Mighty Heroes, fearsome Lurg Slayers, and greedy Pillagers!
The time has come and update 0.2 is finally here. It took us a bit longer than expected to finish, and we apologize for the delay. However, we believe this update will significantly improve your gameplay experience.
Update 0.2 introduces changes across multiple aspects of the game, so let’s take a look at the most notable ones. You can find the full changelog below.
We’ve managed to reduce the total file size to approximately 100 GB. Please note that this is an ongoing effort, and further reductions are expected in future updates.
We successfully transitioned to a new foliage pipeline, enabling faster rendering, more detailed trees, lower VRAM requirements, and significantly smaller asset sizes. Some trees that previously occupied up to 1 GB now take only around 20 MB - up to 50× smaller.
So far, we’ve converted approximately one-third of all foliage. The remaining assets will be updated in version 0.3.
We implemented a shader recompilation process that reduces stuttering, especially on lower-end PCs. Performance optimization across all settings is still ongoing and will continue in future updates.
We also fixed many critical errors and crashes (e.g., during elite enemy encounters), resulting in a noticeably smoother gameplay experience. While there’s still work to be done, you should already feel a significant improvement.
Your journey will now be enriched with a wide range of new adventures. We’ve added 15 new crises - some designed to improve onboarding, others to challenge your time management. You can also encounter new high-risk (and high-reward!) random events.
Good news as well: many bugs in quests and game logic have been fixed. Now, the only thing standing between you and the final boss of the Early Access legendary quest is your courage.
Combat & Movement
Parry no longer costs stamina
Hits against weapon-guarding enemies now deal damage (previously this mechanic only applied to the player)
Fixed technique damage multiplier persisting after a forced interruption (caused one-shotting enemies after a failed technique)
Overburden now only limits mobility: slower sprint, shorter dodge distance, increased stamina consumption
Fixed death after teleporting to fireplace while falling off the map
Fixed camera reset after death
Fixed camera issues after destroying Lurg eggs
Fixed interaction cancellation after death
Fixed controls not working after player revival
Polished analog stick movement (erratic behavior in menus)
Fixed stamina regeneration during player death (no longer regenerates)
Fixed Second Wind effect only triggering in combat
Fixed crash when fighting elite characters
Fixed occasional crash on death in rift
Balancing
Balancing of selected weapon stats
Tuned Prasohlav boss fight and added a gate to his arena
Fate Points (golden upgrade points) have been fully disconnected — removed as both rewards and mastery upgrade requirements. They will return once the relevant game systems are better prepared.
Warpath effect reduced from +5 to +2 bonus damage per killed elite enemy
Tougher enemies received dedicated loot tables with guaranteed better drops
Rebalanced loot and chest loot tables — some crafting components are now easier and more reliable to obtain (e.g. Fomor bile)
Temporarily removed Tier 3 and 4 weapons and armor (blue and gold) from crafting menu until a recipe unlock system is implemented — if you want the best gear, you'll have to fight for it
Temporarily removed high tier crafting gear from blacksmiths (will return under new mechanics)
Doubled vendor stock and available funds for all vendors (blacksmith, druid, merchant)
Enabled merchants and druids to buy items they previously wouldn't (mainly treasures with no other use); blacksmiths excluded for now due to equipment complexity
Fixed Tefnet II boon so that auto-killing enemies below 20% HP now correctly grants XP
Fixed Thousand Maws boon applying twice
Fixed Exhaustion burden not clearing
Fixed charm reset in next cycle
Fixed deed duplication in next cycle
Game content
Significantly increased crisis presence during runs; added 15+ new crises at EASY difficulty with new occurrence patterns — bigger differences between cycles in when and what events happen
Added new high risk events across the entire map
Enabled Bandit Stronghold — surviving bandit leaders can be tracked down and killed to destroy the stronghold
Bandit Stronghold causes regular bandit raids on the Lettrek settlement
Some locations can now spawn forts containing high risk events
Legend can now be completed and finished
Fixed legends: Adept of Nature, Adept of War, Adept of Mystery
Fixed teleporting to King Grave IV after completing legend
Fixed crash after killing the Undead King upon legend completion
Set up Haven across all phases (Normal, Decimated, Destroyed) to work properly with consequences
Set up Lettrek across all phases (Normal, On Siege, Decimated, Destroyed) with correct behavior
Fixed Kakorat Tower dungeon setup and teleportation
Fixed Lettrek decimation after failed crisis
Fixed Infestation crisis progress not resetting
Fixed and stabilized NPC services in subsequent cycles
Fixed bard reset in new cycle
Fixed event intersections/conflicts
Fixed legend reset in new cycle
Fixed kill zones and blockers
Fixed navmesh in built-up areas
Fixed character tags and objective target positions
Polished secret locations to look more naturally integrated
Game no longer saves during dialogue — saves after closing the talk window
Fixed prop reset (destructibles, doors, gates, etc.) after soft load
Removed problematic save from tutorial
Quests
Fixed quest map marker positions across multiple quests — navigation should be noticeably better
Fixed inactive tracked quest not canceling in next cycle
Fixed Face-Stealers trigger for more reliable progression
Fixed Crossing the Lines
Fixed Roadside Justice
Fixed Axe Soup — reworked the final phase for stability and improved navigation with added and highlighted tracks
Fixed Hostile Hospitality interactions, quest is now completable
(Spoiler!) Quest A Warrior's Worth received clarified step descriptions, improved and enlarged detection radius for quest requirements, and a strengthened Vercin
Quest Sky God's Gifts received adjusted descriptions; special reward is harder to obtain but still achievable in the current version
Quest New Home can now be turned in before Newcomers crisis ends (when player resolves camps)
Fixed and stabilized quest Bandit Stronghold Lettrek
Fixed and stabilized consequences after soft load
Replaced crisis quest icons with more fitting design
Added Confusion curse icon to the map when the curse is active
Added forgetfulness curse icon to the map when active
Fixed visual bugs (overflowing texts, text size tuning, better tutorial text UX)
Added "Overburdened" label in inventory when player is over-encumbered
Swapped category/subcategory controls on gamepad
Changed subcategory controls in trade window
Fixed opening booklet from big notification (masteries/crises)
Fixed Summary window reset
Reduced gamma adjustment step size
Stabilized and improved Inscribe window
Disabled loot notifications popping up in new cycle
Fixed multiple notifications firing on successful crisis
Fixed deed details and descriptions
Adjusted text for completed crises
Added consequence overview category
Masteries: fixed display of revive node detail
Added experimental flavor texts (more to come)
Fixed epithet interaction highlight
Fixed NPC HP indicator after returning to the game from menu
Fixed interaction glitch on Nairan
Visually smoothed stamina drain (smaller value jumps)
Localization
Fixed typos and errors in EN localization
Fixed deed descriptions
Added sound for mastery point acquisition
New music themes for rifts, Natuhuk, dungeons, and a new variation of the global combat theme
Changed tutorial music
Added sounds for peasant and exile actions (eating, crafting, cooking, etc.)
Added audio indication for new World Scar
Cleaned up notification audio mix
Added hero bark when taking damage through shield block
Forced ambient change when Lettrek is destroyed
Fixed waterfall audio bleeding through rocks in Natuhuk
Fixed abrupt cutoff of big notification sounds when entering inventory
Fixed abrupt music interruption at shrines
Fixed incorrect UI SFX in inventory
Fixed all sounds muting when opening booklet from crafting window
Fixed random music muting in Lettrek
Fixed heal sound cutting off when heal animation is interrupted
Fixed ambient and music persisting through loading screen when leaving rift
Fixed atmosphere not changing after fast travel
Improved dungeon lighting based on feedback
Improved readability of objects — Undead Totem, Exile tents, and various smaller props
Improved and fixed various environment models across the world
Fixed interior lighting errors
Fixed rift zone visual (brown fog visual artifact)
Fixed rift boundary
Added another destruction stage for Undead Totem (improved readability of destruction progress)
Fixed colliders across multiple locations (terrain, tents, rocks, and more)
Added colliders on missing models
Fixed VFX/SFX at tutorial gates
Fixed tutorial bridge VFX/SFX on impact
Disabled VFX when NPCs trim sticks
Added special effect at end of tutorial
Decorated and polished various locations across maps
Extended runtime shader compilation with static precompilation — eliminates significant stuttering during gameplay, especially on weaker PCs
Optimized fire VFX in destroyed Lettrek
Optimized navmesh across levels
Optimized ground vegetation (faster rendering of flowers, grasses, herbs, etc.)
New vegetation pipeline — enables faster rendering and more detailed trees while reducing VRAM usage and shrinking tree asset sizes on disk by up to 50x
Optimized shadows and lights across all quality settings
Reduced texture sizes where possible, disabled unnecessary mipmaps, adjusted rendering settings — saved ~150 MB VRAM
Fixed GC handling during async cloth simulation
We are grateful for all your support and feedback. Over the past month, Steam reviews have been steadily improving, showing us that you appreciate our updates and improvements.
And we’re just getting started!