Read This First: Farming Before the November 19 Launch
Microscape launches November 19, 2026, and a reset is planned before release. Characters and progress may be reset between beta and release, per the game’s terms as reported in the launch coverage, so anything farmed in beta should be treated as practice and route-learning, not as a stockpile that survives. Only items from Audience Favor and Drop Festivals are confirmed to carry over. No verified seller market for Microscape was found during MMODude’s November 2026 review, so do not pay a third party for Microscape gold or items.
Farming here means gathering and crafting, not killing monsters for drops. The loop the launch material documents is direct: fish, mine, chop, cook, craft, collect rare items and battle monsters, with gathering feeding crafting, crafting feeding gear, and gear feeding combat. Every farming run is therefore also a leveling run for the gathering and artisan skills behind it — which is why this guide pairs with the companion Microscape Leveling Guide, and why the two guides share the same chains. If you have not read the leveling guide’s section on linked skills, read it first: the farming economy is the same chains viewed from the money side.
Energy gates all of it. Gathering actions, combat and skilling all spend Energy, which is earned by watching enabled Twitch streamers, so a farming session is planned around an Energy budget first and a route second. This guide sticks to the confirmed loop, the Bazaar and vendor sales — no drop rates or per-hour figures have been published, and no guide that quotes them is quoting a real number. What is documented is which chains exist, which tiers the October patches put in play, how the Bazaar works, and which way vendor values moved in the rebalance. That is enough to farm smart on day one, and it is all this guide claims.
The Loop: Gather, Cook, Craft
The farming loop in Microscape is a circle, and every step of it is also a step in the leveling loop. You gather raw material with a gathering skill, you turn it into something usable with an artisan skill, you use it or sell it, and the money buys the gear that lets you gather the next tier. Fishing feeds Cooking. Mining feeds Smithing. Smithing feeds Crafting. Crafting feeds almost everything. Woodcutting feeds Firemaking and Fletching. Herblaw needs monster materials and Crafting-made vials. Nothing in that circle is optional if you want to farm the top tier — the chain is the farm.
That is a different shape from most MMO farming, where the farm is usually a monster that drops a thing. Here the monsters are the smallest part of the farm. The launch coverage puts it plainly: you do not have to build your character around combat at all. You can spend your time fishing and cooking, work on trade skills, or focus on supporting other players. There are a lot of different ways to approach the game, although the skill system is designed so that those choices often overlap. The overlap is the economy: a fisher who never fights still needs a crafter for pie pans; a miner who never cooks still needs food for boss fights; a crafter who never gathers still needs someone else’s ore.
Three rules govern the loop before launch. First, Energy is the budget: every gathering action spends it, so a farming session is a spend plan, not a time plan. Second, raw materials are not the product: the money is in the cooked, smithed, or crafted good, and the surplus is what you sell, not the raw stack. Third, vendor values move: the October rebalance cut some values and raised others, and a stockpile is a bet on next month’s patch notes. The rest of this guide works through each chain with those rules in mind.
Fishing and Cooking: The First Farm
Fishing is the documented starting farm, and it is the one almost every player will repeat. The launch coverage’s author began the way many players seem to start: Fishing and Cooking. Most people who begin with Fishing start by catching shrimp — there is even a community saying you will see repeated among players: “keep on shrimpin’.” Eventually you can sell those shrimp and use the money to buy your first weapon, usually something like a Bronze Dagger or Scimitar. That is the simplest complete farming loop in the game: catch, sell, buy a weapon, fight. It is also the loop that teaches the whole economy in one pass, because it has every step — gather, sell, spend, progress — in miniature.
Cooking turns the catch into better food, and food is the farm’s first real product. Raw fish sells; cooked fish sells for more and feeds you in combat. Later, Cooking wants pies, which need pie pans or clay pots made through Crafting — and that is where the first farm meets the second chain. A fisher-cook who ignores Crafting will stall at the pie stage, because the containers do not come from fishing. The October notes show the chain is still being tuned: pie abilities now use a “hunger” counter instead of HP, pie limit-break quantities were increased, and Salt Cure now only works when cooking on a fire. Pies are a real product line, not a garnish, and the players who farm them will be the ones who planned the Crafting link early.
| Stage | What you do | What it earns |
|---|---|---|
| First hour | Catch shrimp | Raw shrimp to sell; your first weapon money |
| Early game | Fish and cook the catch | Cooked food for combat; surplus sold on the Bazaar |
| Mid game | Bake pies (needs Crafting pans/pots) | Pies with abilities; higher-value cooked goods |
| Any stage | Sell surplus raw fish to vendors | Vendor cash — but note the October cut to raw-fish values |
The vendor warning matters here more than anywhere else, because raw fish is the first thing a new farmer sells in bulk. The October 6 patch lowered vendor values for raw fish, along with logs and silver ore. A stack of raw fish is worth less to a vendor than it was in September, and the Bazaar is the better channel for it now — a player who wants fish for Cooking will pay more than a vendor will, and the Bazaar’s Selling and Buying split means you can list what you have and buy what you need in the same place. Cook what you can, sell the rest on the Bazaar, and treat the vendor as the fallback for the surplus nobody wants.
Mining, Smithing and Crafting: The Metal Chain
Mining and Smithing are the parallel farm to fishing, and the one that makes your gear. Mining feeds Smithing, Smithing feeds Crafting, and Crafting feeds almost everything — including the vials Herblaw needs for potions and the gear Good Magic needs. The October patch notes show the tiers in play: mithril, adamant and progrite ores at the top of the mining chain, with iron reworked at the bottom and coal in the mix through the Superheat spell, which now costs 4 fire runes and 1 nature rune.
The October rebalance moved this chain more than any other, and the moves tell you where the money is. Mithril bar smithing XP was lowered from 37 to 30, so smithing through mithril pays less XP per bar than it did. Mid- and high-tier smithing now produces fewer items per action, and the iron tier was reworked with its levels spread out more evenly. Smithing XP rates were increased in the October 21 patch, and crafting actions now take longer and give more XP each, with rates retuned to line up with other skills. The net picture is a chain that is slower per item at the top and smoother at the bottom — which is good news for a new farmer, because the early iron stretch is now the most even it has ever been, and bad news for anyone who planned to mass-produce high-tier bars the way they did in September.
| Tier | Material | What changed in October |
|---|---|---|
| Early | Iron, coal, silver ore | Iron tier reworked; silver ore vendor value lowered |
| Mid | Mithril | Bar XP 37 → 30; drops back to sane levels after being too rare |
| High | Adamant, progrite | Drops back to sane levels; vendor values for adamantite and progrite ore raised |
| Crafted | Bars → gear, vials, rods | Mid/high-tier smithing produces fewer items; golden rod, shovel and staff costs adjusted to match inputs |
The vendor-value moves are the money signal in this chain. Adamantite and progrite ore are worth more to vendors than they were, while silver ore is worth less. That is a direct instruction from the patch notes about what to mine and what to sell: high-tier ore gained value, low-tier ore lost it. But the smarter play is not the vendor at all — it is the chain. Ore becomes bars, bars become gear and vials and tools, and the crafted good is worth more than the ore because it carries the smithing and crafting work inside it. Gather the tier you can work, craft it into something usable, and sell the surplus rather than hoarding raw materials. A bank full of ore is a bank full of unfinished work.
Two more details from the October notes matter for this chain. The hatchet was renamed to the logging axe and slag was renamed to dross, with Slagwork renamed to Drosswork — small changes, but they tell you the developers are still renaming systems, so do not be surprised if a material or a skill changes name again before launch. And the smithing rework made bars require more ingredients, which is why mithril, adamant and progrite drops were made rarer to compensate — and then, in the October 28 patch, brought back down to sane levels because the rarity was too extreme. The chain is still being tuned. Farm the tier you can work today, and do not plan a stockpile around a drop rate that changed twice in one month.
Woodcutting, Fletching and Firemaking
Woodcutting is the third gathering chain, and it feeds two artisan skills at once: Fletching, which makes bows and arrows, and Firemaking, which burns the logs. The October notes show maple and yew bows among the crafted goods, and they also show the vendor-value move that matters here: vendor values for maple and yew bows were lowered. A fletcher who planned to mass-produce bows for vendors lost margin in October — and the lesson is the same as for fish: the Bazaar is the channel for crafted goods now, because a player who needs a bow will pay more than a vendor will.
Fletching was retuned in the October 21 patch, with XP rates tweaked and the arrow-making recipe changed. Crafting actions take longer and give more XP each, with rates retuned to line up with other skills. The chain’s shape is the same as the metal chain: gather the tier you can work, craft it into something usable, sell the surplus. Logs are the raw material; bows and arrows are the product; and the product is worth more than the logs because it carries the fletching work. Logs themselves lost vendor value in October, so a bank full of raw logs is the worst form of this farm — cut them, fletch them, and sell the bows.
Firemaking is the quieter half of the chain. Logs burned for Firemaking are logs not sold, and the trade is XP for money — the same trade every gathering skill makes. The October notes do not publish Firemaking rates, and this guide does not invent them. The honest statement is that Firemaking exists, it consumes logs, and its value is in the skill levels it gives you, not in the money it makes. If your plan is to farm for gold, Firemaking is not the farm. If your plan is to level the chain, it is part of it.
Herblaw and Monster Materials
Herblaw is the farm that starts with a fight. If you want to make potions, you need to fight different monsters to collect the materials required for each potion — and you also need Crafting to make the potion vials. That makes Herblaw the most linked skill in the game: it needs combat for materials, Crafting for vials, and the gathering chain for everything else. A player who levels Herblaw alone will stall at the first vial; a player who levels it with Crafting and a combat style will have a potion supply that no vendor can match.
The October notes show Herblaw is still being tuned alongside everything else. Vials of water moved under potion ingredients, so the inventory is clearer about what is a potion input and what is not. Piety potions now boost prayer rune saving and auto-drink in combat while a prayer is active. Superheat — the spell that smelts ore without a furnace — now costs 4 fire runes and 1 nature rune, and Coal Keeper works on superheat. The details are small, but they show a skill whose inputs and costs are still moving, and a farmer who plans around a specific potion recipe should check the live game before committing Energy to it.
The money in Herblaw is the same as the money in every chain: the finished potion is worth more than its ingredients, because it carries the Herblaw work and the combat risk. Potions that help in boss fights — the ones that save runes, restore health, or boost damage — are the ones other players will buy, because bossing is the activity that consumes them. Farm the monsters whose materials feed the potions boss-fighters want, craft the vials, brew the potions, and sell the surplus on the Bazaar. And remember the combat link: the monsters that drop Herblaw materials are the same monsters that drop rare ability items, so a Herblaw farming run and an ability-hunting run are the same run.
The Bazaar: Selling and Buying
The Bazaar is the player marketplace, and it is where farmed goods turn into money for weapons and gear. The October 6 patch split it into Selling and Buying offers, and creating an offer now shows a dialog confirming the price and quantity before it goes live. It is where a gatherer who specializes in one skill can buy what the linked skills demand — the miner buys the crafter’s vials, the fisher buys the smith’s weapons, the fletcher buys the miner’s arrowheads — and where the surplus of any chain becomes the gold that funds the next tier.
The Bazaar’s mechanics reward a careful seller. The offer dialog confirms price and quantity before the offer goes live, so a mis-typed price is caught before it costs you. The Bazaar keeps its own search and category, separate from Inventory, Shop and Alchemy, so you can find what you are selling without wading through your own inventory. A bug that hid items late in the alphabet — yew logs were the example — was fixed in the October 21 patch, so the full range of goods is listable now. Going back from an item while creating a sell offer or buy order now keeps your search and category, which is a small fix that matters when you are listing a dozen items in a row.
The strategy is the same as in any player market: sell what other players need, buy what your chain needs, and do not flood the market with a raw material everyone else is also farming. The Bazaar has a Buying side as well as a Selling side, which means you can place a buy order for the material you need instead of waiting for someone to list it — and a buy order is often cheaper than the listed price, because it pays the seller who is in a hurry. Use both sides. List your surplus at a price a buyer will pay, place buy orders for the inputs your chain needs, and let the market do the matching while you go back to gathering.
No Bazaar prices, fees, or tax have been published. The developers have not said whether the Bazaar charges a fee, what the price history looks like, or how long an offer stays live, and this guide does not invent those numbers. Check the live Bazaar on launch day before planning an empire around a price you read here — and be ready for the first week’s prices to be wild, because a launch economy has no history to anchor it.
Vendor Sales and the Rebalance
Vendor sales are the fallback, and their values move with rebalances. The October 6 patch is the only published vendor-value change, and it moved six things:
| Item | October 6 change | What to do |
|---|---|---|
| Logs | Vendor value lowered | Fletch them into bows; sell bows on the Bazaar, not logs to vendors |
| Raw fish | Vendor value lowered | Cook it; sell cooked fish or pies, not raw fish |
| Silver ore | Vendor value lowered | Smelt it; the bar is worth more than the ore |
| Adamantite ore | Vendor value raised | High-tier ore gained value — mine it, sell the surplus |
| Progrite ore | Vendor value raised | High-tier ore gained value — mine it, sell the surplus |
| Maple and yew bows | Vendor value lowered | Sell bows on the Bazaar, where players pay more than vendors |
The pattern is consistent: raw materials lost value, high-tier ore gained it, and finished goods lost vendor value because the Bazaar is where finished goods belong. A farmer who sells raw fish to a vendor in November is selling at the post-rebalance price, which is lower than the September price — and a farmer who cooks the fish first is selling a product the vendor never sees. Check the vendor value before selling a stack in bulk. A rebalance can make yesterday’s trash today’s keeper, or the reverse, and the October notes prove it happened once already.
The deeper lesson is about stockpiles. In a game that rebalances monthly before launch, a stockpile is a bet on next month’s patch notes, not an asset. The October rebalance cut three values and raised two, and the next rebalance can cut the two it raised. Farm what you can work, craft what you can sell, sell the surplus, and keep only what your chain needs for the next tier. A bank full of raw material is a bank full of unfinished work that the next patch can devalue while you sleep.
Rare Drops and Abilities as Income
Rare drops are the farm that pays in abilities rather than gold, and they are the most valuable farm in the game for a player who likes to collect. Items can carry special abilities, and collecting extra copies lets you invest them to raise the ability’s limit; once an ability is fully maxed, you can equip it without wearing the original item. That makes a duplicate of a rare item worth more than its sale price — it is the currency that raises an ability’s limit, and the ability is the lasting prize.
The examples from the launch coverage show how build-defining these abilities are. The two-handed Black Sword’s ability allows double damage with any two-handed weapon, including bows, but you attack half as often. The Black Helmet’s ability can scare mobs and cause them to skip their attack. There are a lot of these unique abilities to discover, and they can provide some pretty interesting advantages depending on how you build your character. A boss-farming run that drops a rare item with a strong ability has paid you twice: once in the item, and once in the ability you can invest duplicates into.
The October rebalance changed the ability economy, and the new rules matter for farming. Every scaling ability now starts at 1% power. Limit breaks moved to 25% and 75%, both costing the same amount of items, and the October 28 notes made all limit-break quantities even so they split equally between the two breaks. Abilities above their new cap keep their power but stop earning XP until you invest further. Dark Twist and Spell Echo are capped at 75% chance. Awakening Power is now earned by limit breaking your first ability. And 22 Abilities Mastery achievements were added, split into Mastery I, II and III — so ability progress is now tracked and rewarded in its own right.
The farming advice is straightforward: when a boss drops a rare item, do not sell it before checking its ability. A duplicate is not vendor trash — it is an investment in the ability’s limit. A maxed ability can be equipped without the original item, so the endgame of ability-hunting is a loadout of abilities, not a loadout of gear. Bosses drop a guaranteed special coin, and damage done to other monsters counts for dungeon bosses, so group bossing pays even when you are not the top damage dealer. The companion Microscape Leveling Guide covers the boss ladder and the attention mechanics; this guide’s point is the money side — the ability is the income, and the item is the vehicle.
Festivals and Audience Favor: The Only Durable Farm
Drop Festivals are the one farm whose rewards survive the reset, and they deserve a section of their own. Streamers host Drop Festivals, which attract the existing Microscape playerbase to come and play in that stream, and festivals pay out Audience Favor. Items from Audience Favor and Drop Festivals are kept and carry over into the full version — the only rewards the reset is confirmed not to wipe. Achievements now reward Audience Favor instead of Time Crystals. Member pets in the Adventurer’s Guild cost 15 Audience Favors. Favor is the durable currency, and festivals are where it comes from.
The festival farm is a time farm, not a skill farm. You show up, you participate, you earn Favor, and the Favor buys items that survive. The game itself will show you when a streamer is hosting a festival or offering Dungeon Key drops, so you can go directly to that stream to participate. For a streamer, hosting a festival is a way to introduce new viewers to the community; for a player, it is finding a new streamer while also gaining the associated rewards and Energy by spending time in that stream. It creates a feedback loop between the game and Twitch that goes beyond saying “watch this streamer to get a cosmetic item.”
In beta, the festival farm is the only farm that matters in the long term, because everything else resets. A beta player who spends a month gathering ore and a beta player who spends a month attending festivals will arrive at launch in very different positions: the first arrives with nothing, the second arrives with Favor-bought items that carried over. That is not an argument against gathering in beta — gathering teaches the routes, and the routes are what the reset cannot take — but it is an argument for showing up. The festival hour is the one hour whose reward you keep.
What to Stockpile Before Launch
Before launch, the honest answer is: almost nothing in the bank survives, so stockpile knowledge instead. Learn which gathering spots and crafting chains fit your Energy budget, which linked skills your main farm depends on, and which boss drops carry abilities worth investing extra copies into — that routing knowledge is what the reset cannot take. The beta is a rehearsal, and the rehearsal’s product is not the bank but the plan.
The one durable farm is festivals. Drop Festivals pay Audience Favor, streamers grant Dungeon Keys, and Audience Favor items are the only rewards confirmed to carry over into the full version. Show up for festivals, bank the Favor rewards, and treat everything else you farm in beta as rehearsal for the real economy on November 19. If you must stockpile something, stockpile Favor — and if you must stockpile a material, stockpile the high-tier ore whose vendor value went up in October, not the raw fish and logs whose values went down.
After launch, the stockpile logic flips. Once the reset has happened and the economy is live, the stockpile becomes real: a bank full of the tier you can work, a Bazaar presence in the goods your chain produces, and a steady flow of surplus to sell. The first week after launch is the best time to farm, because the economy has no history and the first sellers set the prices. The players who rehearsed their routes in beta will be the ones listing first, and the first listings in a new economy are the ones that sell.
Your Launch-Week Farming Plan
Launch day is November 19, 2026, and the reset makes it a genuinely level playing field — everyone restarts together, and the only things that carry over are Audience Favor and Drop Festival items. That makes launch week the best farming week the game will ever have: the economy has no history, the first sellers set the prices, and the players who rehearsed their routes in beta will be the ones listing first. The plan below is built for exactly that.
Before launch: rehearse, do not hoard. Play the beta if you want to learn the routes, but treat everything you earn as practice. Learn which gathering spots fit your Energy budget, which chain your farm depends on, and which boss drops carry abilities worth investing in. Show up for Drop Festivals and bank the Favor rewards — they are the only farm that survives. Find a streamer whose festivals and key drops you like, because that stream is your launch-week supply line for keys and Favor as well as Energy.
Day one: run the shrimp loop, then pick the chain. Catch shrimp, sell them, buy a Bronze Dagger or Scimitar — the documented starting loop, and the fastest way to turn your first Energy into a weapon and your first gold. Then pick your chain for the week: fishing and cooking if you want the fastest money, mining and smithing if you want gear, woodcutting and fletching if you want the ranged market. Do not try to run all three chains on day one. Energy is the budget, and a day-one budget spent across three chains is a day-one budget wasted.
Days two to four: work the chain, sell the surplus. Use the Activity Queue to run your chain while you watch — fish until the level that unlocks the next tier, cook until the food tier changes, then move on. List the surplus on the Bazaar rather than selling it to vendors, because the Bazaar pays player prices and the vendor pays post-rebalance prices. Place buy orders for the inputs your chain needs instead of waiting for someone to list them; a buy order is often cheaper than the listed price, because it pays the seller who is in a hurry.
First weekend: group up and hunt abilities. The Giant Turkey is the early group boss, and group bossing is where the rare ability items live. Join a group, learn the phase-attention rhythm on a forgiving boss, and start collecting rare drops. Do not sell a rare drop before checking its ability — a duplicate is an investment in the ability’s limit, and a maxed ability can be equipped without the original item. The ability is the income; the item is the vehicle.
First week: keep the bank light and the Favor heavy. Keep showing up for festivals, because Audience Favor is the durable currency and everything else in your bank is a bet on the next rebalance. Do not hoard raw materials in bulk — vendor values moved in October and can move again, and a stockpile of logs or raw fish is worth less after a rebalance than the Energy you spent gathering it. Sell the surplus, keep what your chain needs for the next tier, and let the rest turn into gear.
After the first week: reassess from the live game. By then the launch patch notes will exist, the first balance changes will have landed, and the community will have measured the things nobody has published — Energy costs, XP rates, drop rates, Bazaar fees. This guide will be out of date the moment those numbers exist, and that is fine: a launch-watch guide’s job is to get you to launch week with a sound plan, not to pretend the numbers were known all along. Check the official patch notes before planning around any figure you read here.
Common Mistakes
- Hoarding beta materials as if they survive the pre-launch reset, when only Audience Favor and Drop Festival items are confirmed to carry over.
- Farming one skill in isolation while the craft chain needs Mining, Smithing and Crafting together. A single-skill farm stalls at the first material it cannot make.
- Selling raw materials in bulk without checking whether a rebalance moved their vendor value. October cut logs, raw fish and silver ore and raised adamantite and progrite — check before you sell.
- Spending Energy on low-value gathering when a festival or Dungeon Key is available. A festival hour pays in the currency that survives.
- Selling a rare drop before checking its ability. A duplicate is an investment in the ability’s limit, not vendor trash — and a maxed ability can be equipped without the original item.
- Selling finished goods to vendors instead of the Bazaar. Maple and yew bows lost vendor value in October; players pay more than vendors for crafted goods.
- Paying a third party for Microscape gold or items when no verified seller market exists. No Microscape listing was verified on any checked marketplace during MMODude’s November 2026 review.
Patch State (as of November 11, 2026)
Newest patch notes: October 28, 2026 — the third pre-release patch of the month. Headline changes: 22 Abilities Mastery achievements added and split into I, II and III; mithril, adamant and progrite drops back to sane levels; the hatchet renamed to the logging axe and slag to dross; limit-break quantities made even.
October 21, 2026: the second pre-release patch — smithing and fletching XP retuned, iron tier reworked, crafting actions longer with more XP each, and the Bazaar bug hiding items late in the alphabet fixed.
October 6, 2026: the rebalance patch — XP table changed to match OSRS x10, about 6% faster leveling from 1 to 75, the Bazaar split into Selling and Buying, achievements switched to Audience Favor rewards, and vendor values moved for logs, raw fish, silver ore, adamantite, progrite, and maple and yew bows.
Coming up: general launch November 19, 2026, with a reset of characters and progress planned before release. No launch-day event or further patch date has been announced. Check the official patch notes at microscape.cc/patch-notes on launch day — the first post-launch patch will move vendor values and rates this guide cannot predict.
Related pages:
Frequently Asked Questions
What is the best thing to farm in Microscape?
No per-hour rates have been published, so there is no verified best farm. The documented loop is fishing and cooking early, then mining and woodcutting into smithing, crafting and fletching, selling the surplus on the Bazaar. The one durable farm before launch is Drop Festivals, because Audience Favor items carry over through the reset.
How do you sell items in Microscape?
On the Bazaar, the player marketplace split into Selling and Buying offers, with a confirmation dialog for price and quantity. Vendors also buy logs, fish, ore and bows, at values the developers rebalance from patch to patch — October cut logs, raw fish and silver ore and raised adamantite and progrite ore.
Can you buy Microscape gold?
Not from a verified seller. No Microscape listing was verified on any checked marketplace during MMODude’s November 2026 review, so do not pay a third party for Microscape gold or items.
What survives the pre-launch reset?
Only items from Audience Favor and Drop Festivals are confirmed to carry over into the full version, per the game’s terms as reported in the launch coverage. Characters, progress and banked materials may be reset before the November 19 launch.
Are there any drop rates published for Microscape?
No. The developers have tweaked early temple chest drop rates and adjusted mithril, adamant and progrite drop rates in the October patches, but no per-item drop chance is public. Bosses drop a guaranteed special coin.
Does the Bazaar charge a fee?
Not published. No Bazaar fees, price lists or tax have been announced, so check the live Bazaar on launch day before planning around a fee you read anywhere.
Sources
Every fact in this guide carries its source. Launch and system facts come from the official site and the developer’s patch notes; skill, combat and Energy details come from the launch coverage by a player who has been playing the beta, with dates, and conflicts are flagged rather than settled silently. Last checked November 11, 2026.
- Microscape official site (shared character, idle mode, open beta, second-half 2026 launch)
- Microscape patch notes (Nov 19 release, reset, XP table, ~6% faster leveling 1–75, vendor values, Bazaar split)
- Epic Realms Media: Microscape is the New Idle RPG Game (Energy, shrimp-to-weapon loop, linked skills, September 17, 2026)
- MMODude: Microscape game page (launch-watch, November 19, 2026, no verified market)
Microscape