[p]Greetings Sleepers, [/p][p]A new hotfix went live today, bringing changes to the Deep Desert, ornithopters, visiting other Sietches, and more! The full patch notes have already been released, but we’d like to highlight some of the changes here. [/p][p]If the download for the hotfix hasn’t appeared for you, please restart your Steam client. [/p][p][/p]
Deep Desert PvE-PvP Balance
[p]As discussed in detail in the message from our Creative Director, this is the first iteration of the changes to the balance between PvE and PvP in the Deep Desert. As of right now, the PvE area has been expanded to include the southern half of the Deep Desert map. Pockets of PvP will remain within the new PvE zone for Control Points and Shipwrecks. [/p][p]With this change, we have also rebalanced resources in the Deep Desert somewhat, with density increasing the further north you go, including spice. Loot is overall more valuable and plentiful in the northmost PvP zones. Having said that, it’s important to note that the highest tier of resources are still available in the bottom half of the Deep Desert. [/p][p]We will continue monitoring how this plays out and continue iterating when and if needed. [/p][p][img src="https://clan.akamai.steamstatic.com/images/42849822/43cd155746ec1c07f6f7db1ef4a86c3fa7562d5c.jpg"][/p]
Ornithopters
[p]Equipping a Rocket Launcher Module now decreases the top speed of Scout Ornithopters by 20% and 10% for Assault Ornithopters. We have more changes planned but this is in line with the goal of encouraging meaningful decisions about how you outfit your vehicles and choosing whether you want to be aggressive or not in PvP zones. [/p][p][/p]
Visiting Other Sietches
[p]We have removed restrictions when visiting other sietches. Before, you could visit other sietches but you couldn’t claim land. Now, any player can go to any sietch in their World and claim land wherever they want (the max number of sub-fief consoles (3) remains unchanged). [/p][p]Additional Fixes [/p][p]In this hotfix, we have also brought a number of fixes and improvements addressing stability, combat, user interface, and more. [/p][p] [/p][p]Thank you all for your continued feedback and bug reports, it’s very helpful! Check out the full patch notes to see all the changes. [/p][p]Seek the shade, Sleepers [/p]
Dune: Awakening - 1.1.0.17 Patch Notes
[p]Hey Sleepers,[/p][p]This hotfix requires a client-side download. Remember to restart your Steam client if the download does not appear automatically for you. Servers will be coming back up shortly.[/p][p][/p][p]For the list of known issues, please visit our Discord server or Steam discussion boards. [/p]
FEATURES AND CHANGES
[p][/p]
Deep Desert:
[p]As outlined in A message from the Creative Director on PvE and PVP » Dune: Awakening, this hotfix will see the first iteration of the changes to the balance between PvE and PvP in the Deep Desert. Rest assured that we will continue to listen to your feedback and make adjustments in the future.[/p]
[p]The PvE area has been adjusted to encompass the entire southern half of the Deep Desert map.[/p]
[p]This means that players who have no interest in PvP should be able to find what they want without engaging in PvP. Imperial Testing Stations, caves, and so forth found in this area are thus now PvE.[/p]
[p]Control Points and Shipwrecks will, however, continue to be PvP throughout the entire map, which means you will find localized pockets of PvP within the PvE section still. Similar to how Shipwrecks are PvP in Hagga Basin.[/p]
[p]To retain the Risk vs Reward setup for the Deep Desert:[/p]
[p]The density of resources increases the further north you go. This includes high-density clusters of valuable resources.[/p]
[p]The largest spice fields will also spawn in the north.[/p]
[p]The majority of Control Points will exist in the northern part.[/p]
[p]As part of these changes, we have made some balancing adjustments in the Deep Desert:[/p]
[p]The lower half of the Deep Desert now offers PvE loot that is balanced toward shared loot and PvE activities. You may find better loot in the more dangerous PvP area located further north on the map. In the PvE area, for example, each player gets their own loot and can expect to receive one schematic. In the PvP area, loot is distributed on a "first come, first served" basis, with higher quantities of everything. Players can expect to find 2–6 schematics there, which are among the rarest.[/p]
[p]Plasteel plates can only be found in PvP zones. This line was inaccurate, since Plasteel plates can be obtained from crashing ships.[/p]
[p]The amount of active medium spice fields has been reduced from 8 to 5.[/p]
[p]The number of active small spice fields has increased from 20 to 22.[/p]
[p]The spawn rate of Titanium and Stravidium has been reduced in the PvE areas so that large quantities only spawn in the far-out PvP areas.[/p]
[p]The number of nodes in resource hotspots in the PvE part of the map has been reduced.[/p]
[p]The respawn time of Titanium and Stravidium has increased from 30 to 45 minutes.[/p]
[p]Some Imperial Testing Stations are still in the PvP region, and players who want all schematics available each week will want to visit both the PvP and PvE Imperial Testing Stations. Keep in mind the loot in them rotates each week, so even if you're not interested in PvP, you could obtain it at a later date if you're not able to trade for it or buy it off the Exchange.[/p]
Vehicles:
[p]We have begun work on the outlined changes to the Scout Ornithopters.[/p]
[p]Equipping a Rocket Launcher Module will now decrease the top speed of your Ornithopter.[/p]
[p]For Scout Ornithopters, the reduction is 20%.[/p]
[p]For Assault Ornithopters, the reduction is 10%.[/p]
[p]Infocards for the modules now reflect this change.[/p]
[p]Exiting ornithopters mid-air will now cause them to drop straight down instead of gliding away. This should decrease the chance that you lose your ornithopter upon disconnecting from the game or exiting by accident your ornithopter mid-air (yes, we have seen the videos).[/p]
[p]Known issue: There is an edge case that if your vehicle ends up in the quicksand you might not be able to interact with it if you are in the quicksand. The workaround is to try to get on top of the vehicle to interact with it. This will be fixed in the very next patch.[/p]
Visiting:
[p]We removed the restrictions when visiting other sietches.[/p]
[p]Before this change, players had their “home” sietches, and could visit other sietches in their world but couldn’t claim land. Now, any player can go to any sietch in their world and claim land wherever they want.[/p]
[p]Players can also place respawn beacons on any sietch in their world.[/p]
[p]As a result of this change, the home icon on the server selection screen, which previously indicated your home server, now indicates on what server you have a base. Similarly, a vehicle icon shows where you have vehicles.[/p]
Technical and stability:
[p]Increased game stability.[/p]
[p]The latest NVIDIA driver was added to the GPU driver check at the game launch.[/p]
Other
[p]We have introduced Player Reporting, allowing players to now report other players' messages from the text chat or report players from the Inspect menu on players.[/p]
[p][/p]
FIXES
Technical and stability:
[p]As a continuous effort, we have closed several exploit vulnerabilities.[/p]
[p]Fixed an issue where a specific type of network issue would cause players to be stuck in an infinite loading screen.[/p]
[p]Fixed an issue where some players could experience a client freeze when traveling between Deep Desert servers.[/p]
Combat:
[p]Fixed an issue where players performing a melee attack could get obstructed by corpses lying on the ground.[/p]
User Interface:
[p]Fixed an issue where the guild faction alignment was not localized on the Guild Overview tab.[/p]
[p]Fixed an issue where players could encounter a black screen if they skipped the cinematic at “The Wreck of the Hephaestus”.[/p]
[p]Fixed an issue where several Sandbike research schematics failed to mention the Imperial Testing Stations as the primary source.[/p]
Travel:
[p]Fixed an issue where players could use an ornithopter pilot service to fly from the cities to Hagga Basin if they had arrived in a city with their ornithopter.[/p]
Miscellaneous:
[p]You will no longer lose learned emotes when respec'ing your skill tree.[/p]
1,000,000 Players Awakened!
[p]Greetings Sleepers, [/p][p]Dune: Awakening launched June 10th and 1,000,000 players have awakened! It’s now Funcom’s fastest selling game ever. To put it into perspective, it took Conan Exiles one year to reach this number. We’re truly humbled and thankful for this reception. [/p][p]It must also be noted that you certainly don’t live up to your title, because you have been busy since launch. [/p][p]Launch has been a Coriolis storm, and we’re still riding that mighty gale. We have seen so many amazing things from all of you – the bases, the close calls with Shai-Hulud, the epic vehicle jumps, the struggles, discoveries, victories, heroic deaths, and so much more... [/p][p]Today we commemorate these Deeds and Deaths in this infographic. We salute you, Sleepers. [/p][p][img src="https://clan.akamai.steamstatic.com/images/42849822/d0d691339cebaaab9d1ba56970dca4936c3d84cd.jpg"][/p]
Check Out Our Reddit AMA
[p]Take a look at our AMA on Reddit with some of our lead developers who answered the most burning questions from the community, sharing some of our plans for the future. Check it out for a ton of interesting answers. [/p][p]Seek the shade, Sleepers [/p]
A message from the Creative Director on PvE and PvP
[p]Hello Sleepers, [/p][p] I wanted to write something that acknowledges and addresses the comments around the endgame of Dune: Awakening, while also providing context for what we were attempting. [/p][p]So let me start by stating this unequivocally – we want PvE players to be able to play the endgame and have access to the content of the endgame. Our goal is not to force PvE players to interact with a PvP system that they may have no interest in. [/p][p][/p]
"Our goal is not to force PvE players to interact with a PvP system that they may have no interest in. "
[p] “No endgame plan survives first contact with the players” – Mark Twain, probably [/p][p] We still believe in the core concept of the Deep Desert – an endlessly renewing location that resets every week and creates an activity loop for great rewards. The tension of heading out there, head on a swivel, eyes peeled for foes as you enter the most dangerous part of the most dangerous planet in the universe. [/p][p] Our wish was that players would embrace this loop, forming guilds to work together to overcome the bleakness of the Deep Desert. [/p][p] But as Stephen King says, “Wish in one hand, shit in the other, see which one fills up first.” One of my hands is overflowing right now and sadly not with wishes. [/p][p][/p]
"Some areas of the Deep Desert will now be flagged as “Partial Warfare (PvE), while the deepest parts of the Deep Desert will remain as they currently are – high reward, high risk areas"
[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42849822/bd462e480a8730ec2dc7e2d66d9ec9f1bf0b0529.jpg"][/p][p]The reality is that players are reporting being cut out of the endgame due to the extremely competitive nature of the Deep Desert. Starting soon, some areas of the Deep Desert will now be flagged as “Partial Warfare (PvE)” areas where players will be able to explore testing stations and harvest T6 resources without the threat of conflict they may not want. It’s important to note that the top tier of the game is balanced around guilds and groups, so people will still find it grindy if they play solo. Landsraad control points, shipwrecks and the largest spice fields within this region of the Deep Desert will remain “War of Assassins (PvP)” flagged. [/p][p] The deepest parts of the Deep Desert will remain as they currently are – high reward, high risk areas. [/p][p] The beauty of the Deep Desert design with weekly resets and renewals is that we can iterate and experiment with different layouts and setups to really help us tune it. As we make changes we will send out surveys to help us capture your thoughts. [/p][p][/p]
"PvP itself has plenty of issues that need to be addressed. We’re taking steps in that direction with our first changes to Scout Ornithopters. "
[p] PvP itself has plenty of issues that need to be addressed. We’re taking steps in that direction with our first changes to Scout Ornithopters. As Viljar stated in the AMA these should be implemented in the game shortly: [/p]
[p]Scout Ornithopters with rocket launchers attached will have their speed maneuverability reduced[/p]
[p]Rockets fired from Scout Ornithopters will have increased heat generation[/p]
[p]Thrusters will provide a max speed bonus regardless of wings, ensuring that thruster equipped scouts will be the fastest vehicles in the game [/p]
[p]A new T5 infantry rocket launcher will be added to help improve the dynamics of vehicle/ground combat [/p]
[p]There are additional changes to mechanics like respawn timers, vehicle storage tools, hand scanners, and other mechanics that we see being abused in the Deep Desert. [/p][p]The intended dynamic of Deep Desert PvP in Dune: Awakening is that - unless you really mess up - you always have the option to retreat in good order with whatever you've managed to claim so far. If you're smart and vigilant, you never *have to* fight if you don't want to. If you run, you'll have to call a halt to whatever task you were pursuing, but that should always be a choice. PvP should happen when both parties decide they want to fight over a location. [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42849822/9c876e73a1154b408486d75388ea24df3d3746ad.jpg"][/p]
"The Deep Desert becomes a place where people battle it out over specific objectives – unburied testing stations and shipwrecks, resource focused islands and, of course, spice blows."
[p] Finally, the intended dynamic has always been "combined arms". We have infantry and ground vehicles and air vehicles, and they're all supposed to have clear roles, clear strengths and clear counters. Thopters will always be incredibly important for crossing the desert, but they shouldn't also be the dominant force in actual battles. We’re planning to make more changes to the Deep Desert to accommodate ground battles and reinforce the use of player builds. [/p][p] Now let’s talk briefly about the Landsraad. [/p][p] As a system it is an activity driver that is designed to promote the conflict between the factions, internal politics between the guilds, while providing goal thresholds for individuals and groups to work towards getting personal rewards. [/p][p] And the Landsraad should be doing that for everyone who wants to participate in the elder game, be they PvEer or PvPer. The Landsraad should be giving you things to do every day and every week. [/p][p] It’s nothing new, from a design perspective, we’ve seen daily/weekly quest systems in games for a long time. Our approach was to try and frame this system around the greater politics of the Dune universe, by having players engage in activities to earn the votes of the various Landsraad houses. [/p][p][/p][p]Let me acknowledge that as an activity driver, the activities it asks you to participate in are simplistic. A lot of item hand-ins and crafting requests. That’s because the system is in the earliest launchable iteration. [/p][p][/p]
The activities that the Landsraad asks you to do will become more varied as we flesh out the world with more content and activities.
[p] The Landsraad is an umbrella for all endgame activities. What form do those endgame activities take? More dungeons with bosses that drop endgame loot, more contracts that require specific tasks to be undertaken, more specialized delivery tasks that include components that cannot be stockpiled. If we ever add raids to the game, there will be a task on the Landsraad to complete those raids. It is a framework that holds the endgame activities in place. [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42849822/c76c96c4a794cdcbfb48e512e9faef00bdaf5f26.jpg"][TAG-102][/p]
And we will keep adding endgame activities and more PvE content to the game going forward; both free and paid content in the form of DLCs and expansions.
[p] We are addressing some key flaws in the Landsraad design – the inability to hand in items after a square is completed and the rapidity at which some squares are turned in. [/p][p]Stockpiling is currently rewarded, but that is not our intention for this system, and we will make some changes to address it as best we can. [/p][p] Landsraad rewards are supposed to reflect the endgame tiers of progression. This includes the vendors which can be unlocked for an entire faction through participation. This is the intention. But once again let me acknowledge that this isn’t exactly in the right place. The Landsraad will be updated to provide micro rewards for solo/small group players. [/p][p] Thanks for listening everyone, and apologies for the confusion. [/p][p] Once a live game launches, it becomes a collaborative effort between the developers and the players to make it something amazing. We appreciate your feedback on what we hope is the beginning of a long journey together. [/p][p] Bear with us – our intention is to be clear and open in our communications and to make Dune: Awakening a game that everybody can enjoy. [/p][p]I hope this helps, [/p][p]Joel [/p]
The Dune: Awakening Accolades Trailer is Here!
[p]Greetings Sleepers, [/p][p]Let us be frank (sincere, not Herbert) - the team was a little tense when Dune: Awakening launched. Six years of work and passion culminating in a single day will naturally do that to a person. But, Bless the Maker, the reception has been incredible, and we couldn’t be more excited for the future of the game – we have so much planned – and we’ll get into that when we can. [/p][p]We recently released a shorter reception video, but here is the real deal. Join us in celebrating the critical reception by watching our Accolades trailer! [/p][p][/p][p][/p][p]"Dune: Awakening has impressed me at every turn." DualShockers [/p][p]"Superb survival gameplay" Eurogamer [/p][p]"... so absorbed in playing it that I skipped meals." ScreenRant [/p][p]"One of the most impressive online survival games ever made." GamersHeroes [/p][p]“Dune: Awakening is stunning.” Noobfeed [/p][p]“Dune: Awakening proved that it is possible to deliver a polished massive multiplayer experience with varied gameplay systems in 2025, and one of the best at that.” The Nerd Stash [/p][p]“Dune: Awakening succeeds in transferring the essence of the Dune universe to a multiplayer survival genre with a depth rarely seen.” CDF Gaming [/p][p]“The Best Way to Experience Arrakis” VGMAG [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42849822/5c33d4b8a7f91fecddeeb30c8d6594b800baa5f5.jpg"][/p][p]Your support has been amazing, through bug reports, feedback, and simply playing the game. Dune: Awakening is our fastest-selling game ever and has consistently remained among the most played games on Steam since launch, beating its peak concurrent players record three times in the first weekend, reaching over 189,000. Thank you all. [/p][p]Seek the shade, Sleepers [/p]
Ask us Anything in Our June 19th Reddit AMA!
[p]Greetings Sleepers, [/p][p]Or perhaps we have a few Awakened among us already? Either way, Arrakis is alive thanks to all of you. [/p][p]With launch behind us, we’re keeping our ear to the sand to pick up all the feedback we can. To add to that, we’re holding a Reddit AMA on June 19th, 16:00-18:00 PM CEST/ 10:00-12:00 EDT on /r/duneawakening [/p][p]So if you have any questions about the game, our plans for the future (plans within plans within plans), or how much spice you need (more, the answer is always more), now’s the perfect opportunity! [/p][p]Joining us to answer you all will be: [/p]
[p]Rui Casais, Chief Executive Officer[/p]
[p]Joel Bylos, Creative Director [/p]
[p]Scott Junior, Executive Producer[/p]
[p]We’ll see you on June 19th, 16:00-18:00 PM CEST / 10:00-12:00 EDT on /r/duneawakening [/p][p]Seek the shade, Sleepers [/p]
Dune: Awakening - 1.1.0.15 Patch Notes
[p]Hey Sleepers,[/p][p]This hotfix requires a client-side download. Remember to restart your Steam client if the download does not appear automatically for you. Servers will be coming back up shortly.[/p][p][/p][p]For the list of known issues, please visit our Discord server or Steam discussion boards. [/p]
CHANGES
[p]Respawn timeout in PvP zones was adjusted. The first respawn will take 70 seconds, second and following respawns will take 115 seconds.[/p]
[p]The Dvyetz Ornithopter Engine Mk5 Schematic was removed from loot tables, as it was a deprecated item.[/p]
[p]Players no longer receive damage when hit by vehicles.[/p]
[p]Since the Unstuck feature doesn’t work for vehicles and when the player is on the Overland Map, the Unstuck button won’t show when the player is on or in a vehicle or on the Overland map.[/p]
[p]Service messages like server restart alerts now appear at the upper central part of the screen for better visibility. (used to be in the upper-right corner)[/p]
[p]An additional safeguard was added when a player respawns across maps: Players now need to manually type “Respawn” into the confirmation popup field.[/p]
[p]When players select the Private servers tab in the Server Browser, they will receive a notification pop-up.[/p]
[p]Another set of changes to further improve the game server and client stability.[/p]
FIXES
[p]Fixed an issue where the game client could freeze when the player attempted to cross the Deep Desert server border.[/p]
[p]Fixed an issue where players who shared their base access with friends could not sometimes abandon their base via a map marker. [/p]
[p]Fixed an issue that caused the dart trails from the Maula Pistol to sometimes deviate from the intended direction. [/p]
[p]Fixed an issue where the Atreides Leader that the player needed to kill in The Advanced Contract - Mentat - Cataloging Defectors contact respawned immediately. [/p]
[p]Fixed an issue that caused a possible crash when restoring a vehicle with the Vehicle Backup Tool.[/p]
[p]Fixed an issue that made it possible to move Crysknifes into storage containers by swapping them with other items.[/p]
[p]Fixed an issue causing the Landsraad refining time reduction bonus not to apply if multiple instances of the same resource were being refined simultaneously.[/p]
[p]Fixed an issue that could cause the player to lose Solaris deposited in the bank.[/p]
[p]Fixed an issue where service alert notifications would not show due to being blocked by other notifications.[/p]
[p]Fixed an issue where exiting the dialogue with Anton Tolliver too soon after delivering the "Deep Extraction" contract would block the player from progressing the faction storyline.[/p]
[p]Fixed an exploit where players could damage other players' bases with a cutteray.[/p]
[p]Fixed an issue where Research Journey steps wouldn’t get completed retroactively if the player was in a vehicle when performing research. Logging out and back into the game was needed to fix the issue. [/p]
[p]Fixed an exploit causing people to be able to take out water from a deathstill that did not exist in the base.[/p]
[p]Fixed an exploit where players could fire a salvo of projectiles. [/p]
Announcing partnership with MADRINAS
[p]Wake, Sleepers![/p][p]The spice flows beyond the game... We’re thrilled to announce our partnership with MADRINAS, the online café fueling gamers and adventurers alike.[/p][p]Together, we’ve conjured the Spiced Chai Tea Latte Limited Edition Collector’s Box — a flavorful tribute to Arrakis and all who walk its sands. [/p][p]This exclusive collab includes not only a rich and bold Madrinas Spiced Chai Tea Latte, but also an in-game reward: “A Memory of Pain” mural for your base, honoring the legacy etched into your bloodline.[/p][p]Box Contents:[/p][p]• The powerful Spiced Chai Tea Latte, infused with bold desert flavor[/p][p]• A custom Dune Awakening Shaker Cup, worthy of any sietch[/p][p]• And an in-game exclusive for your base: “A Memory of Pain” mural[/p][p]Supplies are limited, so act quickly before the wind shifts and the desert takes it back.[/p][p]Let the spice flow.[/p][p]Pre-order now: https://madrinas.coffee/duneawakening[/p][p][/p]
Dune: Awakening Launch Reactions – Following The Golden Path!
[p]The verdict is in: Dune: Awakening has found The Golden Path! [/p][p]Following launch, we have been absolutely floored by the reception from players, press, and content creators. With over 19,300 reviews resulting in a current Steam Rating of 87% Very Positive, we are incredibly thankful to all of you. [/p][p]We saw at least 142,050 of you play at the same time following launch, and we haven’t even reached the weekend. [/p][p]See the reactions in our Press Reviews video, and read even more of our favorite quotes and reactions below. [/p][p][/p]
Press
[p]“One of the most impressive online survival games ever made.” 9/10 GamersHeroes [/p][p][/p][p]“I believe Dune: Awakening is one of those games we'll look back on ten years from now and say, "This is one of the best games of all time.” 9/10 Dualshockers [/p][p][/p][p]“...the most authentic take on the Dune-iverse imaginable.” IGN [/p][p]“If there's one thing that Dune: Awakening does extremely well, it's offering a world and atmosphere that are immersive and engrossing.” 8/10 Gamerant [/p][p][/p][p]“...the visuals are gorgeous.” 8/10 Gaming Age [/p][p][/p][p]“Dune: Awakening is stunning.” 88/100 Noobfeed [/p][p][/p][p]“...a massive scale of content that goes beyond your initial impression.” Sportskeeda [/p][p] [/p][p]“I don't know of any game world that is more Dune than that of Dune: Awakening.” 9/10 4P (German) [/p][p][/p][p]“Dune: Awakening is a very lovingly designed game conversion of the Dune license.” 8/10 IGN Germany (German) [/p][p][/p][p]“Dune: Awakening does a lot of things right for me with its fun vehicle system and diverse game world.” 83/100 GameStar (German) [/p][p][/p][p]“The Best Way to Experience Arrakis.” 8.5/10 VGMAG (Italian) [/p][p][/p][p]“The hostility of Arrakis is the ideal terrain for a survival MMO, and the developers have adapted the perils described by Frank Herbert into game mechanics with remarkable inspiration.” Dexerto (French) [/p][p][/p][p]“Dune: Awakening is exactly the kind of game the industry needs more of: ambitious, respectful of its source material, and willing to take real creative risks.” 8.5/10 AreaJugones (Spanish) [/p][p][/p]
Content Creators
[p][/p][p]“’Are you being paid by the developer to stream this game?’ No, man, I’m paying them!” Shroud [/p][p][/p][p]“I genuinely – I am so impressed with the thought of all the systems that this game has... I expected it to be good, I did not expect it to be this good.” Shroud [/p][p][/p][p]“Dune: Awakening is my game of the year for 2025.” Renfail [/p][p][/p][p]“It’s a survival sandbox game at heart, but it is doing a lot more than, I would say, a lot of games of this type, which is very cool.” CohhCarnage [/p][p][/p][p]“Funcom has done an incredible job. The more I play, the more I enjoy it.” Kiba - ZonaMMORPG (Spanish) [/p][p][/p][p]Our journey to make Arrakis the most authentic and expansive realization of Frank Herbert’s masterpiece is only just beginning. [/p][p][/p][p]Seek the shade, Sleepers [/p]
Dune: Awakening – 1.1.0.14 Patch Notes
[p]Hey Sleepers,[/p][p][/p][p]This hotfix requires a client-side download. Remember to restart your Steam client if the download does not appear automatically for you. Servers will be coming back up shortly.[/p][p][/p][p]For the list of known issues, please visit our Discord server of Steam discussion boards.[/p][p][/p][p]FIXES[/p]
[p]Fixed an issue that prevented players from traveling back from Arrakeen and Harko Village (Error P83).[/p]
[p]Fixed an issue that caused disconnects when traveling between server borders in the Deep Desert.[/p]