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Medieval FrontiersNewsPatchnotes Demo Build Version 3356
In-game event

Patchnotes Demo Build Version 3356

Medieval Frontiers · published 2 Apr 2026, 14:48 UTC

All newsPlayers around this dateRead on Steam

Build Version 3356

This patch includes various improvements and fixes.

Gameplay

- Temperature and clothing rebalance: corrected heat/cold resistance visualization, fixed edge cases (including unfinished buildings causing extreme cold), and adjusted overall temperature behavior.

- Drowning is clearer and safer: added an on-screen warning and made respawns more consistent with a fallback.

- Movement and combat feel better: locomotion retargeted for more responsive movement, stamina clamp fixed, and damage/stance values tuned.

- Quick-time minigame: limited to a single boost across difficulties.

- Torches now extinguish when underwater.

- Dialog and interactions: conversations correctly cancel if an involved NPC dies; grabs now break players out of interactables, preventing input lockouts.

- Quest Mode and difficulty: general quest stability updates and corrected difficulty presets.

- Gambling table: interaction and collision issues resolved.

AI and Creatures

- Pathfinding: NPCs no longer walk through pithouse walls; improved wall/navmesh behavior with better costs around pithouses.

- Spawners are more reliable: animal and worker spawners initialize correctly; specific spawn condition fixes (e.g., Eleonore).

- Wolves: prevented infinite summoning, made aggro ranges consistent, and added safeguards to avoid locking player input.

- Hares and traps: hares are tougher, traps are more valuable, spawning balanced, and trap placement validated; traps now function as buildables.

- Chickens: eat more reliably, sleep properly, and won’t die while sleeping.

- Workers: can carry multiple items per pickup; adjusted some placed item positions; crafting tasks no longer vanish on success and their priorities work correctly; the V menu now reflects accurate task info.

Building and Crafting

- You can now deconstruct any unfinished construction (furniture, workbenches, traps, etc.).

- Construction Focus shows the correct amount of missing materials.

- Fixed cases where the destruction hammer could disappear or incorrect inputs triggered after loading.

- Axes: added axe crafting and interactions, polished axe animations, and fixed an animation blueprint issue; improved chair placement.

- Storage: resolved a stacking bug that allowed too many items and ensured stored items display correctly.

World, Environment, and Weather

- Weather and seasons overhaul: more reliable transitions (including winter), cleaned-up seasonal logic, and improved weather shaders/settings; snow masking fixed.

- New sky and time systems integrated with improved cheat/debug controls for weather/time; time widgets are more stable and accurate.

- Visual polish: scene grading made slightly warmer; moor tree material corrected; arrowheads now visibly attach to arrows.

- Water: river shader optimized with a quality option for wave simulation.

- Terrain: fixed a landscape mesh wrapping artifact and improved collisions in the main level; removed out-of-map foliage.

Characters and Customization

- Customization stability and speed: new character customizer component, async character loading, improved shaders, and robust body-part/body-mask validation.

- Fixed invalid body-part initialization and an object ID assignment issue.

- Animation polish: certain sequences now correctly hide the head when needed; subtle head rotation added based on camera.

UI/UX

- Settings: Apply button now works reliably.

- Cheat/Debug tools: weather/time controls function consistently; “wait for input” issues resolved.

- Menus and text: technology widget saves correctly; trading post wording refined; multiple small text and typo fixes; free-time explanation and related dialogs updated.

- Visual feedback: height ring colors corrected; “Lara” shield/coat-of-arms designs and related UI elements updated.

Audio

- Improved audio routing and resolved a missing resource cue that could cause absent sounds.

- Removed the rapid-fire click when attempting to build without required items.

- Streamlined build-menu feedback by removing an unnecessary crafting animation.

Performance and Technical

- Enabled exclusive fullscreen mode.

- Optimized shaders for weather and rivers; improved landscape compatibility by disabling Nanite on landscape materials.

- General stability improvements and cleanup.

Localization

- Wide localization pass with context-corrected translations across multiple languages (including CS, ES, FR, IT, JA, KO, PL, PT, RU, TR, UK, and ZH).

More from Medieval Frontiers

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Game update6 Jun 2026UpdateUpdate: We are busy working on the release version of the game, but we still wanted to fix two problems in the demo: · We fixed the problem with unwanted motion blur. · Problem where trees could not be chopped propperly was fixed.Community27 Apr 2026Development Update & Demo News!Hello, Pioneers! First off, a massive thank you to everyone who has stepped into the wilderness of Medieval Frontiers . We are absolutely blown away by the reception so far. Seeing our community grow to over 45,000 players across the Steam Demo and Playtest is a huge milestone for us! The volume of feedback you’ve shared is incredible, and it’s helping us shape the frontier into something truly…Game update15 Apr 2026Patchnotes: Build Version 3434Build Version 3434 This patch includes various improvements and fixes. Gameplay - Added the Gatherer to the research and build tree, enabling a new role for resource collection. - Introduced Reeds as a harvestable resource. - Tasks cancel more reliably when interrupted or conditions change. - Crafting feels snappier after removing unnecessary timing interpolation. - AI can now access shared inv…