Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Expeditions: SamuraiNewsDev Diary #2 - Character Progression
Community

Dev Diary #2 - Character Progression

Expeditions: Samurai · published 30 Jul 2026, 13:00 UTC

All newsPlayers around this dateRead on Steam

Hello, everyone! Over the past few months, there has been a lot of interest in - and speculation about - the character system in Samurai. It's been a lot of fun to read your thoughts and hear what changes or improvements you were hoping to see in Samurai compared to Rome, but we think it's time to give you a little more substantial information about our progression systems.

The Expeditions games have gone through many iterations of progression systems from the very simple resource-management skill system of Conquistador, over the free-form skill system of Viking, to the class-based skill tree of Expeditions: Rome where most abilities came from your equipment.

Our aim with Expeditions: Samurai has been to build on the character systems of Expeditions: Rome while re-introducing skills and attributes from Expeditions: Viking, with the goal of adding more classic CRPG-systems and more clearly moving the game into the CRPG genre.

When creating your character in Expeditions: Samurai, you first choose your main character class from the 4 available player classes, and then you choose your attributes. These serve as a starting point and a direction for your character. Upon levelling up, the character will accrue "Skill Points" and "Perk Points".

Classes, Perks, and Skills

The 4 classes depicted here are the initial classes available to the player. Additionally, each of the 8 companion characters has their own unique main class that fits their identity.

A main class provides a character with one active ability and a set of 8 class perks to purchase. Every main class is also associated with a certain class resource, which grants an additional active ability.

Let's take the Marauder class as an example, which is pictured above: The Marauder is associated with the Focus resource, which they gain every time they deal damage to an enemy. Because they have Focus, they get the ability Mark, which spends a little Focus to mark a specific target so the Marauder will deal more damage against them.

The Marauder's unique ability is Second Wind, which spends Focus to restore some Endurance to the Marauder themselves; and as mentioned, the Marauder gets 8 class perks that can be purchased as they level up and are designed to support their specific play style, eg. by granting further bonuses against a Marked enemy.

A little under half-way through a playthrough, you will get access to "Trained Classes", allowing you to add a 2nd, more specialized class to each of your characters. Like main classes, trained classes come with a unique active ability and another set of 8 class perks.

If you think this menu looks overwhelming, we agree. It is work-in-progress and will be tidied up during Early Access.

In addition to the 8 class perks per class, a large set of Generic Perks are available for purchase by all characters. These include "Proficiency" perks, which unlock more combat abilities when using weapons, helmets, or outfits of the corresponding type. It also includes sets of perks that are unlocked by the skill choices of the character.

Skills are primarily used for skill checks outside of combat: in exploration, dialogue, and in world map events. These checks include things like Authority or Persuasion to get your way in a negotiation, Lockpicking or Breaking to open a door or chest, or Awareness to spot a hidden object or trap.

Equipment Abilities

Like in Expeditions: Rome, equipment is the primary way you define a character's abilities in combat. Weapons provide up to 4 active abilities each, and the character's outfit and hat or helmet provide another 2 abilities. Weapon abilities are most often attacks, while outfit and headwear abilities are more focused on defense and utility. Unlike Expeditions: Rome, an item's abilities are no longer randomized; each type of item comes in a few set varieties with specific ability loadouts. When you pick up an "Ornate Naginata", you will know that it has different abilities than your "Balanced Naginata", but the exact same abilities as any other Ornate Naginata.

Any character can equip any piece of equipment, but apart from the most basic couple of abilities on each weapon, using the abilities of your equipment will require you to invest into the Proficiency perks mentioned above. Thus, any character can wear a heavy set of armor and benefit from its protection, but only those who are trained in its use will be able to activate its ability.

Our goal with designing Expeditions: Samurai has been to ensure that each choice doesn’t feel overwhelming for new players, but over the course of the game will create a vast range of options and leave lots of space for theory-crafting and build-making if desired.

If you've made it all the way through this text, we're sure you have lots of thoughts on the changes we've made from Expeditions: Rome. Why not join our Discord server and jump into the discussions there?

More from Expeditions: Samurai

Other announcements

All news
Community14 Sep 2026Expeditions: Samurai on the Steam Party-Based RPG FestFrom today, September 14, and until September 21st, Expeditions: Samurai will be part of the Steam Party-Based RPG Fest! Alongside other exciting titles in the genre, we will offer a generous discount for new players willing to take a chance on the Early Access version of our game. This event is timed well, as we are releasing our first major update not long after the event ends! It will featur…In-game event2 Sep 2026Version 0.5.3 Patch NotesWhile the team continues to plug away at the major Update 1 , which will address a wide variety of feedback we've received thus far, we have selected a few fixes and one improvement to the input system that we've deemed high-priority enough to merit its own patch. We hope this will improve your experience while you wait for more content to be released! Mouse Input is Now Rebindable Left Mouse i…Community31 Aug 2026Dev Diary #3 - Stealth GameplayWhile you wait for Update 1 , which will address all common feedback from the initial Early Access version of Expeditions: Samurai, we thought we would take this opportunity to talk a little bit about how the core gameplay of Samurai has evolved from Rome, and the thinking behind these changes. Every Expeditions game undergoes a few gameplay changes compared to previous instalments, both to kee…