- New Perks and Passives, QoL Improvements and Bugfixes - 17 September 2026
Hi folks, Our latest update expands further the possible elemental builds with over 85 new perks and 35 new passives, related to them, alongside an overhaul to perk UI readability. You will now see clear icons for action-granting and mutually exclusive abilities, smarter sorting by prerequisites, and faction perks listed directly in your codex. Beyond character progression, dominated enemies can finally be looted after combat, ripple effects are easier to inspect, and there are a few modding additions as well. Speaking of modding, I added some new modding guides, which you can find in the guides section along with this topic that conveniently lists them all. https://steamcommunity.com/app/2657930/discussions/0/569297137117068657/ If you have any modding questions, you can ask them there, or join our Discord server and ask in our modding channel. Have fun and if you encounter any issues,…
- Hotfix - 28/08/26 # 1.2.66 - 28 August 2026
Hi folks, I hope you have had a great summer so far and enjoyed some quality time with your loved ones. I am back from my own vacation, so this is a small warm-up patch to ease back into things. You can read more in the patch notes below. 28/08/26 # 1.2.66 Enemies will correctly assess whether resistance actions are positive or negative. The random NPC generator can now generate Cambion, Nephilim, and Amorphos characters. Fixed an issue with the random NPC generator where vampire locals in towns displayed placeholder portraits. Fixed typos and inconsistencies in a couple of scenes.
- Hotfix - 29/06/26 # 1.2.65 - 29 June 2026
Hi folks, Today’s hotfix fixes some of the latest reported issues. You can read more in the patch notes below. 29/06/26 # 1.2.65 Fixed an issue where oceanic Escort contracts could be generated without destination coordinates. Updated the templating for Escort and Explore contracts to always display the desired destination coordinates. Fixed an issue where lairs couldn't be generated for characters over level 99. Added a tile lookup widget that you can use to center the map view on specific coordinates by typing, ie. 3,42. You can toggle it on/off, through the pin icon. You don't need to type the () in the coords. Filters in the Actions editor will now support elemental statuses like burning, frostbite, etc.
- Hotfix - 08/06/26 # 1.2.64 - 8 June 2026
Hi folks, Today’s hotfix fixes some of the latest reported issues. You can read more in the patch notes below. 08/06/26 # 1.2.64 Fixed a blocker issue in one of Marie's camp events. Fixed an issue where you could accidentally assign PP and SP to shapeshifted forms. The werewolf form now properly has access to the Bestial Strength action. Added a safeguard to ensure that summons will equip any viable actions and gear they own. Fixed some typos and inconsistencies in a couple scenes.
- Hotfix - 02/06/26 # 1.2.63 - 28 May 2026
Hi folks, Today’s hotfix fixes some of the latest reported issues. You can read more in the patch notes below. 28/05/26 # 1.2.61 Fixed an issue that could lead to stat buffs or debuffs while using Amorphos' Mimesis ability. Blocked shapeshifting to a different form while Mimicry is active. Higher-level starts in Sandbox will properly give you your Journal in the inventory to set your romance preferences. Added evolution perks for Spiders and Plants to better scale up at higher levels as summons and enemies. Slightly nerfed the Wyverns attacks and stats. 29/05/26 # 1.2.62 Fixed an issue that could incorrectly disable the Walk action in the free roaming Combat mode or downtimes. Fixed a typo referring to Woodcarving Knife as 'Carving Knife' across the various game files (recipes, discoveries, harvesting, etc). The woodcarving knife will now work as expected. 02/06/26 # 1.2.63 Fixed an iss…
- New Continents, New Roaming Enemies, Moddable Lair Contracts, Amorphoi and more! - 25 May 2026
Hi folks, Our latest major patch is now live for everyone, and it further improves our sandbox experience, offering new ways to play and challenges to overcome. Massive World Expansion: 3 new landmasses (Theminster, Shekhmaet, Frostvale) and all ocean regions are now fully explorable. The update adds new towns, NPCs, traverseable biomes like Infernal and Arctic, and dynamic naval combat. With this new map expansion, you can travel and explore the entire world map. Dynamic Overworld & Lairs: New hostile groups can now spawn directly on the world map to roam and chase you. Lairs have been completely overhauled with over 40 new fully moddable, faction specific encounters. Furthermore they are data-driven and modders now can add their own lairs, or overworld enemy groups. Expanded End Game: Encounter levels can now scale up to Level 50 in the newly added high level regions. New Species & Ab…
- Bugfixes - 20/04/26 # 1.2.10 - 20 April 2026
Hi folks, This is a small patch fixing the latest reported bugs. If you come across any other issues, let me know to fix them as soon as possible. Have fun! Patch Notes - 20/04/26 # 1.2.10 Fixed an issue blocking the purchase of some perks that required another perk with the same name as a modifier or ripple effect, such as Venomous Allure. Fixed an issue with the Underworld "Death Mark" perk that incorrectly unlocked injury perks for purchase. Corrected the perk upgrade requirements for Sindre and Vulcan's Breath. Corrected the ingredient requirements for Crimson Reaper. Removed the "Unique" tag from smith hammers and enchanter orbs; they can now be moved to other party members if "Tradeable actions" are enabled. Added a visual indicator to show whether you meet the requirements for actions and gear. If you do not meet them, your current rank is then listed. Fixed a layout issue in the…
- New Factions, Character Creation Options, Perks, Sandbox Content, and more! - 16 March 2026
Hi folks, Our 1.2 patch is finally here, and it is massive. As always, your save files will continue to work, and you will be able to complete your games in progress. However, once you are finished with your current game, you know what to do to fully experience the new changes and additions. ;) Instead of the usual highlights, I thought to record a video this time. It did turn out a bit longer than I had hoped for, but then again, so is the list of changes and additions. http://youtube.com/watch?v=NthyxeBtf6w Still, if you prefer, you can read the patch notes below instead. As is inevitable with such huge patches, if you encounter any issues, let me know. I will do my best to fix them as soon as possible! Bugs aside, we'll be talking again in a month or two, as the work continues. Have fun! 16/03/26 # 1.2.05 Bugfixes Fixed an issue where Ritual rolls in Diplomatic Exchange incorrectly t…
- New Lairs, Enemies, Combat Logic Improvements and Auto Combat toggle. - 9 February 2026
Hi folks, Our latest patch, 1.1.80, expands the world with 11 new lairs, several new enemy archetypes for each of them, and an overall reworked Lair system. There are new town infestations for lower-level characters, and the rewards now scale properly to the risk. It also brings a major tactical overhaul with smarter enemies that properly uses their composite actions, swarms targets, prioritizes the wounded and pick their perks with deadly efficiency. There is also added a new Auto-Combat feature and adjustable speed sliders to give you full control over the pace of battle and help you resolve easy encounters faster. Last but not least, there are many bug fixes for a smoother and more immersive experience. The new lair descriptions add more flavor while providing a clearer indication of whether a lair is located in a different region and how difficult it will be. Seeing more than one sk…
- Hotfix - 26/01/26 # 1.1.63 - 26 January 2026
Hi folks, Today’s hotfix fixes some of the latest reported issues, along with a few things I was working on at the time. You can read more in the patch notes below. Patch Notes - 26/01/26 # 1.1.63 Offered contracts are now guaranteed to have different origin and destination tiles from accepted contracts to avoid conflicts. This will not affect any contracts you have already accepted. Equipping the same weapon twice is now properly blocked. Note: while it does make sense in RL to wield the same weapon twice, it does not make sense mechanically in this game. For example, having two Kukri actions on the bar has no merit, since using one would put both on cooldown. If you want to dual wield, then the weapons need to be different. When shapeshifting into the Hybrid Werewolf form, the form now automatically inherits the base actor’s physical Damage, along with the form’s specific bonus. This…
- New POIs, Permadeath, Progression, Crafting and QoL improvements - 15 January 2026
Hi folks, Originally, I was planning to release this update in February as version 1.2, but at this point the number of bug fixes and quality of life improvements outweighs the extra features I will be adding in the coming weeks. Erannorth Renaissance is a passion project of mine. I set out to make a game I would enjoy playing for a long time, and I will keep supporting it with more content, features, and quality of life improvements, for as long as this holds. I am genuinely happy that it has resonated with the vast majority of you. Together, we will make it the best game it can be. And as you will see most of the new additions, features and QoL improvements are things you have requested. Build 1.1.60 is already big, with many new things to do and try. So, instead of hitting you with a wall of screenshots this time, I recorded a short video highlighting some of the additions. In retros…
- Hotfix - 30/12/25 # 1.1.19 - 29 December 2025
Hi folks, this is a small hotfix fixing some issues you reported or that came up while I was playing the game during my vacation days. While the next scheduled update is planned for February, let me know if you run into any issues and I will fix them as soon as possible. Have fun, and enjoy the holidays with your loved ones! Patch Notes - 30/12/25 # 1.1.19 Fixed a potential exception in the Quest Tracker when using custom side quests. Fixed an issue where the turn did not end automatically while the actor had Adrenaline Rush. Fixed some Ice actions that were incorrectly using the Fire visual effect. Fixed Herald of Rot not receiving his +10 Dark Damage bonus. Fixed an issue where AP & cooldown of various overworld actions was not always refreshing (visually) after breaking camp. Fixed an issue with the Downtime coroutine not stopping properly after returning to the overworld map. Improv…
- Hotfix - 08/12/25 # 1.1.17 - 8 December 2025
Hi folks, along with this hotfix there are also some new community-requested features. Two new settings let you tune the experience to your liking. You can turn off Overburdened if you want. It’s on by default for solid performance reasons, but if carrying 600 slots of items doesn’t bother your system or your patience, you’re free to disable it. There’s also a checkbox that allows almost every action in the game to be tradeable. It’s off by default because it bends the intended structure a bit, but if you don’t mind that shift, the option is now there for you as well. Last but not least, I added an option to view your equipped items while in the stash in case you need to compare them. While the next scheduled update is planned for February, let me know if you run into any issues and I’ll fix them as soon as possible. There will likely be more than one hotfix between now and then. Once I…
- Hotfix - 05/12/25 # 1.1.15 - 4 December 2025
Hi folks, This hotfix resolves the latest issues you reported with 1.1. Have fun, and let me know if you find anything else odd so I can fix it as soon as possible! Hotfix - 05/12/25 # 1.1.15 Fixed an issue with Blood Thralls in your Stash (regardless of how they ended up there) being invisible. Fixed an issue with adventurers and bandits boasting about their discovered loot in your world log. Reward arguments PartyXP, PartySP, and PartyPP will also apply to party members in reserves. Fixed an edge case where tracking a contract target through the discovery prompt while they were already present in the Tileinspector could allow talking to them afterward despite them being dead or arrested. Fixed an issue with the NPC generator missing the weight chance to generate Dwarf population. Randomly generated NPCs of species with special portrait sets will prefer them over generic human portrait…
- Hotfix - 02/12/25 # 1.1.13 - 2 December 2025
Hi folks, This quick hotfix resolves some scope issues in Ripple effects that prevented some of them from triggering properly with certain actions. Hotfix - 02/12/25 # 1.1.13 Fixed an issue where ripple passives that trigger on specific keywords, such as Defense in "Loyal Friend", would not activate when an action applied a scoped keyword like "Caster Defense" instead of plain "Defense". The ripple system now correctly recognizes scoped keyword effects. Fixed an issue where shapeshift ripple passives, such as "Terrifying Shift", failed to trigger when the effect used a specific form name like "Shapeshift Werewolf". Shapeshift passives now work reliably across all forms.
- Ripple effects, 200+ new Perks, Harvest, Unified Stash and QoL Improvements. - 1 December 2025
Hi folks, Today marks our 3rd massive patch since the 1.0 release. Let’s call these 3 patches 1.1. The latest one brings a wave of new additions driven directly by your feedback. There are over 200 new perks, more than 75 ripple effects, and over 60 new actions. You can harvest the resources you need, organize clutter with far less friction, and enjoy a broad set of QoL improvements. And yes, bugfixes. Lots of them. All together this creates a sharper, smoother experience. And to address the elephant in the room: your saves are safe! Since this is a single player game, any perk changes won’t mess with your existing characters. The description will display the current benefits, if changed, but the actual benefits are already baked into your save files. So you can keep playing as if nothing happened. I'd still recommend finishing your current run without using my respec mod in the worksho…
- Hotfix - 11/11/25 # 1.0.59 - 11 November 2025
Hi folks, this small hotfix addresses the issues you’ve reported in the latest build, along with a few quick community requests. Urgent fixes aside, the next regular update is planned for December. You can opt in for the beta to get it earlier and help test the new features. As always, keep posting your ideas and suggestions so I can consider them for future updates. Have fun! Hotfix - 11/11/25 # 1.0.59 Fixed an issue where companions on Research duty were using the MC's stat for their final check. Fixed an issue where replacing certain two-handed items by dragging others onto them could remove their passive bonuses twice. Fixed an issue where Resist and Resistance action effects weren't correctly replacing the old instance but were instead converting it into a permanent buff. Extended the safeguards to remove potentially conflicting contracts from the pool after accepting a contract. F…
- Steal and Silence contracts, Social, Crafting and Summon improvements. - 5 November 2025
Hi folks, As I've mentioned before, I have big plans for updating this game and making it the best it can be. And naturally, many of you ask me, "Hey Raven, what's the roadmap?" My answer is usually, "There's a beta branch that gets weekly, and sometimes even more frequent, updates. You can opt in, check out the patch notes on Discord, or wait for the monthly update." That's not because I don't have a roadmap. It's because a roadmap reflects what I want to add to the game, not necessarily what you want added. This update, and the last one, focus on things the community asked for and I agreed with, along with a few features I personally wanted to include. If I had shared a roadmap, it wouldn't have been accurate anyway, and I'd rather show progress through action than promises. The things that didn't make it in aren't off the table. They'll just take more time. Speaking of what's coming,…
- Community Requests, Camp life additions, QoL, Bugfixes and Misc improvements. - 16 October 2025
Hi folks, It's been a whirlwind of a week since release. The amount of feedback, suggestions, and issue reports from the community has been incredible. It’s been overwhelming at times and genuinely uplifting to see how many of you are enjoying the game. I know some players prefer a game to stay as it was when they bought it: final. I get that. But for me, a game should grow. It should keep reaching for its full potential while it can. I wish early access had been like this. Many of the things in this patch would have been there at release. In niche games like this, you learn to be grateful, especially after such an amazing early access reception. Every project eventually has to move on for the sake of viability, but now is not that time. This is a passion project, and I have a lot more planned before we even start talking about expansions. It’s a huge and ambitious world, and I’m the on…
- Hotfix - 07/10/25 # 1.0.03 - 7 October 2025
Hi folks, I hope you’re enjoying the game. This small hotfix addresses some of the issues you’ve reported. I’m monitoring the forums closely and taking note of your suggestions, so keep them coming! Patch Notes - 07/10/25 # 1.0.03 Exiting the Jethal banquet prematurely will correctly fail the "Ashes and Whispers" quest. Fixed an issue where Dreya was recruited in Valetport locked. After reaching any conclusion, any companions in your party who were locked for any reason will fully unlock. Party members in reserve will now receive any XP, SP and PP bonuses that previously applied only to active members. The PartyReward Lua script will now also award reserve members when the reward is set to affect 'Everyone' and not just the active members. Changed the requirements of Call of the Forge, Apprentice of the Oven, and Terracite Hewing perks to rank 2, since you can't learn the recipes if you…