Yes — Brandrgarde solo opened on 3 September
Both difficulties, Normal and Cataclysm, in the same update. The 3 September Live Update lists “Added Solo Mode for Brandrgarde’s Normal and Cataclysm difficulties” under New Content, and the companion announcement published an hour later confirms the mode opens following that update. It was a no-downtime update applied at 08:00 UTC+0; a client update from your platform store is required afterwards, so a player who has not updated is not on it.
- Both difficulties at once, as the 5 August confirmation said — not one now and one later.
- No new gear gate was published for either solo queue. Nothing in the post changes the trio requirements, and nothing in it restates them.
- The same update carries a class balance pass, so the queue you learned last week is not the queue you are entering.
What you can queue alone today
The Brandrgarde rows are now stated by Bellring rather than entailed from a promise. Hallowgrove is the weaker half and is still marked differently on purpose — no launch-version queue list has ever been published for it, and the closest official statement is a BETA 3 FAQ describing a build two difficulty names ago.
| Map | Difficulty | Solo today | Opened | Confidence |
|---|---|---|---|---|
| Hallowgrove | Normal | Reported open | Before launch | Player-reported |
| Hallowgrove | Chaos | Reported open | Before launch | Player-reported |
| Brandrgarde | Normal | Yes | 3 September 2026 | Official |
| Brandrgarde | Cataclysm | Yes | 3 September 2026 | Official |
Hallowgrove
- Difficulty
- Normal
- Solo today
- Reported open
- Opened
- Before launch
- Confidence
- Player-reported
Hallowgrove
- Difficulty
- Chaos
- Solo today
- Reported open
- Opened
- Before launch
- Confidence
- Player-reported
Brandrgarde
- Difficulty
- Normal
- Solo today
- Yes
- Opened
- 3 September 2026
- Confidence
- Official
Brandrgarde
- Difficulty
- Cataclysm
- Solo today
- Yes
- Opened
- 3 September 2026
- Confidence
- Official
“The middle of Season 1 in September” resolved to the 3rd
The 5 August confirmation read “in the middle of Season 1 in September”, and several syndicated write-ups rendered that as mid-September — converting a season-relative statement into a two-week calendar window nobody had published. It shipped on the 3rd. That is worth keeping on the record rather than quietly deleting, because the guess was not merely early: a page that prints a date the publisher never gave is telling you how it works, and the next unpublished date on this game will be handled the same way by the same sites.
- Announced 5 August with the one-million-player milestone; shipped 3 September, four weeks later.
- Season 1 still has no published end date, so “the middle” of it was never resolvable from public information — the update landing early is what resolved it.
- The roadmap graphic listed it in the Phase II panel, which remains the only place the rest of Phase II is described.
Cataclysm solo is the harder half, and the gates did not move
The two difficulties are not equivalent additions. Brandrgarde Cataclysm carries the highest gear gate on the site — equipment value at or above 2500 Gyldenblod and Elite combat bags only — which makes a solo Cataclysm queue one where every opponent is expensive. The 3 September post adds the queues without restating or changing those requirements, so the trio gates are what this site still records, and a solo run into Cataclysm is a run against the same floor with nobody to res you.
- Brandrgarde Normal asks for a combined gear value at or above 300 Gyldenblod with starting gear capped at Epic.
- Nothing in the release post says the solo queues inherit those gates, and nothing in it says they do not — the silence is the reason this row is not marked as changed.
- A new red dot above enemy characters shipped in the same update, tuned to let you read an opponent’s gear level quickly. In a queue with no teammates that is the cheapest information you get before committing.
The queue split Bellring named is now a thing you can measure
The 5 August announcement carried its own caveat: “adding two new modes will inevitably split the matchmaking queue and present fresh class balance challenges in solo play. We’ll continue to evaluate these factors and will communicate our findings with you before making further adjustments.” The 3 September pass is the first evidence of how that gets handled — Blackarrow’s Steel Arrow cooldown was cut in both queues but by a larger amount in Trio than in Solo, which is Bellring tuning one number differently per queue rather than balancing the game once.
- Shadowstrix takes the pass DevNote #8 named it for: longer wind-up on Phantom Shift and Free Movement, and a Flurry Strike charge that now drains Energy continuously instead of holding for free.
- Mercenary gains Perfect Block stagger; Sorcerer’s Thunderstrike loses its distance falloff and now hits for the same damage at the edge as at the centre.
- Two extra queues still divide the same population, and Bellring has published no matchmaking-time figures. That part of the caveat is untested.
