Baldur's Gate 3 cover
Baldur's Gate 3 screenshot
PC Mac Stadia Steam Gog
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical, Adventure

Baldur's Gate 3

Patch #3: Mac Support, Magic Mirror & More!

Hello everyone,

Patch 3 is now live for Baldur’s Gate 3. Mac users and chronic character re-creators rejoice! Friday’s update will bring the full release of Baldur’s Gate 3 to Mac, and allow you to change your character’s appearance in-game via the Magic Mirror.

These patch notes are hefty, and once again exceed Steam’s character limit for patch notes! If you want to skip the highlights and check out the full notes, head to this link.

Mac Support

With Patch 3, Baldur’s Gate 3 is now fully supported on Mac!

As with the PC release in August, saves made in previous versions of BG3 on Mac will not be compatible with the full release. To prepare your Mac for the full version of Baldur’s Gate 3 and minimise potential compatibility issues, we recommend you fully uninstall the game and remove any mods before installing the latest version.

The minimum and recommended specs for Mac users have also been updated: we recommend an M1 Pro processor and FSR enabled to run the game at high or ultra settings on a Retina display. Check the Steam store page for more details.

Mac players, thank you for your patience – now, gather your party and venture forth.

Magic Mirror

Tucked away in your camp, exuding a certain ‘we found this at a vintage fair and it’s too fancy for our current home’ energy, is an item called the Magic Mirror. Tales have been told of its legendary ability to permanently alter the appearance of one who gazes into it.

The Magic Mirror allows you to change up your appearance whenever you’d like, however many times you’d like. There are some restrictions: your appearance, voice, pronouns and nether regions can be changed, but your race/subrace and body type cannot. Origin characters, hirelings and full illithids cannot use the Magic Mirror. Cosmetic modifications that are a consequence of your gameplay choices will persist – hag got your eye? Swallow any interesting tadpoles lately? There’s no Magic Mirroring those big life decisions away.

Personally, we’ll be applying incrementally heavier eyeliner whenever we have a Dark Urge moment in our playthrough to really emphasise our descent.

Ooh, the mysteries of the void – time to change that ill-advised hair colour.

Once again, our patch notes have been defeated by the Steam character limit. Read the full notes here, but beware of spoilers! Check out some of the notes for Patch 3 below. We’re still working on further updates with additional features and epilogue scenes, and your continued feedback is helping to shape and impact the future of Baldur’s Gate 3.

Until next time, thank you for playing!


  • Baldur’s Gate 3 is now fully supported on Mac!
  • A Magic Mirror that lets you change your appearance is now available at camp!


  • Cazador now cannot turn into or remain in his Mist Form if in magical sunlight, such as that created by the Daylight spell.
  • Fixed Ansur's Stormheart Nova blasting right through the ice shields you can hide behind.
  • Grym suddenly got eerily smart and was avoiding the Crucible in the Adamantine Forge. With a nervous laugh, we dumbed him back down a little.
  • Fixed Level 4 or higher Divine Smite allowing you to add Divine Smite as a reaction, allowing for two Divine Smites in 1 attack.
  • Fixed the Divine Smite damage increasing over the cap of 5d8.
  • Made several improvements to the Poltergeist enemy: they are now revealed on being attacked or hit with Radiant Spirit Guardians; they will not turn Invisible again if they are still in a character's See Invisibility aura; in Balanced and Explorer Mode, they have disadvantage on Dexterity Saving Throws when Invisible; the range of their attacks has been reduced; and they won't try to keep distance from the player in combat so that they are easier to find.
  • Fixed the Sneak Attack damage bonus not increasing to 6d6 at Level 11.
  • Fixed a case where multiple Smokepowder Arrows could be used for free while the Extra Attack feature was active.


  • The colours on the PS5 controller will now match elemental damage types more closely.


  • Improved performance in the Lower City. More to come!


  • Made dye colours more intense and more visible on some armours. This will only affect newly dyed items.
  • Dragonborn characters can now select any of the barbarian piercings.
  • Fixed Shadowheart going blonde when equipping a hat.
  • Improved the reflection in the Spectator's eye in the Underdark.
  • Fixed face tattoos disappearing when zooming out.

Flow and Scripting

  • Fixed a bug where companions temporarily leaving the party (e.g. being sent to prison) would forget their partnership history and act unusually cold towards you.
  • Fixed a bug letting you trade with Cazador while he begs for mercy.
  • Improved the Astarion romance flow if you agreed to spend a night with him before going to camp by disabling some less important camp moments.
  • Fixed some dialogue options only showing up once when talking to Withers.
  • Fixed a blocker where if you knock Orin's Slayer form into the chasm, you can't get her Netherstone.
  • Fixed an issue causing Dammon to enter combat and die at Last Light, preventing Karlach's story from progressing.
  • Added a journal step for when the tieflings leave the Emerald Grove. The Forging of the Heart quest will also close if Dammon is no longer available in the region.
  • Fixed the game thinking you're dating Gale instead of Karlach in one of the dialogues with Karlach.
  • You now need higher approval for Shadowheart to confess her Shar worship to you.
  • Myshka the cat will now follow you around if told to, even if you don't have Speak with Animals.
  • Halsin, Jaheira, and Minthara will no longer be able to undergo Volo's icepick lobotomy. It's just not their kind of pastime.
  • Fixed not being able to cut Vanra out of the hag by interacting with her Knocked Out body if all of her mushrooms are destroyed.
  • Lae'zel will no longer tag along (whether dead or alive) after you slit her throat when she ambushes you at night.
  • Fixed a bug allowing you to yoink the Orphic Hammer right out of the so-called Impervious Sphere in the House of Hope if someone else in your party is in an interactive dialogue with the sphere.
  • Fixed a flow issue in Shadowheart's endgame romance dialogue to make sure Karlach appears alone in Avernus if Shadowheart says she'll meet her there at a later point in time.
  • Fixed Karlach's journal mistakenly saying you arrived in the Shadow-Cursed Lands when you arrive at the Rosymorn Monastery Trail.
  • Wyll should now acknowledge Karlach approaching him for the first time more consistently.
  • Fixed an issue that caused the Shadowheart swimming scene to not play for some players.
  • The Narrator no longer thinks you're a mind flayer when you're not.
  • Fixed companions talking about killing Gortash after meeting Orin even if the former is already dead.
  • Fixed issues with Astarion discussing topics that are no longer relevant.
  • Reworked the interaction between Nere and Minthara:

    • The 'Travel to Moonrise Towers' quest no longer sends you to Minthara after saving Nere - he has a lyre of his own now. He gifts it to you if you saved him from the cave-in. This lyre can now be used to call for the drider through the Shadow-Cursed Lands, like Minthara's lyre does. Both lyres have new descriptions.
    • Nere no longer mentions Minthara in his Speak with Dead.
    • You can ask Minthara for a safe passage to Moonrise if you'd heard about it. She will ask to raid the Emerald Grove first. If this happens, Nere can be asked about Minthara and then Minthara can be asked about Nere.
    • The journals for 'Travel to Moonrise Towers' and 'Follow the Convoy' were updated accordingly.
    • Saving Nere no longer creates a danger zone if the duergar was killed before clearing the cave-in.

  • During your date with Karlach, Tender Henk will no longer walk away to reveal another Tender Henk standing behind him. Staring.


  • The following spells will now correctly break the Sanctuary condition: Call Lightning, Evard's Black Tentacles, Polymorph, Hunger of Hadar, Fear, Ice Storm, Flesh to Stone, Divine Intervention, Hypnotic Pattern, Slow, Stinking Cloud, Banishment, Glyph of Warding.
  • Level Up will now queue all characters who can be levelled up so you don't have to click on them individually.
  • Fixed some corpses never showing the '(empty)' tag after you loot them.
  • Fixed not being able to use some reactions while in disguise.
  • Cazador's staff, Woe, now correctly unlocks the Blight spell when equipped.
  • Fixed several magic items and Volo's Ersatz Eye losing their power after you are killed and revived.
  • Fixed the Spell Sniper feat not working on attack spells.
  • The Spell Sniper feat will now correctly reduce the Critical Hit threshold by 1.
  • Fixed the Idol of Silvanus buff disappearing after Long Rest.
  • NPCs will no longer run away from anything but the Dark Urge Slayer form to improve interactivity and flow.
  • Mummies raised through Create Undead can now Jump to follow you around better.
  • The Everburn Blade now correctly sets explosive surfaces and explosive objects alight when hit.
  • The Misty Escape feat will no longer break concentration.
  • Reading shop signs will no longer be considered a crime.
  • The Cutting Words reaction is now set to Ask by default.
  • Summoned zombies and skeletons will no longer be able to pick up loot and disappear with it when dismissed.
  • The Azer summon's Overheat ability is now available on its hotbar when summoned.
  • The Nimblefinger Gloves now correctly apply their Dexterity bonus to gnomes, halflings, and dwarves.
  • Fixed an Animate Dead exploit allowing you to summon 2 skeletons from the same corpse.
  • Optimised how the game handles object selection on controller.
  • Fixed Sovereign Spaw being able to resurrect hirelings with Animating Spores. We taught him to not use this on player characters anymore.


  • Your selected trade mode (trade or barter) is now saved to your player profile.
  • Added an option to the Default Online Settings to let you automatically listen in when another party member enters a dialogue in multiplayer.
  • Clarified whether something is a Resistance, a Vulnerability, or an Immunity in the Examine window.
  • Added a notification for when another player in your party is trading.
  • Fixed spells being interrupted by climbing, allowing you to attack twice after climbing down from a crate.
  • Updated the Character Sheet on controller to place active Conditions above the list of Notable Features.

Level Design

  • Fixed some small holes in Act I that weren't letting tiny characters through them.


  • Added a dialogue option to the first in-person dialogue with the Dream Visitor to avoid only having two antagonistic choices.
  • Rewrote some spell and action descriptions that were too vague.


  • Fixed Raphael's boss fight music sometimes being incomplete or missing.
  • Fixed some VO not playing in dialogues on PS5 split-screen.
  • Fixed audio cutting out with 3D Audio enabled on PS5.
  • Optimised audio in merged split-screen cinematics.


  • Improved contact when petting Ketheric's good girl, Squire.
  • Added some lovely blood spurts when Volo carries out his expert operation.
  • Fixed Wyll's horns clipping into Karlach's face during an Act II romance scene.
  • Fixed missing music on the Wyll path of Karlach's endgame scene in Avernus.
  • Placed a nice purple picnic blanket in a romantic scene with Gale and fixed a camera spin if you choose to prefer to spend your time with him on a bed.
  • Fixed Shadowheart looking like she's either in pain or about to sneeze in the background of a dialogue with Thulla.
  • Added some missing Boo squeaks.
  • Reworked the intro of the scene when you approach the altar at the Temple of Bhaal and fixed some bugs.
  • Updated cameras, facial expressions and head directions to better suit the tone in dialogue with Shadowheart.
  • Fixed some pops and camera issues when you start dating Lae'zel, including Lae'zel's body flying elsewhere and then back again mid-dialogue.
  • Boo will now be framed in the shot as intended when you talk to Jaheira after recruiting Minsc.
  • Fixed Scratch floating in the air while you pet him by the posthouse in Rivington.

Read the full Patch 3 patch notes (Note: Some of the entries might have spoilers!)

Hotfix #6 Now Live!

Hello everyone,

We’ve got a small hotfix for you today, taking care of a few issues affecting dialogues and the controller interface.

As ever, thank you for taking the time to report these issues to us, and thank you for playing Baldur’s Gate 3.


  • Fixed an issue preventing you from starting a new dialogue.
  • Fixed in-game tutorials not popping up at the correct time on the controller interface.
  • Fixed visual artefacts in an Underdark dialogue.

Hotfix #5 Now Live!

Hello everyone,

We’ve got a new hotfix for you today, fixing several bugs, glitches, and multiplayer issues.

Minthara lovers, your ship has come in. This hotfix takes care of a bug that blocked access to some of Minthara’s lines of dialogue, including some hot takes from your companions about your decision to date the ruthless Oath of Vengeance Paladin.

If approval is high enough, your romance with Minthara will progress in Act 3. This unlocks several new dialogues allowing you to explore and deepen the relationship, and discover more details of Minthara's backstory. Alongside many lines of interactive dialogue, many more non-interactive voiced lines are available with Minthara as a romantic partner.

Minthara isn't the only one who has new things to say though. Other companions in the party will comment on the relationship and may even find themselves on Minthara's bad side (there is no good side; we've looked really hard for it) should they have their own romantic entanglements with you. And Minthara won't watch silently if you stray from her side, whether your dalliance is with another member of the party, or [redacted].

We also have a number of fixes for just PS5 players. We’ve fixed graphical issues on HDR TVs, an issue in which game audio on PS5 stopped working, and a crash that would occur when opening the onscreen keyboard.

Thank you for taking the time to send your reports to our support team, and for all the messages you’ve been sending us. Thank you for playing Baldur’s Gate 3!


  • Fixed a bug that locked players out of many of Minthara’s lines of dialogue.


  • Fixed sometimes not being able to talk to NPCs or party members because the game thought you were still in a dialogue.
  • Fixed a rare crash that would occur when faraway characters got close to the party.
  • Fixed a crash that would occur if a guard responding to a crime created a summon (e.g. an elemental), and you fled the combat or were incapacitated without killing the summon.


  • Fixed an issue causing the game's audio to stop working on PS5.
  • Fixed graphical issues on HDR TVs when the HDR black level calibration was set to 0.
  • Fixed a crash that would occur when opening the onscreen keyboard.


  • Fixed a memory leak when creating and destroying many objects.


  • Improved performance when cycling through Character Sheet tabs in splitscreen.
  • Fixed splitscreen not working correctly when a client with splitscreen already enabled joins a multiplayer game.
  • Fixed dismissed avatars not showing up properly in Withers' Wardrobe if the host is at camp and is already looking inside the wardrobe.
  • Fixed characters sometimes disappearing on splitscreen when the client reconnects after disconnecting while listening in on a dialogue.
  • Clients rejoining a multiplayer game where there's a dismissed avatar in Withers' Wardrobe will now be able to pick that avatar up again rather than have to create a new avatar. (This bug would happen when the client left the session and another player selected that client's avatar in the middle of the dismiss-to-camp dialogue.)


  • Trader NPCs will now retain their Approval Rating of avatars and companions even after they're dismissed to Withers' Wardrobe.
  • Fixed the Emperor not dying and therefore not triggering the Game Over flow if you bring him to 0 HP outside of combat in the Astral Plane.
  • Fixed not being able to talk to Minthara at camp if you dismissed her outside of camp.
  • Fixed Level Up not working as expected if you level up while the game is saving.
  • Fixed Hag's Bane not having an effect on Auntie Ethel.


  • Fixed text being cut off in the title of tutorial pop-ups.
  • Fixed button prompts getting cut off on the Multiplayer Settings screen on splitscreen.
  • Fixed some UIs not updating when saving, causing, for example, Shadowheart's inventory to appear empty when you recruit her on the beach.
  • Fixed the tadpole count in the Radial Menu on controller.


  • Fixed characters getting stuck when the Analog Stick Selection setting is set to Left Stick and you rotate the stick in circles as far as it can go.


  • Added nipple covers to Cazador's spawn for when the nudity filter is enabled.


  • Moved Withers' Wardrobe in the crèche camp to avoid clipping with Shadowheart's tent.

Patch #2 Now Live!

Hello everyone,

Patch #2 for Baldur’s Gate 3 is now live, bringing bug fixes, substantial performance improvements and much more! If you missed our latest Community Update, we highly recommend you give it a read here for a glimpse at the future of Baldur’s Gate 3, and the role your feedback is playing in that.

Still here? Great! Withers has heard tales of Tavs, having requested the presence of their friends for an afternoon of adventuring, wanting to return to the lifestyle of a solo adventurer without their friends in tow. Therefore, he has come up with a solution. Introducing Withers’ Wardrobe of Wayward Friends! With this woodworked wonder, you can now dismiss co-op party members and bring your companions back into the fold. Withers’ solution only extends to custom Tavs, however - so no throwing Gale into a cupboard (although we’re sure it’s comfy in there).

As well as plenty of performance improvements and UI tweaks, we've added a new epilogue scene for Karlach, and are working on additional endgame scenes featuring other characters. Additional Karlach moments have also been added in Acts 1 and 2, allowing her to better reflect on her infernal engine and the options available to her.

We’ve prepared the highlights of Patch 2 below, followed by the main meat of the update. Thank you for sharing your feedback with us, and for your continued support If you have any issues with Baldur’s Gate 3, don’t hesitate to reach out to our support team.


  • Features

    • Introducing Withers' Wardrobe of Wayward Friends! You can now dismiss co-op party members from your campaign.
    • Performance optimisations across the board.
    • Reduced the size of savegames.

  • Karlach

    • This patch brings an additional scene to conclude the ending in which Karlach decides to travel to Avernus.
    • If Karlach is in your party at the end of the game and the Blade of Avernus offers to go to the Hells with her, you can now decide whether to go with them, go alone with Karlach, or let them go by themselves.
    • Added new moments for companion and avatar Karlach to reflect on the state of her engine between acts.
    • Added a new moment for avatar Karlach to reflect on the possibility of her engine burning out after getting her second upgrade.

  • Blockers

    • Fixed potentially getting stuck in combat because a player character cannot be selected to end their turn.
    • Fixed an issue causing you to get stuck in dialogue with Angry Mar'hyah and Oyster Boy Dringo by the Sword Coast Couriers.

  • UI Improvements

    • Added a 'Delete all but latest' option for each campaign, so you can regain a little storage space wiggle room.
    • Added new icons for equipped items! It's easier to tell if they're equipped by the selected character, one of your characters, or another player's character. (Who's hoarding all the
    • interesting equipment?)
    • Added item rarity filters to the inventory.
    • Your Turn notification now lists which character’s turn it is.
    • The character summary on Level Up will now update to reflect changes in ability scores.
    • The Active Search list now persists after being opened and is more informative.
    • Action Radial now creates containers for spells created by other spells, making them easier to manage.


  • Fixed an issue blocking saving.
  • Fixed a crash when finishing Character Creation.
  • Fixed a crash when generating loot that can't be picked up.
  • Fixed a crash when switching between controller and keyboard while scrolling up and down the credits.
  • Fixed a crash when assigning an action to a slot in the radial menu.
  • Fixed a crash when loading a savegame.
  • Fixed a crash when selecting 'Pick Up and Add to Wares' on a multiselection that included a corpse.
  • Fixed potentially getting stuck in combat because a player character cannot be selected to end their turn.
  • Fixed an issue with picking up corpses within containers.
  • Putting a dead character in a container and then yeeting that container into a chasm will no longer permanently destroy the character - they will now float around as a resurrectable Soul Echo as expected.
  • You will no longer get stuck in dialogue if you disconnect during an active roll and then reconnect.
  • You'll no longer get stuck or die beneath the platform at the Adamantine Forge if you go to camp, use the platform, and then return from camp.
  • Fixed an issue causing you to get stuck in dialogue with Angry Mar'hyah and Oyster Boy Dringo by the Sword Coast Couriers.
  • Fixed a crash on venturing forth while the passives tab is selected.


  • Improved performance and made optimisations across the game.
  • Improved CPU load.
  • Made performance improvements related to controller movement.
  • Made optimisations for when moving around the world on controller.
  • Moved surface texture and decal creation to worker threads.
  • Moved loading shroud textures to worker threads.
  • When AI can use a nearby AI hint, limit AI flooding.
  • Improved minimap performance.
  • Optimised the controller map by removing some duplicate items.
  • Reduced the size of savegames.
  • Made changes to make loading savegames made in older patch versions significantly faster. These changes will continue to make loading old savegames speedier in any patches and hotfixes to come.
  • Removed some unnecessary calls for the hotbar to update to improve on stuttering.
  • Slightly delayed when tooltips pop up when hovering over things like actions, items, and spells. This prevents the game from unnecessarily loading and unloading tooltips. The delay is now set to 200 milliseconds. Still reactive, more performant.
  • Made optimisations for selectable elements on controller.
  • Removed an irrelevant sound analytics event for optimisation.
  • Fixed a memory leak when opening the inventory with a controller connected.
  • Fixed a memory leak when streaming textures.
  • Wrote velocity vectors to help with overall visual quality (e.g. when using TAA, to reducing visual aliasing).


  • Hotbar and HUD

    • Made the hotbar icons for the number of unlocked and available Spell Slots you have more intuitive.
    • Fixed hotbar sliders disappearing when changing the selected character while sliding them.
    • Fixed the portraits of summons not fitting in their frames in the Party Line.

  • Inventory

    • Improved the Light Source tooltip to clarify the purpose of the slot.
    • Removed duplicate 'close' prompts when the equipment slot pop-up is open. We got it the first time, thanks.
    • Tweaked the layout for equipment slots in the Character Sheet on splitscreen.
    • If you're carrying a character in your inventory and the weight of that character's inventory changes, that character's weight will now update too.

  • Combat

    • Fixed portraits in the Turn Order UI sometimes disappearing under certain conditions.
    • Fixed the Combat Log not always showing attack damage rolls after loading a savegame.
    • Fixed advantage and disadvantage indicators sometimes showing up in the Active Roll UI in dialogue even if you didn't have any available.
    • The Combat Log will now have entries for all items looted from corpses.
    • Fixed the health bar animation.
    • Fixed the Unbreakable Will of the Netherbrain missing its portrait and character model in its Examine panel.
    • Fixed the Saving Throw overhead icon appearing over very-much-dead characters.
    • Fixed Attack Roll bonuses sometimes being duplicated as penalties beneath the Turn Order UI in combat.
    • Added information to reaction tooltips about whether the reaction is enabled and whether it's set to ask you before triggering or not. Also made sure the resource type ('Reaction') appears at
    • the bottom of the tooltips.
    • The 'Ask' icon for reactions will now only be editable when a reaction is enabled.

  • Spells

    • Fixed the Learn More Spells button opening the window for the currently selected character instead of the character whose Character Sheet you clicked it on.
    • Fixed hardcoded text saying 'Manage powers' so that it can be translated.

  • Journal

    • If there were lots of speakers in a dialogue, the list of their names will no longer be cut off in the Dialogue History UI.
    • Quest categories and entries in the Journal will now remember whether you've expanded or collapsed them.

  • Trading

    • Added a mouse-over label to the Balance Offer button in the Barter UI for clarity.

  • Tooltips

    • Fixed conditions on nested tooltips not showing on pinned tooltips.
    • Added Agonising Blast's Charisma modifier bonus to the damage on the Eldritch Blast tooltip.

  • Saves

    • Added the difficulty setting to the savegame information.
    • Savegames will now save under your character's name even if you're polymorphed. No more savegames called 'Sheep'... unless, of course, that's your character's name.
    • Updated text to fit a button in the Load/Save window.

  • Options

    • Organised the Keybinds menu into categories to make it more user-friendly.
    • Reordered and reworked the Options menus to make them more intuitive.
    • The Options menu now closes when you enter a dialogue while it's open.
    • Fixed the Reset Tutorials button in the Options menu not working as expected.

  • Character Creation, Level Up

    • You can skip the Level Up animation.
    • Fixed the class icon overlapping the Level Up banner.
    • Fixed the Level Up UI sometimes disappearing when levelling up.

  • Miscellaneous

    • Fixed an issue causing the UI to disappear after speaking to Blurg.
    • Made sure some non-player-facing conditions and passives don't rear their heads.
    • Made the context menu animation snappier and tweaked the background for a brighter, neater appearance.
    • Brightened up the tutorial pop-ups and improved the alignment.
    • Fixed the Change Difficulty screen fading a little too late and appearing briefly on the Main Menu.
    • Fixed overlapping text for bonus names in the Active Roll UI.
    • Fixed some text being cut off in the Alchemy UI for translated languages.
    • Fixed the ping action prompt saying 'empty' when targeting containers.


  • Radials

    • The shortcut menu and character selection are now accessible from the Action Radial menu.
    • Added Fast Travel to the character radial menu.
    • Added shortcut prompts to the Jump and Hide actions on the Action Radial menu.
    • Added a short delay to stick input after selecting an Action in the radial menus to avoid accidentally selecting something immediately after that or moving the camera.
    • Limited the maximum number of radial menus.
    • Fixed ritual spells not being marked as such on the Action Radial menu. We promise, they don't cost a spell slot!
    • Fixed tooltips showing up in the Action Radial menu even if you have nothing selected.
    • Added additional error messages for the radial menus.
    • Added more detailed warning messages on controller to indicate why you can't perform a certain spell or action.
    • Spell variants will now be placed at the top of the Action Radial menu instead of in the next available free slot, making it more consistent and user-friendly.
    • Added a missing icon for Heal in the radial menu.

  • Character Sheet

    • Made several improvements to the Character Sheet, for example by adding zoom capability; updating the style of lists, the XP bar, and equipment slots; and adding an indicator for the
    • character's main Ability.
    • Fixed the Light Source menu not filtering light sources properly.
    • Added a brief description of what reactions are.
    • Fixed the abbreviations for Abilities not fitting properly in Russian.
    • Fixed some clipping and overlapping in the Character Sheet.
    • Moved the Consume action to the context menu and restored the Equip action as the default in the inventory panel.
    • Fixed the prompt to toggle tooltips showing in the Character Sheet filters, and fixed the background of the slots increasing if the text on them is long.
    • Fixed Character Sheet navigation issues when using filters.
    • Equipping an item via the equipment slot pop-up in the Character Sheet will no longer close the pop-up immediately.
    • Repositioned tooltips slightly when checking equipment slots.
    • Fixed some missing tooltips in the Character Sheet.

  • World Interaction

    • Added information about the state of containers (e.g. if they're empty) to the Active Search menu.
    • Fixed a small issue in cursor error messages.
    • Fixed the ping action not exiting the ping state on Left Stick Press.
    • Fixed the Examine panel on objects or characters with multiple resistances not scrolling properly.
    • Made it possible to select and inspect more items in the Examine panel, like item descriptions and conditions.
    • Fixed some portraits missing in the Examine panel and polished the selector.
    • Fixed the context menu not being navigable using the D-pad.

  • HUD

    • Fixed issues with overlapping text and UI fading in the Party Line and the Resource Bar.
    • Fixed an issue preventing you from grouping or splitting summons when you only have one party member available.
    • Removed arrow icons from D-pad button prompts.
    • Updated button prompts and made them look consistent.
    • Added a background image for Luck Points to match the other resources.
    • Fixed the Long Rest button prompts falling off the edge of the screen or overlapping other button prompts, particularly in translated languages.
    • Fixed the button prompts overlapping the Resource Bar in Turn-Based Mode.
    • Cleaned up button prompts at the bottom of the screen to make them more consistent.
    • Made improvements to the action resource bar, such as position and colour changes. Also reworked the movement indicator to account for larger numbers, and increased icon width to avoid stretching.

  • Spells

    • Fixed not being able to cast a spell with variants from a spell scroll.
    • Fixed some overflowing text in the Spellbook for translated languages.
    • Tweaked the appearance of default spells in the Prepared Spells section of the Spellbook so they don't look inaccessible.
    • Added more information to the Spellbook about when you can and cannot change your spells, even if you're not a spellcasting class.

  • Combat

    • Made it more obvious if you're low on health at the start of your turn in combat.
    • Fixed not being able to attack stalactites with ranged spells.
    • Tweaked the Reactions UI.
    • Added surface information to the cursor on controller, rearranged some of the cursor target details, added a new overlay for surfaces when D-pad is pressed down, and added the Actions prompt
    • in combat.
    • Improved readability in the Combat Log by reducing empty space and tightening up the list.
    • Made reactions that are turned off still readable and gave them a greyed out icon.

  • Tooltips

    • Adjusted some margins and sizes in tooltips to avoid issues like damage text getting cut off.
    • Improved the tooltips: added new icons; tidied them up with new font sizes and placement; fixed the Inspect prompt; added the right colour and icon for the Equipped line; and added a new
    • frame, footer, and header style.
    • Tooltip prompts now show if they're enabled or not.
    • Tweaked the placement of tooltips for open containers.
    • Fixed tooltips showing up in dialogue while the dialogue options are still hidden.
    • Fixed the width of pinned tooltips changing when selected.

  • Trading

    • Pressing your cancel button will now close the filter pop-up in the Trade UI.
    • Fixed the trade button prompts overlapping the split item button prompts.
    • Fixed the trader attitude not showing up in the Trade window.

  • Character Creation, Level Up

    • You can now rotate and zoom in and out on your character in Character Creation when you're choosing a name.
    • You can now access multiplayer settings during Character Creation as well.
    • Fixed scrolling with controller in the Prepare Spells section of Level Up.
    • Fixed characters in Character Creation sometimes getting obscured by tooltips on controller.
    • Added a grid icon and button prompt on Character Creation options that open up a grid for selection (like when choosing colours) on controller.
    • On splitscreen, if one player is watching an Origin character's introduction and another is zooming in and out and spinning their character around in Character Creation, that second person's
    • button prompts will no longer affect the Origin character's introduction.
    • Spell tooltips in Character Creation will now always show up in the same horizontal alignment.
    • Fixed the alignment of chevrons in the Character Creator.

  • Miscellaneous

    • Fixed the Enter Invite Code textbox for Direct Connect getting cleared when you deselect it.
    • Made general visual improvements to the controller UI.
    • Fixed scrolling and cropped text in the Journal.
    • Added information about how long you need to press-and-hold.
    • Fixed some issues with navigating the Dialogue History UI.
    • Updated the layout of the Save/Load window, added in-game locations for quicksaves and autosaves, and made it possible to see longer savegame names.
    • Adjusted line heights in the multiplayer lobby and Options menus to save space and reduce the need to scroll.


  • Fixed secondary local players not having quest, location, and secret map markers unlocked until saving or loading.
  • Fixed some host error messages appearing on client screens.
  • Dialogue interface settings (such as font size) will now be applied to both players in splitscreen.
  • Enabled the Combat Feed on splitscreen.
  • Fixed some of the UI getting cut off on splitscreen when a player is in the multiplayer settings.
  • Fixed tooltips overlapping the party line on splitscreen.
  • Fixed button prompts being mirrored when connecting a secondary local player.
  • Fixed an empty notification when another player starts their turn in splitscreen.
  • Fixed multiselection for containers in splitscreen.
  • Fixed splitscreen not hiding when a fullscreen UI (like the Save window) is opened, causing you to see things like tooltips in the fullscreen UI.
  • Fixed the alignment of the Turn Order UI in split screen, when two players are in different combats at the same time.


  • If you dismiss your companion to camp and shove them into a chasm, Withers will now be able to resurrect them... so you can shove them into a chasm again, probably.
  • Clicking a party member's portrait on the map or minimap will now select that character and focus on them.
  • Fixed client–server inconsistencies for Attack of Opportunity, causing the client to incorrectly indicate that an entity will react to you even if it can't (e.g. if it's Prone or Unconscious).
  • Fixed characters' Soul Echoes sometimes teleporting away from where the character died.
  • Fixed projectiles not waiting for items to leave inventories.
  • Fixed the 'Hide during dialogues' option for helmets sometimes causing your character to lose their hair after a dialogue.
  • The portal to the House of Hope will no longer decide to become invisible.
  • Fixed complex idle animations sometimes not starting.
  • Falling items will now leave Turn-Based Mode and then re-enter after falling to fix them remaining suspended in the air.
  • Removed the examine option from some objects that shouldn't be examinable.
  • Fixed knocked-down entities always playing their knocked-down animation when loaded into frame.
  • Fixed the Falling damage number preview when preparing to Jump not always matching how much damage will actually be dealt.
  • Fixed edge panning not working correctly when the camera is locked on a party member.
  • Fixed reactions not always triggering if you Sneak and then cast Silence, or when using Astarion's Vampire Bite action.
  • Active Search: the starting search radius is increased, the camera moves to the selected item, and you now get a button hint for Active Search after every combat until Level 3.
  • The tutorial pop-up for trapped items won't trigger anymore when coming near certain destroyed traps.
  • Fixed the option to pickpocket your companions sometimes disappearing in single player.
  • Prevented you from being able to multiselect and then drop other players' items.
  • Fixed not being able to split item stacks outside of your turn.
  • Fixed not being able to enter Turn-Based Mode with a Downed character.
  • Fixed items briefly appearing beneath your feet when you pick them up.
  • Fixed being able to see characters turn towards you briefly before a dialogue starts.
  • Fixed the lava VFX disappearing if you load a game that was saved during the combat with Grym.


  • Fixed an issue with auras causing NPCs to make inefficient choices like running towards you to Shove you, then running away again to make a ranged attack.
  • Fixed Ansur's Stormheart Nova blasting right through the ice shields you can hide behind.
  • Aggressive beasts now enter combat instead of fleeing when attacked from afar. Additionally, when you attack an NPC from afar out of combat, they're now more likely to sprint up to you (instead of getting stuck).
  • Fixed your resources not getting restored on your next turn if you join a combat late.
  • Viconia is no longer too stubborn to die. She will now go down at 0 HP or when knocked out.
  • The timer in the Chamber of Courage will now reflect the correct number of turns remaining.
  • Fixed certain spells not taking into account inherited conditions.
  • Updated the grace period for joining a combat late to be at the end of world items' turn in the 1st round.


  • Fixed Silenced characters sometimes not being able to start story-critical dialogues, like with other party members or bosses at the end of a combat.
  • Fixed an issue causing party members to be Silenced after every dialogue.
  • If you break your oath as a paladin, the Oathbreaker Knight will now come back to your camp in later acts, despite how much you may have scandalised him.
  • Fixed companions sometimes not saying anything during dialogues where they are supposed to make comments.
  • Fixed an issue where only the character who accepted the quest from Lucretious to find Dribbles could talk to her after doing so.
  • Fixed Gale not reacting to you having The Annals of Karsus.
  • Fixed Gale's dialogue force-closing when offering him The Annals of Karsus.
  • Fixed Gale's romance scene not triggering in Act I.
  • Fixed Gale commenting on a deal with Raphael before it's made.
  • If Orin's abductee gets killed on the altar before they're rescued in gameplay, they will now remain dead.
  • Kerri will no longer get stuck in the Atelier if the dialogue didn't trigger after the portrait was destroyed.
  • Fixed enemies sometimes spawning outside of the Atelier at the Jannath Estate when hitting the portrait.
  • Prisoners rescued from Moonrise Towers that take the boat with you will no longer attempt to arrest you for trespassing upon arriving at Last Light.
  • Fixed a bug causing Astarion to be permanently knocked out by the vampire spawn during a camp night and disappearing after a Long Rest.
  • Fixed a bug where Gortash had a dialogue bubble over him after being knocked out, but clicking on him wouldn't result in a dialogue - the bubble is no longer present and you can now loot him after knocking him out.
  • Fixed a bug where Ravengard would disappear from the camp after Mizora resurrected him.
  • Dark Urge players turning into the Slayer during dialogue will now have the appropriate level of the Slayer form during the duel with Orin.


  • You can skip the Level Up animation.
  • Fixed characters in Character Creation sometimes getting obscured by tooltips on controller.
  • Spell tooltips in Character Creation will now always show up in the same horizontal alignment.
  • Fixed the class icon overlapping the Level Up banner.
  • Added a grid icon and button prompt on Character Creation options that open up a grid for selection (like when choosing colours) on controller.
  • On splitscreen, if one player is watching an Origin character's introduction and another is zooming in and out and spinning their character around in Character Creation, that second person's button prompts will no longer affect the Origin character's introduction.
  • The character summary on Level Up will now update to reflect changes in ability scores.
  • Fixed the alignment of chevrons in the Character Creator.


  • Fixed some artefacts appearing at the bottom right of the screen due to fog of war.
  • Fixed the map shroud not working correctly in one area of the Goblin Camp.
  • Fixed a bug preventing you from walking on certain items, like the fireplace in the Teahouse.


  • Reworked our system for default video options so that values are defined per platform. For example, the Steam Deck will now default to 16:9.
  • Settings now default to auto-rotate camera with speed set to max. This works better for a snappy handheld experience.


  • Cleaned up some mocap in dialogues across the game.
  • Fixed healing numbers appearing in the cinematic dialogue when you press the button in the Dank Crypt.
  • When taking the final Netherstone from Orin, dead Gortash is no longer floating in the air.
  • Fixed your head clipping into Wyll's as you kiss on the ground.


  • Fixed several text issues, like typos.

Community Update #24: Looking To The Future

Hello all,

Since launching last month, a lot of tweaks and updates can already be seen in Baldur's Gate 3. Over the past few weeks we've chased down bugs, polished up some cinematics, and used your feedback to help organize our thoughts and inform our plans going forward. The first major patch just launched, solving over 1000 bugs to hopefully make Baldur’s Gate 3 an even better experience. But it was still a patch designed primarily to squash bugs.

We want to go further than that. We now find ourselves at a time where we’re able to properly sit down and consider how to parse feedback beyond bug fixing and UX tweaks. Patch 2 is just around the corner, and while it does include bug fixes, it also includes substantial performance improvements for the first time since launch. Perhaps more notably, we’re adding better closure to the story’s final act in the form of a more fleshed-out ending for Karlach - something many of you have been asking for.

Before we get ahead of ourselves, let’s take a moment to focus on a conversation some of you have been having in the background. Many of the points that come out of this conversation are being funneled into the umbrella term of ‘cut content’, so we thought it would be helpful to give you some clarity about that as we think about the future of Baldur’s Gate 3.

We went through many different threads and reviews with our community teams, and we think we’ve managed to truncate the discussion about cut content and Act 3 into three topics: Performance, Bugs, and User Experience.

Performance. The city of Baldur’s Gate itself is ambitious. Technically, narratively, and in scope. One of the biggest issues with creating games is that technology is always trying to keep up with your ambition, and here we’ve been hit pretty hard by some setbacks. We know that Act 3’s performance isn’t as good as the first two acts, but the good news is that Patch 2 is bringing major performance improvements to the entire game, but more specifically to Act 3 where you’ll feel it the most. We’ll also be working throughout September to improve performance in Act 3 further with new technology that’s been taking a bit longer to release than we expected.

Bugs. We’ve seen your reports about Act 3, and we are as frustrated as you are by bugs spoiling the experience. So we’re dedicated to solving these quickly. And as you’ve noticed by our Hotfix and Patch rollout, we’re getting pretty fast.

Our approach is that whenever blockers pop up, we either release a hotfix if a patch is not imminent or include the fix as part of a patch if the patch is imminent. With Patch 1, your experience should already be a lot better, with most big issues solved by at least a workaround.

Patch 2 looks to further eliminate some of the more major issues, including those found in Act 3. Some things that are currently being associated with ‘cut content’ are actually things like companion reactions to events in the world that didn’t trigger. These are being solved. Where there seem to be loose ends, we’re tying them up.

User Experience. UX covers a lot of things: from how it feels to play the game, to how you feel when you’re playing it. Baldur’s Gate 3 is a game 3 years in Early Access and 6 years in the making. Many of the ‘building blocks’ or ideas, tests, or however you want to refer to the junk data that falls outside of what we shipped with, can and is being datamined.That’s okay, but it’s important to understand that not every building block in the giant box of Lego is needed to create the experience we ultimately envisioned and intended over years of iteration.

We’ve seen three types of complaints that are being referred to as cut content:

The first references content that actually doesn’t properly trigger because of a bug, for instance some of Minthara’s reactivity. We’ve located what’s causing that and are working on it - expect a fix for this soon.

The second is about the epilogue. What’s been datamined is not really cut content but content that we didn’t want to release because we didn’t think it worked. We’re pretty strict with ourselves and our ideas. If it isn’t good - if it isn’t fun to play - it doesn’t make it into the game. One of the reasons why we trimmed the epilogue is because we were afraid the ending cinematics were becoming too long and would detract from the epicness of the experience. But clearly, not everyone agrees with us! So we’re going to do something about it.

We’ve started expanding the epilogues and you’ll see the first results of that in Patch 2 with the addition of a new optional ending with Karlach. It’s fiery, poignant, and gives her the ending she deserves.

The third is about the things we actually didn’t plan for, and those we once considered but ultimately didn’t do.

It was always our intention for the Upper City to be an epic, cinematic epilogue bringing the story of Baldur’s Gate 3 to a close. But we didn’t talk about that in advance because it would have been a major spoiler.

We feel confident that there’s enough content in Baldur’s Gate 3, and the city itself, clocking in weeks-long playthroughs at a time. But that’s not to say Baldur’s Gate 3 didn’t see cuts just as every game. It’s just important to know that what ultimately shipped was planned long ago, in function primarily of making Baldur’s Gate 3 fun to play, not for us to close development quickly.

Baldur’s Gate 3 is a game with many release dates, and despite us moving its launch up by around a month, it’s still a couple years late. It was late because we grew teams, ambition, and ideas in function of it being the best game it could possibly be. Thankfully, not every idea makes it into the final launch. It wouldn’t be the game you enjoy if they did.

We’re happy that Baldur’s Gate 3 has resonated with a great many of you, but we’ll never take that for granted. We’re committed to tying up loose ends, fixing the remaining bugs, and improving things where we see they could - and should - be improved.

So, what can you expect from us in the future?

First: we’ll keep on monitoring what bugs you encounter and we’ll make sure to patch them as fast as we can.

Second: We’ll start making improvements based on the feedback you’re giving us. Baldur’s Gate 3 means so much to a great deal of you, and in turn that means the world to us. We love this game and we’re not done with it yet. We welcome your feedback, your threads, and also your words of encouragement.

Withers’ Wardrobe of Wayward Friends - which we hope to launch very soon - is an example of us integrating your feedback. This feature allows you to get rid of co-op party members who join your campaign, so you can continue on without them. We’re also working on the ability to change your characters’ look once you’ve started a campaign, though we don’t have a release date for that yet. There will be more and you can expect us to come with modding support at some point too.

Once again, thank you for giving us so much feedback. It’s incredibly motivating for us and drives us to do better and better.

Patch #1 Now Live!

Hello everyone,

Today we’re releasing our first major patch for Baldur’s Gate 3, addressing over 1000 bugs, balancing, flow issues and much, much more. Patch 1 is too big for our usual patch notes due to Steam’s character limit, so for the full notes head to this link:

Read the full Patch 1 patch notes (Note: Some of the entries might have spoilers!)

So what can you expect from this update? Well, we’ve eliminated issues like NPCs who sometimes spot you when they really shouldn’t be able to, floating items like mugs and newspapers that should abide the laws of gravity, and the conclusion to Shadowheart’s romance scene not triggering for some players, among others. With expansive systems come many unknowns, so our support team continues to work with you to relay any issues to us. Please don’t hesitate to reach out with further reports.

Patch 1 also tackles a few visual bugs, and sprinkles on more post-launch polish. We’re bringing back Short King Summer with better kissing contact for short races!

You won’t be waiting long for Patch 2, which is right around the corner. This update will feature significant performance improvements - but we’ll go into more detail about that closer to its release.

In the meantime, did you know that collectively you’ve played over 200,000,000 hours of Baldur's Gate 3 since launch? That’s over 22,000 years!

The most popular class choice is currently Paladin, followed by Sorcerer, while the award for least popular class goes to Cleric.

Human and Elf characters reign supreme in Faerûn, followed swiftly and unsurprisingly by Half-Elf. On the opposite end of the spectrum we find Dwarf, Gnome, Githyanki, and Halfling. We get it, they’re not exactly the most ethereal beauties of the Realms but they’d still form a rad metal band.

For now, as we focus on fixes, thank you for playing Baldur’s Gate 3 and continuing to share this adventure with us.



  • The Emperor will no longer leave you stranded in the Morphic Pool.
  • Starting to use the boat to go to the Morphic Pool, sending that character to camp, and then using another character to make the journey will no longer block you from progressing.
  • Fixed a bug where listening in on a conversation as Player 1 and then exiting the dialogue prematurely could result in not being able to interact with anything anymore.
  • Fixed an issue causing the Reaction UI to not work correctly and potentially block progress in combat if you save the game in the middle of a reaction.
  • Fixed loot in corpses sometimes not appearing in multiplayer until an item is dragged onto the corpse.
  • Fixed a bug causing you to get a Game Over screen after helping Downed party members.
  • Fixed the Helm of Arcane Acuity crashing the game. The condition is now capped to 7 stacks.
  • Attacking an NPC during a dialogue after being Downed will now get you arrested rather than giving you a Game Over screen.
  • Fixed an issue where characters could get stuck in an infinite falling loop.
  • Fixed an issue with Marcus being resurrected by players hitting him with a dual-wield attack - the second hit will no longer revive him.

Story Flow and Logic

  • Wyll should be able to talk about Ravengard being at Moonrise Towers, and will no longer have an exclamation point above his head without having anything new to say.
  • Wyll should now be able to tell you what to do next if Ansur is killed and he has an exclamation mark above his head.
  • Ravengard no longer addresses non-tadpoled characters as True Souls in Wyrm's Rock.
  • Shadowheart should more easily follow up on her proposed romance moments in Act III.
  • Fixed conditions being updated before a savegame finished loading. This, for instance, caused the hag to have 0 HP if loading an autosave created when entering the Lower City, preventing you from progressing through related quests.
  • Fixed Karlach not going to camp after being freed from the Wyrm's Rock prison if your party was full.
  • Jaheira and Minsc's paths are tied after you save Minsc, so if you've forsaken him, Jaheira should now follow after him.
  • Fixed bug that made it possible to break up with Astarion without meaning to.
  • The drider will now recognise that you're with him when reaching Moonrise Towers if you start following him in the middle of his route.
  • Art Cullagh and Fist J'ehlar no longer get so scared of bears and spiders that their quest breaks.
  • The Zhentarim will more consistently use the mines after their allies have fallen back to safety, and will no longer actively try to blow themselves up by checking active mines.
  • Minthara no longer references irrelevant topics or passes judgement on companions more than once.
  • Fixed the dialogue flow when dating Minthara.
  • Fixed Minthara's body disappearing at camp after you decide to bring a sweet moment to a terrible end.
  • You can no longer recruit both Halsin and Minthara to camp in the same playthrough.
  • Changed several precise map markers into more appropriate general area markers, such as for investigating Kagha, investigating the cellar in the Blighted Village, and finding Halsin at the Goblin Camp.
  • Made it less ambiguous that you're starting a romance with Gale when choosing certain dialogue options.
  • During Gale's spell-teaching scene, you now have the option to picture a future with Gale that falls somewhere in between kissing him and kicking him in the head.
  • When confronting Raphael in the House of Hope, Raphael will no longer target his own pillars or allies with Flames of Avernus.
  • The Rescue the Grand Duke quest should now receive a proper update about the duke's whereabouts, regardless of the way the quest started.
  • Fixed an issue where using non-lethal attacks on Auntie Ethel would still kill her.
  • You can now opt to respect the privacy of the bugbear and the ogre outside the Blighted Village again. Don't get in the way of real love.
  • Fixed a level design quirk that would allow you to use a spell like Misty Step or Dimension Door to skip part of the main quest sequence in Act II.
  • Fixed an issue where the Baldur's Mouth headline about a cute cat could get accidentally overwritten.
  • If Wyll isn't recruited, he will now recognise Avatar Karlach and initiate dialogue.
  • Made sure Mizora can always interrupt Wyll, no matter where he runs off to.
  • Throwing a single coin at the beggars will no longer damage them.
  • If Dolly Dolly Dolly curses you with the A Clown in Town condition for making her angry while inside the Moonlantern, she will now paint your face. That'll teach you.
  • The Zhentarim at the Goblin Camp should now be more tolerant if you approach them.


  • Made gold bounties more generous in several containers across the game.
  • Increased players' HP bonus in Explorer Mode from +50% to +100%.
  • Fixed the Freecast tadpole power to properly reset on Long Rest. It was creating infinite spell slots and Sorcery Points for sorcerers.
  • Arcane Tricksters' Mage Hand Legerdemain now does not expire until destroyed, and does not lose Invisibility on Long Rest.
  • You can no longer have multiple Mage Hands active at the same time.
  • The Shield reaction can no longer be used while Silenced.
  • Fixed not being able to create 5th Level spell slots from Sorcery Points.
  • College of Lore bards can now pick which additional skill proficiency they receive. Bards that are already of the College of Lore need to respec to get this choice.
  • Made sure proper spell DC is applied during multiclassing.
  • Added spells to bards' Magical Secrets feature: Banishing Smite, Animate Dead, Crusader's Mantle, Hunger of Hadar, Revivify, Sleet Storm, Rage of Enfeeblement, Web, Entangle, Hunter's Mark, Sanctuary, Thunderous Smite, Bone Chill, Eldritch Morphic Blast, Fire Bolt, Ray of Frost, Sacred Flame.
  • The Club of Hill Giant Strength now increases Strength to 19 and not some puny 15.
  • Fixed a bug with ranged enemies reapplying Hunter's Mark constantly, even when not needed.
  • Warlocks' Pact of the Chain summons now get to use their Extra Attack more than once.
  • Fixed NPCs sometimes spotting you even if they're not supposed to be able to.
  • Fixed an issue where multiple rolls trigger if you walk along the edge of a cone of vision.
  • Danse Macabre ghouls will no longer kill you when you Long Rest.
  • If you make a successful Saving Throw against a poison, you will now gain immunity to that specific poison for 2 turns.
  • Grym, the Protector of the Forge, now deals more damage in Tactician Mode.
  • Meenlocks are now immune to the shadow curse.
  • Increased the HP and AC of Orin.
  • Lorroakan can no longer cast his signature reaction spell, Elemental Retort, when silenced.
  • Helped Minthara remember how to use her weapons.
  • Fixed enemies targeting you from above through the ceiling in the Gauntlet of Shar.
  • Enabled trespass warnings for any additional characters that trespass after the first instead of immediately triggering combat.
  • Fixed NPCs attacking outside of their turn when combat starts during forced Turn-Based Mode.


  • Fixed dialogue notifications, like approval ratings and roll results, disappearing too early.
  • The Launcher will now remember whether you chose DX11 or Vulkan.
  • Fixed the incorrect amount of gold being displayed in all UI menus if the amount is too large.
  • Fixed spells like Hex randomly shifting in order, causing you to misclick if you're moving and clicking around intuitively.
  • Fixed players who are merely listening in on a dialogue being able to skip lines - only the speaker can now do this.
  • Fixed an issue with Camp Supply values for the second local player in multiplayer if they joined during a game. Long Rests will, alas, no longer cost nothing.
  • You can no longer interact with another player's inventory (e.g. send multiselected items or use their items) if their inventory is locked.
  • Fixed the critical hit text sometimes not appearing.
  • Improved the performance of the minimap when new map markers appear or old ones disappear.
  • Dyed armour will now appear in the right colour in the Level Up screen.
  • Halsin's Wild Shape tooltip will now correctly call him a cave bear.


  • Fixed the modesty filter not working on dragonborns.
  • Fixed earrings on tiefling female strong character models.
  • Added a Controller Style option, which allows you to override which controller's icons are displayed.
  • Fixed an issue causing the clown makeup to not only not appear on Lae'zel's face when applied, but also remove her characteristic tattoos and makeup.
  • Invoke Duplicity now works as an identical copy of your character. And they're not naked.
  • Fixed a leather helmet, a metal helmet, and the Helmet of Smiting floating on some character models.
  • Undergoing partial ceremorphosis will now rot your teeth!
  • Lae'zel's underwear will now more accurately reflect the colour of dyes used on it.

Cinematic Scenes

  • Made fixes to kissing scenes with the Origin characters across the game, for example to make sure physical contact is made properly, to account for shorter races, and to account for uneven ground.
  • Made sure Dame Aylin's armour and wings are correct in the scene where she kicks Lorroakan's butt.
  • Fixed items like mugs and newspapers floating in the air during dialogues - the characters holding them were correctly hidden but the items themselves weren't. Ghosties begone!
  • Fixed Scratch's position so you can try to get that ball out of his mouth. Whether he'll let you have it is another matter.
  • Improved Volo's aim during your ice pick lobotomy.
  • Lae'zel no longer floats up and down during your dialogue where you discuss dating.
  • Made sure Wyll has room to dance no matter where you're camping.
  • Fixed some cameras that couldn't contain the force that is Astarion in a dialogue with him at night at camp. Also tweaked and added facial expressions where needed.
  • The red dragon you see through the telescope in the Emerald Grove will no longer remain blurry after you pass the Perception check.
  • Fixed a camera position when Karlach hugs you for the first time after getting her upgrade.
  • Fixed the mind flayer not appearing in the cinematic dialogue with Dror Ragzlin if you manually trigger the dialogue.

Loot and Trade

  • Traders who stock dyes now also stock dye remover.
  • Made Lady Esther available to trade with after you've completed her quests.
  • Fish vendors now have more fish to sell. That new bait must be doing the trick!
  • Popper the kobold at the circus now sells more oddities.
  • Lady Jannath will now have artsy items to trade.
  • Skeletons around the Selûnite Outpost no longer have fresh food in their inventory.
  • Lohse's portrait is now reachable, chief.


  • Updated the credits and reformatted them into two neater columns.
  • The Digital Deluxe DLC's D:OS2 bard songs are now also granted to companions as well, instead of just player avatars.
  • All the extra bard songs from the Deluxe Edition will now be available even if you use Lohse's Lute of the Merryweather Bard from the Deluxe Edition.
  • DLC rewards will no longer get removed if you load a save with that DLC not installed. Any rewards that were removed due to this will be restored.
  • Steel Watcher idle sounds no longer take up streaming bandwidth.
  • You can no longer climb the Shambling Mound.
  • Optimised the walking bounds of Glut so that it navigates the world and the battlefield better.

Read the full Patch 1 patch notes (Note: Some of the entries might have spoilers!)

Hotfix #4: Redeployed

Hello everyone,

Yesterday we had to rollback hotfix 4 because of a rare compiler issue. To avoid this from happening again we’re changing the way we deploy patches.

Players who had downloaded hotfix 4 were unable to continue from their hotfix 4 saves once we had rolled back the patch. While this is not ok, rolling back the patch in order to diagnose the problem and limit those exposed to it was the lesser of two evils. We truly appreciate your patience & understanding while we worked to understand the problem.

This situation is remedied now with the re-release of hotfix 4 but we recognize the frustration caused by this and want to apologize. That’s why we’re changing things up.

All of you should now be able to continue your adventures, but essentially, here’s what happened:

Hotfix 4 went through a rigorous QA pipeline and was confirmed as a candidate for release yesterday. However, we triggered a rebuild of the version relatively last minute to change the version number. The version that was cooked was unfortunately plagued by compiler corruption, which was causing certain exceptions that normally wouldn’t cause crashes to - you guessed it - cause crashes.

Since compiler issues like that are extremely rare, we weren’t prepared for it. We should’ve been. We messed up.

It didn’t help that it happened at the worst possible time of day but luckily we have studios in multiple countries. Overnight (for Europe), our teams in Canada and then Malaysia worked to diagnose what went wrong, so that work could begin on redeploying a fixed version of the hotfix

To avoid this from happening in the future, we’ll make sure that any change made to future version candidates - no matter how small, or innocuous - will always go through our full & comprehensive QA pipeline, which include a global in-house QA team, automated testing, unit tests, and save-game compatibility testing.

Hotfix #4 Now Live!

NOTICE: Due to a build error causing new crashes, we’ve rolled back Hotfix 4 for the time being. We'll re-release it as soon as we’ve fixed the cause.

If you’ve saved since updating, you won’t be able to load those saves until we’ve re-published Hotfix 4. You can keep playing on your Hotfix 3 saves, you just won't be able to load saves from today’s Hotfix 4 until it’s pushed live again. Sorry about the inconvenience. 🙏

(8/16/23 @ 3:40pm PDT)

Hello everyone,

Thanks to all of you, we had an even better second weekend on Steam than our first, taking us to over 850,000 concurrent players on Sunday. We can’t quite believe it, but we’re firmly in the top 10 most played games of all time on Steam now, and we’re immensely grateful.

All that said, Hotfix #4 is here and it’s taking aim at several crashes, bugs, flow issues, and companions who keep trying to sleep in, all detailed below. Beware of spoilers!

As Swen mentioned on Twitter, up next on our roadmap is Patch 1 – a larger update of over 1000 fixes and tweaks, followed by Patch 2, which will incorporate some of the biggest requests we’ve received from the community since launch.

Please reach out to our support team with further issues. We’re busy working away on further patches and hotfixes, and your reports make the world of difference. Thank you for playing Baldur’s Gate 3.


  • Fixed players getting stuck mid-Long-Rest due to companions not waking up.
  • Fixed being able to Long Rest in the Astral Prism, potentially causing the portal to disappear.
  • Fixed Orin getting pulled from her location in the Temple of Bhaal if the door was opened before killing Gortash in Wyrm's Crossing.
  • Fixed a script issue preventing some players from loading savegames.


  • Fixed characters disappearing when disconnecting and reconnecting in split-screen.
  • Added a warning for hosts in multiplayer when clients join through drop-in during Character Creation. Hosts must now grant approval before new players join.
  • Fixed the visibility of multiplayer servers on GOG.


  • Slightly increased Isobel's HP so she doesn't die as easily.
  • Fixed a bug that would make Gortash join the combat taking place in Wyrm's Rock's Audience Hall while he was in his office upstairs.
  • Fixed Cruel Sting adding infinite additional Psychic damage to attacks.


  • Fixed the 'Enemy of the Absolute' crime not clearing from player characters, resulting in a soft block when speaking to the Steel Watch.
  • Fixed the game thinking the Emperor had died in the Astral Prism when you healed a downed ally.
  • Player resources are now correctly restored at the end of Act II.
  • Having dead party members no longer prevents you from entering the Astral Prism.
  • Fixed a bug preventing you from talking to Ravengard if he gets moved to the camp in a certain case.
  • Hostages in the Iron Throne will no longer be stuck if you turn back and return again.
  • Players with modded or cheated savegames with characters at Level 13 or above can now travel to the House of Hope.
  • Killing Anders will no longer make the other paladins leave the Tollhouse.

Hotfix #3 Now Live!

Hello everyone,

We’ve got another hotfix for you today, fixing over 200 bugs, issues and more. Dogs: man’s best friend, but remarkably high maintenance. In this update, we’ve let Scratch off the leash a little bit, and he’ll sniff out digging spots by himself! Make sure you give him a pet for every bit of treasure he uncovers, you heartless monsters.

Also, we’ve decided to make the Blue Behir Dice permanently available to all players. Some lucky players may have gotten hold of it early, but we’ll just… roll with it.

As ever, thank you for playing Baldur’s Gate 3 and reporting these issues! Behind the frontlines, our team would like to thank you for how much information you’re providing in your bug reports, it’s enabling us to get these hotfixes ready very quickly. Continue to be thorough, we appreciate it. Please reach out to our support team if you run into trouble.


  • Fixed an issue with spell slots that would prevent you from levelling up while multiclassing.
  • Fixed an edge case issue preventing you from initiating a Long Rest.
  • Fixed a cross-save issue causing you to get stuck syncing indefinitely, which prevented saving and loading.
  • Fixed a crash that would occur when selecting a summon without a hotbar while a deck in the hotbar was maximised.


  • Fixed the Hireling UI from being split in half on each monitor in splitscreen.
  • Fixed some visual artefacts appearing on split-screen when using Vulkan.
  • Wyll now correctly recognises and confronts Karlach when you speak to him with a Karlach avatar after another avatar has already spoken to him.


  • Fixed the cultists in the Temple of Bhaal reacting strangely to Wild Shaped characters in combat.
  • The guards in the Counting House will now continue pursuing you through the vault room.
  • Fixed the camera not working correctly in combat with Ansur.
  • Fixed a bug that would let you use the Hide action outside of your turn in combat.
  • Increased Isobel's AC to restore the intended balance.
  • Increased Glitterbeard's HP and Dexterity and gave him the Shield spell.
  • If you deal damage to certain Bhaalist lackeys in the Sewers, they will now lose their Unstoppable condition.
  • Fixed Haarlep going to the Ethereal Plane on the killing blow and then coming back again.
  • Added the NPCs in the drider's convoy to the same combat group.
  • Fixed the hag having her illusions occasionally spawn on top of an explosive mine.
  • Fixed an issue where gnolls took too much time to react during the start of their turn after their pack leader attacked them.


  • Fixed mismatches between colours in Character Creation and in game, mainly affecting horns.


  • When things go south in Crèche Y'llek, the music now goes from mellow to metal.


  • Fixed an issue preventing you from talking to Withers in Act 3.
  • Companions can now also trigger various tutorial pop-ups.
  • Scratch can now find digging spots by himself.
  • Fixed a hatch in the Emerald Grove not unlocking after a successful check.
  • The Devil's in the Details achievement can now be achieved by all party members, including followers.
  • Fixed an issue with crimes that meant you wouldn't get caught committing a crime if another party member had already committed a more severe crime and resolved it peacefully.
  • You now consistently get the Bloodless condition the morning after Astarion bites you.
  • Fixed a bug allowing you to spam party members' voiced lines near the log where you can recruit Karlach.
  • Wyll no longer says you should find and slay Karlach after you've recruited her.
  • If Jatlo is still disguised after the shadow curse has been lifted, he will now drop his disguise when attacked.
  • Made sure Youth Vis'kiir looks like he's cleaning before you talk to him in Crèche Y'llek.
  • Fixed the hatchery and infirmary map markers in Crèche Y'llek.
  • Lae'zel will no longer permanently leave the party if you refuse to follow through with Vlaakith's orders.
  • Fixed a bug preventing you from using the planecaster in Crèche Y'llek.
  • Removed ownership from the portraits of Lohse and Sebille so that taking them is not a crime.
  • Increased the bounds of the Inquisitor's room in Crèche Y'llek so that the game doesn't think you've left if you enter one of the side rooms.
  • When playing as Shadowheart, telling Astarion about your affiliation with Shar now affects his approval rating.
  • Astarion will now be better at remembering whether you've seen his back.
  • You can no longer loot the items belonging to the Inquisitor in Crèche Y'llek without consequence.
  • Fixed the range indicators on the orthon's quickly ticking mines.
  • The dialogue that follows combat with Cazador will now trigger correctly even if you interact with a certain sarcophagus during combat.
  • Alfira's lute is no longer invisible while she plays it at camp.
  • Fixed the explosion VFX for the toy chest in the barn in Wyrm's Crossing.
  • Added a proper name to a note in Sharess' Caress.
  • Carrion will now resurrect with full health instead of 0 HP, and you can now reach his jars.
  • Interacting with certain rune slates on the nautiloid now correctly triggers the narrator's line.
  • Fixed the alarm in the Counting House going off when it shouldn't.
  • Orin will now react to Wild Shaped characters in the Temple of Bhaal.
  • Added a world label to Orin's body so she's easier to find.
  • Removed duplicated furniture in the Elfsong Tavern.
  • Made a door in the Elfsong Tavern indestructible.
  • Fixed edge cases where characters would not correctly attach to the game grid, causing knock-on issues.


  • Fixed the journal not updating after you meet the pale individuals at Fraygo's Flophouse.
  • The journal now updates correctly for the Rescue the Trapped Man quest.
  • Dame Guisarme now reacts more accurately to your progress in the Investigate the Murders quest.
  • Fixed an inaccurate line in the Help the Hag Survivors quest.
  • Fixed a misleading journal update in the Find the Mushroom Picker quest.
  • Updated Wyll's map marker to make a quest objective more precise.
  • Made it easier to resolve the Wake Up Art Cullagh quest if you follow up with Art.
  • Fixed a confusing map marker and added an extra step for clarity in the Find the Nightsong quest.
  • Improved the journal entry flow for the Solve the Open Hand Temple Murders quest.
  • Fixed the Investigate Cazador's Palace quest not completing if you help Astarion finish what Cazador started.


  • Fixed Shadowheart's dialogue on the nautiloid playing twice when playing as Avatar Lae'zel.
  • Removed a dialogue option that's no longer relevant when talking to Karlach.
  • Made sure you get Astarion's bitey scene at camp if you discover his secret through other means.
  • Fixed Astarion mentioning things that haven't happened yet if you romance him early on.
  • Fixed Avatar Gale's hunger not progressing if doesn't meet Tara before leaving the nautiloid crash site.
  • Fixed an issue that prevented Brakkal from triggering the correct dialogue when he's being released if his goblin guards left with Minthara for the raid.
  • Minthara now reacts more appropriately if you kill all the tieflings.
  • Removed unnecessary VFX in a dialogue with Raphael at Last Light.
  • Fixed Glut saying the wrong line when he reanimates a spore servant.
  • Made the dialogue options with Therezzyn more relevant if you've already been to the hatchery.
  • Fixed a bug causing the wrong dialogue to play when speaking to the Reconstituted Duellist if you haven't met him before.
  • Fixed the same dialogue option appearing twice when interacting with the Mirror of Loss.
  • Kled will now play the correct dialogues in Old Garlow's Place.
  • Made sure Lakrissa and Alfira don't appear in the Elfsong Tavern if you didn't save them.
  • Fixed a line about Lorroakan appearing in a dialogue at camp if you haven't met him yet.
  • You can no longer ask Isobel the same question about Ketheric on two separate occasions.
  • Fixed some wrong lines playing when you reach a late stage of the game.
  • Fixed Toobin thinking you have a runepowder bomb when you don't.
  • Mizora no longer disappears from the game after you resolve the Iron Throne situation.
  • After Mizora pops up at the Iron Throne, she will now be back at camp instead of disappearing.
  • Wyll no longer talks about his father as if he's not there anymore if his father was saved.
  • Fixed Havkelaag accepting the gith egg via dialogue when he doesn't have enough gold for it, and made it impossible to pickpocket back if you sold it to him.
  • Korrilla is now better at recognising how you responded to Raphael's deal.
  • Swapped two couples in the Elfsong Tavern so that they sit at the right tables.
  • Fixed Jaheira becoming a follower in Moonrise even if the conditions weren't met, which could cause other issues with Jaheira's flow.
  • Fixed Jaheira not returning to her human form once she leaves your party.
  • If Cazador's bats are too far from the player to join combat, they will now join anyway.
  • Fixed the dialogue skill checks if you die in combat with the honour guard and are revived by the Emperor in Wyrm's Lookout.
  • Fixed the AI taking control of Lae'zel and kicking you out of a multiplayer game, with Lae'zel becoming hostile towards the remaining player if they chose to betray Vlaakith and Inquisitor W'wargaz.
  • Improved Halsin's reactivity to whether or not you've been to Grymforge.
  • Fixed some incorrect options showing up in dialogue with Halsin about a particular drow couple.
  • Fixed Orin assuming you ate a particular morsel, even if you didn't.
  • Fixed a blocker preventing Nightsong from going to Ramazith's Tower, and other issues related to her appearing in the wrong place or not appearing at all.


  • Made Blue Behir Dice permanently available on all platforms with just the base game.
  • Fixed the UI seemingly disappearing because the game thinks a character is still in a dialogue, which could happen when going into a dialogue in the middle of combat.
  • Fixed the Attack button disappearing from the dialogue UI after loading a savegame made during a dialogue.


  • Made sure that you get a certain dialogue with Voss at camp.
  • Fixed a repeating dialogue when talking to Gale while Wild Shaped.
  • Fixed Astarion repeating information about his master if you speak to him twice in a row.
  • Fixed Astarion oversharing about his master a little too early.
  • Fixed a leg twitch in a conversation between Shadowheart and a certain dame.
  • Moved the Dark Urge to a different pod on the nautiloid to prevent the wrong dialogue from playing.
  • Fixed Astarion's knife not being held against dragonborn throats correctly during his recruitment dialogue at the beach.
  • Made general improvements to a dialogue at camp with Astarion.
  • Added a missing animation for Karlach in Astarion's recruitment dialogue.
  • Gale's head now rests correctly on his bedroll pillow.
  • Cleaned up pops and mocap issues in the dialogue where Gale teaches you a spell.
  • Fixed Gale's arms clipping with his thigh.
  • Fixed where characters are looking and facing in the dialogue where Gale reveals his history.
  • Fixed Wyll's head jitters and strange turns during his recruitment dialogue.
  • Made general improvements to cameras, facial reactions, and movements in a dialogue at camp with Wyll.
  • Cleaned up the mocap in the scene where Lae'zel is suspended in a cage.
  • Tall characters' hands no longer clip with their face when interacting with Karlach in a romantic moment.
  • Adjusted Edowin's pose in the dialogue with him and his siblings in the forest.
  • Fixed a corpse in the Goblin Camp from standing back up when you use Speak with Dead on it.
  • Tweaked the cameras and facial expressions in the dialogue with Halsin during the celebration at camp.
  • Fixed clipping with a statue in a camp dialogue at night with Gale.
  • Fixed animation issues if you turn down Gale in the dialogue where he teaches you a spell.
  • Adjusted some hand positions when interacting with the console on the nautiloid.
  • Shadowheart is now sitting in a better pose when fiddling with her mysterious artefact during her camp scene.
  • Fixed emotions and facial expressions in dialogues with Shadowheart, Omotola, and Minthara.
  • Fixed a camera shot when talking to the mind flayer on the beach.
  • Fixed an irrelevant line playing in a camp dialogue with Shadowheart.
  • Fixed dragonborn players turning in the wrong direction after Astarion's bitey scene at camp.
  • Fixed Roland and Lia looking in the wrong direction in their dialogue in the Emerald Grove.
  • Fixed a camera issue in a dialogue with Silfy in the Emerald Grove.
  • Fixed characters' legs clipping into the ground when looking through the telescope in the Emerald Grove.
  • Fixed some mocap-related pops in a dialogue with Cerys in the Emerald Grove.
  • Fixed a pop for one of the ogres in the Blighted Village.
  • Fixed some camera issues and removed a ring from the background in the dialogue where Crusher asks you to kiss his foot.
  • Improved facial expressions, camera shots and other issues in Shadowheart's recruitment dialogue at the Goblin Camp.
  • Fixed a twisting forearm in a dialogue between Lae'zel and Voss at camp.
  • Fixed characters clipping into each other when they're feeling ill at camp.
  • Characters now appear correctly in the dialogue with the bugbear in the forest. The ogre's weapon is also now hidden.
  • Fixed the camera clipping into the ground when speaking with your Dream Visitor at camp.
  • Cleaned up the animations when Sceleritas Fel tells the Dark Urge to commit a certain misdeed.
  • Fixed halflings' thumbs clipping through the Soul Coin when speaking to Nadira.
  • Made general improvements to cameras, facial expressions, and animations for a romance dialogue with Wyll.
  • Fixed some camera issues in the dialogue with Oskar in the Zhent hideout.
  • Lae'zel is no longer invisible during Shadowheart's recruitment dialogue by the Chapel.
  • Cleaned up some mocap and made general improvements in the dialogue with Glut.
  • Removed an incorrect animation during the dialogue with The Necromancy of Thay.
  • Fixed a minor clip when speaking to Sovereign Spaw in the Underdark.
  • Fixed feet not making contact with the ground when using Feather Fall to leap into the Underdark.
  • Fixed an animation issue when exchanging noblestalk with Derryth in the Underdark.
  • Fixed a head pop in the scene on the raft in the Underdark.
  • Fixed Lae'zel's crossed eyes in the dialogue with Lady Esther near Rosymorn Monastery.
  • Fixed a couple of lines related to Zorru and Crèche Y'llek playing at the wrong moment.
  • Fixed the position of characters' feet to prevent clipping, and moved Lae'zel to prevent her looking the wrong way in Crèche Y'llek.
  • Added fade-ins and -outs and tweaked the facial expressions in the dialogue with Kansif in the Shadow-Cursed Lands.
  • Hid a goblin floating in the background when talking to the drider in the Shadow-Cursed Lands.
  • Fixed paddle hands in the scene where Harpers ambush the drider's convoy in the Shadow-Cursed Lands.
  • Fixed the drider jittering and cameras looking the wrong way when you examine the Harpers' bodies after the ambush in the Shadow-Cursed Lands.
  • Fixed some animations and camera issues in the dialogue with Harper Skywin in the Shadow-Cursed Lands.
  • Fixed one of Jaheira's lines getting cut off in the dialogue with her at Last Light.
  • Fixed the timing of Marcus' wing flap animation when he flies away from Last Light.
  • Fixed a dagger appearing beneath the Strange Ox at Last Light if you use Speak with Animals on it.
  • Fixed Jaheira looking like she sinks into the ground on certain lines.
  • Fixed a barrel clipping with Thisobald Thorm's pipes.
  • Thisobald Thorm's tubes no longer twitch and twist.
  • Fixed head angles and pops in a dialogue with Araj and Astarion at Moonrise.
  • Fixed camera and character placement issues in a dialogue with Jaheira at Moonrise.
  • Fixed some camera angles in a dialogue with Araj at Moonrise.
  • Fixed the lipsyncing for a rat in the Gauntlet of Shar.
  • Made sure large characters don't block or clip into Shadowheart when you arrive in the Shadowfell.
  • Fixed clipping in a shot in the Colony with the three Chosen.
  • The camera will no longer try to show a shot of Minsc if he isn't present in the Temple of Bhaal.
  • Removed certain pale individuals from the background of a camp dialogue.
  • Fixed a duplicate line in dialogue with Gortash in Wyrm's Crossing.
  • Cleaned up the animations for Izzy, the girl trying to sneak into the circus.
  • Fixed hirelings clipping into whoever's talking in the dialogue with Zethino in the circus.
  • Fixed character placement and clipping issues in a camp scene at the Elfsong Tavern.
  • Cleaned up the mocap in the dialogue with Allandra Grey in the Water Queen's House.
  • Fixed the pacing of how a certain character in the House of Grief is revealed.
  • Fixed where companions and Shadowheart are looking when meeting a particular character in the House of Grief.
  • Fixed some facial expressions and camera issues in the dialogue that plays after Gortash is defeated.
  • Fixed several snaps and twitches in the dialogue with the pale individuals at Fraygo's Flophouse.
  • Improved the facial expressions and timing when talking to Lady Flux in the Guildhall.
  • Fixed an issue with where characters are looking in the dialogue with Aradin at Sorcerous Sundries.
  • Fixed the wrong animation being used when closing a sarcophagus in Cazador's palace.
  • Added new camera shots in a romance dialogue with Halsin and in dialogues in the Stormshore Tabernacle.
  • Fixed Sarevok looking like he floats upwards at the Tribunal.
  • Made sure the chains are no longer there after you free Valeria.
  • Fixed an animation to avoid clipping for halflings male when they hold the Helm of Balduran.
  • Fixed Orin and her victim being invisible when you enter the Temple of Bhaal.
  • Fixed Astarion jittering in a dialogue by a particular pool.
  • Made sure characters don't stay in their Wild Shape in an endgame cinematic dialogue.
  • Fixed excessive neck twisting in an endgame dialogue.
  • Fixed some mocap-related pops in an endgame dialogue with Wyll.
  • Fixed an issue in one of Karlach's final dialogues, causing it to end too early.
  • The Emperor is no longer missing from one of the endgame cinematics.
  • Fixed a line being cut off in a game over dialogue.
  • Fixed some issues with Wyll's mocap in an endgame dialogue.
  • Fixed pops in an endgame dialogue with Gale.
  • Fixed an issue preventing one of Karlach's final scenes from triggering and made sure she's wearing her camp clothing in romance dialogues.
  • Fixed the wrong characters appearing in a cinematic shot near the end of the game.

Community Update #23: Here's To You

Hello, everyone!

During the launch weekend, you played a combined 1225 years of Baldur’s Gate 3 – almost as long as it took to make it. And 368 of you managed to finish it within that 3-day weekend. We salute you.

We’re about to enter the second weekend of launch, and thanks to you, it’s looking like it might be a big one. Last Thursday, we released Baldur’s Gate 3 in its final form (give or take a few hotfixes), and since, you’ve taken it into the top 10 all-time most concurrent players on Steam, and according to this Tweet, accounted for 28% of all player time on Steam last Sunday.

As we continue to look forward, releasing hotfixes and working toward our first serious patch, we also decided to look backwards this week. We’ve cooked up some statistics highlighting data from the opening weekend following launch and prepared a handy infographic outlining player choices, actions, deaths, and the like. Some inspiration as we head into our second weekend, if you will.

93% of you decided that your first journey through Baldur’s Gate 3 will be with a custom character, which included the Dark Urge. You spent a combined 88 years in Character Creation to craft your Tavs. Perfection!

For those of you who decided to play as one of our Origin characters, Gale was the number one choice, which is funny because he’s also the seventh highest cause of death out of any other cause of death. Speaking of death, one NPC was shoved into a chasm for every player at our peak concurrent player count – roughly 815,000.

We know you’re dying to know race and class split. The majority of you rolled half-elves, with the least popular (somewhat surprisingly) being the githyanki. Kaincha!

When it comes to classes, paladin takes the lead by some distance. Righteous! Cleric was the least popular choice, poor Shadowheart. (You can always respec Origin characters if you want!)

Though 93% of you rolled custom Tavs, of the 7% who decided to embark on one of the Origin stories, the majority chose Gale – though Karlach and Astarion are a close tie for second place. Based on how this played out with our previous game, Divinity: Original Sin 2, players will often embark upon their first playthrough with a custom character, and then, once they've gotten to know them a little better, play their second with one of the Origins as their avatar.

Interestingly, 10% of characters made in Character Creation were there for over an hour. You perfectionists.

The full infographic will be posted below and on social media, and once again only contains data from the game's opening weekend. After this weekend, we’ll see if things look any different! For example, although Astarion has already rejected 100,000 of you, we expect that number to climb. He must be exhausted.

We’d like to thank you from the bottom of our hearts for the profound joy you've given us throughout this launch. The love and support you've shown us has lifted us up and energised us to tackle the bugs that pop up as you do the unexpected. We’ve created a game where you can do almost anything with the tools and systems we give you, and with that come a lot of unexpected surprises, but as you report them, we continue to work away on fixing them with our spirits high.

Your journeys were so full that we recently had to increase the size of savegames to allow for each individual’s personal tapestry. It was a surprise as humbling as it was serious, and serves as the perfect example of the type of unpredictable situation we work quickly to remedy. And yes, all of the hotfixes and changes that come with forthcoming patches will be reflected in the PlayStation 5 version of the game and beyond.

We have a roadmap for hotfixes and patches, thanks to your thorough reporting and the stellar work of the support and development teams behind the scenes. We don’t publish our roadmaps because we need the freedom to push and pull things around when the unforeseen happens without locking ourselves in, but we want to let you know that it’s there and that we’re currently working towards Patch 1, which will feature a gigantic list of tweaks and changes. We’ll publish these once it’s finalised.

Enjoy the adventure!