Update log
Full Concubine update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello everyone,
Extracted changes
- Gameplay
- Balance
We hope you’ve been doing well. 🖤
As we get closer to the March 19 update, we wanted to share a small look at what the team has been working on lately. This build includes a mix of gameplay improvements, boss updates, visual polish, and a small surprise prepared especially for players who joined us during Early Access.
Like every update, it’s another step forward for the game. Some changes are big and immediately noticeable, while others quietly improve the overall feel of the experience.
Alongside the full patch notes, here are a few highlights we wanted to talk about.
Companions Can Finally Use Healing Potions
One of the most noticeable additions in this update is something many players have asked about: companions are now able to use healing potions.
Instead of automating the process, we chose to keep this ability under the player’s control. During our testing we quickly realized that automatic potion use could easily drain your inventory at the worst possible moments. The new system allows you to trigger companion potions directly in combat, giving you more tactical control without removing the challenge of resource management.
While working on this system, we also revisited parts of the companion interface. Their portraits now display the actual characters rather than placeholder silhouettes, and the UI offers clearer reminders for potion hotkeys. It’s a small improvement, but one that should make managing companions feel more natural during intense fights.
To keep combat balanced, healing potions now also include a cooldown period, preventing them from being spammed endlessly.
Korsan Boss Fight & Combat Improvements
Boss encounters are an area we’ve been steadily revisiting, and this update brings one of the bigger improvements.
With this build, Korsan finally arrives with his proper combat setup. The fight now combines firearm attacks with fast dagger strikes in close combat, making the encounter far more dynamic than the earlier placeholder version.
We’ve also improved enemy encounters in the Graveyard levels and the Crypt. Skeleton fights now feel more atmospheric and tense, enemies advance more slowly, building pressure as they approach. Some skeletons can even pull additional undead from the ground, turning a simple fight into a sudden swarm rising from the soil.
Our long-term goal is to revisit each major enemy and boss in the game, gradually improving their mechanics, animations, and overall encounter design.
A Thank-You for Early Access Players
We’ve also been working on something special for players who supported the game during Early Access.
During Early Access, a unique outfit called The First Guard Set will be available from the costume vendor. Once the game reaches full release, this set will be removed from vendors and will no longer be obtainable.
At the moment it functions purely as a costume, but we’ve been discussing ways it could gain additional value later on. One idea we’re currently exploring is allowing the set to provide a small progression bonus, potentially around 15–25% increased XP gain, for players who want to start a fresh playthrough when the full version of the game launches.
We’re also considering making the outfit account-bound rather than character-bound, meaning players who obtained it during Early Access could still access it on newly created characters even after the vendor version disappears.
We’ll share more details as those decisions become final.
Ongoing Improvements Across the Game
Beyond these larger features, a significant part of this update has been focused on refining different aspects of the game.
We’ve been polishing enemy animations, improving combat reactions, adjusting character visuals, and
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