UPDATE 2.1

WORLD REBORN

The overworld, the dungeons, the loot, the combat. All of it, rebuilt.

New FeaturesWorld & ExplorationQuests & ProgressionCombat & BalanceItems & LootUI & HUDController SupportAudioVisualsEditor & ModdingPerformanceBug Fixes
I

New Features

Core engine and gameplay additions
  • Multi-map support: the engine now supports multiple maps loaded at once
  • Overworld-style hub area replaces waypoints and town portals
  • Profile selection on game start, with profile switching available from the main menu
  • Homing projectiles as a new projectile behavior
  • Channeling skills as a new skill type
  • Basic scripting added on top of WarScript for more dynamic map logic
II

World & Exploration

Overworld, dungeons, and area design changes
  • New map trigger/unlock system driving area gating
  • Home portals now stay open and spawn a return portal on your home island
  • Elevators can be logically linked: ride them up/down between maps, not just as spawn points
  • Checkpoints replace waypoints and are now placed near elevators for fast travel
  • Full respawn logic rework
  • Entering a map no longer auto-heals you
  • Travellers' Road reworked into a mountain climb (new biome)
  • Arena reworked into a monster arena mini-game where you earn items
  • Treasure Hoard dungeon reworked
  • Bonepit dungeon reworked
  • Lower Prison inner layout reworked; first room now has 3 chests; 1 extra room added
  • Prison and Castle now have dedicated “inside” biome variants (different water, shadows)
  • Indoor biomes are now fully dark; player has a light above them in dark areas
  • Castle water is now red and deals 2 pure damage per second
  • Portal interact time is now 3.5 seconds
  • Portal exit position mirrors your entrance position
  • Faint dotted lines show where you'll enter a portal
  • Docks portal only opens after you've discovered the Docks
  • Removed unused Plains South and Upper Castle West rooms
  • Removed unfinished Path of Danger map
  • Added missing chests to the Plains area
  • Removed intro_1 waypoint (checkpoint retained)
III

Quests & Progression

Codex, quest markers, and gated progression
  • All quests added to the codex
  • Quest trigger objects marked with a big ? icon; quest-unlock interactables get a 3D glowing yellow question mark
  • Quest-locked blockers marked on the world map with a big red X
  • Hover quests and blockers on the world map for info: blockers show which quest is required
  • Tutorial migrated to the new quest system
  • Intro weapons chest locked behind a quest
  • Locked areas now use visible gates that open when their quest unlocks
  • Rooms containing quest unlocks have proper level design
  • Class-specific unique codex drops added (from Bonelord boss)
  • Unique mastery book modifiers are now visible as modifiers
IV

Combat & Balance

Health, damage, abilities, and enemy tuning
  • Major combat balance pass: health, damage, armor, item scaling, regen, trap damage all retuned
  • Regen disabled in combat; out-of-combat regen is much stronger (bosses included)
  • Heroes gain +0.25 magic damage per level
  • Caster class cooldowns reduced across the board
  • Aura radius increased
  • Chain Lightning damage buffed
  • Bandit Slice cooldown increased from 0.5s to 1s; counter chance reduced from 25% to 10%
  • Combustion proc chance reduced from 15% to 10%
  • On-take-damage skill passives reduced from 20% to 5% proc (Warrior and Bow)
  • Wind Mage: Sturdy Frame now also makes totems elite
  • Wind Mage: Tornado totems now use a homing Wind Slice auto-attack
  • Each class's on-attack DoT passive now has a core DoT modifier
  • Reined in player DoTs that scaled off % of target's total health
  • Summoned units no longer grant XP
  • All traps deal pure damage; floating and rotating saws deal damage per tick; spike trap also deals normal damage ticks
  • Elite spawner chance reduced from 15% to 5%
  • Removed heal skill from enemy spawners
  • First Plains room no longer spawns elites
  • Boss arenas now have an aggro zone
V

Items & Loot

Stat rolls, item levels, and drop quality
  • Rebalanced which stat rolls can appear on each item type
  • Item level range is now 1–10 (no more level 0)
  • Level requirement removed from items
  • Items migrate properly across save files
  • Removed from rollable stats: % lifesteal, extra projectiles, health potion potency, % max health, % max regen
  • Quiver now has +2 projectiles baked in as its base effect
  • Other back items now get base effects so quiver isn't automatically best
  • Normal chests can roll purple items
  • Enemies can drop up to purple items
  • Elite enemies drop higher rarity loot
  • Bone currency removed
VI

UI & HUD

Interface, menus, and in-game displays
  • New cursor icon
  • New, better font
  • Stronger hover and focus highlights across UI elements (especially sliders)
  • Fade in/out animations on UI (position + opacity); HUD also fades in/out
  • Opening a UI window focuses a sensible default element
  • Interact indicator changed from diamond to triangle (active-action objects); hover-only objects show a small white dot
  • Focus cursor appears on all hoverable objects
  • Gold piles now have a hover label
  • Rare chests get their own icon
  • Damage popups now include a damage type icon — sword (physical), spark (magical), red magic (pure)
  • Removed all popups except damage and level up; tuned font sizes and colors
  • Heal-on-hit shows a heal popup
  • XP gain notifications added
  • Minimap shows current map difficulty and now renders cliffs (flat color, no more height shading)
  • World map: default zoom further out, icons scale with zoom, room icons only show once discovered
  • World map: collected chests/keys/bones snapshot and hide when collected
  • World map: big JPG backplane added
  • World map: boss spawner custom icon, locked waypoint marker removed
  • Mastery book now shows active passives
  • Backpack stats have icons
  • Better handling of long item names
  • Sliders support step sizes
  • Main menu UI moved to the left; right side shows 3D hero preview; Change Hero is its own window
  • More detailed hero preview in main menu and settings
  • Random name button in hero creation
  • Loaded profile name shown in the main menu
  • Green plus icon on HUD now shows a hotkey hint when you have a skill point
  • Attack and roll noticeboard hints split into two
  • Settings UI overhauled
  • New “pill-UI” layout for change scenarios, hero list, workbench properties, and keybind rebinding
  • Workbench: possible properties panel always open (toggle removed); auto-roll has animation; you can stop auto-roll without closing the UI
  • Hero menu hotkeys disabled while shop/workbench/storage is open
  • Shop: refresh button (costs gold) to roll a new item set
  • Portal and elevator hover labels now use white text (custom portal names no longer get special styling)
  • Removed all context cursors (pending a replacement cursor system)
VII

Controller Support

Gamepad navigation and input
  • Broad UI navigation improvements
  • White hand cursor on the focused element so you don't lose track
  • Scroll views let you focus non-button elements; up/down moves the scrollbar
  • Dropdowns, sliders, game lobby, and settings now fully navigable
  • L/R Bumpers swap hero menu windows; L/R Triggers swap tabs
  • Settings system buttons mapped to controller
  • Hero menu uses hotkeys only (no cursor nav); hero tab menu can’t be reached via controller
  • Virtual keyboard opens when relevant text fields are focused
  • Close buttons for settings and mastery skip controller cursor focus
  • Mastery: BACK clears selection; back arrow added; hotkey swaps positions
  • Workbench: BACK clears the select slot; keybind hints show/hide correctly
  • ESC and LMB can no longer be rebound (core navigation)
VIII

Audio

Music, sound effects, and volume controls
  • Music added to every map and biome
  • Dungeon and Castle biomes have deliberate silence gaps (they’re indoors)
  • Removed general combat music; added music volume ducking
  • Separate volume sliders for UI and ambience
  • Linear audio rolloff (works better with top-down camera)
  • Random volume variation on SFX (not just pitch)
  • Ambience loop ranges tuned
  • Audio normalized on import
IX

Visuals

Visual effects and environmental improvements
  • Improved item bag glow
  • Hourglass VFX above the player when disabled/can’t act
  • Object lights turn off in biomes with real sun lighting
  • Added missing VFX: Fire wand Searing Touch, Bandit Sharp Strike DoT
X

Editor & Modding

Scenario editor tools and mod support
  • Undo/redo for terrain modifications
  • Paint multiple cliff textures per room; cliff texture index can be locked
  • Terrain mover supports step sizes
  • Layer remapping tool for the unified terrain layer
  • Unified all terrain texture layers (255 layer cap)
  • Doodads place properly on walkable platforms
  • Object transform overrides apply to doodads
  • Enemy spawn points expose an enemy count property (can be limited to 1)
  • New “outlet” object: modifies charges on interactables
  • Default properties exposed in the property inspector
  • Cleaned up the base mod's doodad folder structure
  • Mod content loads asynchronously
  • Portals support mod-defined width, height, collider, and effect
  • Map expiration timer configurable in engine_config.xml
  • Removed the dev console (testing happens in the Underground sandbox)
XI

Performance & Under the Hood

Engine upgrades and infrastructure
  • Upgraded to Unity 6000.3.2f1
  • Open-world maps expire after 10 minutes of inactivity (timer resets on entry)
  • Maps don't expire while a player is inside, a home/return portal connects to them, or an active respawn point exists
  • Home map never expires
  • Generic room spawn points defer enemy spawning
  • Config file no longer syncs via Steam Cloud
XII

Bug Fixes

Issues resolved in this update
  • Fixed memory leak when returning from game to lobby
  • Fixed projectile pierce (including stopping one target too early)
  • Fixed Fire Mage Inferno not working
  • Fixed elite enemy XP multiplier not working
  • Fixed workbench auto-reroll getting stuck
  • Fixed being unable to replace a property on an item
  • Fixed hover UI not appearing after focus switched to a new item post-collection
  • Fixed boss hover collider size
  • Fixed interactable indicator shifting while moving
  • Fixed being able to use an interactable from the previous room after an elevator teleport
  • Fixed checkpoint lights defaulting to on
  • Fixed being able to partially walk on void
  • Fixed Prison enemies spawning inside the spawner's collision area
  • Fixed aggro zones not working
  • Fixed XP particles being too slow with vsync off
  • Fixed scrolling in chat
  • Fixed Change Hero and Create Game window titles using the wrong font
  • Fixed fades for all room and map transitions
  • Fixed camera render distance cutting off in tall rooms
  • Fixed portal sizes where the interact line wasn’t visible
  • Fixed Lower Castle north entrance position
  • Editor: fixed world map not saving position
  • Editor: fixed playtest not restoring original room (breaking world map / changeMap)
  • Editor: fixed duplicate rooms created in connection loops
  • Editor: fixed not being able to give custom properties to zones
  • Editor: fixed charges on interactables with implicit infinite charges

Available now on Steam

Play Warman

Hack-and-slash action RPG for 1–8 players. Randomised loot, deep skill trees, fully moddable.

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