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Beta Update 0.8.3 is now available for testers

I'm excited to announce the next major update is already available for Beta Testers, and very soon will be released for everyone.

You can now travel south of Urendale, where you can explore a new town and complete 12 new quests. In addition the level cap has been raised to 6, and massive performance optimizations were added.

The complete changelog can be found here, in the steam forum Beta discussion. In the same post you can see instructions on how to join the Beta, everyone owning the game can join and start playing right away if they wish.

Please report any issues by replying to that same thread, if possible. In the same post you can find useful info about where to find log files.

Please keep a copy of your saves prior to the Beta, in case something goes wrong. I've been very careful and tested everything myself, but the update is huge and has tons of dialogue, some of it with complex scripted logic attached, and I am bound to make mistakes here and there.

Other than the new content, I'd like to comment on the optimized code, which should increase framerate by over 30% with zero sacrifices on visuals. This makes the game accessible for older systems, with is something I feel it's important. In the future I'll focus on improving loading times, which I know are longer than they should.

Thanks everyone for the patience, I can't wait to see what you think of the new content.



A few details about next update

Hello everyone!

EDIT March 25th, as posted in a reply: I decided to add two extra quests, the new area really needed them. The new content is already playable but there's plenty of small details still to work on, such as itemization to adjust, a few new abilities and spells needing new code, etc.
Unless something happens, I should have the beta released in less than two weeks.


In my last news post back in december I estimated update 0.8.3 would be released in late February at the earliest, and things are going as expected. All the new scenery is 95% ready (and that has been a huge amount of work). Coding required for this update is nearly done as well, including the QoL improvements, new level cap and other stuff.

What remains to be done, then? writing dialogues, journal entries, planning and rigging encounters, and also implementing a few new effects and powers is, roughly, halfway done. Then doing internal testing of it all, and doing a full revision and adjustment of the new stuff. If nothing weird happens, a Beta will be out by late february or early march. If there's a delay, it shouldn't be significant.


Here is a provisional list of what will be included in 0.8.3.

-New outdoor region, plus several dungeons.
-Level cap raised to 6, new Rank III spells added.
-Balance adjustment: Characters gain 2 Skill Points at level 1 of any Career, be it at character creation or when a new Career is entered. The points are gained retroactively.
-You can now redistribute your companions' skill points once.
-A single Potion of Deep Breath now affects your whole party when consumed. The alchemy ingredients for producing it have been updated.
-Added an option to order your party inventory and stash by item type.
-Quests can now be filtered/searched by text.
-Hotbuttons can now be correctly used during combat with keys 0-9.
-You can now press 'Y' to delay your combat turn(can be remapped to any key).
-Added a new option to set more exact framerate limits in Settings.

This only includes the main items on the list, because a dozen bugfixes have been included, as well as many minor balance adjustments.

It's important to remember that I take my time when writing, and I often rewrite dialogues or entire quests from scratch. That's why there's a little uncertainty in how long it'll take.

Can't wait to release all the cool new stuff. See you in the forums!

--
David





Merry Christmas and happy 2025 to everyone!

Hello everyone! I’d like to wish you all a joyful holiday season and an incredible New Year.

It’s been a while since the last update, 0.8.2, in November, and I haven’t been very active in the community since then. The reason? I’ve been working nonstop on the next big update! Once more, it's a big one that can't be released in small installments. While I’d hoped to deliver it as a Christmas surprise or in celebration of the Early Access anniversary this January, it’s definitely going to take longer; at least until late February.

Here are my main development goals for 2025:

Release Update 0.8.3: This will introduce a new map area, an increased level cap, and many QoL improvements (like inventory sorting, quest search filtering, and more). Similar to the previous map expansion, some areas and dungeons will remain inaccessible for now.

Reaching Version 0.9: Targeting a spring release, this update will bring the conclusion of the second main quest chapter, open some inaccessible dungeons, and gameplay improvements like dual wielding and new careers.

Second Half of 2025: updates will expand the playable area further, increase the level cap, and add a new main quest chapter. Alongside this, I’ll work on making the world more dynamic and alive, polishing graphics and animations, and introducing other improvements to elevate the game.

EDIT: Sometime after spring I'll also begin adding localization to several languages.

That’s the plan! Of course, these goals are subject to change, but you already know that. I deeply appreciate your patience and support; it means the world to me.

Here’s to another fantastic year of adventuring together!

--
David





Update 0.8.2 released

Thanks to the amazing Beta-Testers, a number of reported issues has been fixed through the last weeks. Some of these were old bugs present since the january release, but most were specific from the major update 0.8.1.

There's also a few adjustments and improvements related to poison status, and other minor changes.

  • Encounters will now correctly aggro all the creatures as intended, even if they are split.
  • Poison is now a bit easier to resist. Failing Vitality check by less than 25, will reduce poison power by 1. A successful check will reduce the poison by 2+, depending on the success margin.
  • Party members dying in combat by poison or other slow-damage effect, will now correctly receive wounds as per selected difficulty.
  • Poison resistance is now reported in your console, so you can see your chances and dice rolls and their effect.
  • When camping in the wilds, poison will now take effect and hurt characters until resisted. Vitality checks while at camp will receive a +25 bonus.
  • In certain dialogue (gate sergeant) you could try to attack and deal damage to the NPC, and it was not correctly applied.
  • Disease is now properly cured at the temples.
  • Solved a crash or game lock that could happen when you entered an area and immediately aggroed enemies. Could happen when getting out of Emerrand Fortress.
  • Hitting ESC while a mouse tooltip is being displayed could in some cases make the tooltip linger during exploration. Fixed.
  • Certain NPC in the quarry was supposed to give a 'warning' before aggroing, but it wasn't working as intended. Fixed.
  • Solved some aggro distance issues in the quarry final fight.
  • During 'Owed in Blood' quest, some NPCs were not supposed to keep spawning in the fortress' throne room after talking to them. Solved.
  • During 'Wild Ones' quest, finding the camp before talking to the captain could lock out certain dialogue options with a NPC in town. Fixed.
  • The battle grid was not correctly generated in the stairs leading into the fortress.
  • Several typos and odd special characters fixed in dialogues and journal entries.
  • Some containers in Medrin Forest had an empty name.


I am already working on the next areas to be released. Thanks everyone for the amazing feedback and reviews; it is a great contribution to the game.

Update 0.8.1 is out!

It's out! I am glad to announce 0.8.1 is already released. This update doubles the content compared to the original EA release in January; playable time is currently 35+ hours.

I want to take this opportunity to extend a huge thank you to our Beta Testers, who have been incredibly active on the forums. These past 10 days have been intense, with nightly builds addressing every reported issue.

Here is the full changelog:

[h3]New Content & Improvements[/h3]

  • Added a new outdoor region east of the Galeb Peninsula, with a town and a new dungeon to explore. Some dungeons and area sections are still not accessible.
  • 12 new side-quests added (one of them non-completable, marked as such on journal).
  • Level cap raised to 5! the new XP cap is 17,000.
  • Many new talents implemented.
  • Rank III spells partially implemented (for Impetus, Mentalism, Piety, Order and Malediction disciplines, the rest are on the way).
  • New companion available after one of the new quests is completed.
  • New Alchemy recipes (Difficulty 6 & 7), some of which need to be purchased or found. Crafting recipes will come in the next update.
  • All skills are now implemented and have at least a few checks present in the game, although some like Maps & Charts will see new functions added in the future.


[h3]Gameplay Improvements[/h3]

  • Your party can now run indefinitely. The 'Tired' status from long running will still be applied if you run into combat, but it no longer limits the ability to run.
  • Pressing the 'Run' key just once while you are walking is enough to start running, no need to hold the shift key. Running will cease when you stop movement.
  • Closing your Character Window will now also close any open container or shop window.


[h3]Balance[/h3]

  • Talents Beast Mastery and Tenacious Fortitude I, II and III have been improved, please see the new descriptions.
  • Spell Torment of Needles now deals 1d6+2 damage per round (was 1d6).
  • Spell Searing Malison instant damage is unchanged, but afterwards will now deal 1d8 damage per round (was 1d6).
  • Spell Slumber duration reduced, and now costs 8 WP instead of 7.
  • Slightly reduced the amount of enemies for certain encounters in the Peninsula.
  • Talent Herbalist is now adapted to the updated skill system; it was unintendedly giving an extra herb foraged in nearly every case.
  • Potion of Healing slighly adjusted in effect and price(slightly cheaper and less potent). New potions available via Alchemy.
  • Reduced the XP granted by Skill Checks, slightly in low difficulties, and to around half in higher ones. This change is not retroactive, you keep the XP already gained.
  • Ghosts are now more resilient to physical, cold, fire and toxic damage.
  • Lifeless creature bonuses increased slightly.
  • The Poison effect has been capped to a maximum effect power of 10.
  • Yaksa Scout poison effect reduced from power 4 to 3.
  • Sleeping at an inn will cure any Poison effect.


[h3]Content changes & adjustments[/h3]

  • Added the proper loot to certain chest in the Redaxe Tomb.
  • Creature type Spirit renamed to Fey for clarity.
  • Some outcomes of quests The Ancient Lantern and Wielder of the Red Axe now also grant Urendale reputation. This is gained retroactively.


[h3]Bugfixes[/h3]

  • Prone spellcasters that were also stunned or paralyzed could soft-lock the game. Solved.
  • Talent Stunning Blow now is correctly resisted with a Vitality check.
  • On some ocassions, a combat spell with zero rounds remaining would linger forever on a character, especially when its caster was killed after casting it. Fixed.
  • NPCs were not receiving its correct Critical Defense. Fixed.
  • Spells targeting empty squares can now be cast normally in the Sea Cave.
  • When combat initiated with the party very close to a wall or corners, party members could be spawned wrongly or on unreachable locations. Fixed.
  • Fixed a small UI issue in journal (completed and failed quest filters were not correctly checked upon opening the window).
  • Opening the Settings window during combat was causing multiple camera issues. Fixed.
  • Some "triggered spawns" sometimes did not join battle, depending on player position when the fight started. They should always join now.
  • Systems in Turkish language could have an issue during character creation related to trait requirements. Fixed.
  • The UI tooltip displayed over character effects could sometimes blink, or reappear every few seconds. Solved.
  • Spells
  • Fire, Cold and Shock Ward* have their descriptions corrected.
  • Fixed an error with the requirements for talents
  • Adept Summoner* and
  • Herbalist*.
  • Revised many typos or inconsistencies in dialogues.



What's next?


I am already working on more game content; the priority is releasing yet another outdoor area and dungeons, plus implementing many gameplay mechanics, improving animation, and more. Stay tuned!