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Camelot UnchainedNewsAutumn Roadmap & Production Roundup
Community

Autumn Roadmap & Production Roundup

Camelot Unchained · published 1 Sep 2026, 16:11 UTC

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Hi Everyone,

Production is back again with another roadmap update. As you may know, it’s been a busy summer over here at UCE, and based on your feedback we’ve updated our next phase of the game’s development. There is a lot to cover with our newest roadmap, and every patch will include more in-depth specifics. Today, we wanted to take the opportunity to give a broad overview of what we’re prioritizing internally throughout the Fall, as well as some specifics on important features.

The last time you saw a roadmap from us, we were strictly prioritizing new content. That included new classes, zones, and ways to play. Shortly after the launch of Early Access we heard your feedback and immediately pivoted to improving the new user experience. Once that was complete, we then began focusing on improving the core gameplay loop before we expand on it in the near future. We are likely to wrap some of those changes up by the end of Summer, with more on the way through the upcoming Fall.

Our current priority is giving players a reason to consistently engage in RvR, which is the core pillar of Camelot Unchained. With recent updates to how character progression works, we have given our system more flexibility to grow and introduce more mechanics going forward. In the near future we will be increasing character level caps. Additionally, we’ll continue to add reasons for crafting and maintaining Realm control over contested areas.

Let’s take a quick look at our players' levels. The current level cap of 10 is just the beginning. Beyond level 10, we will require players to conquest beyond the safety of their home to continue to advance. As you advance you will receive bonuses and customization points to give you boosts in and out of combat. These points can enhance your character's playstyle or improve their role in bringing glory to your realm. As we have previously mentioned, our new system will allow us to expand your character level cap over time with interesting and unique ways to diversify your playstyles. We hope this will be one of many ways to make you stand out from the crowd.

We are also aware that many of you would like to see basic improvements to our combat systems. We’ve seen feedback on core features ranging from ability responsiveness, client performance, and even gameplay objectives. We’ll be rolling out some combat updates to you very soon, including an improved combat log, more responsive player movement, and better ability queue timing. We hope that these changes both help to address the feedback you’ve already given us, and provide an opportunity for more.

On top of all this, we haven’t forgotten the content we set out to make. This means more classes and new ways to play the game. We’ll continue to improve the fidelity of the environment to give you interesting and unique landscapes to play in, while increasing performance and quality. Your realm will have a reputation to maintain when we land our King’s System, world objectives will expand with the addition of siege engines, and there will be random events that will reward those who participate.

For yet another peek behind the curtain, we are closing in on a particularly well loved long term goal. September will see the reappearance of siege weapons by way of our internal testing for a proper siege. First, we are refining one or two siege weapons and a set of doors to be sieged upon. If that goes well, we’ll expand testing to our players. Further expansion will then include destructible parts of walls and additional siege weapons as we move through Fall. Please keep in mind that while we did have this functionality previously while using C.U.B.E., it is no longer part of the siege system and we are building this tech from scratch.

Before we conclude, we would like to help address a question that the team has seen recently. Why would we release content knowing it’s not complete? The truth is that we want to deliver you updates as quickly as possible. Every major content release we are delivering a fresh build with razor sharp edges, and sometimes it cuts back. Rather than wait weeks or months for a major feature to release, we are putting it all out there for you to see. Each and every weekend gives us the feedback - or the occasional Go to Jail card - that we need to ensure that we are moving in the right direction which we could not and cannot do without you. Early Access for us means that our Backers and our Steam Users continue to see a game that is being built by us while being helped by you! Over the last year we’ve refined this process in action, and both the process and the game are better for it.

See you out there on the battlefield! 

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