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Heroes of a Broken Land 2 News

Worlds to Explore

The latest version bring some new world content - specifically new locations of interest. Enhancing the world map is the focus of 0.4.x. The 0.2.x and 0.3.x mostly focused on skill and monsters, and while a number of different dungeon types were added, the improvements have mostly been on dungeon crawling.



A number of world locations you can visit and interact with were added: weapon smiths, armour smiths, alchemists, ranger camp, windmills and fairy groves. These add some depth to the world and are just the start of location other than dungeons that will be added to the game.

Currently the buildings act just like ones you can build in your town. You can upgrade them, shop, and such. This might change in the future, but we'll see how this works for now.

Expect more locations types to be added in the next few updates. Unfortunately you while save games should still work, you won't see any new world locations unless you start a new game.

Version 0.4.0 Changes
  • Fix tutorial dungeon to not have all monster types
  • Weaponsmith, Armoursmith and Alchemist buildings can be found in some fragments
  • Windmill, Fairy Grove and Ranger Camp locations can now be found in some fragments
  • Fix some situations where you could select a party while a script was running
  • Fix Quest log text overlapping

Combat Refresh!

Version 0.3.17 looks small but packs a big punch!

The first thing you'll notice with this patch is the speed of combat. Speed now affects reaction time a bit less, making it less important an attribute. Previously it was a bit over powering.

Secondly, the way magic damage is calculated has changed. Magic damage is heavily influenced by the attribute level (usually INT, but sometimes other attributes or a mix). This should help scale better with level. This change also makes it easier for me to tune magic damage and keep spells consistent.

As always I look forward to your feedback on these changes!

  • Adjust how SPD affect reaction time
  • Adjust how magic damage is calculated
  • Remove extra light from some dungeons


Enter the Light!

Version 0.3.16 brings a host of new Light based monsters and a new Light Cave dungeon.



This is the last push of new monster types to the game, meaning the 0.3.x series of updates is nearly finished. We now have 48 distinct monsters and a variety of new dungeon types.

There will probably be one more 0.3.x series update where I re-balance melee vs magic damage, mostly by changing how attributes affect magic damage. After than I'll pivot to world economics and quests.



  • Light cave added
  • Crystal Golem added
  • Holy Ghost added
  • Light Pillar added
  • Light Elemental and Gleam added
  • Avatar of Light added
  • Adjust Elemental dungeon level requirements

Return of the Fae

Version 0.3.15 is now out!



This change fills out the set of Air monsters - including a returning creatures from Heroes of a Broken Land 1 - the Fae! However these Fae have turned feral, so beware!

We're now very close to rounding out the monsters for the game - only the Light monsters are left!

It will take a little bit longer as there are currently no Light based monsters in the game so I'll have to add quite a few to get the proper variation.



  • Fix issue where Research skill could break combat
  • Fix status icons not matching on player stats dialog
  • Added Fae, Fae Swarm, Fae Hive and Fae Queen, Living Storm
  • Added Air Cave location

Dwarves of the Earth

Version 0.3.14 brings a new dungeon type and a new set of monsters!



Getting closer and closer to adding the majority of foes you'll encounter. This update adds earth caves and some new monsters, as well as some minor fixes. There's still Light and Air monsters to round out before the 0.3.x series of updates is completed, but I'm happy with the progress so far and the momentum I've been able to maintain in 2022.

  • Earth cave added with new creatures of the Earth!
  • Dwarf
  • Dwarven Warrior
  • Dwarven Berserker
  • Dwarven Lord
  • Poison Cloud creature
  • Elemental dungeons now have visible active/inactive states
  • Fix crystal cave ceiling spike trap height
  • Fix cases where traps and clutter would overlap
  • Fix where dying from a status effect would still allow skill selection