
All good things come to those who wait. Today, we are happy to present to you our combined FAQ and changelog, to give you a detailed overview of what’s old, what’s new, what’s changed, and where we are headed.
Before we start, we would like to emphasize that the development of Sacred 2 Remaster was not without challenges, especially on the technical side. This was down to four main issues:
Still, we decided to take on this challenge, because it means that Sacred 2 is now playable on modern devices, including the add-on being available on consoles for the first time, which is not only a huge milestone in the history of Sacred, but also a big contribution to game preservation. We focused our efforts primarily on stability and performance improvements to make the experience smoother than ever, and can now finally say: it’s good to be back!
Wondering how the original creators of Sacred feel about the remaster? Franz Stradal is happy to answer that question and more in this brand new dev log:
Watch on YouTube
With all that out of the way, let’s get to some questions!
1. When is the game coming out?
Sacred 2 Remaster launches on November 11, 2025.
2. Which platforms is it coming out for? Are there any plans for additional consoles (e.g. Nintendo Switch)?
The game will launch for PC (Steam), PlayStation 5, and Xbox Series S|X.
We are also looking into getting Sacred 2 Remaster onto GOG and Switch!
3. How much will the game cost?
It will be available for $19.99 / € 19.99 on PC and $29.99 / €29.99 on consoles.
4. Will there be a physical edition?
Yes.
5. Will there be a Collector’s Edition?
No.
6. Are additional languages planned?
Currently we are not planning for more languages. We only included languages that had voiceover in the original, but also translated various missing localization items and proofread the text.
7. Are there going to be beta tests?
There are no public beta tests planned. However, the game was of course tested internally by the developers and involved community members, and external QA contractors.
8. Who developed this? How involved exactly was the community?
The Remaster was developed by Sparklingbit, Funatics, and Zeppelin.
We also had huge support from the loyal community. We worked with community devs on various bugfixes and credited them in the game.
9. Will we still be able to buy the classic version? If not, do those who have it already get to keep it?
If you already own the classic version, you will keep it. If you don't own the classic version yet, it will no longer be available as a standalone purchase, but it will be added to your library automatically once you buy the Remaster.
10. Why remaster Sacred 2, and not Sacred 1 first?
Unfortunately, Sacred 1 had an even older codebase than Sacred 2, making it nearly impossible to port.
11. Is this a remake or a remaster? Is it a remaster like The Elder Scrolls: Oblivion Remastered?
Sacred 2 Remaster is a remaster in the truest sense of the word. That means:
In contrast, a remake, such as Oblivion—even if it is titled as a remaster—does the following:
Sacred 2 Remaster is a Remaster, not a Remake, based on the original code and art out of respect for the original.
1. Will the CM patch be included in the remaster? The original is basically unplayable without it.
We implemented selected parts of the Community Patches and Fixes in the Remaster that are suitable with the new codebase and do not contain any exploits, and worked very closely with the Community Developers to ensure the best player experience.
2. Will mods be supported? Are there modding tools / dedicated mod support?
While there are no dedicated modding tools, the Community will be able to create and port their mods even more easily now.
3. Will there be multiplayer on all platforms? What does it look like?
Multiplayer is currently only planned for Steam/PC. This also means no couch co-op on consoles.
Co-op campaign is the only multiplayer mode (free-for-all and PvP modes are not available).
The maximum number of players in MP is 5.
The “trading” feature (and achievement) has been removed from multiplayer, instead you now trade by dropping items on the floor and others picking them up.
This will be player-hosted P2P using the Steamworks API, which means no dependency on dedicated servers. Multiplayer will remain playable as long as Steam exists.
4. How long will the game be supported through patches, especially with regards to bug fixing?
We will monitor stability and performance closely and patch if necessary.
We will stay closely in touch with the community developers, so please make sure to provide us with feedback and bug reports, to help guide future patches, fixes and improvements.
5. Will it run on Steam Deck?
We are aiming to support Steamdeck in the future.
6. What are the PC requirements?
Minimum Requirements, 1920x1080 and 30+ FPS:
Recommended Requirements, 1920x1080 and 60+ FPS:
7. What engine is the game using?
It’s built and remastered on the proprietary engine used by the original. However, while upgrading the engine to 64-bit we had to modify several sub systems.
The render stack is 100% new implemented with “The Forge” as DX12 renderer.
The codebase is ported to 64-bit.
PhysX is updated from version 1 to version 5, without Apex.
8. What other changes were made to the technical components of the game?
9. Will we be able to play with keyboard/mouse on console?
Keyboard/mouse on console has not been officially supported and tested.
10. Does the game support ultrawide resolutions?
While they are not officially supported, technically it should be possible.
The new UI is highly adaptive and should work from 4:3 to 20:9, but for the best experience we recommend 16:9.
11. Will my save games from the original be compatible with the new version?
Mostly, but we cannot guarantee it.
12. What exactly has changed in terms of graphics?
Most new settings are only available on PC, due to the performance impacts on consoles.
Performance-related settings:
Graphics (PostFX/Tonemapper)-related:
Other:
Important to note:
13. What changes have been done in terms of performance and bug fixing?
1. Is Blind Guardian still included in the remaster?
Yes, the Blind Guardian quest and concert video are still in the game.
2. Have there been any balancing changes, and if so, which ones?
Balancing has mainly been kept as in the original and only has been adjusted if necessary.
We increased the first 25% of the attacks by 2x speed to have a slicker fight.
3. Are there any plans/hopes of adding new content (via DLCs)?
No. This is not planned.
4. Is there any sort of endgame content, since the original didn’t have any?
No content besides the existing Community Patches and existing Expansions had been added, due to this being a remaster, not a remake.
We also do not like the idea of live-service end games (with monetization).
5. What is this new UI you mentioned earlier?
The core of the UI is built on RML which is exposed and editable in the Steam build, meaning that how the UI looks is moddable:
For the first time, the “real” Sacred UI comes to consoles (no more limited inventory lists!)
The new UI also features the following tweaks:
And that’s all for today! We hope that you will enjoy the final product of our hard work and we look forward to hearing about your renewed adventures in Ancaria!