Origins 03 May 2026 2 261 5
Another month another review!
Sorry this one is a little late đ Personal circumstances have prevented me from writing about the month so lets get into it!

Once again, Iâve been proven wrong, I really didnât like the Country furni at first. However, seeing it in-game has completely changed my perspective, and I actually donât mind it at all. Itâs similar to how I felt about the Arctic line, which I ended up loving overall.
Thereâs still no confirmed removal date, so Iâm hopeful the Country range will remain in the catalogue, much like the Executive furni. I do think we need a bit more diversity across the furni lines, I often say we should move away from the overuse of brown tones, so the addition of grey walls is a refreshing change.

This yearâs April Foolsâ joke introduced âLoafingâ as a brand-new skill, built around the long-standing Habbo tradition of sitting down and doing absolutely nothing. While the concept is clearly tongue-in-cheek, it actually reflects a core part of the game surprisingly well.
The idea is simple: sit in a chair, stay there, and earn experience over time. No mechanics, no interaction, no effort. Just existing. Itâs an amusing nod to how much of Habbo is centred around socialising, room idling, and people-watching.
They even went as far as releasing badges for it, including milestones at 99 million and 150 million XP for Loafing. On top of that, 150 million XP badges were also introduced for Fishing and Gardening, which helps tie the joke into the existing skill system and makes it feel oddly believable.

Overall, itâs a simple but effective April Foolsâ joke. It doesnât try too hard, and it plays directly into what Habbo has always been about. Even if itâs not real, itâs probably one of the more accurate âfeaturesâ they could have come up with.
Instead of the 'loafingâ skill lasting 24 hours, origins extended the timeframe for seven days to ensure a higher % of Habboâs were able to obtain the badges.
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Easter arrived in the Hotel with the usual return of the Easter-themed furni. Itâs never been my favourite seasonal line, but itâs one of those collections that comes and goes, so it feels expected more than exciting.
The highlight for me was the introduction of the Easter Theatredrome to Origins. It was genuinely great to see it added, although it was a bit disappointing that hardly anyone seemed to be visiting it. Updates like this are nice in theory, but they really need something to encourage players into these public spaces, even something as simple as promoting it for a community photo on X would have made a difference đ

Origins also released some⊠questionable Easter trophies. They definitely gave more âbuttplugâ than Easter, which is a choice, but Iâll leave that there.

On a more positive note, we got a brand-new Horizon. What had started to feel like a bit of a dead feature has actually seen multiple updates recently, and this is arguably one of the better ones. It ties in nicely with players growing their Sakura trees, which makes it feel more relevant and connected to what people are already doing in-game.

The Countryside Community Challenge was a nice attempt at bringing the hotel together, encouraging players to fish and garden collectively to unlock rewards across three tiers. On paper, it was a solid idea, simple, accessible, and something everyone could contribute to, even with minimal effort.
In reality though, Habbos absolutely flew through it.
The first tier (2,000 fish) and second tier (2,000 harvests) were completed incredibly quickly, and even the final stretch to 6,000 fish or harvests didnât last long. It really showed just how active the player base can be when thereâs a shared goal, especially when it ties into existing skills like Fishing and Gardening.
Because of how fast everything was completed, Origins ended up adding a fourth tier afterwards, giving players something to keep working towards. It was a good call, without it, the challenge would have been over almost as soon as it started, which would have felt a bit anticlimactic for something running until the end of the month.
Overall, it was a fun community-driven event, but maybe a bit underestimated in terms of how quickly players would complete it. Still, the quick progression highlighted something positive: when given a reason to, the community is more than willing to show up and get involved.
More of this please!

Hooray! Origins finally gave us a competition! This time, Habbos were challenged to build a country garden room, and overall, it went down really well. Itâs another clear reminder that players genuinely enjoy these kinds of creative events and want more opportunities to get involved.
That said, I wouldâve preferred to see at least two competitions across the month. Still, itâs good to see this side of the game hasnât been completely neglected.
The competition itself wrapped up and, surprisingly, results were released just hours later. While the outcome was generally well received, there were a few noticeable omissions from the top 20 and some entries that, realistically, should have placed. Because of this, adjustments had to be made after the fact.
To Habboâs credit, they did take the time to correct things, honouring the original placements while also including those who were unfairly missed. However, itâs not the best look overall. The explanation given was that a new judging tool had been used and late entries werenât properly accounted for, which led to the oversight.
Hopefully, this is just a one-off issue. The demand for competitions is clearly there, now itâs about making sure the execution matches the enthusiasm from the community.

This latest roadmap gives a clearer picture of where Origins is heading, and to their credit, it feels more grounded than previous updates. Thereâs a noticeable shift away from constantly pushing out new systems, and more focus on actually making use of whatâs already in the game, something thatâs been needed for a while.
One thing I do appreciate is the lack of strict timelines. While it can be frustrating not knowing exactly when features will land, itâs probably the smarter approach. Setting deadlines creates pressure, and that often leads to rushed releases or missed dates, and we can agree neither of which are a good look. Taking the time to get things right should lead to better long-term results, even if it requires a bit more patience from the player base.

In terms of content, thereâs a decent mix here. Blueprint Studio stands out as a strong addition, especially for builders who donât want to lose hours of work tearing rooms down. The idea of a Blueprint Marketplace also has a lot of potential, giving more creative players a way to share and even monetise their designs. Although the community have their concerns regarding build competitions, I donât think this is too much of an issue as its only a small section you receive from a blueprint, and you require the furniture to use it.

Expeditions are another interesting step, particularly because they lean into group play. Thatâs something Origins has been lacking, too much of the current experience is solo and passive. Tying in fishing and gardening within those runs is a nice touch, even if itâs not the most efficient way to train. Itâs more about making the game feel alive than min-maxing.

Cooking also sounds promising, especially with the introduction of PvP elements. If done right, it could break away from the usual passive gameplay loop and add something a bit more competitive.
There are also smaller but important additions, like Tutorial Park, which should help new players actually understand what the game offers. Thatâs been a clear gap, and addressing it is long overdue.
That said, the bigger question is whether this is enough to keep players engaged.
In the short term, yes, thereâs definitely enough here to bring people back, try new features, and spend more time in-game. But long term, itâs less certain. A lot of these ideas rely heavily on consistent engagement, regular updates, and strong execution. Without that, thereâs a risk things fall back into the same pattern of logging in briefly and then leaving again.
Overall, itâs a positive direction, and it shows awareness from the team about the current state of the game. Now itâs just a matter of seeing how it all plays out in practice, I look forward to seeing how to turns out.

Shutter Showdown has officially gone live, introducing a weekly in-hotel photo competition where players can submit snapshots based on a themed brief and vote on each otherâs entries.
Iâll be honest, I havenât personally used the feature yet. However, from what Iâve seen, itâs one of those smaller additions that seems to be landing quite well with the community.
The concept is simple but effective. Each week brings a new theme, and players can submit entries using the updated Habbo Camera, now featuring a full-colour, vertical format specifically for the competition. Once submissions close, it shifts to community voting, where players judge entries head-to-head and earn stamps just for taking part.

Itâs not a huge, game-changing feature, but it doesnât need to be. This is exactly the kind of lightweight, repeatable content that helps keep things ticking over between bigger updates. More importantly, it gives players another creative outlet, something Habbo has always thrived on.
From early impressions, people seem to be enjoying it, which is ultimately what matters. Itâs a small addition, but a welcome one. Credit to Dreads for being the driver of the idea behind this!

This event was a nice mix of storytelling and gameplay, ultimately leading to the reveal of a brand-new piece of furni, the Sakura Cherry Blossom Easel.
Players were taken through a series of puzzles and challenges, all building up to the discovery of a hidden treasure atop the Snowy Mountain. It added a bit of adventure to the experience, and while the journey itself was engaging, the real highlight was the reward at the end.
The Sakura easel is, simply put, a really cute piece of furni. It fits perfectly with the Sakura theme and feels like one of those decorative items that can slot nicely into a variety of room styles, especially for builders who enjoy softer, more detailed designs.
I also liked how it was obtained. Rather than just being handed out, players needed to trade in unharvested Sakura plants, which tied the reward back into existing gameplay systems. Itâs a small touch, but it helps everything feel a bit more connected.

This month was a significant improvement compared to the last two. We saw a total of 29 articles released, and it really highlights how important consistent communication is. Even smaller updates go a long way, just seeing regular posts makes the game feel active and moving forward with new activities and releases.
Itâs something the team should definitely continue to prioritise. A steady flow of content, no matter how minor, helps maintain interest and reassures players that development is ongoing.
Also, credit where itâs due, clearly announcing the removal dates for the Japan and Easter lines from the catalogue was a great touch. Itâs a small thing, but that level of transparency makes a big difference. Macklebee provided many patch note update articles which is also valued by the community, one of the fixes made increases the sprite limit in rooms which is a HUGE ask from players which has been achieved.

Admittedly, EC games have been a bit thinner this month compared to what weâve been used to recently. That said, itâs not entirely surprising. With real-life priorities, holidays coming up, and general availability, it makes sense that things might slow down a little.
Weâre still receiving more games than we historically did from staff, so itâs important to keep that in perspective. While I understand why some players might be concerned, especially during weeks where there were only 2â3 games, it doesnât really feel like something to worry about.
This isnât down to any one person, and itâs likely just a temporary shift rather than a long-term issue. Overall, weâve been pretty well fed with events lately, and thatâs still continuing.

Water Garden â Released 07/04/2026
I really like this fountain. It tied in nicely with the Country line and the ongoing gardening focus, so the timing made sense. Although it originally came from Ecotron on Habbo.com, it seemed to be well received here, honestly, I donât think many people minded its return.

Blue Sleeping Bag â Released 14/04/2026
Awful.

Farmerâs Best Friend â Released 21/04/2026
I love a photo stand. I didnât quite understand the backlash around this one and yes, itâs a more recent release on Habbo.com, but it still fits Origins well enough. If itâs not your thing⊠just donât buy it?

Yellow Parasol â Released 28/04/2026
The final parasol colour, and probably one of the best. A really nice way to round off the Country campaign.
Funky Friday

Little Bunny FooFoo â Released 03/04/2026
Very cute, very Easter. Approved.

The Scarecrows â Released 10/04/2026
I love them. Not much else to say, theyâre just great đ

Guskinâs Outhouse â Released 17/04/2026
Another Funky Friday I really like. The only thing missing wouldâve been a few colour variations to add a bit more choice.

Straw Duck â Released 24/04/2026
A cutie.
Noco arrives with his goodies!

Noco made another appearance this month, and honestly⊠I still donât have much to say about it.
I wasnât a fan of what he brought this time around, and it didnât seem to generate much interest either. If anything, this round felt particularly quiet, with little to no buzz across the hotel.

It feels like the hotel is in a bit of a quiet or stagnant period at the moment. A lot of players are logging in for shorter sessions, or simply idling while doing other things. While thatâs always been part of Habbo to some extent, it does seem more noticeable right now.
Thereâs also a sense that overall engagement is dipping slightly, with fewer players actively exploring or interacting outside of their usual spaces. Much of this likely ties into the current focus on more solo-based activities like skills, which naturally keep people in their own rooms, Iâm definitely guilty of that myself.
Looking ahead, thereâs reason to be optimistic. With new skills and features on the horizon, thereâs a real opportunity to bring some energy back into the hotel. That said, timing will be important. With summer approaching, player activity typically shifts as people spend more time offline, so itâll be interesting to see how upcoming releases are supported and promoted.
On that note, promotion is something that could potentially be explored further. Platforms like X donât always seem to be bringing in new players, so it might be worth revisiting others like TikTok, especially given how quickly that space evolves and how effective it can be for reaching new audiences.
There are also some bigger-picture uncertainties at play, particularly around Sulake. Until thereâs more clarity on its future, itâs hard to predict what level of investment or direction the game might take. That said, the important thing is that development is still ongoing and the âtrain is still moving,â which is a positive sign.
Overall, while things feel a bit quiet right now, thereâs potential ahead. The key challenge will be turning that potential into meaningful, social experiences that encourage players not just to log in, but to stay, explore, and connect with others.

Overall, this month felt like a step in the right direction.
Thereâs been a noticeable improvement in communication, a solid mix of content, and some genuinely enjoyable additions, from community challenges to smaller features like Shutter Showdown. The roadmap, in particular, gives a bit more confidence about where things are heading, even if a lot of it still depends on execution.
That said, itâs hard to ignore the quieter atmosphere across the hotel right now. While thereâs clearly effort being put into updates and events, translating that into consistent, active engagement is still a challenge. A lot of the current systems lean towards solo or passive play, and thatâs something that will need addressing if the game wants to retain players long-term.
Thereâs definitely potential here, and in the short term, thereâs enough to keep people logging in and engaged. Long term, though, it really comes down to consistency, stronger social experiences, and how well upcoming features actually land.
For now, the âtrain is still moving,â and thatâs the most important thing. Thereâs momentum it just needs to build.
What I will say, is origins is a game essentially with one member of permanent staff, who has worked significantly hard to keep the game not only on track but right any of the wrongs made within the game. When you look at the overall picture of what one person has achieved, granted with help along the way but its genuinely impressive. When I write these reviews, my objective is never to be extremely negative about the game because I know the reality of the situation but to deliver a review which outlines what has went well and what could have been better.Â
Agree or disagree with the score, let us know down in the comments section and I will see you again at the end of the month!
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LOL.