Folks, this is a maintenance patch addressing all the bugs, typos, and inconsistencies reported by the community since the last major update. Thanks for helping me squash them - and keep the reports coming!
Incremented version to 2.1.4
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Updated Abiu Staff's rarity to Mythical.
Fixed Waterways: added missing "You lose your Luck Blessing" meta text.
Fixed saving and quick loading on Make a run for it leading to an unintended moment in the story.
Fixed Kiyomori's arrow not dealing damage even though the text says it should (due to armour protection exceeding the damage roll).
Fixed Flask of Oblivion working for item requirements even when not present in the backpack.
Fixed item loot chests sometimes spawning with disabled item slots.
Fixed buying the accursed house in Dunpala not deducting 300 Shards.
Fixed missing choice bracket in Verdant Spire.
Fixed various reported typos.
Incremented version to 2.1.3a
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Updated Net weapon: increased entangle duration to 2 turns.
Updated Sword of Element (Fire, Water, etc): now grants a +4 Combat bonus.
Updated Sword of Metal damage to 3–10 (from 4–9).
Updated Shuriken: increased Combat bonus to +3 (from +2), increased damage to 1–3 (from 1–2), and changed rarity to Epic.
Updated Jade Defender rarity to Legendary and damage to 4–8 (from 4–9).
Updated Black Axe rarity to Mythical.
Updated Tenkei Spear rarity to Legendary.
Updated Magic Stick combat bonus from +2 to +4.
Updated Yrindi Spear: now sellable at any market for 1200 Shards, but it cannot return once sold (as in the books).
Updated Nopalti's Baton selling price to 800 Shards at any market (as in the books).
Updated Magic Stick: reverted to a +2 Combat weapon with Rare rarity.
Updated Blade of Loss sell price to reflect a +3 Combat weapon.
Fixed sell prices for Shuriken and Net.
Fixed looting only 1 stack of Net in East Golnir when there should be 4.
Fixed Shadar Scimitar combat bonus not matching the tooltip.
Fixed Sacrosanct Sword selling price to match a tier 4 weapon.
Fixed Moon Spade granting +1 Combat instead of +2, as stated in the tooltip.
With Easter just around the corner, I want to wish you all a peaceful holiday, cozy spring vibes, and maybe a few extra hours of guilt-free adventuring.
It’s been a while since the last patch (January, in fact!), and while this isn’t a massive update like the Bestiary or the DLC expansions, it’s a quality-of-life and maintenance patch based on some of the most common feedback and long-overdue polish I’ve been meaning to address. A few long-standing frustrations are finally put to rest.
Also, I'm very pleased and honoured to announce that Fabled Lands has been curated and selected to participate in the upcoming Turn-Based Thursday Fest on Steam this June! It’s great to see the game recognized as part of the vibrant turn-based community — and a perfect excuse to revisit Harkuna and Ankon-Konu this summer.
Let’s take a look.
What's New?
Until now, selling weapons depended on each specific item being manually listed in every shop’s inventory. This unfortunatelly resulted in some weapons not being able to be sold anywhere, which broke immersion and caused inconsistency. Worse still, it wasn’t how the original gamebooks handled things.
Now, shops will buy weapons based on their tier — so a +1 sword, +2 spear, or +4 axe will sell in any market that deals in that tier. This follows the logic of the books: starter towns handle low-tier gear, while elite shops will happily buy your enchanted murder stick of doom. This should make selling loot feel a lot more natural (and less frustrating).
For all the changes, see the full patchnotes below.
Blood Sword – My Next Game Has Been Announced!
Earlier this week, I announced my next project: Blood Sword, a faithful yet modern digital adaptation of the legendary gamebook series by Dave Morris and Oliver Johnson.
This one's personal. I still remember holding The Battlepits of Krarth in my hands for the first time. Thick, ominous cover. Four heroes. A deadly tournament. And me—just a kid—standing at the gates of a story that felt more real than anything else around me…
I've poured everything I’ve learned from making Fabled Lands into Blood Sword — from UI and combat systems to how to adapt nonlinear gamebooks for modern players. It’ll be turn-based, story-rich, challenging, and full of that same gritty, imaginative soul the books were famous for.
If you're curious, please wishlist the game here on Steam and help give it a strong start!
It’s my first commercial success and one of the most beloved projects I’ve worked on. But with Blood Sword now in full development, updates to Fabled Lands will naturally slow down. I’m still planning to support it and patch when needed — especially once we’re ready for Book 8: The Lone & Level Sands.
Paul Gresty’s work on the book is around two-thirds done, though life has (understandably) slowed things a bit. Once I have the final manuscript, I’ll begin adapting the new area: new core mechanics, new enemy types, unique items, titles, and even new profession-specific skills for the combat system. It’s going to be a meaty update.
Until then, I’ll be watching feedback and patching as needed — especially for long-standing polish and UX issues that still bug me.
Thanks as always for the continued support, the kind words, and the Steam reviews. They really help, and they really mean a lot.
Happy Easter, and may your resurrection deals be cheap and your dice rolls forgiving.
Implemented weapon sell pricing by tier across all markets. Previously, weapons could only be sold if their specific item ID was manually listed in a shop’s inventory — which often led to oversights, inconsistencies, and some weapons being unsellable altogether. This has now been replaced with a smarter system: weapons are categorized by their combat bonus tier (e.g. +1, +2, etc.), and shops will now buy weapons based on the tiers relevant to their local market. Just like in the original gamebooks, basic shops handle lower-tier weapons, while elite shops will buy up to +6 tier gear.
Removed Selenium Ore from the Travelling Pedlars' Caravan in the Great Steppes.
Added Shadar scroll instead to the Travelling Pedlars' Caravan in the Great Steppes.
Added Blessed Mace to the Armoury at Castle Ravayne.
Renamed Searching to Buy tab in markets to Looking to Buy.
Updated FAQ section, added: I am wounded! How do I heal? I found some item that says it is an Artifact but I don't know what to do with it? How exactly do the battles work?
Fixed Drop Area alignment in the Merchant’s dialogue when using the Large UI setting.
Fixed controller selection occasionally being lost in the Options dialogue.
Fixed character avatars appearing on the edge of the screen during character creation on super ultra-wide resolutions (32:9).
Fixed item slot highlight not clearing properly when navigating fast with keyboard shortcuts.
Version 2.1.2 is live!
Hey, folks! The first patch of 2025 has arrived! Wishing you all a prosperous and adventurous year ahead! Thank you for sticking around enjoying your journeys through the Fabled Lands. May the luck of the dice always be in your favor ;)
Incremented version to 2.1.2
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Fixed going back in the tunnel from the well in Chambara could potentially lead to teleportation to inaccessible locations.
Fixed not getting 2 dice when sailing into a storm trying to avoid Baron Moonshine.
Renamed Crossbow Brigand to Arbalist. Updated Avar Hordeth's guard names to unlock properly in their respective Bestiary entries.
Added Fast attribute to enemy tooltip description for Rat King (Spirit) and The Grim (Spirit) enemies.
Fixed Morituri not being unlocked in Bestiary when you defeat his weaker version.
Fixed Morituri related text to display correct SANCTITY roll difficulty values.
Fixed clifftop house condition going out of bounds leading to unexpected behaviour.
Fixed Astral Demon attacking three times per turn instead of twice.
Fixed obtaining Blessing of Clarity healing you instead of damaging you when in toxic shock.
Fixed The Grim enemy description.
Fixed cross-pollination achievement typo in title.
Nerfed Crystal Knife: Increased attack AP cost from 2 to 3.
Fixed collecting backpack items after defeating Namagal, now allowing the player to pick up all items from the loot chest.
Fixed Irmark's Spectre not properly unlocking in the Bestiary.
Fixed combat animation swings getting out of sync when V-sync is OFF and FPS is more than 60.
Fixed Blessing of Obfuscation not clearing after combat when no damage is done.
Fixed teleporting to Trefoille not teleporting the player figure.
Fixed Goblin-spider typo.
There is also a price change for Poland that will take effect when Valve reviews it: The base game now costs down from 86.99 to 76.99 zl or ~11,5% reduced price.
As always, wishlist the game to not miss any news and discounts.
Introducing the Bestiary and Expanded Enemy Mechanics!
Version 2.1.0 – The Bestiary Update is here!
I'm thrilled to bring you Fabled Lands' latest major update, packed with new features, improvements, and fixes. While this update might not be as massive as the last DLC, it’s still a big step forward for fans who crave immersion, exploration, and lore. With the addition of a full Bestiary, you can now track all your foes in one place - giving you a whole new way to interact with the world of Fabled Lands and its hidden secrets!
What’s New?
The biggest feature in this update is the Bestiary - a journal for every enemy you encounter in Fabled Lands. Think of it as your own Pokémon-style codex! With 158 unique enemies to discover, battle, and record, the Bestiary is your ultimate guide to the creatures and characters inhabiting this vast world. From the spectral Ghosts to the ruthless Avar Hordeth, every encounter now fills out this comprehensive tome, letting you track your progress and learn more about your foes.
Expanded Enemy Mechanics and Reworks
In this update, enemy abilities, stats, and AI priorities have been fine-tuned to make encounters more dynamic. Certain foes now have the ability to land multiple attacks per turn, which combined with effects such as Bleed or Poison, create more challenging battles that require fresh strategy.
Overall Improvements
Stack More Arrows and Bolts: Tired of juggling your arrows? Maximum stacks for arrows and bolts have been increased from 10 to 20 per slot, making inventory management a bit easier and giving you more freedom to focus on the journey ahead.
Better Odds for Quest Searches: To make those quest searches a bit less of a grind, I’ve added roll bonuses when searching for specific quest targets, like the Wereboar, Mermaids, Avar Hordeth, and Gibbet Ghost. When the Three Fortunes aren’t on your side, this small boost makes sure the dice don’t keep you from your objectives.
Reduced Game Size: A huge improvement! With new compression and texture management, I’ve reduced the game size by 800 MB. The game now loads textures more efficiently, lightening the load on your hard drive without sacrificing any of the immersive visuals.
Thank You for Your Support
Thank you to the Fabled Lands community for your continued enthusiasm and feedback. I hope you enjoy filling out the Bestiary, battling reworked foes, and exploring the latest content.
Your enthusiasm and interest have inspired me to prioritize and deliver faster on the next content update in 2025! So… stay tuned for more updates :)
To celebrate this patch, Fabled Lands is participating in the Turn Based Carnival! Make sure to check it out on Steam from Nov 13 to Nov 20, there will be some very lovely turn-based games from fantastic devs!
Happy adventuring, and see you in the Fabled Lands! Here's the full changelog:
Incremented version to 2.1.0
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General Updates:
Added Bestiary! A codex of all the enemies you can meet in the Fabled Lands.
Increased arrows and bolts maximum stack in an item slot to 20 from 10.
Added bonuses on rolls when searching for a quest target in a random event location for Wereboar, Mermaids, Avar Hordeth, and Gibbet Ghost.
Added missing rank bonus on ramming an Uttakin ship in the Western Ocean.
Updated all elemental swords. Elemental swords now add +3 Combat instead of +1 and have base damage range from 5-8 (from 7 flat). Sword of Metal adds +5 Combat and has damage range from 4-9.
Reduced game size by 800 MBs.
Bestiary:
Added new enemy models for Ghost, Man of Smogmaw, Scarred Man, Mutineer and Wisp-Spider
Updated AI Action Points prioritization weights which results in the following enemies being able to land multiple attacks per turn: Man with eyepatch, Tomb Guardian, Ekushka, Enraged Bull, Snake Demon, Vampire, Grindel, Snow Wolf, Storm Demon Overlord, Badger, Bear, Blue Dragon, Imperial Guard, King Tiger, Mujina, Nyar Tracker, Ridiculous Rogue, Thunder Beast, Yoshio, Smuggler, Astral Demon, Crocodile, Kaimren, Patasola, Scarred Murderer, Wisp-Spider, Skeleton Spectre, Rat King (Spirit) (Updated their damage accordingly)
Updated The Enemy: Reworked how skill cycling happens to make it a harder battle.
Updated Big Boy: Reduced Combat difficulty to resist Stunnnig Hit from 20 to 16.
Updated Bull: Reduced Offence to 10, Defence to 9. Reduced damage to 1 from 4. Impale: Inflicts Bleed on hit. Resisted by a COMBAT roll (12).
Updated Dragon (Blue): Increased Offence from 16 to 19. Increased Crit Hit Chance from 5 to 10. Reduced Min damage to 3 from 5. Reduced range from 3 to 2.
Updated Flying Head: Added Vampiric Bite: Inflicts Bleed on hit. Resisted by a COMBAT roll (14).
Updated Snow Wolves: Added Icy Fang: Inflicts Bleed on hit. Resisted by a COMBAT roll (15). Reduced damage to 1-3 from 2-5.
Updated Gorlock: Reduced range from 2 to 1. (The Gorlock has seen many advenuterers dead so I hope with this subtle change to improve on that.)
Updated Toad Demon: Increased Max Damage from 6 to 8. Increased range from 1 to 2.
Updated Storm Demon: Reduced range from 2 to 1. Reduced Max damage from 6 to 5.
Updated Bleed sound effect.
Reworked Shadowfell: Now heals for the same amount as the damage dealt.
Bug Fixes:
Fixed Aku and Kunrir missing tickets to Dweomer.
Fixed Stunning hit typo in Kaschuf and Big Boy skill description.
Fixed empty inventory meta tag broken due to patch 2.0.3 in Curstmoore event.
Fixed Sword of Fire not giving +3 combat as displayed in the tooltip.
Fixed enemy descriptions with Bleed going out of bounds.
Fixed transitioning from Uttaku to Violet Ocean S, SE and SW directions to align better with actual map locations.
Fixed being able to use a rope without having one after defeating the Young Rukh.
Fixed Wine Bottle tooltip description.
Fixed reported typos.
Controller Support Fixes:
Fixed a bug when applying or resetting the options loses the selection of the window.
Fixed a bug with the audio options tab getting disabled causing unpredictable behaviour in the options dialogue.
Nintendo Switch Fixes:
Fixed critical application error sometimes when loading DLC Ankon-Konu map for the first time
I hope you’re all enjoying a peaceful summer and that the heat isn’t getting to you too much (here in my hometown, it’s downright brutal). This patch not only focuses on fixing the bugs reported by players in recent weeks but also on a more careful classification of the enemies in the game. This is an important step, not just because of the Extreme Prejudice update, but also in preparation for the upcoming patch I’m working on ;)
Many people have mentioned seeing the world in a new light while trying to complete this achievement, and that brings me great joy, as it continues to demonstrate the scale of what the authors Dave Morris and Jamie Thomson created back in the ’90s.
I also want to extend a heartfelt thank you to all the new players who joined the ranks of adventurers in Fabled Lands this August, including during the recent promotional period. You’ve left me speechless once again with how well the game continues to perform!
And now, the patch notes:
Incremented version to 2.0.6
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General Updates:
Updated the Bottle of Panyck Water to be an artefact (quest item) that triggers warnings upon potential loss.
Improved clarity and consistency for obtaining the Extreme Prejudice achievement.
Extreme Prejudice:
Renamed Young Cannibal to Cannibal.
Renamed Vampire in Uttaku to Uttakin Vampire.
Renamed Troll Tusken to Tusked Troll.
Renamed Troll Under the Bridge to Bridge Troll.
Renamed Storm Demon in the Great Steppes to Storm Demon Overlord.
Renamed Pirate Captain Head’s enemy name to Flying Head.
Renamed Avar Hordeth’s Crossbow Guard to simply Guard.
Updated Ghoul and Marsh Ghoul names and models to better differentiate between enemy types.
Renamed Samurai (Golnir) to Armoured Samurai.
Reverted Tripling names to Tripling Berserker, Tripling Boss, Tripling Warrior, and Tripling Slinger.
Bug Fixes:
Fixed Ekushka encounter being counted even if you don't fight Ekushka.
Fixed item/money duplication exploit introduced in v1.3.0.
Fixed Storm Scene picture incorrectly taking you to Vervayens if you already have the title.
Fixed Nyar Pursuers encounter where Nyars were not receiving the buff from the Empowered Foe dice roll.
Fixed Brawler buff incorrectly applying when an enemy deals spell damage to the hero or an ally.
Fixed Bellentacq Wisp-Spider mirrors description in the story text.
Fixed the hermit that can send you to Elaz Carnaquen asking for a patron amulet instead of a patron talisman.
Fixed paying the levy in the waterways in Ankon-Konu, which incorrectly gave you Shards instead of deducting them.
Folks, I hope your summer is going well. I took some much-needed vacation with the family, only to fall ill afterwards, followed by my kids, turning it into an exhausting month. Nevertheless, things seem to be normalizing now, and I’m finally catching up on some much-needed sleep. Good coffee helps too!
I’m happy to announce that this patch addresses the recent issues reported here on the Steam forums and on the official Discord server.
For those of you interested in the development side of things, I've posted a thread on Twitter about my recent experience with the Godot engine. I’m seriously considering using this open-source gem for my next big game, which makes me very excited for the future, tech-wise!
Here are the patch notes:
Incremented version to 2.0.5b
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Updated how enemy types are counted for Extreme Prejudice achievement. Now counts per unique title of the enemy.
Updated Avar Hordeth's crew models.
Updated mutineers' models.
Updated some of the enemy's names for better consistency.
Reverted Chimerical beast encounter to regular combat with Sanctity being used instead of Defence.
Fixed crocodile farm encounter critical bug causing the player to get stuck.
Fixed save/loading on Trading secrets dice roll causing the story to divert in incorrect place.
Fixed pedlar in Golnir not charging you the correct amount of Shards for his items.
Fixed dice probability calculation when rolling 1 die for an ability roll not correctly triggering an auto-success roll when ability is equal to difficulty.
Fixed second crocodile's portrait to display the correct one.
Fixed smugglers' tooltip description.
Fixed gaining +2 base ability could bypass the check (at ability score of 11) thus leading to 13 total in said ability (with 12 being the limit)
Fixed not being able to trigger the encounter with the Assassins sent by Nivram the Wizard.
Fixed not being able to become an initiate of Nisoderu at Chompo's shrine if already an initiate of another deity (unified behaviour with the books).
Fixed Codewords view not refreshing visually between loading saves.
Fixed Obsidian Dagger's damage being 4-5 instead of 4 as shown in the tooltip.
Fixed Extremely Rough Area in Yarimura not checking if you have a blessing of immunity to poison/disease on you when you fail the scouting check and getting stabbed with a poisonous dagger.
Fixed elvfin japes event's magic roll having flipped outcomes on success/fail.
As always, don't forget to wishlist the game to stay notified with all the news and best offers around the game:
Fixed saving when at Bronze Gate and Well of Lies and loading on some of the luck rolls causing a critical story error.
Fixed saving when travelling from the Explore option at Shamsar to Sands of Regret and loading on the luck roll causing a critical story error.
Fixed Clifftop House Condition not behaving properly.
Fixed Sacrosanct Sword recipe to clarify it requires a basic short sword rather than any sword.
Fixed Serpent Symbol not appearing in Inkatek market due to name change (name is now correctly displayed in the story).
Updated Deck of Marked Cards, Sea-green Lens, Spectral Veil, Flintlock Mechanism and Enchanted Pickaxe tooltip.
Important note: If you have saved exactly at the luck rolls that were fixed in this patch, your save is corrupted and applying 2.0.2 patch won't fix it. I can easily restore the save for you if you reach out on the official Prime Games Discord server here: http://discord.gg/K7ee7FK