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
DarkStone RestorationNewsUpdate 4: Program Your Companion's AI
Major update

Update 4: Program Your Companion's AI

DarkStone Restoration · published 5 Sep 2026, 12:56 UTC · build 25140003

All newsPlayers around this dateRead on Steam

The headline of this update is scripting: you can now teach your companion how to fight, and automate your own quality-of-life actions, either in code or visually. No code is required to enjoy it: ready-made examples are included for every archetype.

Program your companion, and yourself

  • Scriptable companion AI: write a small JavaScript file to drive your companion's tactics, and assign a different one to each character from the inventory screen. Ready-made examples are included for every archetype.
  • Utility scripting: automate comfort actions on your own character, self-buffs, potions and gear management, with strict safety limits (no targeting, movement or offense).
  • Visual scripting (flow-graphs): if you would rather not write code, a node-graph editor (Blueprint style) drives the exact same behavior. Wire nodes together, reuse your own functions, watch the live execution path in a debugger, and hot-reload while you play.
  • In-game editor: syntax coloring, autocompletion and a full API reference, and you can share your scripts and graphs on the Steam Workshop.

Combat

  • New "Sticky target" option (in the Camera settings): hold the attack button and chain to the next enemy when your target dies.
  • Closed several exploits: monsters now retaliate to ranged and area damage (Thunder) and see through invisibility; right-clicking a spell with a panel open no longer skips its cooldown; and aimed spells cast from the HUD bar now cost mana and animate.

Monsters and companions

  • Teleporting monsters (Wizards and friends) no longer teleport nonstop just because you aim at them (5-second cooldown), and their teleport is readable now instead of an instant blink.
  • Companions using slow weapons (bows, thrown) actually fire now instead of interrupting themselves; Mage and Sorceress companions switch element when their current one is not ready; and companions stay closer to you.
  • NPCs are no longer sped up by the difficulty setting (town moves at a constant pace), and idle monsters no longer all drift toward the same corner.

Sound

  • New 3-band SFX equalizer you can tune yourself.
  • Fixes: audio saturation in dense fights, random pitch on long sounds, and a nasty bug where the game's volume was hijacking your Windows system volume (which left some players in total silence).

Startup and performance

  • No more black window at launch: a waiting screen shows while the game loads.
  • Faster level loading, plus particle and rendering optimizations for smoother heavy fights.

Fixes and polish

  • Quitting to the menu no longer overwrites your autosave (abandoning now uses its own slot).
  • Keyboard quick-spell slots (1-8) are saved correctly, and stray "phantom" number-key inputs are gone.
  • The Journey in Uma bonus quest is rebuilt and localized, with its NPCs back.
  • The quest journal shows the current difficulty in its header, plus assorted crash and text-rendering fixes.


Free Early Access update. Full API ships in game. Questions and ideas? Join us on Discord.

More from DarkStone Restoration

Other announcements

All news
Community14 Sep 2026DarkStone Restoration joins the Party-Based RPG FestDarkStone Restoration is taking part in the Party-Based RPG Fest. You do not fight alone in Uma. You raise two heroes and lead them side by side: switch between them, or take direct control of your companion mid-fight with Buddy mode, and bring a second player into the same world with couch co-op or Steam Remote Play Together. And with our latest update, your companion is smarter than ever: you…Game update7 Sep 2026Update 5 — Fixes and quality of lifeUpdate 5 A small patch to fix several issues you reported, plus a few quality-of-life tweaks along the way. Fixes · Gold you just picked up is no longer destroyed by inventory auto-sort. · The bank no longer freezes when it fills up. · Fixed "ghost co-op" cases where a player stayed invisible to the others after a reconnect. Quality of life · The script and flow-graph picker no longer closes if…Game update12 Aug 2026Update 3 : Hotfix - Stash Chest FixBug Fixes · Fixed an issue that could cause the town stash chest to stop functioning after the endgame sequence, once the town becomes petrified. The chest reverted to standard chest behavior, which prevented access to the shared stash and gave the impression that stored items had been lost. Please note that no stored items were affected . Stash contents are saved independently of the chest its…