Update log
Full Fabled Lands update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey adventurers!
Extracted changes
- Store
- UI and audio
With Easter just around the corner, I want to wish you all a peaceful holiday, cozy spring vibes, and maybe a few extra hours of guilt-free adventuring.
It’s been a while since the last patch (January, in fact!), and while this isn’t a massive update like the Bestiary or the DLC expansions, it’s a quality-of-life and maintenance patch based on some of the most common feedback and long-overdue polish I’ve been meaning to address. A few long-standing frustrations are finally put to rest.
Also, I'm very pleased and honoured to announce that Fabled Lands has been curated and selected to participate in the upcoming Turn-Based Thursday Fest on Steam this June! It’s great to see the game recognized as part of the vibrant turn-based community — and a perfect excuse to revisit Harkuna and Ankon-Konu this summer.
Let’s take a look.
What's New?
Until now, selling weapons depended on each specific item being manually listed in every shop’s inventory. This unfortunatelly resulted in some weapons not being able to be sold anywhere, which broke immersion and caused inconsistency. Worse still, it wasn’t how the original gamebooks handled things.
Now, shops will buy weapons based on their tier — so a +1 sword, +2 spear, or +4 axe will sell in any market that deals in that tier. This follows the logic of the books: starter towns handle low-tier gear, while elite shops will happily buy your enchanted murder stick of doom. This should make selling loot feel a lot more natural (and less frustrating).
For all the changes, see the full patchnotes below.
Blood Sword – My Next Game Has Been Announced!
Earlier this week, I announced my next project: Blood Sword, a faithful yet modern digital adaptation of the legendary gamebook series by Dave Morris and Oliver Johnson.
This one's personal. I still remember holding The Battlepits of Krarth in my hands for the first time. Thick, ominous cover. Four heroes. A deadly tournament. And me—just a kid—standing at the gates of a story that felt more real than anything else around me…
I've poured everything I’ve learned from making Fabled Lands into Blood Sword — from UI and combat systems to how to adapt nonlinear gamebooks for modern players. It’ll be turn-based, story-rich, challenging, and full of that same gritty, imaginative soul the books were famous for.
If you're curious, please wishlist the game here on Steam and help give it a strong start!
https://store.steampowered.com/app/3645170/Blood_Sword/
What About the Future of Fabled Lands?
Don’t worry — Fabled Lands isn't going anywhere.
It’s my first commercial success and one of the most beloved projects I’ve worked on. But with Blood Sword now in full development, updates to Fabled Lands will naturally slow down. I’m still planning to support it and patch when needed — especially once we’re ready for Book 8: The Lone & Level Sands.
Paul Gresty’s work on the book is around two-thirds done, though life has (understandably) slowed things a bit. Once I have the final manuscript, I’ll begin adapting the new area: new core mechanics, new enemy types, unique items, titles, and even new profession-specific skills for the combat system. It’s going to be a meaty update.
Until then, I’ll be watching feedback and patching as needed — especially for long-standing polish and UX issues that still bug me.
Thanks as always for the continued support, the kind words, and the Steam reviews. They really help, and they really mean a lot.
Happy Easter, and may your resurrection
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