Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Dangerous Land›Events›Update 0.5.0 - Combat System Update I
In-game event

Update 0.5.0 - Combat System Update I

Dangerous Land · published 3 years ago

All eventsPlayers around this dateRead on Steam

As I mentioned recently, today's update focuses on improving the combat system, primarily enhancing visual elements, making the fighting experience more satisfying. The game has become more dynamic in many aspects, and I hope it's a good step towards its development.

Combat System and New Unit Appearance

  • Units now have facial elements (nose, eyebrows, and eyes).
  • Units blink their eyes.
  • The maceman's weapon model has been changed.
  • The color of some parts of the units' weapons has been changed to the color of their faction.
  • Units bend when taking damage.
  • Attacks create blood particles.
  • After death, the head of a unit may detach from the body.
  • Upon death, a unit drops the weapon it was holding.
  • The head of a unit can detach from the body after death.
  • Arrows remain in the bodies of units and shields.
  • An arrow hitting the ground creates particles of falling earth.
  • Shooting an enemy unit in the head deals 100% more damage.
  • Increased sword attack range for the player.

Gaining Combat Experience

  • Combat experience is now earned when a player or allied unit kills an enemy unit.
  • The amount of experience gained depends on the type of the killed unit.
  • An icon indicating the amount of gained experience appears above the killed unit after the kill.

Tutorial Update

  • Some parts of the tutorial received additional information.
  • All tutorial images have been replaced with gifs, making the tutorial easier to understand.


Animations

  • The player's sword attack animation is smoother.
  • The animation for loading the next arrow is faster and smoother.
  • Accelerated animations for drawing and sheathing weapons.
  • Increased base sword attack speed and bow drawing speed.
  • Sped up animations for drawing and sheathing tools.
  • Accelerated and smoothed animations for resource gathering.
  • The building construction animations have been sped up.
  • Changed tree-cutting animation for the player.
  • Accelerated attack animations for units.


Languages

  • English: Unit name changed from 'Peasant' to 'Maceman'


Optimization

  • The game has been slightly optimized by reducing the quality of models for resources far from the player.


Missions

Mission 1

  • Mission duration has been shortened.

Mission 2

  • Mission duration has been shortened.
  • Enemy camps have been added to the map.

Mission 3

  • Modified the map.
  • Changed the quantity and placement of structures and resources.
  • The mission has been shortened.

Mission 4

  • Modified the map.
  • Changed the quantity and placement of structures and resources.
  • The mission has been shortened.

Mission 5

  • Modified the map.
  • Changed the quantity and placement of structures and resources.
  • The mission has been shortened.

Mission 6

  • Modified the map.
  • Changed the quantity and placement of structures and resources.
  • The mission has been shortened.
  • The mission's progression has been changed.

Sounds and Music

  • Added a sound when the player is hit by an arrow.
  • Lowered the sound of berry picking.
  • Added a sound when upgrading the Berry Farm and observation tower.

Other Changes and New Features

  • The shovel icon appearing above a dug-up bush now loads over time as the bush is excavated.
  • Adjusted the strength of some player effects during movement.
  • Slightly changed particle effects during player resource extraction.
  • Increased the limit required to build a building on uneven terrain.
  • The target point in barracks is now flagged, similar to the town hall.
  • The color of particles when hitting a tree is more brown.
  • Player resource delivery is faster and has an additional visual effect.
  • Object selection is canceled upon a single left mouse button click.
  • Resource marking does not disappear if the player releases the button (similar to building selection).
  • Drawing a bow by the player is triggered by the left mouse button.
  • The player initially has a full arrow stock.
  • Unit selection disables building marking.
  • Added an effect when delivering a berry bush to the Berry Farm.
  • Added a shaking effect when shooting an arrow.
  • Added visual effects when changing the target point (inside a building) for units.
  • Added falling leaf effects when hitting a tree.
  • Strengthened the scale change effect when extracting resources and building structures.
  • Added camera shake during resource extraction and building.
  • The player can move while extracting resources.
  • Improved player wall detection.
  • The shield loading bar always hides if the player exits combat mode.
  • The shield loading bar appears if we enter combat mode and if the shield is loading.
  • Several other minor fixes/changes were introduced.

Gameplay Balance

Player

  • Running speed: 6.85 => 7.15
  • Maximum stored wood: 60 => 50
  • Maximum percentage of reduced speed after taking damage: 70% => 60%

Upgrades

Town Hall Upgrade

  • Bonus to berry production: 2% => 1.5%

Units

Hunter

  • Shot strength: 10 => 13.5
  • Shot accuracy: 4 => 3 (less = better)
  • Shooting speed: 4.5s => 4s

Archer

  • Shot strength: 11 => 14.5
  • Shot accuracy: 3 => 2.5 (less = better)
  • Shooting speed: 4s => 3.5s
  • Creation time: 1:25s => 0:25s

Buildings

Changed the construction time of all buildings:

  • Town Hall: 3:00 => 2:00
  • Storage: 1:00 => 0:30
  • Berry Farm: 1:30 => 1:00
  • Barracks: 2:00 => 1:30
  • Smithy: 1:30 => 1:00
  • Archery Workshop: 1:30 => 1:00
  • Workshop: 2:00 => 1:30
  • Observatory Tower: 1:00 => 0:30
  • Guard Tower: 1:30 => 1:00

Observatory Tower

  • New - Shooting speed: +20%
  • Shooting range: 10% => 15%

Guard Tower

  • New - Shooting speed: +35%
  • Shooting range: 20% => 25%

Bug Fixes

  • Fixed incorrectly displayed texts in languages other than Polish and English.
  • Fixed a bug that sometimes occurred when the tower tried to select a new unit from an enemy unit – it could lead to various errors.
  • Fixed: The game bugged out when the player tried to select a bush from a destroyed berry farm.
  • Fixed: Sometimes the management window did not close after switching to another mode.
  • Fixed: Arrows fired from close range to the target could pass through it.
  • Fixed: The script responsible for moving the hands during walking and running stopped working when the game was paused at least once.
  • Fixed: After digging up a bush from a group, errors occurred when expanding the rest of the bushes in that group.
  • Fixed: The worker did not react when the command was changed from digging up the bush to collecting berries from it.
  • Fixed: The worker could dig up a bush when he already had one in his inventory.
  • Fixed: The player could enter free mode if they had the shield raised.
  • Fixed: If the shield was being renewed, and the player wanted to switch to another mode, the shield did not retract.
  • Fixed: In very specific cases, the player could have a constantly reduced movement speed.
  • Fixed: The unit's health bar sometimes did not appear when shooting with a bow.

Dangerous Land Demo

The game has been updated to the latest version.

What's Next?

As you may have noticed from the update title, this was its first part, so the next update will also focus on the development of the combat system, but with a focus on different elements. I mean expanding the artificial intelligence system of units and revitalizing enemy camps. There may be other changes to the combat system as well, but no promises.

More from Dangerous Land

Other announcements

All events
Major update3 Sep 2026Update 0.13.0Hello, Lords! After a long wait, I can finally give you what I’ve been working on for the past several months. Work on this update took so long because many completely new systems and mechanics have been added to the game, making it much more extensive in many ways. One of the biggest new features is the new Conquest Campaign, which offers a completely new experience, both visually and mechanic…Community5 May 2026Development News - Environment in the Conquest CampaignHi everyone, Today I’m coming to you with another batch of information about the new update, which introduces the beginning of a new Conquest campaign, along with many new features and changes. The update is getting closer to completion, so today I want to show you something more polished. I wanted the new campaign to look a bit different visually, and for the player to see familiar elements in…Community17 Feb 2026Development News - Conquest ModeHi everyone, I’ve been working on the new 0.13.0 update for quite some time, and I’d like to share some progress with you. The next update won’t be released anytime soon, and I also don’t want to stay silent for that long, especially since the amount of new content I’m planning to add is huge, which is why I’m making this post. As a reminder, this update and the following ones will focus on the…