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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