The Adventurer's Domain Online cover
The Adventurer's Domain Online screenshot
Genre: Adventure, Indie

The Adventurer's Domain Online

16th April Patch Notes

Zones

Opened Fire-Iron Halls in the Ice Kingdom. You'll find some crafting, transportation and basic amenities available here. The Ice Kingdom's local story will be focused here in the coming content patches but we wanted to get it open for you could start accessing the crafting.
Added a harbour master to Northshore.
Added a food and drink vendor to Genmire Inn.

Monsters

Slightly reduced the strength of tougher orcs in Genmire.
Ice Trolls now throw rocks, probably best to dodge or block them.
Ice Kingdom Nefarious Warriors have lost their execute skill. :(
Reduced the damage output of Nefarious Humans.
Wolves in the Ice Kingdom are now skinnable.
Disabled Nemesis conduit summoning tumours.

Combat and Items

Increased the bonus Great weapons receive from both of their related stats.
Melee weapons now provide a parry stat granting an average of 10% additional avoidance. Pushing up melee survivability a little further - and providing another gearing option.
Added a item stat which reduces the chance of enemies parrying.
Turned on some low-level magic (prefix/suffix) item spawns.
Fixed an issue with the Forgotten Soul's loot tables.
Fixed an issue with Snakemen drop tables.
Spellbook particles duration/trail length have been reduced.
Added three new craftable armour sets.

Ships

Normal (land) enemies are now unable to damage or destroy ships.
Ships now spawn slightly below the waterline rather than above it.

Updated the Galleon's handling.
Added ladders/obvious climb points to the Galleon.
Added four seats to the galleon.

Minor Patch Notes 7th April

Minor Patch 7th April

The plan this week was primarily to enable some of the quest content and elite mobs in the Ice Kingdom.

We'd quietly enabled full xp sharing when we launched Ice Kingdom to see how it changed player behaviour and for the most part, we were pleased with what was happening. The system however was easily exploited, and we had large amounts of experience being gained from positions of complete safety. Reverting from shared experience back to split experience was all we could do in the short term but we diverted resource this week into adding some layers of protection against common afk farming mechanisms to enable us to return to xp sharing.

As such this patch is mainly about bringing shared experience back online and we've pushed the content into next week.

We will be monitoring how much xp gain explodes again (some of our metrics looked very crazy last weekend!) and hopefully this will be enough to mitigate the issues we saw whilst also feeling a lot better for non-afk parties.

[Xp Changes]

Every member of parties now receive 100% of xp from creatures killed within a small area around the monster.
To be eligible for sharing a number of conditions must be met, which for the most part should happen fine when people are just playing together.
Inactivity now disables Xp Gain and the ability to pick up items. You can tell you're currently inactive by the Zzz icon over your class icon, and you can tell someone else I by the AFK on their name. Moving away from the area is the quickest way to return to an active state.
Xp award is now reduced to players in significantly higher level areas then their character.
Shrines of the Kami now require adventurer levels to be high enough to interact with dependent on the zone’s level.
The curve of reduced xp from mobs as the player’s adventurer level increases has been sharpened.


[Misc Changes]
Most monsters around the Ice Kingdom have had their base damage reduced.
Reduced the power level bonus Ghosts gain for each level they spawn with (they would generally be strong enough to ignore your armour completely)
Heavy armour now provides +2.5% resistance to all three physical damage types for each piece worn (this is applied after power level calculations)
Skeleton summons now have slightly improved health scaling, mana regeneration and resistances.

Minor Patch Notes 30th March

Minor Patch Notes 30th March

Bobby the Stable keep in Genmire now offers horses to Adventurer's past level 100



UI
Adjusted the chat window
Whispers now appear on all tabs and 'chime' when they arrive
Fixed an issue preventing values input on a message dialog being processed correctly (dropping all items / gold trade inputs etc...)

Misc
Adjusted a couple of Nemesis Spawns in the Manor
Fixed an issue with some environment props not displaying around Genmire.
Adjusted a number of Orc Spawns in Genmire

Sometimes we just want to forget...

Part of adventuring around the world of TADO is levelling up your stats and finding new and interesting Skill Gems and items which may make you want to change the path you're currently set on. In a classless system we don’t want people to feel too stuck down a single path, but we also don’t want to have the opposite problem of being able to switch between being everything as soon as you have enough points to be anything and losing the connection to your character and their strengths.

Since launch we’ve had a lot of feedback on resetting character stats, that our current system where you earn a few unlearning points here and there through exploration, wasn’t enough to stop people from feeling like they may have wasted stat points and feel like they can never get them back.

Well, in the next minor content patch we will be introducing the Tome of Unlearning to help remove that problem. This will mean everyone will be in a position where they know they can always, in time, adjust any unwanted stat points, that they will never be stuck with all those now unwanted medium armour points.



People will start finding Tome’s of Unlearning just by playing the game, various activities can result in spawning them and if you find them, you can either decide to use them yourself and get ten additional unlearning points, or you can trade it with someone who needs it more. We expect people to find them a valuable currency for trade.



I look forward to seeing you all making you way through the dangers of the Ice Kingdom soon!

Take care Adventurers.

Monty

Minor Patch Notes 18th March

General
Night terrors slow has been significantly reduced.
Night terrors now deal damage.
Nemesis Conduit's experience is now baked into the quest rather than his death.
Moved some of the orc caves spawners onto the new system to reduce blocked enemies.
Updated various mob hitboxes to make arrows/projectiles more likely to pass - most notably the wolf pet.
Various performance improvements in the Great Sea
Most main quests now give significantly more experience and gold once completed.

Skills/Weapons/Stats
[Fencing] - Spears/Daggers can now hit multiple targets on normal swings.
[Marksmanship] - Bows charge speed is now affected by attack speed bonuses.

UI
The sell items UI has been updated, you now select all the items you wish to sell, then confirm the sale of all of them, rather then individually selling items (and clicking the ones you didn't mean to!)
Removed the confusing level markers from skill hotkeys [still currently present on the loadout screen]
Stats on the allocation screen now give a brief description of what they do.
Equipped items can now be inspected.
Using items from the inspect screen how closes the inventory screen.

Misc
Steam Next Fest cloak is now visible on female characters.

Patches notes 11th March

Patch notes Saturday 11th March

We've tracked down a few major bugs, and hopefully cleared the hit detection issues people have been experiencing. We're working on tidying up spawn locations (inaccessible spawning mobs), a continued push on poor performing areas and UI enhancements along with some slight tweaks to some of the not-so-useful skills.

There will be a further mid week build to address a few issues with some of the new items / craft recipes.

General

There's now a portal inside the Manor entrance lobby which will take you to second version / channel of the Manor (this is unlikely permanent but will provide double the space for now).
Fixed an issue that could cause merging stacks of items to create incorrect stack sizes and replace the wrong item.
Fixed a variety of issues with fishing.
Fixed an issue with the nemesis conduit having a long load time / causing client lag.
A spear called Spite is now in the Manor.
Axes in the Manor now have the correct craft requirement.
The Shield Cowardice should be craftable.
Player move speed is now reduced whilst charging an arrow.
Player move speed is no longer reduced when releasing and arrow.
Fixed an issue where the character aim would snap back after firing a bow.
Removed a few instances where hit detection could fail.
You can no longer attempt to move no drop items to storage.
Reduced the likelihood of monsters spawning in inaccessible places for Snake Island and Genmire Quarry.
The Tier 2 campsite in Rogue Town has three new food recipes - you can also buy a T2 campsite from the Leather armour vendor (this will be moved in the future).

Achievements
Activated the first Weapon and Armour Crafting Steam Achievements - you'll need to craft something capable of giving a skill increase to actually unlock it even if you're above its requirements.

UI
The chat window now has a size widget if you want to make messages wider or show more of them (drag the red boarders whilst unlocked)
The Quest tracker now can be moved (resizing coming soon)
Storage now functions as purely click to move rather than drag and drop (this whole UI will be reworked soon)
Fixed the Buy items UI on NPCS showing the sell prices after mousing over.

Skills

[Spear] Adjusted the Spear Flurry skill's scaling, it will no longer move you forward if you’re in melee range, adjusted the impact time of the final hit
[Spear] Impale’s debuff now scales from fencing
[Dual Wield] Renamed Flurry to Rapid Strikes.
[Dual Wield] Rapid Strikes now is more... rapid.
[Dual Wield] Increased Rapid Strikes base damage - it still needs changing to scale more effectively.
[Dual Wield] Increased the duration of the attack speed buff to slightly longer than the cooldown.
[Mace] Uppercut will no longer lunge when at melee range.

Patch Notes 5th March

Patch Notes 5th March

Latest minor build is focused on UI and Performance improvements along with some adjustments/fixes to last week's content update.

General

Adjusted Manor spawns – this should deal with a number of issues people have encountered with mobs positions not being correctly displayed on your client / ragdolls persisting etc.
If you have completed the Scout’s letter quest, but somehow not been awarded the next part of the chain, you should now be able to pick up the next segment at Lucas in the Order camp.
The big nemesis should no longer be able to send you through the roof.
The Nemesis Conduit now respawns quicker.
Adjusted Sorrow’s graphic whilst stored.
Adjusted medium sized shields positioning on male characters.
Longing now requires Magic Affinity.
Finality now correctly grants arcane explosion.
Genmire Storage no longer has a load screen.
Adjusted Snake People spawn locations and timers.
Ships navigating between areas should be less likely to enter outside the world bounds.
There’s now an option to hide your helm on the Cosmetics UI on the character screen.
Reduced the swing speed of great swords by roughly 10%.
Single handed Axes’ now have a right click skill.
Adjusted ragdolls on a few pirates.
Closed a massive hole in the Loft.

Interface / UI changes
You can now see your primary stats on your stat sheet.
You can now repair your weapon sets separately on the repair screen.
You can now have crafts repeat.
Quest items and keys now have a filter on the inventory screen.
Your weapon’s ability now has a cooldown indicator like a hotkey.
Adjusted the NPC Buy/Sell UIs.
Rebuilt the chat windows look and feel. Changed global from /a to /gl

UI Customisation
For the HUD we’re going to try and make it more flexible by introducing positioning and scaling options for most HUD elements, and specific configs for others that require it. After unlocking the mouse (Default - alt key) you’ll see little hand handles next to elements that can be configured.
In this build you can now…
Move the Chat window.
Move the hotkey grids.
Move your weapon ability indicator.
Move your character bars (Health, mana, stamina etc).
Just a start, we will get all the HUD elements working in this way.

Performance
There’s been quite a lot of adjustments to Genmire to improve people’s frame rate/reduce graphics card load in and around town.
There’s now an additional option which changes a lot of performance related rendering options. You can hit speed or quality at the moment. If you set speed, you can then use the normal settings to adjust this if desired.
This is mainly for our use in doing some profiling but Speed settings should perform significantly better in many situations, you may encounter some graphical oddities, particularly in dark areas / dungeons which require illuminating – we don’t recommend using the setting currently.

Cliffview Manor opens its welcoming doors

Genmire Manor

Something stirs in the darkness and the doors of Genmire Manner creak open, continue the main quest chain heading into the unknown… what happened in Cliffview Manner, what were they trying to do….?

Continue the main quest by picking up where you left off at the Order Camp, visit the Manor’s Loft where Lucas sent his scout before making your way into the Manor itself. Potions are recommended!

There’s a variety of new creatures, items (lots of weapons), skills and crafting hidden within the Manor.

Stay safe Adventurers!

Your Questions put to the developers

Not long ago, but it does feel it, we asked for your questions about TADO, its design, where it is going… and we obviously underestimated how many we’d get!

Well we’ve gone through all of them, where there were similar themes or answers we’ve tried to group them and rewritten the question to encompass the whole theme rather than just the original. So if you see something that looks like your question, it probably is, even if its worded a little differently to cover another answer at the same time.


We’ve tried to answer all the ones which aren’t just "will this be fixed type questions?".

Hope you all enjoy and thanks for all your questions.



We have had lots of questions around how the various different weapons work. The below outlines our current philosophy around weapons and the differences between the different weapons we have.

All the weapon types should add up to the same capabilities, some weapons do this by having a higher critical rate e.g daggers and some have more consistent hits e.g. maces. There are also weapons that favour channelling values which may be more beneficial for players who use magic.

This isn’t currently well represented across all weapons, but is the position we will get too. All weapons should broadly be as good as each other, but will go different routes to get their (including different skills)

There are also some unique / odd items which bend the rules and can create slightly different paths to build a character around.


Will you introduce full controller support soon?

You can currently play the game on a controller and can rebind most keys. Better controller support, particularly around the UI will be implemented in the future. We want to be able to tag the game as having partial controller support, which pretty much means you should be able to plug in a controller and play the game almost completely from just the controller with only odd interruptions for things such as menus.

We have had a few updates since launch targeted at removing blocking issues that prevent non-querty keyboards and some controllers being unable to bind all their keys.

At the moment, this is pretty doable, but we require the player to bind all their controls which doesn’t feel like a great way to jump in.


How does the current Experience curve for crafting/gathering currently compare to how you envision it in the future? Is it something you want to take hours and hours of grinding or something easily accessible so long as you continually engage with it.

We don’t want to make crafting overly inaccessible; the current design is broadly the fundamentals for creation of an item which you would then enhance further.

That said, the current curve of experience gain in all crafting skills will be adjusted as the higher level unlocks. We don’t want crafted gear to fall behind its usefulness to a new player who finds themselves level through many tiers throughout the main story quest.

We will also have the ability to dismantle items in game soon, which will let you get more out of your resources when you craft something you're not particularly interested in keeping, along with a variety of Cargo Packs you could make with surplus gear to deliver for experience and trade related gear.

What do you picture the End-Game loop of the game entailing?

There are lots of activities that will be available to players to continue to progress at ‘end game’. Essentially there are a variety of ways to continue to progress your character and these loops will be something that allows players to have many different activities to engage int. Hunting, crafting, cargo pack deliveries, world events, treasure hunting, PVP battlegrounds, fishing and more. You will be able to continue these long after you have completed the story.

Character power progression moves more towards acquisition of items and wealth to empower your items and continue to level them. How you acquire that wealth and resources is aimed to be more a choice for you.



How do you see equipment in the future? Will armours stay with their current stats or will we see them start getting other stats? If we do start seeing other stats how complicated do you think things will get? Simpler like most MMOs or more complex like PoE/diablo style games do? There are some things like Skull Cracker that give a bunch of skill stats, but most equipment right now is pretty bare so not sure what to expect, there are also different damage types but nothing interacts with them yet. Will there be the ability to 'socket' any gems into armour / weapons?

Our general philosophy around armour types is heavy armour provides more health, medium more attack speed and stamina, and light armour more mana - there are/will be exceptions around things like light plate or armours that use more than one armour stat.

We intended the game to launch into EA with our prefix / suffix system generating items not dissimilar to what you might see in an ARPG, this didn’t happen, but it will be live very soon.

Our enhancement system also allows you to force the acquisition of a prefix or suffix onto an item using rarer resources along with just boosting the base level of the item. The idea being you can seek out the ‘best’ stats for what you’re trying to build, or you can seek to work them into you items as you go.

Things like skull crackers are interesting, uncommon drops, there will be lots of stuff like this, but won’t necessarily be on the core power curve /expected path. We also have the concept of items which fundamentally change the behaviour of particular skills which people may seek to build their character around.

We’d like to add more interesting things like skill-gems that modify other skill gems giving you more ways to customise your character or focus on improving particular linchpin skills in the future.


We have received feedback around overcrowding and resource competition, along with questions around instancing.

We are not intending on having private zones, there may be some exceptions such as battlegrounds and key story areas and possibly housing depending on where we go with that (not decided), but the world is meant as shared space and we don’t want everyone hidden away in their own instances.
There have been issues around overcrowding and we’re looking at better ways of dealing with this including adjusting how we decide kill rewards/tagging, how we share experience between party members etc. As we get more content out – particularly when we hit the first major content patch with the opening of the Southern continent there should be a lot more space for people to chill in.

However, if this becomes a problem in the long run we would more likely add channels rather than private instances.


How will the unlimited levelling not invalidate content?

We had a few questions in this area, people concerned that by having infinite access to power, you can explode anything at some point.

Some of this is based on seeing people at level 200 with tier 2 gear (who should be much higher gear really if it were available!) where most of their power is coming from being over-levelled, and will naturally dissipate as the later game content starts to become available.

But that said, it is true that in theory, being able to level infinitely and scale your damage infinitely would in theory mean, someone who grinds for millions of years may be able to one-shot the hardest creature in the game. This isn’t our intent or design, and the reality is you will hit a soft cap where the time investment to increase your damage by 1% is just too long / not comparable to improving your equipment.

There will be group content, that having everyone be 100 levels higher for will help, but won’t be as different as it might feel currently.




Will there be an unarmed skill added at some point? the classic monk style gameplay is appealing to a lot of players.

We cut two stat lines from our EA launch, one was Muscianship, the other was Spirit – which provided fist weapon and Monk like Ki energy skills. We do intend for both of these to arrive at some point.



Is the goal to have each zone in a specific level range (Genmire for low levels in its entirety), or to have a zone have multiple levels of content (Mansion might be for 'high' levels, as well as Gazers).

We don’t want to make any of the world unusable and will be providing all level content throughout the world. That said, we also don’t want to make low level people feel crowded by higher levels.
All main areas will have content and reason for high level players to go there though.

What’s the plan for zone sizes in the future? Are we going to get more of the great sea and its tiny islands or more sizeable areas like the starting island?

We have two other Genmire sized continents in the pipeline which, with the Great Sea also finished, will take us to our Version 1 launch position content. Beyond that, we have a fourth continent scoped and will be continuing to add smaller islands to the Great Sea (or other Great Seas).




With the giant spiders being where they are does that indicate you guys intend to put things in hard to reach spots for explorers/climbers to hunt for?

We are all for creating reasons to explore the game, something we have already opened players to with the advent of the Kami Shrines, hidden skill gems and item discoveries. Things like finding the giant spiders weren’t necessarily something we were expecting, but we do try and hide things away for people to seek out.

Is TADO a Theme park or a Sandbox MMO?

We think TADO is closer to the theme park model than the sandbox model of games, but more like the earlier theme parks. That said, we are highly influenced by sandbox games and are trying to bring a lot of the feel of adventure and free form gameplay into a more structured model, trying to avoid some of the pitfalls of player experience in 'you make your own fun' / what am I supposed to be doing? that sandboxes can encounter.

I don’t think you can really put games in neat little boxes quite like this, so we’re trying to draw as much of the fun as we can and make the most of it.


Do you intend to have group boss fights?

We intend to provide small and large group fight design bosses, all of which are optional/outside the main quest chain. Some will be at the end of dungeons, and some of will be world events.

We have a few very placeholder bosses and mechanics you can find in game now, and you can probably see where we’re looking to go with it. When we get a chance to spend some time on them, they will provide interesting encounters for groups and potentially raids alike.




Could we have an interactive map, where we can add our own custom marker's / notes?

We will include in game world maps in the future, adding notes to it isn’t planned for now. We’ve been enjoying the maps people have made so far.

When will mounts be added to the game, I had one in the demo was pretty cool

Horses should be returning very soon, there’s a few issues we still need to resolve before giving them to the masses. You’ll get them a little later than they were in the demo though!
Other mounts will follow.




With regards to mounts, once they become available - is there any view on whether we will be able to tame creatures in the future as rideable mounts / as well as companion - like summoned wolf/skelli - maybe based on a skill to develop, like with the crafting??

We will add more animal summons for the Druid stat, along with a variety of non-stat restricted mounts (although we may do some stat restricted ones to!). We don’t intend for Combat Summons to be earnt outside of the skill gem system, but there will be more ways to get some then just getting getting lucky killing a wolf.

Will there be a 'player economy' / trading hub?

We are keeping the idea of an auction house under review, it’s more of a design decision than a technical constraint. We would be interested in the communities' thoughts on this as it has both a positive and negative social interaction impact.

Is there likely to be scope for player housing / building in the future?

This is something we would love to introduce and are exploring options. We are also considering the potential of houseboats. Its not planned we will do this as part of version one though.

Are you considering an 'arena' aspect, for any gladiatorial style events, rewards and for PvP - maybe with restriction of level by a range?

At present we have a PVP battleground where players can go in to try it out. We are likely to expand the current battleground system to provide more reasons to try it and make the experience more interesting including some rewards/experience points. We will likely add duels too for people who want to quick scuffle.


What's the team’s stance on scripting/bots, and mods (ex. UI)?

Like any game, we aren’t happy with players using programs/tools to make autoplay or unattended play viable. At the moment we are being relatively light touch and only disrupting botting with mechanics such as the 'bot cage' but we won’t hesitate to ban repeat offenders. We’re also gradually smoothing out some of the design elements which particularly favour/encourage these play styles.

We had a few questions around the intent when it comes to shields, the below outlines our philosophy around it.

Broadly the premise is that you should be as effective as someone with two weapons or a great weapon. Shields are both offensive and defensive, smaller shields for are more offensive and larger more defensive.

Shield skills also generate high threat and have access to 'taunt' skills.

You shouldn't feel weak when soloing with a shield.


How much in the way of passive skills that are tied to the different skill groups can we expect to see? I've seen a couple passives but they've all been general use

You can expect to see passive skill gems that do more interesting things other than just bonus stats.

Are there plans to do a reset in the long term?

We don’t intend to wipe people’s characters before launch. We may reset people’s stat points and force them to redistribute them at various points in EA if significant changes to levelling occurs; like for example levelling gives your 5 points rather than 3 - but that's not the plan.

Can we get stat resets please?

There has been lots of discussions around stat resetting, so we'd like to share our plans for this.
Resetting your stats in not a core part of the game design and it would be equivalent to changing your class in another game, not swapping talents. That said, we have heard people’s concerns about players feeling they have wasted points and feel bad they can’t ever do anything about those. To combat this we will be providing mechanisms to allow the continuous gaining of unlearning points as you level which means in the long run you could completely remove any unwanted points, but it will take time.

This isn’t a fixed design, and we currently don’t have an implementation strategy but we’re looking at something like you gaining several unlearning points every 10 levels or so, along with the shrine points which will continue to grow as we open more areas.

In the longer longer run... when your experience level has got to the point where you feel levelling takes forever, we will look at awarding unlearning points between levels as well, so you will be able to continue to grind/adjust your build even when you're well past the point that levelling is a common thing.

So 'fixing' / modifying builds, sure, reallocating all your stats on demand, not so much.


Is there a patreon or somewhere where people could help support the game?

The best thing you can do to support us is get your friends playing. Every new player and every new review is more exposure for us and a chance to continue to grow.

We will also be opening the supporters shop soon, that will have a variety of cosmetics which will be another way you can continue to support the game. We will get a post out on that soon as we start livening it up.

We have also been discussing potentially some sort of premium status or battle-pass style system, although we haven’t come to a design which that feels both useful to the player but also not generally feel wrong / unfun to others.


If you got this far, thanks for reading and we'll see you in game!

Team TADO

Two weeks of TADO

Wow what a two weeks we’ve had, since opening doors to Adventurers we’ve had thousands people make their way from the Darkened Crypt into the light of Genmire and set about finding what evil scourges these lands… along with grinding, there’s been quite a lot of people grinding too – especially when it came to rumours of skill gems dropping from certain mobs!



In terms of updates the game has been receiving regular updates, some focused on the bigger issues, and others on expanding content and play space.

We launched with a couple of very problematic issues which were priority, trying to get people who struggled to login online (Error Code-E quickly became our own version of the famous Error 37!), and making sure players with non-QWERTY keyboards could play the game effectively.

The day after launch, as we'd had reports of AZERTY users unable to play, an AZERTY keyboard turned up at our offices and were able quickly understand the problems people were reporting there, so we managed to remove all the issues that were blocking them. This really was simply a lack of awareness in our small team and something if we could go back wouldn’t have been a problem on day 1, so we’re glad we could fix this one so quickly. We don't want anyone to be unable to play - we also made quite a few changes to help controllers at the same time and we're going to do more for controller players soon (I love playing on my Steamdeck, but its not as good as it could be). We intend to get to the point where we can tag the game as full controller support, but we're a way off there, particularly with UI interactions.

With logins, we’ve done quite a lot of changes to improve the situation. The first related to some timing issues in certain situations where effectively the client would try and connect to our servers before it had acquired Steam authentication from your local Steam leading to a timeout. We (slightly) slowed this process down which worked for a lot, but some people still had issues. In the last patch we enabled the client better deal with failures and automatically retry which we’ve been having positive feedback that its working a lot better getting people in game quickly. There’s been a lot of help from the players in trying to understand this one, as its been really difficult for us to recreate internally so your feedback remains invaluable in recreating issues like these.



There’s also been a constant stream of new content / areas / items / skills opened with more coming soon.

It’s hard to balance the priorities of continuing to develop the oncoming content from the next two major content patches which are part of our pathway to full launch, versus ensuring people of all play styles can have fun in the game as it currently is. The focus here has mainly been in ensuring the quests can be progressed to the point they currently end and that if people wants to go and grind stats somewhere, they can find somewhere to do it.

We aren’t seeking a perfect balance goal at the moment, it’s too early to spend lots of time rebalancing regularly as characters hit different tiers and gain access to different skill gems, weapons and different parts of that stats tools. In the meantime we are trying to flatten out the more extreme imbalances before we do larger integrated balance pass later in Early Access. At this point we will try and make everyone feel as strong as they should. We don’t recommend people chase todays meta, as tomorrows skill gem may just throw that out of whack, but we know people will anyway, so as long as you’re having fun!

We’ve also done a lot of work in opening up areas to give people more places to go. We were a bit surprised by how many people turned up for EA, and beyond that, how many people wanted to play the game for such a lot of time, so we diverted some attention to rebalancing some islands which were (and may still be later) higher tier, to levels which the game currently supports whilst also making the earliest zones less desirable to grind as this was causing issues for our new player experience. The Discord community has been great on this, there’s a load of people super passionate about the game providing feedback.

For me, personally, seeing the first Adventurers coming out of the Crypt was a huge moment, and felt quite different then it did during Steam Next Fest last October. Seeing on Day3 loads of people launching their Sloops and leaving Genmire for the Great Sea was also a an incredible experience.
Oh and there was that day where people could summon hundreds of wolves… that was an experience!

We’ve got so much feedback, and its all going working its way through the system, even if we don’t reply to every one of you, you are most definitely heard, and most definitely appreciated.



We haven't made any grand changes to our intended roadmap, so we're still aiming to get our the first major content patch in March, with a continuation of the regular minor content patches and updates we've been pushing out since launch. That said, we are working on a more full roadmap to launch, we think this is really import for an Early Access title.

Thanks again everyone, its been fun (and maybe a little stressful!)

Take care Adventurers, enjoy the ride through Early Access!

Monty