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Housing
Housing has been a defining feature of the ArcheAge franchise since the original game placed player-built homes directly in the open world. ArcheAge Chronicles redesigns the system from scratch with channel-based neighborhoods, roommate support, NPC housemates, interactive decor, and gardening.
Original ArcheAge housing
In the original game, housing plots existed in designated zones across all three continents. Land was finite, and only Patron subscribers ($14.99/month) could own property. This scarcity drove much of the game's economy and conflict.

Property types ranged from 8x8 farms to mansions, including specialized structures like aquafarms and gazebos. Players paid weekly Tax Certificates to maintain their land. Owning more than two properties triggered escalating tax costs. When taxes went unpaid, properties were demolished and the plots became available in a first-come rush.
The system produced memorable emergent gameplay but also serious problems. "Housing barons" bought up large tracts of property to resell at inflated prices. At launch, all desirable land was claimed during headstart before the game officially opened to the public. Many players never owned land at all.
Chronicles housing
Chronicles replaces open-world plots with a channel-based neighborhood model. Each housing zone contains multiple persistent channels. When a player claims a house in a channel, that instance becomes their shared village. Because new channels can be created as demand grows, there is no artificial scarcity. Nobody is locked out of homeownership.
Roommate housing
Players can invite others to live in their home as roommates. Roommates share the living space and can contribute to its decoration and upkeep. This cooperative housing model lets friends or guild members build shared living arrangements.
NPC housemates
In addition to player roommates, Chronicles introduces NPC housemates. These are non-player characters who inhabit your home and perform functions like crafting, selling goods, or providing daily quests. They give houses a sense of life even when the player is offline.

Interactive decoration
The decoration system goes beyond placing static furniture. Interiors and exteriors support expanded customization with items that have functional gameplay effects. Players can interact with their furnishings rather than just looking at them.
Gardening
Gardening is confirmed as a housing feature. Players can cultivate plants around their homes, tying into the crafting and life-skill systems. This connects housing to the broader economy, similar to how farming on housing plots was central to the original game's trade runs.
Design philosophy
Executive Producer Ham Yong-jin described housing as a "cornerstone feature" of Chronicles in his July 2025 Producer's Letter. The developers have emphasized that building and decorating a home should be a core gameplay loop. The combination of roommates, NPC housemates, gardening, and interactive decor positions housing as a social and economic hub rather than just a vanity feature.
The shift from open-world scarcity to instanced availability represents a direct response to the original game's most contentious design flaw. Veterans who remember losing entire weekends to land rushes will find a system designed to never repeat that experience.