Hi folks,
The Doven update is now live for everyone and includes many exciting additions and changes across the board.
Feature-wise, the highlights are the first iteration of sandbox mode along with full modding support. In addition, significant balance changes will impact both story mode and sandbox mode. And of course, the region of Doven is now open, bringing higher-level enemies, new gear, and more places to explore.
Last but not least, I had my freelance writers revisit some of their contributions. Either those that didn’t feel quite right or the ones
you pointed out needed more attention.
Thank you all for your continued feedback, no matter the platform. No one can improve the game for you better than
you. You can always reach me here, on Discord, or via email.
Ok, let's go into some more details!
[h4] Existing Saves still work, but...[/h4]
If you have an existing save, you can continue playing with it, but there are two big caveats.1. The equipment you have equipped may now provide different bonuses. Unequipping it will remove the new bonuses it grants, not the ones you originally received. This means you might permanently retain some of its old benefits while also losing the difference in the new implementation.
2. The world will no longer scale down for you. For example, if you reach Denham as a level 7 character, you’re in for a nasty surprise—the enemies there will now be much higher level than you.
[h4]Sandbox[/h4]

The simplest way to put it is that Sandbox mode
is Story mode without the story.
Sandbox mode offers a faster start, free from the constraints of the main quest. Aside from a brief introduction showing your arrival in Llanford, you choose your weapon and are left to explore the world with minimal guidance.
For example, you’ll quickly learn that having a party is essential for survival. Your first task is to gather one. You can recruit anyone in town to be your traveling companion—after a little convincing. Once you’ve assembled your party, you’re ready to set out and explore.


Of course, for Sandbox mode to make sense, there need to be more things to do now that the story and its companions are absent. As I’ve mentioned, the bulk of future updates will focus on expanding it.
We are about seven months into Early Access, which, as I’ve mentioned before, will be a long journey of at least two to three years—possibly longer. However, I want to clarify that this doesn’t mean Story mode will remain unchanged.
The main story will continue to receive exclusive additions, but most "endings"—or beginnings, as they truly are—won’t change much until v1.0. New content will expand on existing threads or tie into the main narrative. It will still connect to what’s already there, but these additions will mostly be side stories, character moments, and extra layers rather than major changes.
As for whether there will be more books that expand the plot, that’s something I’d certainly like. However, the goal was never to write an epic but to provide a foundation for you to create your own emergent adventure.
Naturally, most of the development focus is now on Sandbox mode, but that doesn’t mean Story mode is being left behind. The two are closely linked—after all, Story mode is just the sandbox with a structured narrative. Improving Sandbox mode naturally adds more depth to the game as a whole. The goal is to make both modes feel rewarding, whether you’re following the main story or exploring on your own.
[h4]Full Modding Support[/h4]
Modding support was already significant, but the biggest missing piece was the ability to add your own stories. This feature serves as the glue that ties everything together, from giving NPCs dialogue to creating your own adventures with combat, rewards, and more.
With this update, the full modding suite has been expanded. You can now export everything directly to local mod folders, which can be uploaded as Workshop mods without ever leaving the game.
You can write your stories in Ink, a scripting language developed by Inkle Studios. It is open-source under the MIT License, meaning you can use it freely, even for commercial projects. Ink is already widely adopted, easy to use, and well-suited for interactive fiction and branching narratives.
To make things even easier, I also built a simple built-in Ink editor. While it still has a few glitches, it allows you to start creating and testing stories right away. It includes syntax highlighting, line numbers, and basic syntax checking. Stories written in this editor are automatically saved as part of your mod.

Of course, you can still use any editor you like. Inky, Ink’s official editor, is highly recommended, as it is faster and more reliable. Once your story is ready, simply copy your Ink files into the inklets folder of your mod. Whichever method you choose, you can then use your Ink scripts for conversations, interactions, and more.
Being able to write your own stories was just the first step; they also needed an intuitive way to interact with other game systems. One of the main goals of this integration was to make that process as seamless as possible while staying close to Ink Script syntax.
Your variables now sync instantly with game stats, and there are many built-in methods that can be triggered using Ink tags, making implementation smoother and more user-friendly.
If you created mods for Erannorth Chronicles, this integration is light-years ahead in comparison.
--
Up next is the Oxgate update, which will complete the kingdom of Doven.
Without further ado, I’ll let you read the patch notes in peace!
Patch Notes - 03/03/25 # 0.6.65
Bug fixes
- Fixed some issues in Valetport & Denham.
- Fixed an issue with the algorithm that generates arena enemies, which could eventually lead to an empty arena.
- Fixed an issue in the last update where tooltips in conversations were appearing below their text.
- Fixed the Wailing Widow summon not having any actions.
New Content
- Added Doven & opened up routes to and from Doven.
- Added Barracks & King's Justice office in Doven.
- Added the Couriers outpost in Doven.
- Added a new arena in Doven.
- Added various Merchants in Doven's Market.
- Added a Magical Weapons and Trinkets merchant at Doven's Magic Academy.
- Enabled sandbox mode. You can now experience the world beyond the confines of the main story.
- Added a quick sandbox intro. You'll get to pick your starting weapon and receive +4 SP points to match the story start.
- Updated Llanford's Notice board with some of the local opportunities.
- Added a defeat scenario to Krevok's fight. Failing it will no longer result in a game over screen (Story mode).
- Added new actions for Blunt and Polearm weapons.
- Introduced new proficiency perks for all weapon types, allowing up to a +9 bonus.
- Added the option to rent rooms and rest in all major locations.
- New Town action: Shortcut – Allows fast travel between points of interest within a town that you've previously visited.
- If you fail to open a certain strongbox, you can now take it with you. Someone in Llanford can unlock it—for a price (Story mode).
- Added new combat maps.
- Added a few more Marsh Events.
- Added new scenes in the Camp (Story mode).
Balance Changes
- Tweaked the level distribution and handling of the randomly generated NPCs.
- Made it easier to recruit your initial party in Sandbox mode.
- Random encounters will now grant experience in addition to their random rewards.
- Zone-Based Leveling – Different regions now have distinct difficulty levels.
- Each region now has a predefined level range. Enemies cannot drop below the minimum or exceed the maximum level of the region, ensuring that certain areas remain appropriately challenging or easier based on your progress. Within these limits, enemy levels adjust to match yours, preventing encounters from becoming too easy or too overwhelming. This range can also be influenced by difficulty settings.
- This will also affect the arenas, offering different level ranges of enemies to fight.
- Net worth of enemies is now affected by both the difficulty and the region that spawned them.
- Enemies will now try to fill as many equipment slots as possible while avoiding overspending on a single item.
- Enemies will no longer neglect their weapon proficiency.
- Enemies will now attempt to upgrade their weapon if possible.
- Enemies in a band are now always at the same level or lower than their leader.
- Major tweaks in the balance of weapons, chest armors, attires, belts, boots and shields.
- Your worn gear may have changed radically. Starting a new game is highly recommended!
- Arena requirements have been adjusted to Gladiator Rank:
- Llanford: 0–7
- Valetport: 8–15
- Denham: 16–24
- Doven: 24+
- Tweaked merchant inventories to create more variety across all towns.
- Merchant wealth now gradually replenishes over time.
- Merchants will now get rid off any items that don't match their usual merchandise during their next inventory refresh.
- Adjusted the Skirmish mechanic for better balance:
- Against lower-level enemies than you, Skirmish works as before: a successful moderate check defeats them, and you get the loot.
- Against higher-level enemies than you, a successful hard check only wounds them instead of eliminating them. Neutral bands will turn hostile immediately and attempt to attack you on their turn if possible.
QoL and Misc Additions
- Updated the NPC knowledge when asking for directions.
- Adjusted some conversations to improve flow and immersion.
- Improved the behavior of the tile info tooltips.
- Disabled trading with Ennathil. Selling her back her own stuff was too tempting.
- Added a threat assessment widget over hostile and neutral actors, based on their level and remaining health. No skulls indicate minimal threat, while four skulls signal near-certain death.
- You can now view your rankings at the arena.
- The actor's region is now displayed in their information within the Relationships UI.
- Overworld Neutral and Hostile bands can now be set to 0, preventing new bands from spawning entirely.
Modding Additions