Update log
Full Eydigard update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Workshop
- Store
- UI and audio
This is our largest update so far, and it brings a set of radical changes that have been brewing for a long time. We have focused on core progression, clearer roles for each form, and a stronger on-ramp for new players. Thank you for the patience and feedback that helped shape this release.
New Features
Wolf form
The Wolf was the first form we designed, held back until we could balance all forms to fit the overall vision. Where the Lynx specializes in ambushes, precision strikes, and opportunistic windows, the Wolf is about staying power. It excels when it is close to its prey, trading quick burst damage for endurance, pressure, and reliable time on target. The Wolf’s skill options emphasize sustained engagement, stamina management, and tools that reward sticking with the hunt.
New experience system
We’ve introduced a whole new experience system, one of the biggest changes to Eydigard so far. Until now, progress was defined by what you crafted or equipped, but from this update onward, your actions truly shape your growth. You now gain experience by doing activities throughout the world. Whether you’re hunting, crafting, exploring, or fighting, every choice contributes to your character’s development. As you level up those activities, you’ll earn points that can be used to unlock new abilities and expand your skill set.
Redesigned skill tree
The entire skill tree has been rebuilt from the ground up to work with this new experience system. Each speciality now has its own tab for easier navigation, and every animal form features two unique paths that shape its role and abilities. The result is a clearer structure that makes long-term progression easier to follow while keeping builds flexible. Alongside the introduction of the Wolf form, we’ve added a wide range of new skills across all existing forms - including new ranged abilities for both bow and gunpowder paths.
Redesigned crafting and processing
We’ve reworked how crafting functions across Eydigard to make it both more immersive and more convenient. Crafting has always been an important part of rebuilding the world, but until now, most crafting happened at simple benches. With this update, those have been replaced or expanded into dedicated processing plants — specialized workstations that handle tasks like alchemy, cooking, and ore smelting automatically once materials are provided.
This new approach adds a sense of realism to your settlements while reducing the amount of manual work required from the player. You’ll see your ingredients being processed and completed over time rather than crafted instantly, creating a more tangible and believable flow to production. In reclaimed farms, all crafting and processing stations can now be upgraded directly at the station itself, making expansion and progression feel smoother and more connected to the world you’re building.
Expanded Prologue
The opening chapter is longer, introduces more characters, and gives a paced introduction to each form. The goal is to set tone and mechanics with less confusion and a better sense of what each form is good at before you step into the wider world.
Patch notes
Improvements
Submaps for all cleansed farms
Inventory click and drag support, plus hotkeys for moving items to and from chests
Character creation UI updated, with the ability to toggle which shape you preview
Added new visual effects for footsteps
A third swipe animation for human attacks for a smoother feel (but still weak)
Updated trails from arrows and bullets, making them easier to see when shooting.
More UI sounds
Gameplay
Longer window before a spotted Lynx loses its unaware attack classification
Arrows
Source
