Lilium cover
Lilium screenshot
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Lilium

Lilium 0.9.2.2 Update 6 - Hotfix


  • Rework: Detection of if the player has an item or not has been unified

  • Fix: The Energy Pistol respawns infinitely every time the player starts in the Ancient Tower and already has the weapon
  • Fix: Chests that require a key to open can be looted infinitely once the player unlocked them once
  • Fix: Health and Fatigue regeneration after using an item stops if the player loads into a different level before the regeneration process completes
  • Fix: On occasion, Jackson spawns twice
  • Fix: An Energy Pistol Clip was spawned with only one bullet in it

Lilium 0.9.2.1 Update 5 - Could we get rid of the bugs too?


  • Feature: Shields get reequipped if the player switches back to a one-handed weapon after using a bow or other two-handed weapon in case they had a shield equipped before they switched to the two-handed weapon
  • Feature: The World Map has been updated so Location names are shown when the player hovers over Doors with the mouse pointer
  • Feature: Resistances have been introduced. Larvae and Spiders have Poison Resistance and daemonic creatures have Fire Resistance
  • Feature: A little easter egg sound effect is played when the player jumps off some cliffs

  • Rework: Initialisation of the Sky and the Ocean has been reworked to be faster and less prone to bugs
  • Rework: Initialisation of the Player Character has been reworked to make it a little faster when starting a level
  • Rework: The code to initialize cats' skin has been refactored
  • Rework: Ladders have been reworked to use the same interface as other interactable objects
  • Rework: An extra ladder and some decorations have been added to the boat repairing area
  • Rework: The top of the shipwreck has been slightly improved visually
  • Rework: NavMesh around the islands, especially around the Shipwreck has been updated
  • Rework: NavMesh on the top of the Shipwreck has been updated so every Bandit can reach the player
  • Rework: NavMesh has been updated in the Ancient Ruins so Bandits are not blocked by some gaps
  • Rework: Non-Physical Damage will not contribute to Endurance gain anymore
  • Rework: Endurance gain for Squats has been lowered
  • Rework: General improvements on the usability of the Computer
  • Rework: The buttons of the computer UI has been remade to look like actual buttons so the player will know that they can be clicked on
  • Rework: "Press Esc to stop using computer" text has been added to the Computer UI so players will know they don't have to wait around
  • Rework: One-Handed Melee Weapon Attack Range have been slightly reduced, Fire Damage Radius has been slightly increased
  • Rework: If the player starts strafing or moving backwards while sprinting, sprinting will stop and the player needs to release then press the sprint key again
  • Rework: The Audio Component for Dialogues has been moved to the NPC from the Dialog Widget
  • Rework: StringTables have been introduced for easier and clearer localization
  • Rework: Several unused Unreal Engine Plugins have been disabled

  • Fix: The Ocean's Material Quality was defaulted to Low in some cases making the ocean look terrible compared to the rest of the game
  • Fix: Players can fall into the ocean around the boat repairing area and can't get out due to an invisible wall
  • Fix: Players might end up with 0 health upon restarting the game if a save happens exactly when the player dies
  • Fix: Running or opening the Pause Menu or the Journal with the Pistol Zoomed in will cause the zoom FOV to stay until the player presses the zoom button again
  • Fix: Players are able to swim fast even when their Fatigue is depleted
  • Fix: When the player attacks with a melee weapon then instantly starts running while the attack animation is happening; the weapon is no longer visible, but the attack animation is still happening
  • Fix: Helmets get unequipped if the player's inventory is full and they try to drop an other equipped item
  • Fix: Players are able to move Quest Items to Containers and are able to lose them forever this way
  • Fix: Door icons are not visible on the Map or on the Minimap inside multilayered dungeons
  • Fix: The Objectives HUD does not update itself when the player picks up/drops/consumes quest items like Mushrooms or Steel ingots
  • Fix: The Font size in the Death Menu is too large
  • Fix: Bandits refer to the player as "He" even if the player is a woman
  • Fix: NPC voice lines are playing on top of each other if the player stops talking to them then starts talking to them again shortly after
  • Fix: Sometimes John has his Bow drawn infinitely
  • Fix: Bandits, NPCs and Hellspawn sometimes run into the ocean and just stand still
  • Fix: At the end of the game Lilith is unable to continue her journey to the summoning altar if the player wanders too far from her
  • Fix: Shields got unequipped when the player switched to a bow or to other two-handed weapon then didn't get reequipped when they switched back to a one-handed weapon
  • Fix: Inventory Slot remains highlighted when the player drops an item
  • Fix: Poison projectiles from Spiders stay forever if they miss the player and hit something else
  • Fix: The Saturation setting does not take effect when the player is on a Boat
  • Fix: Saturation slider does not affect the Main Menu background
  • Fix: Falling into Lava will result in an extreme Endurance gain for the player
  • Fix: Dropping a single Arrow drops a Quiver
  • Fix: Hovering over buttons on the Computer UI has a messed up animation
  • Fix: The Minimap's edge lighting direction does not match its glass surface's lighting direction
  • Fix: "Lépések hangereje" is displayed instead of the English text

Lilium 0.9.2 Update 4 - Less clunky please

This update includes a ton of bugfixes and a bunch of quality of life features and improvements for the player, new Achievements, a cool new unique sword, an experimental Quick Save/Quick Load feature, changes on the main island, experimental level streaming used for some buildings, AI and UI improvements.


  • Content: Cat Friendly has been added as a new Achievement for completing the related quests without harming a single Cat
  • Content: The second dumbest creature in the universe appears in the game now and there is also an Achievement for finding it
  • Content: The amount of Bread, Butter and Parizer in the world have been increased as a tribute to Nature
  • Content: There is a cool new sword hidden in the Crystal Mines

  • Feature: An experimental Quick Save/Quick Load feature has been added to the game allowing the player to manually trigger the Autosaves basically
  • Feature: Escaping the Dungeon has been added as the first Quest of the game
  • Feature: Now there is a unique description for every finished quest detailing how it was resolved
  • Feature: Now it's possible to continue the game after the Credits roll
  • Feature: Shock Damage Damage Type has been added to the game
  • Feature: An Auto Arrange Inventory button has been added to the Journal's Inventory page so players can easily organise their Inventory
  • Feature: Weapon and Armor Tooltips now show a Damage and Armor rating comparison between the selected and the currently equipped item
  • Feature: As the player fights with melee weapons their weapon gets more bloody, at least for a while
  • Feature: Poison on Weapons, Arrows and Consumables is clearly visible now
  • Feature: Added option to change Colour Saturation
  • Feature: It is now possible to separately set the volume of footsteps
  • Feature: Bandits are using Barks now to give them a more intelligent feel and to let the player now what they're "thinking"
  • Feature: AI Archers will use Punches instead of their Bow in close range combat
  • Feature: The camera shakes when a large enemy like the Forge Master walks
  • Feature: New lootable containers have been added to the game with unique loot tables

  • Rework: Lilith summons the Hell Portal in a more distant specific location, adding more to the exploration of the Hell scenario
  • Rework: A part of the main island has been reworked to include an abandoned pirate cave
  • Rework: Splitting the Main Island into sublevels with Level Streaming, noticeably increasing game performance
  • Rework: William's Fort has been improved visually
  • Rework: Base Player Attributes are now on a scale of 1-10 instead of 10-100 so each level up has a greater impact
  • Rework: Player Speed is affected by slope angle so players walk slower uphill and faster downhill
  • Reworked: The Player can't Sprint Backwards anymore
  • Rework: Sprint works properly even if the player changes directions while sprinting and now it works independent of the order in which the player presses the sprint button and the movement keys
  • Rework: Footstep sound detection has been replaced with a cleaner, more performant system
  • Rework: Moving on Grass will not cause grass blades to fly around anymore
  • Rework: Unreal Engine version is also displayed in the Main Menu right under the game version
  • Rework: Miscellaneous items can't be added to the Hotbar anymore since they aren't useable anyway
  • Rework: Equipment items are instantly removed from the character when the player starts dragging them off the character
  • Rework: When an item is dragged, its inventory slot gets highlighted
  • Rework: Hotbar functionality has been improved so now item linking does not break when the player moves items around in the inventory
  • Rework: Wooden barricades remain destroyed
  • Rework: Boats now stay where the player left them
  • Rework: Camera does not go underwater while sailing on a Boat
  • Rework: Theresa's cow will keep the items that the player puts into it's pack
  • Rework: Underwater particle effects have been improved and additional effects have been added to underwater weapon swings
  • Rework: Selecting the Player's start location is now done via the proper method instead of just teleporting the player right after the level starts
  • Rework: Cloth Simulation has been removed from the Scarecrow due to it's large performance impact whenever the player stepped outside
  • Rework: Proper particle effects have been added for spider web destruction
  • Rework: NPCs have been tweaked to use hand gestures during dialogues more rarely
  • Rework: AI eats poisoned food placed down by the player and properly gets poisoned
  • Rework: AI pathfinding, movement and obstacle avoidance have been improved
  • Rework: A CPP base has been created for character animations to improve animation performance and to have a cleaner solution
  • Rework: The AI's ability to aim with the bow has been greatly improved as well as their archery animations have been tweaked to look better
  • Rework: AI and Player attack speeds and animations have been tweaked and balanced
  • Rework: AI attack ranges and damages have been tweaked
  • Rework: AI behaviour has been adjusted so if it can't reach its target, AI signals the target to come closer
  • Rework: Lilith's Force Field usage has been improved
  • Rework: Lilith's Fireball usage and aiming have been improved
  • Rework: The default key for Grab is F and the default key for Ready Weapon is G from now on
  • Rework: Locked chests will now play and unlock sound when they are used with the proper key
  • Rework: Attacking animations with Axes and the fighting experience in general with Axes have been improved
  • Rework: Attacking animations with Daggers have been slightly improved
  • Rework: Releasing the Attack Button early while charging an arrow now recalls the arrow
  • Rework: Players are allowed to hunt wild animals without making the Guards angry
  • Rework: The Minimap has been reworked to fit better to the rest of the UI and to make it look better in general
  • Rework: Maps for multi-tiered dungeons have been improved
  • Rework: QuestMarkers for Quest Objectives have been replaced for better visibility and now there is a different icon for Main and Side Quests
  • Rework: The Minimap is now zoomed out a little bit more so the Players can see more around themselves at the same time
  • Rework: Dropping multiple arrows will drop a quiver with those arrows
  • Rework: Arrows now react properly to metal surfaces
  • Rework: The game UI has been reworked to use better, more readable Fonts
  • Rework: The hidden GOD Mode Toggle has been removed from the UI
  • Rework: Player Character Preview Lighting in the Inventory Journal Page has been improved
  • Rework: Object outlines have been improved
  • Rework: Looted chests will keep their lid open, loot interaction will not show up for looted containers anymore
  • Rework: Theresa's cow has been reworked to function properly
  • Rework: Pickupable items have been moved to cpp bases and have been rewritten to avoid possible bugs in the future
  • Rework: Looting and all lootable containers have been reworked like Skeletons, Chests, Destructible Pots and so on
  • Rework: All interactable object will behave the same way from now on, cleaning up interfaces
  • Rework: Minor changes on some buildings to make AI navigation easier and to make them look better
  • Rework: Collisions have been improved in the Evil Dungeon
  • Rework: Boats now have precise collisions while they are not moving so the player can jump onto them
  • Rework: Frank resides in a safer location from now on so he does not get killed all the time
  • Rework: The Time Dungeon has been slightly adjusted and an event can be triggered now upon picking up a skull
  • Rework: A camp has been added for Jackson on the remote island
  • Rework: Added some environmental sounds like birds and forest ambience to the Main Menu level so it doesn't feel as lifeless when music is disabled
  • Rework: Credits and Lady of Cats Music are considered SFX from now on so they play even if the Music Volume is set to 0
  • Rework: There is a delay between Music pieces on the main island from now on so there are calm periods for the player with ambient sounds only, it's also to make the music less annoying
  • Rework: The Exterior Lighting has been greatly improved
  • Rework: Lighting is improved for the Hell Lighting Scenario
  • Rework: Lightmass Portals are used in the Ancient Ruins to produce better lighting

  • Fix: Fatigue Regeneration and Fatigue Consumption for Sprinting is affected by the Framerate
  • Fix: Dying or exiting the game while an Attribute Potion is active results in the Player having that potion effect permanently kept as Base Attribute possibly making the Player super strong through this glitch
  • Fix: Player is unable to stand up/get out of crouching while being close to a wall
  • Fix: The Player is able to Drag an Item from the Inventory then close it to have the Item hang around preventing them from attacking or properly interacting with the game
  • Fix: Dropping equipable items onto the Player Character from a Container does not work and causes strange behaviour
  • Fix: Dropping an Equippable Item onto the Player Character from the Player's Inventory while a Container is open moves the Item to the Container instead
  • Fix: Unequipping items while a Container is open unequips them into the Container
  • Fix: Minimap and Map icons are hiding each other, QuestMarkers for Objectives are covered by Door and other icons
  • Fix: Custom QuestMarks disappear if the Player selects a different Quest
  • Fix: Killing Quest Givers before starting their Quest does not move the Quest to Failed Quests
  • Fix: Attacking animation with a Sword and Shield looks bad since the Shield is partially blocking the player's view
  • Fix: Attacking animations with Axes are really bad
  • Fix: Spamming the Attack Button with the Bow causes arrows to spawn instantly in seemingly random locations
  • Fix: Cobwebs and Roaches burn with the wrong color of fire
  • Fix: Footsteps are too loud and strange
  • Fix: Can't interact with Boats from underwater
  • Fix: Players can't pick up gold pieces from the bottom of the Wishing Well
  • Fix: Can't pick up Mushrooms in Time Dungeon
  • Fix: Can't pick up arrows from water in Time Dungeon
  • Fix: Crystal colours in Time Dungeon are wrong
  • Fix: Interactive Objects in the world can cause extreme damage to NPCs
  • Fix: Bandits and Monsters without shields are playing parry animations
  • Fix: Animals don't do anything if the Player is nearby
  • Fix: Sometimes the Guards attack the Player around the bandit camp near the dock instead of attacking the bandits
  • Fix: Bandits randomly shouting to the Player to get out of Outhouses even if the Player is not inside one
  • Fix: Lilith does not have footstep sounds and effects
  • Fix: Monsters and Animals don't have footstep visual effects
  • Fix: Medical Beds have the wrong cursor icon
  • Fix: Players are frequently losing arrows when they have maxed out arrow stacks
  • Fix: The intro text is still visible once the player interacts with the bed during the intro
  • Fix: Objectives are clickable on the UI
  • Fix: "Tárcsere" instead of "Reload"

Lilium 0.9.1 Update 3 - Ancient Tower


  • Feature/Quest: Added a new side quest related to the Communication Tower
  • Feature: A new Achievement has been added to the game related to the new quest
  • Feature: Quests can have hidden Objectives now that are revealed later as the quest progresses
  • Feature: The island with the Control Tower has been updated and now has more things to do and locations to explore
  • Feature: Now it is possible to explore the Control Tower
  • Feature: A new weapon type Guns/Energy Pistol has been added to the game
  • Feature: New Medical beds that can fully heal the player
  • Feature: A terminal has been added to the tutorial level allowing players to recap on the previous games
  • Feature: A new input action has been added to Controls to be able to Reload guns

  • Rework: The Intro sequence has been replaced by a small interactive level
  • Rework/Voiceover: Lilith has an awesome new English voiceover
  • Rework/Voiceover: William has an awesome new English voiceover
  • Rework/Voiceover: Voiceover has been added to the new character Jackson who is replacing Helton now
  • Rework/Voiceover: The Hungarian translation has been updated including the addition of new voiceover lines for Jackson
  • Rework: The map of the Western Islands has been updated to reflect the new changes and to look better in general
  • Rework: New and updated sound effects
  • Rework: Bow related player animations are much smoother now
  • Rework: The scarecrow has been replaced with a more detailed one
  • Rework: An extra ladder has been added near the Ancient Ruins
  • Rework: Docks have been reworked and a new dock has been added to the Western Islands
  • Rework: Barrels and other interactive objects now have a water splash effect upon entering water
  • Rework: Quest completion is now separated into Main and Side quest categories
  • Rework: The journal UI has been sightly reworked
  • Rework: Lilith's dialog has been reworked to avoid bugs and to have a clean graph
  • Rework: Player movement ignores small corpse chunks on the ground
  • Rework: Changing UI scaling to support screen aspect ratios other than 16:9 like 1680x1050 or 1280x1024 (Kudos to IndEE, Köszi!)
  • Rework: The game defaults at the almost highest graphical setting from now on since most players don't touch the graphical settings and played the game with a worse look than their PC could handle. There is still an option to further increase the view distance.

  • Optimalization: Implemented new utility functions: GetActorWithTag, GetActorWithInterface, GetWidgetOfClass to improve performance by returning instantly if an object is found

  • Fix: Theresa's cow was walking faster than her owner making her stop every second and wait for Theresa to move forward
  • Fix: Poison applied on weapons equipped by the player is also causing health reduction to the player
  • Fix: Cave Trolls' lamp stayed lit even after their death
  • Fix: Some quest items could spawn even if the player already had them picked up
  • Fix: Two-wheeled carts were extremely broken
  • Fix: A quest giver quest marker spawned for closed quests on load, if a closed quest was selected upon saving
  • Fix: Mouse Scroll zooms everywhere in the Main Menu after opening Character Selection once
  • Fix: Loading back a save at a bed will spawn the player in a different location
  • Fix: Melee weapons and shields look duplicated in the player's hand in some cases (Kudos to Zeth)
  • Fix: Shields can be equipped with guns
  • Fix: Arrows did not point towards the crosshair while aiming with a bow
  • Fix: Crouch animation was really bad making aiming with bows and guns terrible while sneaking
  • Fix: Spiderwebs still had collision after they are being destroyed
  • Fix: Some Hellspawn animations start with a T-pose which makes them look very bad
  • Fix: The scrap bridge has wrong UVs on the bottom side

Lilium 0.9 Update 2 - Combat


  • Content: Lord William now has a Crown
  • Content: A new Helmet is added to the game
  • Content: A new Shield is added to one of the Gladiators
  • Content: A new type of Troll has been added which can Dodge frontal Attacks

  • Rework: Some UI elements have been updated
  • Rework: The Wishing well has a new model with a proper hole in the ground, Landsape now supports holes
  • Rework: It was too dark inside the wishing well
  • Rework: Quest tracking, quest object tracking and objective markers have been updated to be more helpful
  • Rework: Player Bow handling has been reworked to use anim montages and a new upper body slot has been introduced
  • Rework: Black key has a red glow now
  • Rework: Guard Shields now have a new design
  • Rework: Changed player animations to make weapons less intrusive while walking and running
  • Rework: Improved parry animation for the Player
  • Rework: Crouch and Uncrouch now have a smooth animation to make it feel more realistic

  • Change: Enemies now have hidden Attributes like Strength and Agility the same way as the player which affects their Damage
  • Change: Code refactor of Projectiles
  • Change: Some NPC animations are tweaked to be a little less clunky
  • Change: NPC and Monster animations are tweaked to make them attack and recover faster
  • Change: Trolls are a little faster now to make them more challenging
  • Change: NPCs are walking a little slower now, but can run much faster
  • Change: NPCs with Shields can Parry Arrows now
  • Change: Loot distribution in Chests is changed
  • Change: Most Guards have shields now
  • Change: NPCs are now able to use Shields
  • Change: Bandits and Guards are now able to Block attacks thus making them stronger
  • Change: Endurance now can be increased by doing squats
  • Change: The effects of farts reach distant targets later
  • Change: Lowered starting attributes for every class since the game is way more fun when the player is weak in the beginning
  • Change: Added option to set FOV
  • Change: Player's HitBox has been adjusted to fit the player mesh better

  • Fix: William's quest is broken in some cases if the player does stuff out of order
  • Fix: Poison damage from melee weapons does not apply on enemies
  • Fix: Hungarian localisation issues ("Strength")
  • Fix: Collision gap around the wishing well
  • Fix: Quest markers to return to quest giver appear sometimes even if the player completes objectives for a non-active quest
  • Fix: Ethan is unreasonably impressed by toilets
  • Fix: Using bows increases Strength
  • Fix: Sitting NPCs are rotating around while the player is trying to speak to them
  • Fix: Taverns song was interrupted mid song every time due to animation restarts
  • Fix: Tavern song attenuation radius is too large
  • Fix: The dialog with Lilith gets interrupted by Hellspawns
  • Fix: Objectives don't update on HUD when quest items are picked up
  • Fix: Zoom to Character does not work in the Character Selection Screen
  • Fix: Quest objectives don't go to Completed state if they're already completed upon receiving the quest
  • Fix: The Shield remains in the Player's hand when they're equipping a two-handed weapon while having a full inventory
  • Fix: The Wishing well has a collision issue
  • Fix: Player Punch sound is wrong
  • Fix: Red Mushroom NormalMap is wrong
  • Fix: Can't pick up the fish from the cat bowls
  • Fix: Using Escape in the Main Menu will result in corrupted menus
  • Fix: The Font used when interacting with objects is unreadable
  • Fix: There are no footstep sounds while the player is drawing a bow
  • Fix: Player death animation was not playing when the player died while drawing a bow
  • Fix: Bandit Knight's armor has missing faces
  • Fix: The Jump animation looks bad, if the Player has a Shield equipped
  • Fix: Shield and Weapon Static Meshes are duplicated on Player
  • Fix: Hellspawns and the Daemon are extremely broken
  • Fix: Goblin footstep sounds were missing
  • Fix: Poisoned arrows don't cause poison damage after a reload if they were poisoned while being equipped
  • Fix: Players were not be able to parry arrows properly
  • Fix: Some Wooden surfaces reacted as Metal
  • Fix: NPCs were not able to attack the Player if they were off screen (VisibilityBasedAnimTickOption)
  • Fix: Bandit Archers stood frozen sometimes (Montage issue)
  • Fix: Arrows were invisible for a while when NPCs pulled them out from their quiver
  • Fix: Above Level 50, Farts can be spammed and players are levelling up too fast
  • Fix: Typo in one of the character descriptions
  • Fix: Some tavern wooden beams were not touching the ground
  • Fix: Evil Dungeon Collision issues

Lilium 0.9 Update 1 Hotfix

Hotfix: Controls were broken for those who already ran the game because already existing control configurations were not replaced by the new config file

Lilium 0.9 Update 1 - Chili Beans


  • Content: Added Chili Beans to the game
  • Content: Added Red Mushroom to the game
  • Content: Added Special Ability as unlockable ability
  • Content: Added Level milestones to Special Ability
  • Content: Added the Master level of the Special Ability
  • Content: Added a new Achievement for using the Special Ability


  • Change: Better, simpler, faster Fish AI
  • Change: Added Special Popup for Special Ability level increases
  • Change: Added Particle Effect to Ability Level Ups
  • Change: Added Explosion Sounds
  • Change: Special Ability affects NPCs
  • Change: Added Particle Effects to Special Ability
  • Change: Added Damage Effect to Special Ability
  • Change: Added additional corpses
  • Change: Added Zooming to the Character selection screen
  • Change: Adjusted lighting in Large Cave since it was too dark
  • Change: Bunch of code moved from BPs to CPP
  • Change: Config files are binary now for faster loading


  • Rework: Improved the feeling of Punching and made it easier to hit small enemies
  • Rework: Updated lighting in the open world to make insides look better
  • Rework: Character Selection Screen
  • Rework: Updated splash screens and icons


  • Fix: Sometimes Hungarian voices were played instead of the English ones
  • Fix: Can't pick up Fish from the Ocean
  • Fix: Some Crystals had bad collision
  • Fix: Underwater Chest had corrupt custom depth on it
  • Fix: Player's hands are transparent under water
  • Fix: Only one particle system was allowed on NPCs
  • Fix: Torches can be lit under water
  • Fix: Status effects were still visible with 0 sec left
  • Fix: Talk to Ethan -> Exit -> Continue -> Ethan thinks he has arrived, still spawned at the Dungeon door
  • Fix: Players get the Cat Lover achi even if they kill the cats
  • Fix: Dezso can stuck in trees - Updated NavMesh
  • Fix: Bad pop in of small bricks

Lilium has been released!

Lilium is an Early Access game at this point. It's fully playable and should be fun without any serious bugs. I've spent a lot of time making sure it runs well without issues.

It's the core of the game. A short main story, some side quests, a few dungeons and a single island with some small patches of land around it.

There is lot in the making. New gameplay systems, asset replacements, graphics overhaul and of course much more content in the form of new explorable islands, dungeons and loot.

I hope you'll have fun playing it! Please give me your honest feedback as well. A lot can change based on your feedback.

Lilium 0.9 RC 1 Update


  • Changed: All the prerequisites are now being installed when the game starts at the first time
  • Change: We've updated some config files, scripts and UI elements to be ready for release

Lilium 0.9 BETA 15 Update


  • Rework: Improved Lighthouse model and surroundings
  • Rework: Remove text from grave stones
  • Rework: Updated UI elements
  • Rework: Updated World Map
  • Rework: Updated Loading screen images



  • Changed: Added Cinematic Quality View Distance option for players with high-end PCs
  • Change: Disabled Static Lighting outside of Dungeons



  • Fix: Arena Announcement Texts are not showing up properly like "Entering the Arena" or "Defeating an Opponent"
  • Fix: The Hotbar is visible after dialogs when the HUD is set to Hidden
  • Fix: Gabe can restart playing on his guitar without having it
  • Fix: Camera clipping while crouching
  • Fix: "Accessed None" issues
  • Fix: Some Texture issues