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May Devblog | Sneak Peak at Bosses, Weapons, & Map Changes

Hello, Defiers!

We hope you’re looking forward to Dawn of Defiance's "Sisters of the Deep," our first major update coming next month! If you’re anxious to know more about what’s coming in June, beyond what we’ve discussed in our DevTalks and April news video, we’re here to bring you another short glimpse at our progress. Minor content spoilers ahead. We’ll keep it brief, as we don’t want to give too much away (and we’re also really busy). Let’s start with discussing map changes!

[h2]Story and Map Changes[/h2]

You’ll notice a couple name changes on the map art. With this update making some sweeping narrative revisions, including new copy for most objectives that will reframe the storyline and the player’s role on Aegea, we’re changing the “Isle of Arrival” to the more immersive, “Veilpoint.” Alongside this, Aeacus will be stepping aside for a new quest giver, but don’t worry, you’ll still be defying the Gods. That’s priority #1. You’ll also see the Dark Forest has expanded! The biome has grown to accommodate the new shrine experience and the challenges to unlock the Temple of Athena! Not shown on the updated map art are the new points of interest within the Dark Forest. You’ll have to discover those yourself.



Disclaimer: The significant changes coming to quest objectives, from the tutorial to the raid, will cause conflicts with existing saves, as it will alter all of your character data. Which means, unfortunately, it is unlikely you will be able to launch and revisit old builds. This is something we hope to avoid in the future, but for this update, in order to rework these initial quests, this was our only option with our team’s time and bandwidth. Of course, we think these changes are worth your restart and contribute to the overall benefit of the game in early access!



[h2]Weapon Highlight[/h2]

On our roadmap, we promised "Sisters of the Deep" would come with more awesome weapons, and we’re excited to put three new legendary items and three new unique items in your hands (plus new armor)! Now what’s the difference between the two types? Unique gear will be added to your options at the Armorer, but legendary gear will be crafted separately and each bring special combat abilities. To give you a better idea, may I present to you: Athena’s Solarium.



The Solarium is a legendary shield, sister to the Athena’s Aegis. The Solarium allows Athena to weaken foes by simply raising her shield. When raised, any gorgon magic is completely nullified. The Solarium’s primary ability is Solarwind: After 5 successful blocks, the next block creates a burst of golden light, inflicting Parry on all enemies in a 8M Radius.



You’ll only be able to craft the Solarium and the other impressive weapons coming to Sisters of the Deep after you’ve completed the Temple of Athena raid and proven you’re worthy of carrying such divine relics.

[h2]New Lesser Fauna[/h2]

Have we mentioned that Aegea will now be home to even more fauna!? Of the lesser variety, the Defier’s first foe will be the terrible, dangerous Rooster. You’ll find them across the Mediterranean, alongside their chicken counterparts. They are definitively aggressive, but I beg any Defier who dies at the hands of a Rooster to please alert the entire community immediately, so we can laugh at you. Together.



[h2]Boss Sneak Peak[/h2]

Lastly, as you know, the highlight of our update will be the major boss fights. This is the best glimpse I can give you of what you’ll be up against! We continue to withhold the full reveals of these intimidating Sisters, but I’ve heard tales of their powerful gaze, so perhaps that is for the best. The boss fights will include mini puzzles and multiple rounds of combat. Each sister possesses special abilities and mechanics you must adapt to and overcome in order to progress through the raid. And just to confirm to everyone, single-players will be able to take on the raids by themselves! The difficulty will adjust for up to four players.



We’re not far from the update now! We’re working on the new content trailer while playtesting, and it is unlikely I will have another sneak preview before then! Thank you so much for supporting Dawn of Defiance so far. Please remember to take a picture of your current builds and share them with us in Discord (for posterity)! And we’ll see you all in June!

News on Next Update + Sneak Peak of Raid Room!

Happy Early Q2, Defiers!

We know players have been waiting excitedly for news on Sisters of the Deep, and we hope this will answer your key questions for now! Starting with: when is the release?!

Sisters of the Deep is now coming in June! We originally intended to get you guys the update this month, but while working on the new content, we decided we needed to move-up changes we originally scoped for later updates, namely additional open world activities like fishing, plus improvements to the new player experience, such as better tutorialization and the Compendium (both which were discussed in our latest DevTalk). Similarly, we’re addressing some story/narrative changes with SotD to set ourselves up for success in the following updates. We know its disappointing to not get a new update this month, but ultimately, we think this will make SotD much more well-rounded and worth a new playthrough! You now will see this reflected on the roadmap!

To give you a glimpse at the work so far, please check out this video-chat with our art director Dwight and environment artist Josiah. They share the behind-the-scenes process working on the environments for the upcoming raid against the Gorgon Sisters in the Temple of Athena, specifically highlighting the first raid room and its exterior. You will get a look at the concept art for this room and a sneak peak of the implementation in-game! Hopefully this gives you an idea of the scale of the new locations coming your way (without spoiling the best bits)!

[previewyoutube][/previewyoutube]
With the new date, we’ll have more short previews in May that offer info on other features coming with Sisters of the Deep! Consider joining our Discord to chat with other players and get faster responses to your questions (plus, the “high-quality” deleted intro-reprise to the above video with our Community Manager Monday). Warning, it is not good.



Thank you for your continued support. It means a lot to us! We appreciate the patience for this first major update, so we can set the standard of quality for our roadmap and prove the effort and care we want to bring to Dawn of Defiance. Back in May, Defiers!

Developers Talk UI and New Player Experience!

Happy March!

Today we have a new episode of our Developer Talk Series, where we sit down to chat about upcoming features on our roadmap! Monday chats with art director Dwight and designer Micah about what players can expect to be changed or improved between menus, widgets, and tutorialization. Here's a glimpse at the topics discussed:
  • The current state of the game's UI
  • Visions for quality of life changes
  • Needed menu improvements
  • Design decisions and the implementation process
  • Visual alignment and art direction
  • Improving the new player experience
  • and the Compendium, the in-game "wiki" in development!

YouTube video includes chapters for skimming if preferred. Take a listen:
[previewyoutube][/previewyoutube]
This Talk Series is here to provide transparency on our development in-between major updates, so if you're seeking more detailed information as you wait for Sisters of the Deep, check out the ongoing playlist, including our last two episodes covering character creator, biome-survival, and early access:
DoD Developer Talk Series

This will be the last episode before our behind-the-scenes deep dives for the upcoming Sisters of the Deep, our first major update on our roadmap that's still tracking for early Q2! Make sure to keep your notifications enabled and follow us on social to catch all the teasers!

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0.1.7.1 Combat Improvements Patch + Hotfix - 2/7/2025

Hello Defiers!

Our minor patch this month brings you improvements to our current combat experience with new sword animations, better targeting, changes to ranges and timings, and various tweaks to smooth out multiplayer combat. These changes are to better align us with the major update coming in early Q2, so expect more improvements to combat in the future.

Here are the changes you will see today:



Published (2/7/25 @ 11:20am CT)
[h2]0.1.7.0 PATCH[/h2]
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[h3]Improvements[/h3]
  1. Backend adjustments and bugfixes to smooth out player combat in a multiplayer setting, such as addressing client-based desyncs.
  2. Reworked how enemy targeting works for melee combat
  3. Added a chevron above your current target to denote who you are actively targeting
  4. Enemy health bars have also been adjusted to be more responsive and remain visible if you hold that enemy as a target
  5. New sword attack animations
  6. Player combat animations, timings, and ranges for gap closing have been adjusted
  7. Removed the "Gorgon’s Gaze" debuff. Debuff to be revisited when more combat improvements have been made.
  8. Replaced the Soldier’s "Slow" debuff with "Weak."
  9. Camera shake has been adjusted for certain scenarios, including the Skeleton spawn event


[h3]BUG FIXES:[/h3]
  1. Fixed an issue where combo attacks could occasionally fail after a Sprint attack
  2. Fixed an issue where certain attacks were still blocking Block and Dodge actions
  3. Fixed an issue with knockback direction when hit with certain AOE attacks
  4. Fixed an issue with Abandoned firing off multiple attacks at once
  5. Fixed an issue with Gorgons entering a passive state when interrupted during combat
  6. Fixed an issue that could cause the Golem’s boulder to explode prematurely
  7. Fixed an issue where clients would experience screen shake if Skeleton spawns were triggered by other players
  8. Fixed an issue with Stone Roofs displaying flickering textures when constructing

Please continue to report your bugs to our Feature Up-Vote! If you have questions about this patch, please visit our Discord or Steam Discussions. You can email [email protected] at any time.


UPDATE (2/7/25 @ 2:30pm CT)
[h2]0.1.7.1 HOTFIX[/h2]

We have submitted a follow-up hotfix to correct a broken "Harvester" quest that had snuck into the patch. If you created a new world since the patch this morning and discovered the broken Harvester quest, you will need to recreate the world after downloading the hotfix.
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Besides hotfixes, our next update may be our first major content update "Sisters of the Deep!" We'll tease more about this throughout the next couple months. Get excited!

Thank you!

Developers Talk Biome-Survival & Early Access!

Hello, Defiers!

Wouldn't you believe it, we're already nearly a month into the new year! Our team is currently testing a small patch that will hit you within a couple weeks to continue smoothing out the combat experience. Progressing alongside this, we're deep in production of our Sisters of the Deep update coming early Q2. We're excited to start sharing more teasers of that content in coming months.

For now, we return to our audio series to discuss another feature of the roadmap! For your weekday listening, check-out this episode where community manager Monday chats with Game Director Tony and Art Director Dwight about "biome-based survival," as well as some general thoughts surrounding Early Access. The YouTube video is marked with chapters for anyone looking to skim! In this episode, we address:
  • Our thought process around picking features for our roadmap, and how we use player feedback without losing vision for our game.
  • Why select features are or aren't on our roadmap.
  • Why we chose to structure our updates around the biomes.
  • How physical map changes may affect existing players.
  • Our PvE design for biomes and teasing environmental hazards
  • The purpose of the locked portion of the map.

We started this series to help you all have a better understanding of our vision for each planned roadmap feature and to provide transparency on our development in between major content updates. So if you are itching for info, please take a listen:

[previewyoutube][/previewyoutube]
In coming days, I will post a forum on Reddit, a thread in Discord, and a discussion post here on Steam to source questions for our next episode's talking point. If you want to toss our developers a question, please join us in those places so you can be notified.

If you enjoy this episode, check out our last conversation: Devs Talk Character Creator.

Beyond that, we will be back with the next patch in coming weeks. Stay tuned.
Thank you,

-- Traega Monday