest projects of our careers.
I want to pull back the curtain a little on what a migration like this actually means, because it’s the part I wish more people got to see. When we built a new set previously, we were testing fresh content on a foundation we already trusted. A migration flips that completely. Everything you already know still has to look, feel, and behave exactly the way it always has, except now every champion, trait, item, animation, and interaction is running on a brand new engine underneath.
So much of QA is thinking in systems, tracing how one change ripples outward, predicting where things will break before they actually do, and building the tooling and checks that let us test at scale. It’s less about whether we found a single bug and more about where risk is hiding in this huge web of interactions, and how we get ahead of it. On a project like this, that mindset is everything.
So I want to be honest about what you’re already seeing. If you’ve spent any time in Set 18, you’ve probably felt it firsthand. A migration of this scale is frankly a lot messier than a normal set, and buggier than normal…and I’m not going to pretend otherwise. What I can promise is that it will get better each and every day, it has. We’ll continue to watch, test, and fix things constantly, and the team has worked incredibly hard to deliver the best experience we can under real time and resource constraints.
And as hard as it’s been, this is a huge opportunity space for TFT. The work we’re doing now is an investment in everything we get to build for you going forward (and honestly, that’s the part we’re most excited about).
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We’re always learning and trying to do better, and tech changes really fast. I truly appreciate when players reach out about bugs and share their frustrations. It shows you’re passionate about this game and care a whole lot.
This post isn’t meant to push aside pain points or be defensive. It’s to share the very real (and very difficult) reality of operating on a complex, constantly changing live-service game. Thank you, always, for holding us accountable to a high standard of quality. Appreciate you all.
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