In this season, the game's focus is shifted to the subsurface of New Cambria, and Ruined Dungeons, new Expeditions systems, and broader economic roles for Adventurers, Guilds, and Paymasters are introduced. Furthermore, this season includes Marks, Boosts, and a more advanced Play-to-Earn system centered around Silver and Royal Favor. The official season documentation was released on November 26th, and the Early Access demo was offered from November 28th to 30th.
Cambria: Gold Rush is a risk-and-reward-based MMO where players must adventure outside of safe zones, obtain Corrupted Loot, and deliver it to the Royal Vault to earn Silver and Royal Favor. Season 3 maintains the core structure of the game and adds new locations, progression paths, and tactical choices. Corrupted Loot is obtained from three sources: Artifacts via monsters Curios from gathering activities Jewels from treasure chests in deep zones The longer a player stays in more dangerous zones, the reward multiplier increases, which only resets upon ending the expedition. Higher-level zones have tougher monsters and rarer resources. All loot is exchanged at the Royal Vault with two taxes: 13% Paymaster Tax 2% Cambria Tax Sponsored players and strong guilds have the ability to reduce the tax. Silver enters the season prize pool, and at the end of the season, 95% of the pool is divided among players based on each player's Silver share. Royal Favor is the game's influence currency and leads to passive bribes, raffle prizes, and leaderboard rankings. Energy is the main constraint on activity time outside of safe zones and can be increased with Charters and Energy Orbs. Players without a Charter cannot deliver or trade loot. Charters are offered in 4 Tiers and unlock benefits such as trading, guild leadership, and more advanced features.
Season 3 begins with the introduction of Ruined Dungeons; paths that dynamically appear in the world and remain until completion. Their difficulty level is consistent with the zone, and an invading player can also enter them, creating PvP tension. Inside the dungeon, players face valuable monsters, traps, and item resources. Reaching the final room includes a mini-boss, a boss chest, and the new Marks reward; Marks are tradable buffs that are configured in safe zones and can be equipped up to 3 times. If an invader is present, the artifact drop is reduced for both. The defender can expel the invader's soul by destroying 3 crystals or by killing them. The only exit from the dungeon is the portal after defeating the mini-boss. The dungeons feature various types of traps—such as timed fire traps, movement traps, spike traps, and hatches—which create high risk even without an invader.