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Steam News2 June 20262mo ago

Clash of Adventurers — May 2026 Monthly Update

May was one of our biggest months yet. Five major systems landed — per-weapon character animation, charged hold-to-cast abilities, a brand-new environmental hazards system, a character-select visual overhaul, and a mode

In this update8

Full notes

Full Clash of Adventurers update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes4 additions5 changes1 removal
  • Server
  • Gameplay
  • UI and audio
  • Balance
  • Fixes
addedMay was one of our biggest months yet. Five major systems landed — per-weapon character animation, charged hold-to-cast abilities, a brand-new environmental hazards system, a character-select visual overhaul, and a modern new server backend — alongside a long list of inventory, crafting, loot, and NPC fixes. Over the next two weeks we’ll roll out a deep-dive dev log for each headline feature. Here’s the month in review.
changed⚔️ Draw Your Weapon: Per-Weapon AnimationCharacters now adopt a distinct stance and distinct walk, run, and idle animations based on the weapon they’re holding — unarmed, one-handed, two-handed, sword-and-shield, dual-wield, bow, crossbow, or spear. Holding a bow looks and moves nothing like hauling a greatsword, and humanoid NPCs carry their gear too. You can read what someone’s wielding at a glance.
changed⚔️ Draw Your Weapon: Per-Weapon AnimationRead the full Per-Weapon Animation dev log →
changed⚡ Charge It Up: Charged Abilities & Combat FeelA handful of abilities now charge while you hold and fire on release, with a HUD charge bar and a minimum hold so a quick tap costs nothing — misfires are free. The game now tells you in plain language why an ability can’t be used, arrows stop at walls instead of passing through, and impacts read more clearly. Combat is more deliberate, readable, and honest.
added☠️ Watch Your Step: Environmental HazardsA brand-new hazards system brings dynamic dangers to the world: insect swarms that chase you, poison pools, drifting gas clouds, exploding barrels, hidden floor traps, and mine drones. Some cut straight through obstacles to reach you, so cover that’s safe from a monster might not save you from a swarm. Built on one shared system, so expect more hazard types over time.
added⚙️ Under the Hood: A New Server BackendWe moved character and world saving onto a brand-new, dedicated game-data service, now live and stable in production. The payoff for you: safer saves on shutdown and restart, an autosave roughly every minute, faster and safer future updates, and a foundation built to support more servers and realms as we grow.

Clash of Adventurers changes

addedMay was one of our biggest months yet. Five major systems landed — per-weapon character animation, charged hold-to-cast abilities, a brand-new environmental hazards system, a character-select visual overhaul, and a modern new server backend — alongside a long list of inventory, crafting, loot, and NPC fixes. Over the next two weeks we’ll roll out a deep-dive dev log for each headline feature. Here’s the month in review.
changedCharacters now adopt a distinct stance and distinct walk, run, and idle animations based on the weapon they’re holding — unarmed, one-handed, two-handed, sword-and-shield, dual-wield, bow, crossbow, or spear. Holding a bow looks and moves nothing like hauling a greatsword, and humanoid NPCs carry their gear too. You can read what someone’s wielding at a glance.
changedRead the full Per-Weapon Animation dev log →
changedA handful of abilities now charge while you hold and fire on release, with a HUD charge bar and a minimum hold so a quick tap costs nothing — misfires are free. The game now tells you in plain language why an ability can’t be used, arrows stop at walls instead of passing through, and impacts read more clearly. Combat is more deliberate, readable, and honest.
addedA brand-new hazards system brings dynamic dangers to the world: insect swarms that chase you, poison pools, drifting gas clouds, exploding barrels, hidden floor traps, and mine drones. Some cut straight through obstacles to reach you, so cover that’s safe from a monster might not save you from a swarm. Built on one shared system, so expect more hazard types over time.

May was one of our biggest months yet. Five major systems landed — per-weapon character animation, charged hold-to-cast abilities, a brand-new environmental hazards system, a character-select visual overhaul, and a modern new server backend — alongside a long list of inventory, crafting, loot, and NPC fixes. Over the next two weeks we’ll roll out a deep-dive dev log for each headline feature. Here’s the month in review.

Headline features

⚔️ Draw Your Weapon: Per-Weapon Animation

Characters now adopt a distinct stance and distinct walk, run, and idle animations based on the weapon they’re holding — unarmed, one-handed, two-handed, sword-and-shield, dual-wield, bow, crossbow, or spear. Holding a bow looks and moves nothing like hauling a greatsword, and humanoid NPCs carry their gear too. You can read what someone’s wielding at a glance.

Read the full Per-Weapon Animation dev log →

⚡ Charge It Up: Charged Abilities & Combat Feel

A handful of abilities now charge while you hold and fire on release, with a HUD charge bar and a minimum hold so a quick tap costs nothing — misfires are free. The game now tells you in plain language why an ability can’t be used, arrows stop at walls instead of passing through, and impacts read more clearly. Combat is more deliberate, readable, and honest.

Read the full Combat Feel dev log →

☠️ Watch Your Step: Environmental Hazards

A brand-new hazards system brings dynamic dangers to the world: insect swarms that chase you, poison pools, drifting gas clouds, exploding barrels, hidden floor traps, and mine drones. Some cut straight through obstacles to reach you, so cover that’s safe from a monster might not save you from a swarm. Built on one shared system, so expect more hazard types over time.

Read the full Environmental Hazards dev log →

🛡️ See Your Gear: Character Select Overhaul

The character-select screen now shows each character in their actual equipped gear, with the correct level, the correct gender (we squashed a bug showing some female characters as male), and a proper idle pose instead of a stiff T-pose. Under the hood, we unified how equipment visuals work — which means more gear variety landing sooner.

Read the full Character Visuals dev log →

⚙️ Under the Hood: A New Server Backend

We moved character and world saving onto a brand-new, dedicated game-data service, now live and stable in production. The payoff for you: safer saves on shutdown and restart, an autosave roughly every minute, faster and safer future updates, and a foundation built to support more servers and realms as we grow.

Read the full Server Backend dev log →

Polish & quality of life

  • Bigger bagsnew characters now start with 50 inventory slots, up from 35.
  • Safer crafting: crafting with a full inventory now refuses and keeps your ingredients instead of dropping the item on the ground, with clear, readable failure messages.

  • Real food bonuses: six cooked food and drink items now show their correct icons and real stat bonuses — Choripan (+10 Max Stamina, +2% regen), Crab Stew (+10 to all stats), Honey Cake, Meat Empanada, Smoked Meat Platter, and the Energizing Tonic.

  • Loot lands right: monster drops no longer float in mid-air on trees, rocks, corpses, or cliffs — they settle on reachable ground.

  • NPCs fixed: Buy Goods / Sell Items / Talk buttons work correctly again on merchants and quest-givers like Branoc and Delivan.

  • Icons & stabilityfixed inventory icons for Rough Stone and Wheat Stalk, plus numerous combat, gathering, and server stability fixes.

See the full May 2026 patch notes →

What’s next

The deep-dive dev logs above roll out over the next two weeks — keep an eye on the news page and our Discord. Thank you, First Adventurers, for the reports, the feedback, and the energy that keep this world growing. See you out there.

— Fedsson

Source

Steam News / 2 June 2026

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