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Crossing The Sands›Events›Crossing The Sands Updated
In-game event

Crossing The Sands Updated

Crossing The Sands · published 22 months ago · build 16392150

All eventsPlayers around this dateRead on Steam

Adds combat sounds, more spell sounds, and directional building entry.

  • Changed the towns (Grand City, City of Assassins, Arcane City, Ratkin Stronghold) so that buildings can only be entered from the street-facing or door side. Previously if a location could be entered, it could be entered from all directions. That was a limitation of the map design code that has been overcome.
  • All spells now have sound effects, and the spell sound effects have more variety.
  • Combat now has hit and miss sounds. Sound effects can be enabled or disabled via the settings menu (escape key -> settings).
  • Fixed an issue that could cause the game to freeze in some cases.
More from Crossing The Sands

Other announcements

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Major update27 Aug 2026Game UpdatedFixed an issue that could cause Steam achievements to be delayed or fail to trigger. · Changed non-stackable buffs so that the duration will renew when re-cast on a character that already has that effect. · Pure spellcasting classes now get a bigger bonus to natural mana regeneration when walking around. · Pure spellcasting classes now have a higher base minimum amount of mana per level up. · R…In-game event22 Jul 2026Game UpdateChanges in this update: · Fixed an issue that would cause identifying items to be far too difficult for very high-level thieves. · Mana and hitpoint drain amounts from special attacks now depend on the level of the attacking monster. · Added some basic animated open and close transitions to some UI windows. · Monsters will visibly shake a little in combat when they're hit.In-game event22 Jun 2026Larger InventoryCharacters now have 12 inventory slots instead of 8. Resting is now faster. The chance for thieves, mercenaries, and skalds to detect and disarm traps on chests has has been increased. As a reminder, detecting traps is modified by intelligence and disarming is modified by dexterity. First-level thieves will still not be very competent, but by level 15 or so they will be pretty reliable. The lev…