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RuneScape Player-Owned House Update - Day 2 News Notes (14th July 2026)

The Player-Owned House update landed yesterday to a warm reception, and Jagex is already pushing fixes and planning improvements for the feature.

Nathan Lees8 min read
RuneScape player character standing in a customised player-owned house interior with furniture and decorations.
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The Player-Owned House update went live yesterday and the response has been positive, with players already sharing their creations. Today Jagex is laying out what's broken, what's being fixed imminently, and what's coming next.

Several hotfixes are already live. The most critical: a bug that overwrote player house plots when visitors dropped by has been squashed, and a confirmation screen now appears before rooms get placed, cutting down on costly mistakes. A level check has been removed from furniture placement, letting you preview higher-tier pieces before you can craft them.

A coldfix (server restart) is coming later today to address hallway placement along the western boundary, missing capes on the Cape Rack, and a handful of timer issues with Landatyme sticks and Overload Potions. The Construction 120 Skillcape perk text will also be fixed to read correctly in the Skillguide.

On the development side, room movement is being added, furniture limits are being raised from 300 towards 400, and Fort Forinthry is getting particle effect improvements. Eternal and Magic Planks need rebalancing, though Jagex isn't rushing that decision. The full list, including every outstanding investigation from Aquarium Decorations to kitchen cabinet display issues, is below.

Full Patch Notes

Buff Nerf Fix

Player-Owned House Update - Day 2 News

Dev Blogs Player-Owned House Update - Day 2 News

Hey folks,

Just like we've been doing all year so far, we want to keep you in the loop as much as possible and let you know how things are going. With that in mind, we wanted to share an update on the Player-Owned House update which went live yesterday. If you haven't already, do read our launch blog for it here to get all the information on it!

All in all, we're very pleased with how positively it's landing with so many of you and it's truly exciting to start seeing your amazing creations get posted. Keep them coming!

Index:


Alongside tackling any bugs and issues that have cropped up (listed further below), we are looking into the following improvements to make. We can't yet say precisely when these changes will be implemented as we are splitting our time between these and bug fixes, but it will be in the near future.

  • We are working on the ability to move rooms once they've been placed as we know that it can be quite frustrating to either place a room slightly wrong or need to re-do a room entirely if you want to have it in a different place.
  • We're looking into increasing furniture limits beyond 300 and up to 400.
  • We're looking into having Fort Forinthry and Construction contracts support higher tier planks.
  • We're looking into improving the resolution on some UI visuals that feel a little low res.
  • We're looking into improving or adding tooltips in some areas to aid understanding.
  • We're looking into re-enabling portable workbenches.
  • We're looking into adding separate filters for unique items to the storage, build, and workbench interfaces.

When implementing changes on the scale of this update AND extending the level cap up to level 120, some rebalancing is naturally in order.

Generally speaking, we wanted to maintain the rough XP/hour gain that was possible with Construction prior to this update. In line with our general philosophy, active "lean-in" gameplay should be more rewarding than AFK gameplay.

Fort Forinthry's XP balancing was therefore shifted to be more weighted towards active training, which did mean reducing the rate of XP gain when AFKing in this manner. We're currently investigating a couple issues relating to the Fort's optimal building spots particle effects not being very visible and creating false duplicate optimal spots, which should make it easier to actively maintain the optimal building spot.

A bigger question around balancing relates to Eternal and Magic Planks, which we agree need to be looked at again. As mentioned above, however, we don't want to disturb the existing XP/hour gain too much. As we don't want to rush balancing changes for this through, we're not yet in a position to mention specifics today. We can say, however, that we are generally looking at what can be done beyond even just tweaking an XP rate. We'll be in a better position to share more news and visuals/graphs about this in future.


This was just the start! This is not an update that is intended to be a one-and-done. Our team is focusing on this launch to ensure that it can be as complete as it should be. After that, the Player-Owned Housing's foundations will be nicely set and ready for us to make additions to it on a regular basis, so do look out for new furniture additions and features coming in future.

With that being said, below are lists of issues that we've already addressed, that will be addressed very soon or that we are still investigating.


We're listing these so you know they've been addressed or fixed just in case you encountered them:

  • Fixed a bug that led to player house plots being overwritten when other players would visit their Homestead.
  • Added a Confirmation Screen when adding rooms, to reduce instances of misplaced rooms.
  • Removed the Level Check when placing furniture in Build Mode. This change means that players can place furniture that is above their level requirement.
  • Fixed a bug where the Prawnbroker responded with incorrect text ("This isn't your Prawnbroke").
  • Fixed a bug where players were unable to use the workbench in Rimmington (This was related to the RunePouch).
  • Fixed a bug where Treasure Chest options were unavailable and players couldn't access Easy, Medium, Hard and Elite Clue Storage from the bank. They were able to access Master Clue Storage.

The following issues have been bugfixed but require a coldfix (Server restart) to be applied. We will likely be implementing this coldfix later today, but will share a follow-up confirmation when it's happening.

  • Will fix a bug that is preventing players from placing a hallways along the western boundary of the plot
  • Will fix a bug where certain Capes were not being displayed on the Cape Rack
    • No capes have actually been lost, this bug is purely a display issue.
  • Will fix a bug related to Landatyme sticks and Overload Potion timers not lasting as long as they should.
  • Will fix a bug where placeholder text is displayed on the Construction 120 Skillcape Perk in the Skillguide. Skillcape perk will read as follows:
    • "Create planks faster and provides a higher chance to save planks when constructing furniture"
  • Will fix an issue where Larger Limestone Brick Walls require more Limestone Brick materials than it's possible to carry.
    • All Limestone Brick Wall material requirements have been reduced, with the longest brick wall now requiring 20 (instead of 40) limestone bricks.
  • Will fix a bug where the Construction tutorial miniquest is not a requirement of the Quest Cape (it should be a requirement).
  • Will fix a bug where the Construction tutorial miniquest is displayed as a Members quest in the Quest Overview, even though it is actually a Free To Play quest.

  • Kettles cannot be filled in Player-Owned Houses for the Construction Boost
  • Attack Option is appearing in a safe area (Player Owned Farm). Thank Guthix that the edict to prevent actual fighting remains in place.
  • Cowhide Rug cannot be crafted.
  • Potion Reservoir is not auto-sipping potions (observed with Spirit Attraction and Normal Elder Overload potions)
  • Some text feels off centred and needs to be centrally aligned.
  • Optimal building spots particle effects in Fort Forinthry are not very visible.
  • Issues with objects present on floors above ground floor.
  • Players may be able to leave intended play areas in some locations.
  • It may be possible to create inaccessible upstairs rooms.
  • Preferred house exit locations may not work correctly.
  • Some house portals and doorways may not work or line up correctly.
  • Furniture storage filters and navigation may not work as expected.
  • Placement mode audio may continue playing after placement mode ends.
  • House Servant dialogue may be unclear when a task cannot be completed.
  • Potion Cauldron timers may overwrite existing timers instead of extending them.
  • The Costume Room trunk interface may stop being resizable after removing an item in Build Mode.
  • Minor visual issues may occur, including clipping, lighting problems, flickering, and misplaced objects.
  • Aquarium Decorations have been temporarily disabled while we investigate an issue relating to them.
  • Kitchen cabinets and some other furniture may not display or function correctly.
  • Trophy unlock messages may appear twice after a first-time boss kill.

That's it for today - please do continue to get involved in our dedicated Reddit and Discord threads on this topic. See you in that special little pocket dimension of Gielinor that is the Player-Owned House!

Let us know your thoughts on Discord and Reddit!.


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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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