Announcing Fargo's Souls 2.0

Javyz

Terrarian
Hey everyone! I’m Javyz, the current lead developer of Fargo’s Mods, and today I’m excited to share some huge news with you about our upcoming update:

Fargo’s Souls 2.0​

Watch the teaser trailer here.

Over the years, Fargo’s Mods have built an incredible community and received tons of valuable criticism and feedback. Now, with a larger and more experienced development team than ever before, we’re ready to take things to the next level. This update is our biggest yet, a complete modernization of the Fargo experience.

This upcoming update focuses on giving a massive overhaul to our three main mods: Fargo’s Mutant Mod, Fargo’s Souls Mod, and Fargo’s Best of Both Worlds.

For over a year, we’ve worked on revisiting nearly every system, mechanic, and design choice. Our goal is to make the Fargo experience feel fresh and exciting for everyone, whether you’re a long-time fan or someone who bounced off Masochist Mode back in the Terraria 1.3 days. If you’ve had problems with the mod, there’s a very good chance this update is taking a look at them.

This update is still in progress, and is planned to release some time in 2026. We’ll be sharing more details as we get closer to release.

Below, you’ll find some of the key areas we’ve been focusing on, along with examples of what you can expect in Souls 2.0:

Enemy and Environment Reworks​


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We’re putting a huge focus on improving non-boss gameplay in Eternity Mode. In past versions, most enemies and biomes relied heavily on inflicting frustrating debuffs, while more engaging behavior was reserved for bosses. That is changing in this update.

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Souls 2.0 shifts the focus from passive and on-hit debuffs to new enemy behaviors and environmental effects that make your exploration more exciting. A lot of effort is being spent on designing these changes to be well integrated into their context, and tuning them to feel fun and fair throughout your playthrough!


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We’re reviewing every biome and event across the game to add new life and variety. In some places we’re even adding new enemies! Several events, including the Goblin Army and Old One’s Army, are receiving full reworks!

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Most of our current development effort is being poured into this overhaul, and we can’t wait to show you how much richer Eternity playthroughs feel in Souls 2.0. These teasers are only a glimpse of what is being worked on!

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World Generation Menu, new Structures and Mini-biomes (Best of Both Worlds)​


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We’re introducing a brand new World Generation menu, accessible from a new tab on the right side of the world creation screen. This menu includes both classic and brand-new customization options, letting you shape your world like never before. You’ll find familiar features from Secret seeds and the current Best of Both Worlds, alongside completely new worldgen features added in the update.
We’re working on several new unique mini-biomes and structures for this menu, with some new block types!

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With this rework, Best of Both Worlds is now a dependency for Fargo’s Souls, with every feature configurable directly from this menu. Essentially, it’s the foundation for all our future world generation changes. And since these features are implemented within Best of Both Worlds, they’ll also be available even when you’re not playing Fargo’s Souls!

For Eternity Mode, some of these options will be enabled by default (though you can still toggle them freely). These choices are designed to make exploration more exciting and rewarding. For example, expect longer, interconnected cave systems, and larger cavern areas. Our goal with this is to make spelunking feel more engaging, so you’ll spend more time exploring, fighting, finding new structures and mini-biomes, and experimenting with new enemy behaviors, and less time digging through large volumes of terrain.

Balance Revamp​

One of Eternity Mode’s trademarks has always been its insane power scale. Souls Mod accessories have traditionally been so strong that they completely outclassed anything from vanilla Terraria or other mods. The result is that Eternity bosses had to hit back even harder to keep up, with inflated stats and annoying debuffs.

With Souls 2.0, we’re rebalancing that system from the ground up.
Our goal is to bring both player power and boss power to a more reasonable level while keeping the challenge and identity of Eternity Mode intact.

This doesn’t mean that the power fantasy is going away, far from it. Your Enchantments and Eternity-exclusive accessories will still feel powerful and satisfying to use. The difference is that now you’ll have more flexibility to experiment with other gear without feeling completely punished for it. Souls accessories will shine through their unique mechanics, synergies, and build depth, rather than sheer stat inflation.

A major bonus of this overhaul is improved mod compatibility. With more balanced boss and accessory numbers, Fargo’s Souls and Eternity Mode will now play much more naturally alongside other major mods. For example, we’re ensuring smooth compatibility with Calamity Fables and Spirit Reforged for this update!

Quality of Life and new Mutant Mod features​

We’re making a number of changes and additions to Mutant Mod’s quality of life features, aimed at making non-boss gameplay more enjoyable and rewarding.

In the past, some aspects of Mutant Mod have been criticized for feeling a bit “cheaty”. A common joke is that quality of life mods are just disguised cheat mods, bypassing core parts of the game. With this update, we’re working on many of these systems in smarter ways to be less intrusive, but still effective at reducing tedium.

For example, crate recipes will cost more, ensuring they complement normal acquisition methods rather than replace them entirely. Eternity Mode bosses that drop crates will also only do so on the first kill.

The goal of these changes is to keep exploration and resource gathering is important and feels good, while still making sure the early- and mid-game progression feels smooth. Also keep in mind that we are adding more exploration elements in terms of Best of Both Worlds structures and mini-biomes, as described above, which will naturally increase the amount of rewards obtained by exploring the world. If you’re afraid that we’re taking away too much, we’re keeping this close in mind, and putting a lot of effort on making sure these changes feel good and rewarding for players, and compensating in some key areas.
As part of this, we’re introducing some entirely new features:

Place an item in the new Enchanted Tree to view its full crafting tree, then drag and duplicate items for a cost. This replaces most of the Squirrel’s shop, where you could duplicate certain items, allowing the Squirrel to have space for different features.

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Feed items you don’t need to the Squirrel and receive random useful rewards in return, such as Crates and potion materials. This is limited to certain items, and there is a limit to how many times each item type can be fed to the Squirrel.

By putting more focus on exploration and enemy encounters, these changes make sure that Eternity Mode’s new enemy and environment changes, as well as Best of Both Worlds' new world-gen additions, have a meaningful impact throughout your playthrough, and are satisfying to find and overcome.

Accessory Resprites​

Our spriters are hard at work improving much of the mod’s artwork. In this update, we’re focusing on making Souls accessories feel more cohesive and recognizable, with clearer designs and purposes. They should now look and feel more like true accessories rather than abstract icons.

For example, Enchantments have received more recognizable designs while still retaining some elements of their classic hexagon shape, and Souls are getting less abstract designs that feel a lot more accessory-like.

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Boss reworks and visual glowups​

The following Eternity Mode bosses are receiving complete overhauls in this update:
  • King Slime
  • Eater of Worlds
  • Queen Slime
  • Betsy
  • Lunatic Cultist

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Every other boss is also being carefully reviewed and adjusted. One of our main focuses this time is visuals and presentation, we’re working on unique sprites, more animations, improved background effects, and projectiles that behave and appear in natural, readable ways.

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Other reworks and improvements​

These are far from the only things that are being worked on in this update. Like mentioned above, every aspect of the mod is under examination, so many other changes are being done; for example reworking several items and accessories, with the main goal of feeling good to use and encouraging build variety.
Here are a few more categories we’re working on for this update:

Recipes and Grinding​

Souls Mod has long been known for its lengthy, grind-heavy recipes. In this update, we’re keeping these recipes rewarding and grindy, but reducing some of the tedium and annoying parts. Most recipes are being adjusted to feel more logical and enjoyable to collect materials for, particularly for late-game Souls and other combination accessories.

For example, we’re reducing the number of duplicate materials required for some recipes, such as multiple copies of Honeycombs or class Emblems. We're also being more lenient on early Enchantment recipes, for example adding alternate components (recipe groups) for items such as fruits, and replacing annoying Paintings in recipes.

Town NPC Dialogue and Quests​

We’re making the Mutant Mod townsfolk more interesting, especially the Siblings.

Their dialogue UI is being reworked to highlight interactions and personality, and we’re introducing a new Quest system through the Deviantt. These quests will help guide players through Eternity Mode, rewarding exploration and encouraging finding helpful unique or hard-to-find items.

We’re also working on redesigns for the Siblings, to make them more cohesive and unique, and adding more animations to their fights!

New Content​

We’re keeping some of the new content under wraps for now, you’ll just have to wait and see!


Fargo’s Souls 2.0 will be releasing some time in 2026, and we’ll be sharing more details as we get closer to release.

If you want to support our work, check out the Fargo Team Patreon and get early previews and access to early beta versions for this update!

Join the Fargo’s Mods Discord if you want to see continuous news and spoilers for the update as it’s being worked on!

Fargo’s Mutant Mod is available on the Steam Workshop here.
Fargo’s Souls Mod is available on the Steam Workshop here.
Fargo’s Best of Both Worlds is available on the Steam Workshop here.
Fargo’s Souls DLC is available on the Steam Workshop here.
 

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Crazy
(I’ve never played Fargo’s)
 
Whoa, sounds like I should leave one of my planned Eeveelution runs for when this is finished (The Eevee run is planned to have Fargo's Souls as the main mod). Looking forward to release!
 
babsolute cinena
 
Having had fargos souls as my favorite content mod since playing it, I'm very excited about this. I also love watching devlogs so I'd be very happy if you shared how you made things work in this process as well as of what you made too. You said a lot of issues that we had would be fixed. I know a common critism from many people (including me) was that it was impossible to see anything going on the screen post moonlord and it was extremely draining computer resource wise. How did you solve that issue or what do you have in mind?
 
Can't wait for it!
The enemies have always been annoying in Fargos Souls, nice to see that being addressed.
And the new sprites are glorious.
Only thing about it that I have to say is about the lowering of power (which isn't bad, and i understand why, but that's a big part of the mod's charm. I still hope endgame you feel like a ridiculously powerful monster)
 
anyways PEAK I can't wait for it
Edit:
Turns out, there's an official announcement trailer.
Here:
 
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Can't wait for the update to come in 2026!
Although I'm a bit curious and here's the following questions:
Is Deviantt and Abominationn also getting reworks like Mutant as well?
Are all enchantments (Well, not all of them) getting reworks?
Are some unmentioned vanilla bosses in Eternity mode getting reworks along these mentioned in later months?
These are all I asked, hopefully that doesn't bother you much, even if you're not going to see it. Still, I'm looking forward for this update!
 
Has the Fargo team consulted Chromatic Games or veteran Dungeon Defenders to help with the Old One's Army rework?
 
Good morning from UTC+01 timezone region!

I have a small question: If 1.4.5 comes out in January 2026 (cf Terraria State of the Game - October 2025), and then some time later TML also updates to 1.4.5, will that significantly delay Fargo 2.0's release? Don't worry, it is not bad if you take your time for the update as I learned while waiting for Terraria 1.4.5.

I thank you for your answer

Glasia
 
Will multiplayer be a consideration? Seen as that was quite broken in the original thing, and it's pretty much the way most people play.
 
imagine if we got a lumberjack fight and it's just impossible
 
It's honestly incredible how far the Fargo's collection of mods (And tmodloader as a whole) has come over the past decade.
Godspeed, I can't wait to see what 2.0 has to offer for eternity/masochist mode, those new enemy attacks look sick.
 
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