[0:00] If you prefer to play WoW on your own [0:01] these days, you're not alone. [0:04] >> That's fine. I like playing with myself. [0:06] I play with myself all day long. [0:09] [laughter] [0:10] >> And the good news is the game has [0:12] quietly become fantastic for solo [0:13] players. Blizzard keeps adding systems [0:16] that you can enjoy entirely at your own [0:18] pace with no pressure, no timers, and no [0:21] need for a group at all. And nothing [0:24] shows this better than our first [0:25] example. Player housing has only just [0:28] launched in World of Warcraft, and [0:30] already it feels like one of the biggest [0:31] features the game has ever added. Every [0:34] time I open Facebook or YouTube, I see [0:37] people proudly sharing the houses [0:38] they've built. Full tours, custom [0:41] layouts, themed rooms. It's seeming like [0:43] Blizzard are on to a winner. So far, [0:45] players were starving for something like [0:47] this, and now it's here. The community [0:49] is obsessed. And honestly, I can [0:52] genuinely see a huge portion of players [0:54] logging in purely for this system. Not [0:57] for raiding, not for mythics, and not [0:59] for PvP, but simply to make their home [1:02] on plot of land nicer piece by piece. [1:05] I've dipped my toes into the housing, [1:07] and even though my creativity skills are [1:09] zero, every now and then, I can tell I [1:11] will get lost in it. I can see why so [1:14] many people are going to be obsessed. [1:16] One thing that I have enjoyed is going [1:18] through the Alliance neighborhoods. I've [1:20] been through the alliance and I've been [1:21] through the horde, but the alliance one [1:23] is absolutely stunning. But what really [1:26] makes player housing perfect for solo [1:28] play is how accessible it is. It doesn't [1:31] require fast reactions, quick thinking, [1:34] perfect rotations, or the pressure of [1:36] time mythics or PVP. [1:38] This is a part of the game that anyone [1:40] can enjoy. Whether you're a casual [1:42] player, someone returning after years [1:44] away, or just someone who wants [1:46] something cozy and creative to work on. [1:48] And Blizzard made sure that collecting [1:50] decor ties into every play style. You [1:52] can earn it from quests, raids and [1:55] dungeons reputations achievements [1:58] professions, events, and sadly the cash [2:02] shop. So whether you're a casual [2:04] explorer, a collector, a crafter, a [2:07] raider, or someone who plays 30 minutes [2:09] at night, there's always something for [2:11] you to chase for your home. Player [2:14] housing isn't just a new feature. It's [2:16] the foundation for entirely new solo [2:18] friendly way to play WoW. And it's [2:20] already become one of the most loved [2:22] systems that Blizzard's ever introduced. [2:25] When The War was in launch in 2024, [2:28] Blizzard introduced Dell's bite-siz [2:30] adventures tailored for one player, [2:32] endlessly repeatable and designed to [2:34] give you actual progression without [2:36] needing a full party if you didn't want [2:38] to group with two to five players. Dells [2:41] weren't just another feature thrown in. [2:42] They were a statement. a statement that [2:45] solo players matter and that the players [2:47] who love the world, the law, and the [2:49] gameplay, but don't necessarily want to [2:51] push missions or compete in PvP deserve [2:54] a meaningful pathway to gear. What makes [2:57] Dell so good is how flexible they are. [3:00] You can log in for 10 minutes or an [3:01] hour. You can play at your own pace, [3:03] experiment with builds, or just smash [3:06] through mobs without waiting on a tank [3:08] or a healer. They scale with you, reward [3:10] you consistently, and most importantly, [3:13] Blizzard treated them like real [3:14] progression. For the first time in WoW's [3:16] history, players who prefer to fly solo [3:19] could earn endame relevant gear on their [3:21] own terms. And now heading into Midnight [3:24] in 2026, we're all hoping that Blizzard [3:27] takes everything that works in War [3:28] Within and perfects it. More variety, [3:32] more difficulty levels, more boss [3:34] encounters, more reasons to jump back [3:36] in. Dells have the potential to become [3:39] the backbone of solo play, a system that [3:42] sits alongside dungeons and raids, not [3:44] beneath them. If Blizzard builds on what [3:47] they started, Midnight could easily [3:49] become the best expansion for solo [3:51] players who want to gear up and progress [3:53] without relying on anyone else. For solo [3:56] adventurers, delves are the ideal choice [3:59] of content. Simple to jump in, [4:02] satisfying to complete, and rewarding [4:03] enough to feel like the end game in [4:06] 2024. before they arrived in 2026, they [4:10] might just be perfected. [4:12] If delves represent the future of [4:14] instant solo progression, then Midnight [4:16] introduces something just as important [4:19] for the open world, the prey system. [4:22] Once you've selected a target, you don't [4:24] drop into an instance or get funneled [4:27] into a single activity. You continue [4:29] your travels through the zones as you [4:31] normally would, questing, exploring, and [4:34] playing a game while a hunt unfolds [4:36] around you. Along the way, you'll [4:38] interact with prey specific mechanics, a [4:41] unique world quests, all tied into [4:44] tracking your target, and crucially, the [4:46] system is designed to be unpredictable. [4:49] You won't always know when or how you'll [4:51] encounter your prey. It might take a [4:53] chain of discoveries, a sudden event, or [4:56] an unexpected moment. And sometimes your [4:59] prey might find you first. [5:02] >> There's something out there waiting for [5:04] us. And that ain't no man. They're up [5:08] against the ultimate enemy. [5:09] >> Holy mother of God. [5:11] >> As you progress, the system unlocks [5:12] three difficulty levels: normal, hard, [5:16] and nightmare. On normal difficulty, the [5:19] hunt takes place fully in the outdoor [5:21] world, and other players can come to [5:23] your aid if they happen to be nearby. It [5:26] keeps the experience accessible, [5:28] flexible, and perfect for casual solo [5:30] play. But once you move into hard and [5:33] nightmare, the system changes [5:35] significantly. At these high [5:37] difficulties, your target gains [5:39] additional abilities known as torments, [5:42] making both the hunt itself and the [5:44] final encounter far more demanding. [5:47] And when it comes for the final fight, [5:49] there are no raid groups and no large [5:51] scale zurging. You and at most a small [5:54] group of friends are on your own. That [5:57] design choice is important. Prey isn't [6:00] trying to replace raids or mythic plus. [6:03] It's offering something different. [6:05] Structured highstakes outdoor encounters [6:08] that reward preparation, awareness, and [6:11] mastery without turning into organized [6:14] group content. For solo focused players, [6:17] this makes the prey system a perfect [6:19] companion to Dell's. Instant challenges [6:22] on one side, dynamic open world hunts on [6:25] the other. Both designed to scale with [6:28] your ambition rather than your social [6:30] availability. [6:31] >> How can I help you? [6:33] >> Yes, we have availability on those [6:34] nights. How many in your party? [6:37] >> If Blizzard gets this right, Midnight [6:39] won't just support solo play, it will [6:42] evolve it. Leveling in World of Warcraft [6:45] probably isn't for everyone. Some [6:47] players want to rush to max level as [6:48] fast as possible. Some see it as [6:50] something to get through, not something [6:52] to enjoy. But as a solo player, leveling [6:55] has always been one of the parts of WoW [6:57] I've loved the most. It's quiet, it's [6:59] self-paced, and it's where the world [7:02] feels most alive. Leveling is the one [7:04] part of the game where you're not [7:06] chasing efficiency or competing with [7:08] anyone else. You're moving through [7:10] zones, following stories, discovering [7:12] corners of the worlds you'd never notice [7:14] at Endgame, and gradually feeling your [7:16] character grow stronger step by step. In [7:20] Midnight, that experience looks more [7:21] appealing than ever. The return to [7:23] Eastern Kingdoms isn't just about [7:25] nostalgia, it's about the journey. [7:28] Leveling there has always felt less like [7:29] a checklist and more like a road you [7:32] travel, one zone flowing naturally into [7:34] the next. There's a quiet beauty to the [7:37] eating kingdoms that suits solo player [7:39] incredibly well. From misty forests and [7:41] roaring farmlands to battered kingdoms [7:44] and forgotten ruins, the zones feel [7:46] grounded, lived in, and full of history. [7:49] As a solo player that matters, you're [7:52] not just chasing quest markers. You're [7:54] moving through places that tell stories [7:56] to the landscapes, music, and [7:58] atmosphere. It's a kind of leveling [8:00] experience that invites you to slow [8:02] down, look around, and actually exist in [8:05] the world for a while. And in 2026, [8:08] going back there doesn't feel like a [8:10] step backwards. It feels like World of [8:12] Warcraft remembering what made its world [8:14] so compelling in the first place. [8:18] Not every WoW goal is about getting [8:20] stronger. For a lot of solo players, [8:22] some of the most satisfying progression [8:24] comes from collections, transmog, and [8:27] mounts. Because this is the stuff that [8:29] doesn't get wiped out by a new season. [8:32] With Transmog, the whole game stays [8:34] relevant. Old raids, dungeons, quest [8:38] lines, random world drops. Suddenly, it [8:41] all matters again because you're chasing [8:43] a look, not a number. And once you [8:46] unlock it, it's yours forever. Mount [8:49] farming is the same feeling, just in a [8:51] different form. It's that long-term [8:53] chase, that one more run, that tiny [8:56] moment of hope when the boss goes down. [8:59] Sometimes you get the drop quickly, [9:01] sometimes it takes months, but either [9:03] way, it's progress you can actually [9:05] keep. And the reason this fits solo [9:08] players so well is it's simple. It's [9:11] pressure free, no queue, no schedule, no [9:14] need to be on form. You log in, set your [9:17] own little mission, and make progress [9:19] towards something that's genuinely [9:20] permanent. a collection that builds up [9:23] over time and starts to feel like your [9:25] version of WoW. That's why transmog and [9:28] mount farming aren't just side [9:29] activities for solo players. They're one [9:31] of the best end games the game has. So [9:35] yeah, Solo WoW in 2026 feels properly [9:38] supported. There's a version of the game [9:41] now where you can just log in, do your [9:43] own thing, and still make real progress, [9:45] whether that's power, story, or [9:48] collections that last forever. If you [9:50] enjoyed this kind of video, feel free to [9:52] subscribe. I'll be covering everything [9:54] Midnight and everything that makes WoW [9:56] worth playing at your own pace. Drop a [9:59] comment and tell me how you play World [10:01] of Warcraft. Thanks for watching.