The Elder Scrolls Online has been running for over a decade and if 2026 is any indication, the team at ZeniMax has no intention of slowing down. We recently got to hear from Associate Design Directors Mike Finnigan and Jason Barnes, along with Player Experience Improvements Lead Kira Ross Schlitt, to talk about everything coming to ESO in 2026, from new ways to explore the world to quality of life changes that players have been asking about for a long time.
A New Way to Experience the World
One of the biggest shifts this year is how ZeniMax is thinking about zone design. Rather than filling areas with a set number of delves, public dungeons, and checkboxes, the team wants to bring back a sense of genuine discovery. Jason Barnes put it simply: “You see something interesting over the mountain and you go there and you have no idea what you’re going to find. You know, it could be a group boss, could be a special unique thing, it could be a quest, like just bringing back the element of surprise.”

New zones are still coming, but the approach is changing. The goal is to build areas that feel like real places in the world rather than structured content packages. That said, familiar regions are not going anywhere either. A return to Skyrim is planned for 2027, and the team says it will aim to balance nostalgia with new discoveries. “It’s finding that knowing that you’re going to go through a zone and you’re going to see these things that remind you of when you did play Skyrim,” Barnes said, adding that the team is careful not to make it a one-to-one copy due to the game’s different timeline.
Challenge Difficulty and Dynamic Encounters
A feature that has been talked about for months has finally gotten a name change. What was previously called Overland difficulty is now called Challenge difficulty, and Mike Finnigan explained why: “It’s not just Overland, it’ll still take place in delves and public dungeons, story instances, all that other stuff.” At launch, players who opt in will earn more gold and experience from monsters, with the team deliberately keeping it simple at first so players can get comfortable with the system. About two weeks after launch, a dedicated Golden Pursuit campaign for Challenge difficulty will go live, giving players more structured rewards to chase.

Previously referred to as dynamic world events, the team has settled on the name Dynamic Encounters. These are large, multi-phase events that show up on the map much like world events such as dragons, and they do not require any queuing or pre-coordination. A new UI element will guide players through each stage as it unfolds.
What makes these different from older world events like Dark Anchors is the variety. “Every step can’t be just kill, kill, kill,” Barnes said.
“Like you have to have some type of thing, whether that’s interacting with something, synergizing with something, escorting something.“

The encounters are designed so that no two feel exactly the same, and while the first batch launching in Season One will be fairly self-contained, Finnigan hinted that future encounters could chain together or trigger based on player actions.
The Thieves Guild, Favors, Rumors, and the Sage’s Vault
Season One in The Elder Scrolls Online 2026 is bringing back the Thieves Guild alongside a slate of new systems such as favors, rumors, and the Sage’s Vault. Importantly, all of these are permanent additions to the game once they launch, not seasonal content that disappears.
“So yeah one thing also to call out is Thieves Guild, Shogorath, Favors, Rumors, the Dynamic Encounters, the Vault. Those are all once they launch they’re permanently in the game too. So it’s not a seasonal thing or anything,” Barnes confirmed.

Rumors are designed to tap into the classic Elder Scrolls feeling of open-ended exploration. Instead of a quest marker pointing you somewhere, you get a clue and have to figure it out yourself. There are three tiers — easy, moderate, and a harder gold tier and the team is hoping players will bounce ideas off each other in zone chat and on community forums.
“We’re hoping it drives a lot of engagement and threads on Reddit of people asking, hey, I have these clues, has anyone found other ones?” Barnes said.
The Sage’s Vault is tied to the Thieves Guild story and will unlock shortly after that content goes live. Players can collect Nowhere Keys ahead of time to get a head start. The Vault supports one to four players, and bringing a full group lets you open more rooms in a single run.
Rewards across all of these new systems include an earnable player house, a new mount tied to the Vault, costumes, a new pet, and a mythic item that can be upgraded through the various activities.
Solo Dungeons and Trial Changes
Two dungeons — March of Sacrifices and Moonhunter Keep will be available to play solo this year, and Finnigan was upfront that this is not a quick technical fix. “It’s not just adjusting a setting,” he said. The team has to retrofit each dungeon individually, which takes significant effort, so more solo dungeons beyond these two will not arrive until future updates.
The solo versions are built primarily around story experience, addressing direct feedback from players who felt they could not enjoy dungeon narratives because others rushed through. Players who want a challenge can opt into one of three debuffs at the start to make the experience harder. The rewards in solo dungeons are different from group dungeons, which is intentional.

For players who regularly run trials, a new type of hard mode is coming to the Crimson Belt trial. Currently, hard modes only apply to bosses. The new system applies difficulty to the base population so that players who want a constant challenge do not have to wait for boss encounters to get it. “They will go into trials and they’re going to do all the hard modes anyway,” Finnigan said.
“Everything before that is kind of not all that tricky, so it becomes these lulls and then exciting moments as they do the different hard modes. We wanted to look at how we can infuse that difficulty all throughout.”
The Night Market and Player Housing
The Night Market is built as a story-driven experience with a defined beginning and end. Players pledge to one of three factions per account, play through their storyline, and earn rewards from their chosen faction. The limited run is intentional, and the design is meant to give players a reason to come back in future appearances to experience the other two faction storylines.
“Part of the goal of the Night Market was to create this kind of moment in the game where players can come in,” Finnigan said.

Housing came up naturally in the conversation, and the developers were enthusiastic about why it continues to resonate with players. Barnes described it as a sandbox for self-expression, while Finnigan laughed about his own very functional, completely un-decorative home filled with crafting materials.
“It’s not pretty. It’s your storage room. It’s the equivalent of a concrete bunker that just has stuff that I need.”
Schlitt brought up the social angle, pointing out how guilds often informally adopt a player’s house as a gathering spot and teased that an official version of that concept is something the team is working toward.
“You not only have that convenience, you get to see that creativity, and then you have this ability to come together”
Crossplay Is Happening and Quality of Life Updates
Crossplay and cross-progression in The Elder Scrolls Online are confirmed to be in active development in 2026 with a dedicated team working on it full time, but it is not coming this year. Schlitt was clear about why.
“Crossplay is a wildly complicated project, with a lot of considerations. It touches basically every part of the game.”
The team wants to make sure that when it does launch, players on different platforms feel like they are on equal footing rather than one group feeling disadvantaged.
Ten quality of life improvements are coming with Update 50. Schlitt highlighted guild mail as one of the most impactful guilds will now be able to send up to five mail messages to members, going well beyond the static message of the day. Transmute stations are being added to all major crafting hubs in tier two capital cities.

A new Golden Pursuit designed for players under level 20 will help newcomers find their footing, and all motifs in the game now show their in-game source so players can make informed decisions without looking anything up externally. The AFK timer in character creation has also been extended after the team heard too many stories of players losing their character designs from stepping away at the wrong moment.
Seasons Are Giving the Team More Room to Work
Running through all of this is the broader shift from the old chapter-and-DLC model to a seasonal structure. All three developers agreed that it has opened up more creative space, even if that comes with the challenge of building things that have never been done in the game before. Schlitt framed it as an escape from what she called a content treadmill.
“Now we can spend time doing things like, hey, this is frustrating, let’s get it out of here. This is starting to feel outdated.”
The seasonal format also lets content release at a pace that gives players time to actually engage with each piece before the next thing arrives, rather than everything landing at once.
After twelve years, The Elder Scrolls Online is clearly leaning into reinvention in 2026, keeping what works, fixing what does not, and giving its teams the freedom to try things that simply would not have fit the old model.




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