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SWORDHAVEN News

Welcome to 2026!

Hello, friends

We sincerely wish you a happy and productive 2026! On our part, we're hard at work on a new patch that will bring not only a host of important fixes to well-known bugs, but also some QoL additions, new art, and, last but certainly not least, new content for Swordhaven proper (including a new artsy merchant, and *someone* who was unfortunately missing but is now finally ready to appear), as well as the wider land beyond.

Expect it next year... well, next week, really! :)

Take care, stay awesome and happy new year, again!
Yours truly,
Atom Team

Patch 1.0.3 is live!

Thank you for all the reports, saves, and detailed feedback you've been sending us since launch. Patch 1.0.3 focuses on stability, quest progression, balance, and overall improvements, addressing many of the most common issues you've encountered during playthroughs.



We're continuing to actively monitor feedback and will keep improving the game with further updates. Your support and patience truly mean a lot to the team.

Patch Notes:
  • Fixed multiple dialogue softlocks and progression blockers across the game;
  • Resolved issues with faction quests that could break if certain encounters were completed too early;
  • Fixed several character dialogues and cutscenes that could freeze the game or loop endlessly;
  • Corrected cases where dialogue choices remained available when they should only appear once;
  • Improved quest flow in mines, caves, docks, and city districts;
  • Fixed companion-related dialogue interruptions during forced cutscenes;
  • Fixed several ability bugs affecting companions and teammates;
  • Added damage bonuses to two-handed weapons;
  • Fixed potion effects, including heavy attack potions and status interactions;
  • Balanced potions, tools, and ingredient prices and durability;
  • Fixed rare cases where weapons could disappear after certain combat interactions;
  • Improved overall combat balance and loot fairness;
  • Fixed companion stat issues and equipment handling;
  • Resolved cases where companions became unavailable or stuck after entering buildings;
  • Improved companion behavior in combat and scripted encounters;
  • Fixed camera collisions and navigation issues in multiple caves, mines, and dungeons;
  • Improved NavMesh and pathing in several problem areas;
  • Fixed doors, interactive points, and misplaced objects on maps and minimaps;
  • Fixed cases where the hero could move or sail where they shouldn't;
  • Fixed loot tables in several locations, including mines, Beggars Corner, and outdoor areas;
  • Added new loot items to specific enemies and encounters;
  • Fixed inventory merge issues and outdated stolen items;
  • Improved loot prices to feel more consistent and fair;
  • Added missing item strings and status descriptions;
  • Fixed notification issues and cursor hints;
  • Updated and corrected portraits;
  • Improved subtitle sync and fixed final voiceover issues;
  • Adjusted ambient sounds and battle music for key moments, including the final battle;
  • Fixed multiple sound effects not triggering correctly;
  • Improved memo readability and UI text clarity;
  • Added new icons for abilities, items, and key cards;
  • Fixed multiple crashes, freezes, and softlocks reported by players;
  • Improved overall game stability during long play sessions;
  • Fixed rare save-related issues that could cause progression problems;
  • Updated credits;
  • Improved Kickstarter rewards handling.


Yours,
AtomTeam

Swordhaven 1.0.2 is live


Thank you for all the reports, saves, and detailed repro steps. This patch is mostly about stability, quest flow, and polish across several locations (plus a bunch of audio and UI fixes).
Also: Steam Trading Cards are now available.



Also added a set of new reaction emojis, so you can better express your emotions:
ːfire_shːːfight_shːːghost_shːːpaw_shːːstars_shːːlove_shːːrooster_shː

Changelog:
- Improved performance in some heavy scenes
- Fixed several issues related to interactions, SFX triggers, and scene objects
- Multiple text and localization fixes across languages, including tag/placeholder cleanup and consistency edits.
- Portraits in the final location and beyond have been updated.
- Updated/adjusted music and sound effects for key moments (including final battle cues and environmental SFX).
- Fixed final voiceover issues and import/settings problems affecting playback.
- Improved subtitle sync (including ending sequences).
- Fixed projectile-related errors that could occur in combat.
- Fixed/adjusted several ability and status-effect behaviors
- Fixed an issue where some enemies would freeze after being stunned.
- Improved camera blockers in several areas to reduce pathing issues and “stuck” situations.
- Fixed multiple quest and dialogue blockers across several questlines
- Fixed a freeze when talking to the postman
- Various minor cosmetic and logic glitches, typos.
- Undid removal of doors in the Patricians guild
- Fixed the “Web Wrapped Fellow” dialogue so item-based options (knife/torch, etc.) correctly appear when available.
- Fixed flying crocodile issue
- Fixed issues with Living Artillery and Dirty Trick techniques
- Nerfed plant boss
- Fixed Captain's and Commander's questline
- Fixed Balta Ore veins issue
- Fixed shovel breaking on first attempt bug, made it luck based
- Static enemy behavior in the final and pre-final locations fixed
- Fixed numerous final location issues: boss behavior, enemy placement, added portraits to interactions of the final location, fixed final cinematics
- Final area sounds fixed
- Fixed a bug where reading a note on the island did not grant skill points
- Fixed a dialogue softlock when speaking with the Warlock
- Fixed an issue with mousetraps
- Fixed Kerewyd fleeing in a way that could break main quest progression
- Fixed an unintended auto-dialogue trigger after defeating the Kraken
- Fixed character spawns in the Drunken Snapper Inn
- Fixed a bug where you could receive two quests from different branches involving the postman and the tobacconist
- Fixed an issue where the world map fog-of-war would not open properly around Swordhaven
- Fixed an issue with the pirate leader encounter
- Fixed an issue with the Captain in the port
- Fixed issues with Jemmahor's and Nicodemus’ abilities


Please keep the reports coming
If something still looks off, send us a short description plus your save and logs to [email protected]

Saves and logs location (Windows):
%AppData%..\LocalLow\AtomTeam\Swordhaven

Thanks for supporting Swordhaven. We read everything and we are continuing to polish the game post release.

Yours,
AtomTeam

Swordhaven: Iron Conspiracy 1.0 Release

Greetings, friends!

The day is finally here, and Swordhaven v1.0 is finally out of Early Access!

We are supremely excited about this milestone, and we can't wait to hear your opinions on the game.


This is the first time we are releasing a game without a save wipe. Indeed, your saves from Early Access are NOT gone; you can always switch to your Early Access saves using the General settings. However, keep in mind that this may cause certain scripts to not work entirely correctly.



Swordhaven does not come out alone, but is instead followed by two DLCs: The Magus Tower Pack and The King's Hand Pack. As is our studio's tradition, these don't contribute anything especially valuable, but are intended for those of you who wish to support us further, even after purchasing the base game. It's only natural to give you a little something in return for your kindness: unique skins and items, and, in the case of The King's Hand Pack, a small extra location featuring a buried treasure guarded by blood-crazed monsters.

https://store.steampowered.com/app/4205670/Swordhaven_Magus_Tower_Pack
https://store.steampowered.com/app/4205680/Swordhaven_The_Kings_Hand_Pack/



Although this thread carries a tinge of finality, this could not be further from the truth, as there is still much left for us to do.

The Kickstarter stretch goal, the Cursed City, will be added with Swordhaven 1.1 as a large new location that will tie up loose ends in some of the more esoteric subplots, while presenting you with new items, skills, and abilities.

The console ports are also still to come, and their release will likely coincide with the Cursed City update.

Finally, as we continue work on all of the above, we expect a number of bug fixes and balancing tweaks to be necessary.



We anticipate your feedback and further suggestions!

Thank you so much for this spectacular journey.

Yours forever,
Atom Team