Happy Holidays and a First Look at the Upcoming Legacy Update
🎄✨Happy Holidays, Adventurers!
It is time to break the silence and give you the first real sign of life for the upcoming Legacy Update. The final, massive update leading up to RAIDBORN’s full release.
To celebrate the holiday season, I have brought with me a first look at some of the changes and additions of the upcoming Legacy Update and even a small first teaser of Project Lux, a mysterious yet unannounced addition to the game.
https://store.steampowered.com/app/1546090/RAIDBORN/
NEW EQUIPMENT
In RAIDBORN, weapons are organized into categories, with three major tiers, each divided into 5–6 item levels. For the Legacy Update, my goal is to make sure there is at least one unique item for every category, tier, and level.
This change gives each type more identity and helps create a better-balanced and more distinct weapon lineup across the game.

REFINED WEAPON CATEGORIES
On the quest to achieve this goal I have updated and added over 90 equipment items, that's more than other games have in total. I have also refined weapon categories. Instead of just blunt and sharp, weapons are now split into:
⚔️ Swords: Higher Damage, Lower Stamina Damage, Bonus Against Unarmored
🪓 Axes: Normal Damage, Normal Stamina Damage, No Bonus
🔨 Mauls: Lower Damage, Higher Stamina Damage, Bonus Against Armored
COMBAT SYSTEM IMPROVEMENTS
I have also returned to RAIDBORN’s combat. Not to reinvent it, but to sharpen it just a bit more. One major improvement is the way power attacks work. Previously, holding the attack button would automatically trigger a heavy swing. But I was never 100% happy with that.
With the new system you now need to hold the attack button to charge the power attack. The longer you charge the more damage it deals, plus you can decide yourself when to release it. It also allows you to chain power attacks more smoothly with your attack combo.
This simple change adds more control, better flow, and makes timing-based combat feel more rewarding. I will likely also rework the cost for power attacks, since they feel more like normal attack variants than special attacks that should cost energy points.

ATTACK SPEED OVERHAUL
Another key system I have changed is how attack speed and the corresponding equipment attribute behave. Until now, speed was slightly influenced by item quality and upgrades, but over time I found this caused balancing issues without noticeably impacting gameplay.
Going forward item speed attributes will be static and tied to the weapon type, which means they are no longer affected by quality or upgrades. This gives each weapon type and subtype its own distinct feel, and keeps the combat better balanced across the entire game.
PROJECT LUX
Over the last few weeks I have been spending a lot of time working on Project Lux. I still cannot share much yet, but since Christmas is approaching, I wanted to leave you with a small treat in the form of a first tiny teaser.
Project Lux is shaping up to be one of the best pieces of content I have ever made for RAIDBORN. I have a lot of fun working on it, and I am confident many of you will really enjoy what is coming, along with all the changes of the Legacy Update. I can't wait to see how it will be perceived, because you are the judges at the end.
One thing I can already tease is that Project Lux is more than a single feature. It is something a bit more complex, and I think it is going to be a very interesting addition to the game.
How this cute frog is related to Project Lux, and why it matters, you will only find out sometime next year. I don't have a release date yet, but there is still a long way to go. But I can say this: RAIDBORN 1.0 before GTA 6 😉

Thank you for your support in 2025. I hope you have a peaceful holiday season, tasty food, and time to recharge 🧡
It is time to break the silence and give you the first real sign of life for the upcoming Legacy Update. The final, massive update leading up to RAIDBORN’s full release.
To celebrate the holiday season, I have brought with me a first look at some of the changes and additions of the upcoming Legacy Update and even a small first teaser of Project Lux, a mysterious yet unannounced addition to the game.
https://store.steampowered.com/app/1546090/RAIDBORN/
NEW EQUIPMENT
In RAIDBORN, weapons are organized into categories, with three major tiers, each divided into 5–6 item levels. For the Legacy Update, my goal is to make sure there is at least one unique item for every category, tier, and level.
This change gives each type more identity and helps create a better-balanced and more distinct weapon lineup across the game.

REFINED WEAPON CATEGORIES
On the quest to achieve this goal I have updated and added over 90 equipment items, that's more than other games have in total. I have also refined weapon categories. Instead of just blunt and sharp, weapons are now split into:
⚔️ Swords: Higher Damage, Lower Stamina Damage, Bonus Against Unarmored
🪓 Axes: Normal Damage, Normal Stamina Damage, No Bonus
🔨 Mauls: Lower Damage, Higher Stamina Damage, Bonus Against Armored
COMBAT SYSTEM IMPROVEMENTS
I have also returned to RAIDBORN’s combat. Not to reinvent it, but to sharpen it just a bit more. One major improvement is the way power attacks work. Previously, holding the attack button would automatically trigger a heavy swing. But I was never 100% happy with that.
With the new system you now need to hold the attack button to charge the power attack. The longer you charge the more damage it deals, plus you can decide yourself when to release it. It also allows you to chain power attacks more smoothly with your attack combo.
This simple change adds more control, better flow, and makes timing-based combat feel more rewarding. I will likely also rework the cost for power attacks, since they feel more like normal attack variants than special attacks that should cost energy points.

ATTACK SPEED OVERHAUL
Another key system I have changed is how attack speed and the corresponding equipment attribute behave. Until now, speed was slightly influenced by item quality and upgrades, but over time I found this caused balancing issues without noticeably impacting gameplay.
Going forward item speed attributes will be static and tied to the weapon type, which means they are no longer affected by quality or upgrades. This gives each weapon type and subtype its own distinct feel, and keeps the combat better balanced across the entire game.
PROJECT LUX
Over the last few weeks I have been spending a lot of time working on Project Lux. I still cannot share much yet, but since Christmas is approaching, I wanted to leave you with a small treat in the form of a first tiny teaser.
Project Lux is shaping up to be one of the best pieces of content I have ever made for RAIDBORN. I have a lot of fun working on it, and I am confident many of you will really enjoy what is coming, along with all the changes of the Legacy Update. I can't wait to see how it will be perceived, because you are the judges at the end.
One thing I can already tease is that Project Lux is more than a single feature. It is something a bit more complex, and I think it is going to be a very interesting addition to the game.
How this cute frog is related to Project Lux, and why it matters, you will only find out sometime next year. I don't have a release date yet, but there is still a long way to go. But I can say this: RAIDBORN 1.0 before GTA 6 😉

Thank you for your support in 2025. I hope you have a peaceful holiday season, tasty food, and time to recharge 🧡