Playtest release candidate available!Fri, December 19, 2025
The biggest update yet is coming your way, and fastMost Honorable Knights,
it is with great pleasure that I can announce the completion of the Playtest release candiate. The first version of the game that will go out to everyone is finally ready!
A series of all-nighter coding sessions made it possible to stick to the dev schedule, and testing is now in progress to make sure you will have a smooth experience.
Should you have been among those who participated in the closed testing round for Alpha 3.fun, you can find a list of changes below.
Looking forward to your feedback when the Playtest unlocks on January 15.
Until then,
Martin
New Features - Quickdemo mode ("Aldhelm's Path"), including a new quest and new cutscenes
- Crafting of items
- Prison mechanics
- Treasure maps
- Readable books
- Interactive tutorial & quick hints
- Steam Achievements
- Steam Cloud Saves
New content - Added new NPC types
- Added new objects
- Added new items
- Added a new map location
- Added a new dungeon type ("Ancients")
- Added new music tracks
- Added new sound effects
NPC behavior improvements - Added a new NPC behavior pattern: tavern
- Added a new NPC behavior pattern: city life
- Added an additional work shift to increase NPC schedule variety
- Added NPC reactions to theft
- Added some special behavior for certain character types
- Improved handling of how criminal acts affect the personal relationship between characters
- Improved guard behavior during a manhunt
Character improvements - Added new ways of interacting with items and objects
- Added the concept of natural armor
- Added a new behavior mode (crouch)
- Added logic for some NPC types to never sleep (like undead)
- Added storing of time when the PC last attacked an NPC - they will remember what you did!
- Added a general mechanism to recover an NPC who is stuck (needs to be used more often still)
- Improved the animation and movement speeds of some characters
- Improved the footprint definition of some character types
Map improvements - Added new NPCs to human settlements
- Added concept of hidden map locations
- Added the Thyle supermap to the overview map
- Added signs to country roads
- Improved procedural generation of natural cave dungeon maps
- Improved some settlement and building maps
- Improved handling of door locks and implemented lock traps
- Improved rendering of trees, especially during tactical combat
- Enabled the overview map in dungeons
- Enabled the campire action in dungeons
NPC combat behavior improvements - Improved logic to position for an attack
- Improved archer behavior
- Improved behavior when NPCs occupy the same space
- Improved escape logic
- Improved logic to scroll/zoom the map to the appropriate position in combat
UI improvements - Added option to customize portrait book behavior (pinned, transparent, or sliding)
- Added hover descriptions for attributes and skills
- Added concept of having action icons directly shown on the map
- Added progress bars when loading
- Added loading screen
- Added feature to move items between containers using a right-click (and updated tutorial)
- Added highlight of slots in the inventory where items can be equipped
- Added indicators for hunger/thirst/fullness levels to health screen
- Added indicator to show when distributable points or perks are available
- Added visual indicator when the PC receives an item
- Added hover description to several buttons
- Added hover description for any item special status (stolen, quest, etc)
- Added feature to open journal entry when clicking quest or criminal record banner
- Added display of estimated power when prompted for quick resolving a combat
- Added icon to display the state of a manhunt
- Improved and simplified concept of damage and life points (and added label for the value)
- Improved the readability of status messages
- Improved the combat UI (fonts, font colors, added backplates)
- Improved the resting panel
- Improved inventory belt clip background image
- Improved size of book widgets
- Improved timing of some hovers tooltips/popups (now appearing quicker)
- Improved the display of written tutorials and added feature to show them on the map
- Improved readability of hover popups (now hiding mouse cursor)
- Improved positioning of screen size setting (now visible if resolution is wrong)
- Improved determination of applicable mouse cursor asset during combat
- Removed obsolete combat actions (Communicate: now interaction, Item: now used via quickslot)
- Many smaller improvements
Balancing improvements - Reduced the stamina penalty from blood loss
- Increased the skill roll bonus (or penalty) from high (low) attribute values
- Improved character power calculation (life points, armor, sleep status)
- Adjusted NPC group sizes
- Added more starting money and quest rewards
- Reduced prices for metal items
Audio handling improvements - Improved timing of when music begins to play
- Greatly reduced audio stuttering when map changes (more work needed)
Main Menu improvements - Added hover popups
- Added sparkle effect to game logo
- Improved the wishlist icon
- Now showing if the max number of saves has been reached
Credits screen improvements - Added links to socials, Discord, Website, Steam
- Improved the copyright notice
Internal improvements - Improved handling of absolute timestamps
- Improved handling of NPC behavior patterns when time gets skipped or the game gets paused
- Improved performance when switching to a screen that shows the last screen in the background
- Overhauled action handling
- Improvements to the dungeon map generation process (more efficient use of arrays)
- Now disposing all static TextureAtlases with the static disposal mechanism
- Updated included libGDX framework version to 1.14
- Updated included LWJGL library version to 3.3.6
- Added many new generic Requirements
- Moved data folder from "ProgramData" to "Saved Games"
- Tied the attribute "quest item" from Item to ItemInstance
- Improved handling of output logfiles (now keeping those of three sessions)
- Removed superflous calls to setting the generic popup active
Fixes for bugs present in Alpha 3.fun - Fixed: app does not start anymore when a saved game is corrupt
- Fixed: app hangs when spam-clicking while a new game starts, corrupting the database
- Fixed: crash when an NPC flees to a different dungeon level
- Fixed: crash when confirming a new combat move while just arriving from another move
- Fixed: crash when an NPC's update queries the database after the PC died (database erased)
- Fixed: crash in Pathfinder when there is no route around an entity
- Fixed: crash when entering city map and patrol resumes at last waypoint
- Fixed: crash when looting dungeon container with colored item
- Fixed: crash when combat starts while mounting horse
- Fixed: crash when a manhunt ends at a certain building level
- Fixed: crash when storing criminal record entry with too many witnesses
- Fixed: crash when NPC is trying to get to a spot on top of a building, but there is no path to it
- Fixed: hang (NPC who is not yet to appear in the game incorrectly gets loaded)
- Fixed: error when saving game while mounting horse (action name too long for db)
- Fixed: lock components are not persistent
- Fixed: procedural lock generation gets stuck if there are not enough valid trap slots
- Fixed: NPC in explorable building, PC outdoors same town: isOnMapInMemory value incorrect
- Fixed: group is not fully removed when a character is moved out of a single-member group
- Fixed: bystander NPCs sometimes get added twice to the combatant list when attacked
- Fixed: town guard behavior pattern not always gets started when needed after a map change
- Fixed: in rare cases, it is incorrectly determined whether the PC is indoors
- Fixed: when the game loads in a static location, the shown room can be wrong
- Fixed: season Fast-Forward hover shows without the icon being available
- Fixed: unable to cancel activities while the spinner is up
- Fixed: outdated hover popup still shows up after a modal dialog appeared
- Fixed: NPC's action queue stuck when leaving building and PC is in a static location
- Fixed: rider and horse out-of-sync when opening Credits screen
- Fixed: book widget "inventory" not fluently scaling
- Fixed: book portrait visuals sometimes incorrect around the edges
- Fixed: popups with large amounts of text exceed the screen bounds
- Fixed: items can incorrectly be dropped in special locations using the key shortcut
- Fixed: when re-positioning checkbox, hovered and checked variants remain at the old spot
- Fixed: when loading game, effect trigger for an item not restored if it is inside a container
- Fixed: widget icon rollover status can be incorrect after setting it externally
- Fixed: a criminal record entry is added when picking a lock of a self-owned object
- Fixed: rendering order incorrect when indoors (precipitation not showing through window)
- Fixed: flickering on character sheet screen when animations are loading in the background
- Fixed: when game is paused while in a special location, key commands still work
- Fixed: Thyle city watch is not a unique special location, causing ambiguous guard behavior
- Fixed: function to query the position of a building that is not in memory sometimes crashes
- Fixed: incorrect behavior when a manhunt is triggered by a guard on top of a building
- Fixed: attacker gets too close when positioning for an upcoming combat
- Fixed: after dropping coins, carried weight does not get updated immediately
- Fixed: in the map editor, cellar levels are exported twice
- Fixed: possible PC actions not reset to default when starting a new game during same session
- Fixed: descriptions for locations on the travel map are incorrect (indexing issue)
- Fixed: even for non-humanoid NPCs, average armor is calculated based on humanoid body parts
- Fixed: map inappropriately changes when PC is taken to prison while in a static location
- Fixed: on some screens, modal dialogs are rendered under any screen darkening
- Fixed: The UI renderer does not correctly return the hovered status
- Fixed: some dungeon doors are locked although they are open
- Fixed: dungeon containers not always filled correctly
- Fixed: next quest step not always shown
- Fixed: in tactical combat, nearby enemy cannot be selected after canceling a move
- Fixed: quest "True Hospitality" proceeds incorrectly if the PC does not act for a while
- Fixed: music stuttering when changing maps and deleting games
- Fixed: incorrect item for starting campfire shown if using tinder pouch
- Fixed: flintstone sound missing when igniting object with tinder pouch
- Fixed: coin treasure item can include zero coins
- Fixed: NPCs can block themselves after being spawned on a new map
- Fixed: store visitors have a superflous action to enter the building on the queue
- Fixed: children and some other characters are unable to talk in certain scenarios
- Fixed: incorrect south stairscase asset in human dungeon
- Fixed: lantern (on) does not show a flame in inventory
- Fixed: the leader of the Dark Ones does not own the robe he is wearing
- Fixed: various issues with activity spinners
- Fixed: tutorial combat with bat can be started as quick combat when fleeing first
- Fixed: when camping in dungeon, sleep actions are shown incorrectly
- Fixed: after closing the gravestone overlay, interaction menu choice stays highlighted
- Fixed: when holding Alt, entities stand out that should not
- Fixed: wraith's footwear not rendered when attacking
- Fixed: "door close" sound sometimes plays twice when PC leaves a building
- Fixed: attacks incorrectly occur against already destroyed body parts
- Fixed: signpost assets have incorrect filenames in settlement winter atlas
- Fixed: temporary road and river paths are not disposed in travel map maker
- Fixed: incorrect dialog text in quest "True Hospitality" after PC attacked goblin and left
- Fixed: a selected NPC leaving the map stays in the interaction panel
- Fixed: incorrect hover text for "Take all" button on loot screen after taking selected items
- Fixed: character output related to food consumption is not correct
- Fixed: if one side in combat is powerless, power bar not showing correctly
- Fixed: life point bonus in power calculation incorrect
- Fixed: PC name instead of target's name is mentioned in status message after PC attacks
- Fixed: archers move to invalid positions on the map (outside the content area or in water)
- Fixed: incorrect music might come up if the PC joins an ongoing NPC-NPC combat
- Fixed: during combat, non-humanoid characters can open doors to escape
- Fixed: issue in conversation with Chosh in quest "All bats are gray in the dark"
- Fixed: incorrect result when determining whether a mounted character is in attack range
- Fixed: after being in combat hit while mounted, cannot dismount and animation stuck
- Fixed: sometimes, the wrong combat music variant starts
- Fixed: town guadrs sitting in a tavern do not get up when spotting a criminal
- Fixed: quick combat portraits sometimes show incorrect number of fighters
- Fixed: "construct shelter" action available in dungeon after loading game
- Fixed: after tuning towards an enemy during tactical combat, action sectors not always updated
- Fixed: coins can be dropped in special locations (impossible to pick them back up there)
- Fixed: combat gets stuck in quest "True Hospitality" if PC starts combat with the guard around
- Fixed: the retiree does not appear in quest "Echoes from the Past" when skipping time
- Fixed: corpses are incorrectly added as crime witnesses
- Fixed: dehydration level not correctly restored after loading