Usurpator Playtest · published · build 25694969
Over the past weeks, we’ve been working on some major improvements to Usurpator, with a strong focus on combat feel, Runes, controller support, PvP bots, inventory reliability, and multiplayer stability.
Here are the highlights of what has changed.
You can now combine weaker Runes into stronger ones at Ragnar:
3 Green Runes → 1 random Blue Rune
3 Blue Runes → 1 random Epic Rune
3 Epic Runes → 1 random Legendary Rune
Each successful forging costs 50 Gold
Ingredients can be dragged directly from your backpack or added using the quick-action system.
The forging interface now includes result previews, improved tooltips, and highlighted ingredient slots.
Want a specific elemental Rune instead of a random Legendary?
Combine 3 Epic Runes with the matching elemental Gem:
Fire Gem → Legendary Fire Rune
Ice Gem → Legendary Ice Rune
Poison Gem → Legendary Poison Rune
Electricity Gem → Legendary Electricity Rune
A new quest chain introduces the Rune forging system.
The Last Lord of Soul Castle sends you into Soul Castle to defeat Grimspell and successfully extract.
One of the additional rewards is the Legendary Fire Rune, allowing you to transform a weapon into a flaming weapon.
The story then continues with:
Runes Outlive Kingdoms
Three Become One
These quests lead you to Ragnar and introduce Rune forging. You’ll receive the Green Runes and Gold needed for your first forge, with additional rewards such as Reputation and a Fire Gem later in the questline.
Combat should now feel much more responsive and impactful.
We added and adjusted camera feedback for:
Landing attacks
Taking damage
Blocking attacks
Running out of stamina
Getting knocked down
Dying
Camera shake when you hit an enemy has also been reduced to keep combat readable.
Characters and equipment now react more clearly to hits with improved Hit Flashes, physical reactions, shield reactions, and impact feedback.
Taking damage now briefly displays a blood effect on screen.
When reaching 30 HP or less, a persistent Low Health effect appears and remains visible while knocked down.
Downed players also leave blood trails while crawling, which can be seen by other players. Blood trail visibility has been increased as well.
Several effects can now be enabled or disabled individually:
Camera Shake
Hit Flash
Screen Hit Effect
Low Health Effect
All effects are enabled by default.
One of the most requested settings is now available.
The camera angle can be adjusted between 45° and 70°.
The current 70° camera remains the default, but you can now choose the angle that feels best for you.
Your settings are saved automatically.
A new brightness calibration screen helps you find the right brightness for your monitor.
Reference symbols make it easier to see how dark areas should appear, and changes can be previewed before applying them.
Successful hits with specific throwing spears now apply Disrupted for 3 seconds.
This allows you to interrupt or temporarily prevent enemy spells and throwing abilities.
Visual feedback for several effects has been improved:
Fire
Ice
Poison
Electricity
Rage
Potion effects
Incorrect colors and effects that remained active for too long have been fixed.
Blood, dismemberment effects, and cut surfaces now better match different characters and enemy types.
And yes — skeletons still don’t bleed.
Controller support received another large update.
D-Pad Left/Right changes the selected Action Bar slot
X uses the selected item
Action Bar selection also works while the backpack is open
Button prompts are displayed directly on the Action Bar
Prompts automatically update when switching controller icon sets
Controller navigation has been improved for:
Settings
Fog Gates
Crafting recipes
Bank upgrades
Missions
Waypoints
LT/RT can now switch between Video, Controls, and Audio settings.
Crafting filters can be opened with A, while B exits the filter.
The Character Screen is now much easier to navigate with a controller.
The Stats section can be selected
Stats can be scrolled with the right stick
Stat categories can be expanded and collapsed
All equipment slots can be selected
Both Ring slots and the Amulet slot are supported
Empty equipment slots can be selected
The currently selected slot is highlighted
Settings and crafting recipes now highlight properly when selected with either mouse or controller.
Controller tooltips are displayed above the currently selected item or icon.
Actions such as Use, Sell, and Add to Item Bar are now only displayed when the action is actually available.
Crafting has received several reliability fixes.
Crafting currently takes 3 seconds per item, matching the animation and progress bar.
We also improved:
Batch crafting
Material consumption
Crafted item quantities
Learned recipe tracking
Already-known recipes no longer being consumed again
Campfire detection when cooking meat
The Bank can now be upgraded from 10 up to 50 slots.
Several issues involving full backpacks, incorrect destination slots, items reappearing, and reopening the Bank have been addressed.
Falwar’s backpack shop and repeated item sales have also been improved.
Players who completely lose their weapon can now receive a free replacement weapon from Orlin under the intended conditions.
Saved equipment is now restored more reliably when changing maps.
Several issues involving dropped equipment and duplicated items have been addressed.
The Character Screen once again correctly displays weapon names and attack values instead of placeholders or zero values.
We also implemented another fix for Bot weapons remaining on the ground in Arena and Battlefield.
PvP bots now have significantly more variety.
There are currently 36 different variants using:
Sword
Sword & Shield
Longsword
Bots have different behaviors and are available at Levels 5, 10, 15, and 20.
Bot selection takes the player’s level into account.
Their names, appearance, equipment, and movement should also remain more consistent after respawning.
Bots now behave more naturally in PvP modes.
In Free-for-All, bots fight each other and search for healing more intelligently.
They should also no longer all run across the map simultaneously to grab Rage pickups.
Arena bots no longer leave a duel because of inappropriate healing behavior.
Climbing, jumping, drop-down navigation, and jump-pad routes have also been improved.
If matchmaking cannot find enough players, a replacement match is planned after 60 seconds.
A solo player can be placed into an 8-player match filled with 7 bots.
Battlefield also received additional map variation, and Powerups once again spawn at their intended intervals.
Round endings have been reworked with:
Slow motion
Death focus
Winner cameras
Improved podium presentation
Battlefield displays the Top 3 players, including bots.
Arena displays the winning team.
Equipment and idle animations on the podium have also been corrected, while the scoreboard now behaves more reliably during respawns and countdowns.
Arena and Battlefield now use a separate Match Backpack that starts empty.
Your Hub Backpack remains untouched while your equipped gear is still transferred into the match.
Rewards and progression are processed before returning to the Hub.
Extraction now handles parties more intelligently.
After successfully extracting, party members wait for their group and return together.
Independent players and other groups are handled separately.
The Extraction Ready notification now appears after completing the final required objective.
Rift charging, countdown timing, camera sequences, and waiting screens have also been improved.
We made several improvements to:
Steam invites
Friend status
Full sessions
Outdated sessions
Returning to your own Hub
Joining sessions
Leaving sessions
Extraction
Several crashes and freezes were addressed, including a crash that could occur when a host left through the Rift while another client was already waiting.
Several progression issues have been addressed, including:
Missing NPC quests
Equipment objectives not registering
Backpack objectives not registering
Incorrect reward previews
XP display issues after multiple extractions
Progression inconsistencies
Level-ups are now also displayed to other players.
Grimspell’s summoned Zombies should once again actively pursue their targets instead of standing still.
Additional fixes include:
Invisible enemies in Blood Ruin
Sleeping enemies in The Edge
Enemies getting stuck during attack sequences
Animal model fixes
Training Dummy fixes
Soul Castle courtyard vegetation improvements
Tarok’s campfire now remains permanently
Loot blue highlights can now be seen from up to 20 meters away
Some of the latest controller, Character Screen, and Bot weapon fixes still need additional testing in the current build, so we’d especially love to hear your feedback on this update.
The easiest way to help us is through the Feedback Form or the in-game Bug Report Tool. Whether you encounter a bug, something feels off, or you simply have an idea for how we could improve the game — please let us know.
You can also reach us directly on our Discord, where we’re always happy to discuss the game and hear what you think.
Every report and piece of feedback helps our small team make Usurpator better.
Thanks for playing, testing, and helping us improve Usurpator!