Development Journal - Full Modding Support and Details on the Doven Update
Hi folks!
The next major content update, the Doven update, is coming along well and should arrive around mid-March or early April. This update brings two big additions: the introduction of Sandbox mode and full modding support. And, of course, there’s Doven itself, which will let you get your hands on some high-tier equipment and take on tougher, higher-level enemies.


If you're curious and want an early look, you can hop onto the beta branch, which currently has build 0.6.53. This includes the full modding suite and an experimental version of Sandbox mode. In Sandbox, you start fresh in Llanford without being tied to the main story. Since you’ll be on your own and wandering into the wilds would likely get you killed, I’ve made it easier to recruit a few NPCs around town to join your party.
There’s still a lot of work to be done on Sandbox, and even if it’s not your thing, plenty of improvements from this update will carry over into the story mode as well. I’ll share more details on Sandbox as things progress, but for now, let’s talk about modding.
In the live build (the version most of you have), you can already tweak and add artworks, as well as create and override combat actions, perks, and actors. I’ve mentioned this before, and if you’ve spent some time with the modding tools, you might have noticed that some items in the tools menu were color-coded green or red. That was to show what could be modded and what couldn’t.
With the new build, though, everything is now up for grabs. You can create your own bands, add new places in towns, customize placeables, set up unique quest states, and even create custom codex entries for species or whatever else you need.

On top of that, Ink script is now fully integrated. This lets you build your own interactive stories, with Lua extensions and autosyncing variables that let your narrative interact with the game world. How does it work? Just drop your Ink files into the Inklets folder of your mod, and call them from wherever they need to be triggered. Is it part of a conversation with an actor? Maybe it’s a standalone story? Or something tied to a place or a book? It’s up to you.

In short, if you can imagine it, you can probably mod it—all using the provided tools, and without needing to write any code. You can enjoy your creations locally or share them on the Steam Workshop for everyone to check out.
That’s all for now! We’ll be talking more about the Doven update in a future development journal. If you’ve got any questions or suggestions, I’m all ears.
Have fun, and thanks so much for your support and for reaching out with bug reports, ideas, and feedback—whether it’s by mail, Steam, or Discord. It’s always appreciated!
The next major content update, the Doven update, is coming along well and should arrive around mid-March or early April. This update brings two big additions: the introduction of Sandbox mode and full modding support. And, of course, there’s Doven itself, which will let you get your hands on some high-tier equipment and take on tougher, higher-level enemies.


If you're curious and want an early look, you can hop onto the beta branch, which currently has build 0.6.53. This includes the full modding suite and an experimental version of Sandbox mode. In Sandbox, you start fresh in Llanford without being tied to the main story. Since you’ll be on your own and wandering into the wilds would likely get you killed, I’ve made it easier to recruit a few NPCs around town to join your party.
There’s still a lot of work to be done on Sandbox, and even if it’s not your thing, plenty of improvements from this update will carry over into the story mode as well. I’ll share more details on Sandbox as things progress, but for now, let’s talk about modding.
In the live build (the version most of you have), you can already tweak and add artworks, as well as create and override combat actions, perks, and actors. I’ve mentioned this before, and if you’ve spent some time with the modding tools, you might have noticed that some items in the tools menu were color-coded green or red. That was to show what could be modded and what couldn’t.
With the new build, though, everything is now up for grabs. You can create your own bands, add new places in towns, customize placeables, set up unique quest states, and even create custom codex entries for species or whatever else you need.

On top of that, Ink script is now fully integrated. This lets you build your own interactive stories, with Lua extensions and autosyncing variables that let your narrative interact with the game world. How does it work? Just drop your Ink files into the Inklets folder of your mod, and call them from wherever they need to be triggered. Is it part of a conversation with an actor? Maybe it’s a standalone story? Or something tied to a place or a book? It’s up to you.

In short, if you can imagine it, you can probably mod it—all using the provided tools, and without needing to write any code. You can enjoy your creations locally or share them on the Steam Workshop for everyone to check out.
That’s all for now! We’ll be talking more about the Doven update in a future development journal. If you’ve got any questions or suggestions, I’m all ears.
Have fun, and thanks so much for your support and for reaching out with bug reports, ideas, and feedback—whether it’s by mail, Steam, or Discord. It’s always appreciated!