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KromlechNewsUpdate 0.4
Major update

Update 0.4

Kromlech · published 24 Jun 2026, 13:34 UTC · build 23888268

All newsPlayers around this dateRead on Steam

Warriors,

We’re pleased to announce that Kromlech is now entering Version 0.4. This marks another important milestone in our Early Access journey and, more importantly, lays the groundwork for the next major update, which will introduce the game’s main story campaign.

Optimization

Optimization remains an ongoing priority. With Version 0.4, the overall performance in certain locations has improved by as much as 40%! We have also reduced VRAM usage by approximately 400 MB, a change that should be particularly beneficial for players using GPUs equipped with 8 GB of VRAM.

That being said, our optimization efforts are far from complete and we continue to see opportunities for further improvements in future updates.

Quality of Life Improvements

Update 0.4 focuses on enhancing the overall player experience through a range of quality-of-life improvements. Several elements of the user interface have been redesigned, the standalone Crisis tab has been removed, and a dedicated Tutorials section has been added to the in-game Codex.

This new tutorial framework will continue to expand over time, covering additional gameplay systems and helping players make full use of the possibilities Kromlech has to offer.

Additional improvements include for example support for multiple map markers within a single quest, making objective tracking significantly clearer. We have also refined map accuracy and improved the positioning of quest markers throughout the world.

Visual improvements

We have improved the game’s lighting. The reworked ray-tracing algorithm is both faster and more effective over longer distances, resulting in better visuals and more consistent performance especially in long corridors, dungeons, and similar environments.

Version 0.4 also introduces a new foliage culling system that improves visibility in densely vegetated areas. While its implementation is currently limited to trees, the system will be expanded to the remaining foliage like bushes in the upcoming updates.

Looking Ahead

One of the objectives of Update 0.4 was to prepare Kromlech for the arrival of Update 0.5 and the implementation of Act I of the main storyline.

As a result, a significant number of technical and structural changes have been completed behind the scenes. While many of these improvements are not immediately visible, they will play a crucial role in supporting the content and features arriving in the next update.

Full changelog

Gameplay

Balancing

  • Fixed and improved loot quality in chests; adjusted table selection for better drops

  • Reduced loot gained from resource nodes (any lootable object besides chests or enemy drops) — the relative abundance of loot trivializes parts of gameplay and the economy; this is the first of several planned steps to rebalance the economy

Game content

  • Fixed reported environment and navmesh issues, mainly in Map1

  • Fixed item and coin regeneration at traders

  • Fixed incorrect NPC services when transitioning to the next day

  • Fixed broken dungeon teleportation

  • Fixed inability to loot already-looted resource nodes in a new cycle

  • Removed invalid/broken armors used in some character presets

  • Fixed ritual site destruction

Quests

  • Quest Warm Welcome: removed the optional side objective to visit a shrine of Lughas to streamline the quest and avoid confusion if the player dies or resets the cycle before reaching the shrine; parts of the narrative rewritten to reflect this and to lay groundwork for Act 1 of the main storyline

  • Added new quest "Gods Will Be Watching" — visiting Lughas's shrine is now handled through this optional quest, which introduces divine favors and the concept of shrines

  • Added new quest "Only for the Strongest" — a strange hermit offers a quest that only the strongest of beings can complete

  • Quest Stranger No More: added a safeguard against players who slip past Teutobos without the required renown

  • Quest Out With the Cursed: added an alternate ending for players who'd rather not toss a magic amulet down a bottomless pit — seek a hermit interested in the occult

  • Quest Roadside Justice: improved overall behavior, especially NPC reactions throughout the quest and its different resolutions

  • Crisis Newcomers: improved various related quests and their behavior; camps moved during the crisis now relocate immediately instead of waiting for the next day

UI & UX

  • Fixed sped-up player animation in inventory

  • Fixed a handful of typos and spelling mistakes in the Czech and English versions

  • Complete refactor of the Journal page — new frames for Fated and Crisis quests, added a "Completed" section

  • Removed "Crises" as a standalone UI page — now shown in a dual view within quests, including threat and consequences

  • Added a "Tutorials" section to the Codex — contains all in-game tutorial windows plus new sub-sections explaining core mechanics (dodging, blocking, epithets, renown, and more); more to come

  • Added support for multiple quest markers — quests can now track multiple objectives (already live for "Crossing the Line" and "Big Trouble, Little Lettrek"); more to follow

  • Fixed trait notification not disappearing in the booklet

  • Added a popup window when older saves are updated

  • Fixed hanging save icon at the start of a new game

  • Fixed consequence display in the summary

  • Added a batch of simplified, more readable inventory item icons

Audio

  • Changed audio ambient when a settlement is under attack or threatened

  • Added an audio system that adjusts NPC barks based on different settlement states

  • Added unique hold-button SFX for druid, blacksmith, herbalist, and other craftsmen

  • Added an audio system that responds to player stamina

  • Improved handling of atmosphere transitions between interior and default atmospheres, with better support for nested/overlapping interior atmospheres

  • Removed day-part/atmosphere shifting when transitioning between zones and when falling off the map

  • Fixed music repeatedly overlapping at shrines

  • Fixed audio crash during fast travel on the map

Graphics

  • Fixed ground surfaces and added decorative props across maps

  • Fixed holes in distant background terrain that previously showed through and caused visual glitches

  • Improved ray tracing quality and overall improved lighting

  • Implemented foliage culling for better navigation in dense areas

  • Fixed a large number of armor normal maps

  • Fixed indoor flags reacting to wind

  • Fixed light leaking in caves

  • Fixed global tree offset

Optimization

  • Linked audio areas and interior volumes to the scalability system

  • Replaced the original shrine sound playback with a local ambient component (adds culling support)

  • Optimized audio ambients in FMOD — added culling on portals to caves

  • Improved performance and visual quality of Celt huts

  • Improved visual quality and performance of water, waterfalls, and water particle effects

  • Optimized models with transparency

  • Separated LOD biasing of voxelized and non-voxelized models — improved vegetation rendering (less voxelization at greater distances)

  • Reworked ray tracing into a two-level system enabling better long-distance reach on selected models while reducing overhead of near proxy ray tracing

  • Optimization across all static models (reduced buffer size, reduced disk size, etc.)

  • Optimized ray tracing buffer

  • Optimized nanite buffer

  • Optimized scalability of the starting zone

  • Removed custom depth buffer overhead

Thank you all for your continued support throughout Early Access. We hope these improvements make your time in Kromlech even more enjoyable.

We’ll be back soon with more news about what’s coming next.

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