Update log
Full Drakantos update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Store
- Gameplay
- Workshop
Hi Everyone!
For the past three months, we’ve been working hard, and we are pumped to walk you through some of the cool things we have developed! But, before we dive in, we would like to extend an invitation to join our Discord. We're constantly sharing teasers and chatting with our community there. Come say hi! 👋
In this devlog video, we featured Marly, a priest who can heal and uses holy shields to protect her allies while dealing damage. She excels in AOE attacks and defensive abilities. We also highlighted the elf Irhaal, an agile damage dealer who wields a twinblade and specializes in fast, fluid combat. Additionally, we gave a brief glimpse of the Open World features!
Now, let's cover more of the things we developed during this period:

We have big news about customization options! Many of you asked for more ways to make your hero stand out, so we developed a system where each hero skin has unlockable styles. Our goal is to ensure everyone feels unique!
These styles can include different hairstyles, hoods, helmets, armor variations, and other details. Additionally, you can use dyes to customize each part of your hero, with color palettes varying based on the material, making it highly customizable!🔥


Example: Orbryn and Byron - different styles in their "default skins"🧙🏻♂️


In the game, character colors will be locked by default, and players can unlock them using dyes, which are obtainable through rewards and gameplay. These dyes are tradable, making them valuable even for players who may not want to customize their looks, as they can be traded or sold to others.

We’re launching with at least six styles per hero. We’ve already completed this system for 10 heroes, including a skin for Mohazus (and remember, if a hero has a skin, it can also have several different styles for that skin).

On the left, Mohazus' "default skin" with a different style. On the right, Mohazus' skin, which will also have different styles.
The development team is fully focused on the Open World and Story, which are the least developed areas. That's because we first prioritized core gameplay mechanics, enemies, bosses, and Adventurers Guild missions. Those are now almost done and shifted down in priority.
We're working on the world map, adding progression, and connecting cities with their surroundings to encourage exploration and player engagement. We’re also introducing various exploration mechanics such as chests and puzzles, and numerous unlockables like the grappling hook, city teleporters, or tools for gathering resources like ores and wood.
We have revised all the World Lore and each hero/npcs backgrounds. We've also revamped our cinematic system to display cutscenes as you progress in the story.
Lots of improvements were made to the NPC system. We added some small touches to the dialogue system like new visual interactions, icons, shops, a forge for upgrades and even crafting.
We’ve also completed hundreds of items that will drop from enemies and missions. Soon, we’ll begin distributing these rewards in loot and missions, as well as artifact upgrade recipes and other refinements.
We’ve created new artifacts that let you temporarily switch to another hero on your account, allowing you to create powerful combos and synergy with your current hero. This enables strong burst damage and provides the flexibility to enhance your strategy during challenging encounters. Note: For those who might not know, artifacts add 2 new skills that are unlocked
Source