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Steam News27 February 20265mo ago

The Swamps & Skylands Update is LIVE

As chosen by the Update Poll, the Swamps & Skylands Update is up! Featuring not one, but two new special Biomes for you to explore, each with their own unique characteristics!

In this update1

Full notes

Full Devil Spire Falls update

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

What changed

17 fixes11 additions16 changes7 removals
  • Maps
  • Events
  • UI and audio
  • Balance
  • Gameplay
  • Performance
addedAs chosen by the Update Poll, the Swamps & Skylands Update is up! Featuring not one, but two new special Biomes for you to explore, each with their own unique characteristics! More special monsters, animals, buildings and settlement types will come exclusively for them soon. Enjoy also a myriad of fixes and improvements as usual!
addedChangelogNew special Biome: Skylands! Rarely appearing in the overworld, these massive floating islands hide powerful materials, if only you could get to them!
addedChangelogNew special Biome: The Swamp! Filthy water bodies held by huge stone basins, these lands have all the perks you'd expect, especially the ailments!
addedChangelogNew GatherSpot: Floating Rocks! Filled with precious gems and ores, and easily gatherable, like the herbs, these oddities only show up as a reward for those who can reach the Skylands!
addedChangelogNew GatherSpot: Swamp Trees! Rooty classic spawning only on the new biome!
addedChangelogAdded a marker indicating the current Spell's cost to the HUD's Mana bar

Devil Spire Falls changes

addedAs chosen by the Update Poll, the Swamps & Skylands Update is up! Featuring not one, but two new special Biomes for you to explore, each with their own unique characteristics! More special monsters, animals, buildings and settlement types will come exclusively for them soon. Enjoy also a myriad of fixes and improvements as usual!
addedNew special Biome: Skylands! Rarely appearing in the overworld, these massive floating islands hide powerful materials, if only you could get to them!
addedNew special Biome: The Swamp! Filthy water bodies held by huge stone basins, these lands have all the perks you'd expect, especially the ailments!
addedNew GatherSpot: Floating Rocks! Filled with precious gems and ores, and easily gatherable, like the herbs, these oddities only show up as a reward for those who can reach the Skylands!
addedNew GatherSpot: Swamp Trees! Rooty classic spawning only on the new biome!

As chosen by the Update Poll, the Swamps & Skylands Update is up! Featuring not one, but two new special Biomes for you to explore, each with their own unique characteristics! More special monsters, animals, buildings and settlement types will come exclusively for them soon. Enjoy also a myriad of fixes and improvements as usual!

Changelog

  • New special Biome: Skylands! Rarely appearing in the overworld, these massive floating islands hide powerful materials, if only you could get to them!

  • New special Biome: The Swamp! Filthy water bodies held by huge stone basins, these lands have all the perks you'd expect, especially the ailments!

  • New GatherSpot: Floating Rocks! Filled with precious gems and ores, and easily gatherable, like the herbs, these oddities only show up as a reward for those who can reach the Skylands!

  • New GatherSpotSwamp Trees! Rooty classic spawning only on the new biome!
  • Added a marker indicating the current Spell's cost to the HUD's Mana bar

  • Adventurer's Guild's Managers now pay S-Rank adventurers in Gold Coins for Quests instead of Silver like everyone else

  • Avians now can't equip Ear Accessories like glasses, earrings and masks, due to the unique shape of their heads. In exchange, they now take 25% less damage from collisions

  • Battle remixes of the music wil now only play if enemies are aggroed on you, not when you just have your weapon out

  • Becoming a Vampire or Werewolf now levels you 10 times instead of 25, the increase to the max level is still 25

  • Better code for choosing Sky, Land or Sea Monsters to spawn when fast-travelling, waiting, and loading chunks

  • Better code to check for Item Steam Achievements, like for lv10 Equipment. They now only proc when you close Menus and Containers

  • Buffed the Death Effect to be 5x stronger than it was before, so it pairs with Damage Spells and doesn't fall off compared to them, also made it de-scale with the enemies' level instead of HP

  • Consumable Items updated with magic now have increased Intensity for their use-Effects

  • Factions with the same name and type, and thus ID, are now properly counted as the same, including possibly having multiple leaders, which must all be killed in order to destroy them

  • Goblins and Fairies now turn into miniature versions of creatures when they Transform

  • Improved the light of Lamps to offset their worse positioning compared to Torches

  • Improved the spawn code of GatherSpots in Caves, mostly making rocks, ores and boulders more common in them

  • Improved the tree type spawn algorithm by biome and geographical stats

  • Killed every single thing named "Hildebrng.rand" in the entire multiverse of Devil Spire and replaced them all with identical clones called "Hildebrand"

  • Less blurry Map Menu location texts and icon

  • Made it so the jaw of monsters is no longer visible when you Transform into them in first-person, to avoid clipping and blocking your vision

  • Made Light, Invisibility, Levitate and Flight only Toggle-Effects when they're cast from the racial abilities of Avians and Fairies, fixing problem with stacking equipment enchanted with them

  • Made the Devil Spire dungeon tend to be more vertical

  • Made the Magic Power subattribute scaling be the same as the Speeds', making it better in the early game

  • Magic Walls and Floors are now dithered, so you can see through them!

  • Monsters spawned from Waiting outdoors will no longer spawn in the air if you're Levitating and they aren't

  • Multi-Effect Spells are no longer named Effect1&Effect2, they're now named Effect1-ing Effect2

  • Nerfed the Debuff Effect to 1/4 of the original value, as it could way too easily make any enemy have 1 VIT -> 10 HP

  • NPCs no longer use Transform or Hex-enchanted equipment in battle, to avoid permanently being stuck that way

  • Properly implemented the Biome Factions of the Swamp and Skylands, to be expanded soon!

  • Reduced the number of wild animals in random groups spawning to avoid lag spikes/zones

  • Replaced the Magic Balance Spellcasting Skill Perk (which removed the Mana Cost Scaling with Magic Power) with Magic Evasion, which grants a 25% chance for Attacks to miss you while you're casting

  • Resized the elements in the HUD so they fit better on all resolutions and window sizes, with no text overlapping

  • Rolled back the change that made Mana Cost increase with Magic Power

  • Sped up the Chaser Spell Projectile by 33.33%

  • Spell Failure now no longer applies to Level 0 Spells (Abilities)

  • Stealth training with Invisibility now also scales based on how many people could spot you

  • Summon, Birth, Create, Invoke and Shoot can no longer trigger on Items, avoiding exponential loops that may crash and corrupt save files

  • The camera now pans down for Goblins and Fairies in menus

  • The Cast-Spell visual effect now properly scales for the shorter races like Fairies and Goblins

  • The label text of NPCs is now omitted when you tallk to them

  • The names of Worlds are now stripped of invalid characters for directories

  • The Repair magic Effect now has a 1% chance of fully repairing the target Item, 1% chance of breaking it, and no longer works on 0-Durability Items, to make it less broken

  • Werewolves now always transform at Night when outdoors, but their power increases in the Full Moon, and decreases in the New Moon

  • You can no longer create a non-Werewolf, non-Vampire character above the max level if your previous character was one above it

  • You can now take only some of a character's equipped item, mostly relevant to Projectiles

  • You now dismount by holding E (or gamepad Y) while not looking at an interactable object instead of C or Ctrl, solving a lot of the issues with that

  • Fixed a bug that made it so levitating/swimming characters with the Flying Kick Perk dealt no damage or impact with kicks

  • Fixed a bug that made it so NPCs could ask for one specific throwing weapon in Quests, but not accept it as a delivery

  • Fixed a bug that sometimes caused invalid Rescuee characters to be generated for Rescue Quests

  • Fixed bugs with trying to dig with Shovels on top of things that can't be dug, like props. Now it properly tells you you cannot dig through

  • Fixed exponential increase of Potions' strength of the Fillup magic Effect on recast/multi-hits

  • Fixed incorrect porting of factions and subjects on Re-generating Worlds

  • Fixed incorrect shading type for some materials used in props, most notably the Churches' stone, so now Torches illuminate them correctly, for example

  • Fixed incorrect tabbing on the Journal Menu

  • Fixed more issues with Levels, Points and Next-Level-Experience when Transforming and gaining levels

  • Fixed pressing Z or C in the Wait menu triggering Sleep until day/night, they now properly close the window as intended

  • Fixed redundant, and incorrect, naming of Fillup Effect Spells

  • Fixed Reputation and Faction updates triggering when Rescuee Characters are generated (for rescue Quests)

  • Fixed some Item types not properly counting as food for Carnivore/Herbivore Animals

  • Fixed some minor grammar issues, especially with "specially" in place of "especially"

  • Fixed stolen Items having the wrong price after modifiers when Bartering

  • Fixed the Auto-Block and Auto-Parry Shielding Skill Perk triggering when you have a shield only on your back

  • Fixed the variants of Round tables being called Stools in the Build Menu

  • Other misc changes and improvements

Want to vote on what will come next? Join us on Discord!

https://discord.gg/Rcq7dzQm5C

Some of the content introduced in updates won't show up in your game world, or at least won't be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

Source

Steam News / 27 February 2026

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