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Steam News10 October 20258mo ago

V1.0 Release Date News

Hello Faelanders It has been a few weeks since we shared the postponement of the v1.0 release. We want to follow up with a clear and detailed update about what changed, why it changed, and what comes next.

In this update8

Full notes

Full Faeland update

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

What changed

0 fixes6 additions6 changes0 removals
  • Gameplay
  • Store
  • Performance
  • UI and audio
changedHello FaelandersIt has been a few weeks since we shared the postponement of the v1.0 release. We want to follow up with a clear and detailed update about what changed, why it changed, and what comes next.
changedOur release pathTwo weeks before our planned date, a major release landed in the same window. The overlap meant the Q4 2025 window was not viable. Rather than launch into a crowded moment, we decided to coordinate with partners and choose a window where Faeland can stand out. We are aligning development, certification, and store planning toward a Q1 2026 launch window on PC and consoles. We will share the exact date and platform list once the remaining steps are confirmed.
addedWhat we are working onNew side quests that make towns feel more connected to the world.
changedWhat we are working onCombat polish including better readability during intense moments such as bullet time sequences and improved hit feedback across several encounters.
addedWhat we are working onEarlier access to fast travel so new runs reach it sooner without breaking progression.
changedWhat we are working onA new theme for the castle catacombs area. It previously used a track borrowed from Chapter 6. While it fits well the extra time lets us give it its own identity.

Faeland changes

changedIt has been a few weeks since we shared the postponement of the v1.0 release. We want to follow up with a clear and detailed update about what changed, why it changed, and what comes next.
changedTwo weeks before our planned date, a major release landed in the same window. The overlap meant the Q4 2025 window was not viable. Rather than launch into a crowded moment, we decided to coordinate with partners and choose a window where Faeland can stand out. We are aligning development, certification, and store planning toward a Q1 2026 launch window on PC and consoles. We will share the exact date and platform list once the remaining steps are confirmed.
addedNew side quests that make towns feel more connected to the world.
changedCombat polish including better readability during intense moments such as bullet time sequences and improved hit feedback across several encounters.
addedEarlier access to fast travel so new runs reach it sooner without breaking progression.

Hello Faelanders

It has been a few weeks since we shared the postponement of the v1.0 release. We want to follow up with a clear and detailed update about what changed, why it changed, and what comes next.

Our release path

Earlier we explained that moving forward we had two options for v1.0: release on PC first or release on PC and Consoles at the same time. After reviewing your feedback and our own projections, we have chosen the simultaneous multi-platform route.

Two weeks before our planned date, a major release landed in the same window. The overlap meant the Q4 2025 window was not viable. Rather than launch into a crowded moment, we decided to coordinate with partners and choose a window where Faeland can stand out. We are aligning development, certification, and store planning toward a Q1 2026 launch window on PC and consoles. We will share the exact date and platform list once the remaining steps are confirmed.

What we are working on

The following items are in development and planned for v1.0 unless noted. They show how we are using the additional lead time:

  • New side quests that make towns feel more connected to the world.

  • A system that allows you to change your character appearance later in the story, integrated in a lore friendly way.

  • Combat polish including better readability during intense moments such as bullet time sequences and improved hit feedback across several encounters.

  • A light mini game addition as part of a side quest series, for a short change of pace.

  • Earlier access to fast travel so new runs reach it sooner without breaking progression.

  • A new theme for the castle catacombs area. It previously used a track borrowed from Chapter 6. While it fits well the extra time lets us give it its own identity.

These are not the reasons we delayed. They are how we are using the time to deliver a stronger first release.

Communication and transparency

You were overwhelmingly supportive of the postponement, which we cannot thank you enough for. We also heard from players who are eager for concrete news. Planning across multiple platforms involves steps that take time, including partner responses and schedule alignment. If our previous communication suggested a new plan would arrive within days, we are sorry for that confusion. We prefer to share information that is firm rather than fast.

We are also setting up an official Discord so we can stay closer to you, share updates more easily, and answer questions in a more direct way. We will share the invite as soon as it is ready.

Chapter 6 status

Chapter 6 is complete and would have shipped with the original v1.0 date. We chose to step back because of the launch context, not because the chapter was missing. The extra time is helping us integrate everything more cohesively for the full release.

What you can expect next

It has been some months since the last public game update. There are two main reasons. First, our internal branch includes Chapter 6 and several systems in progress mentioned above, which makes it hard to separate content cleanly for the current public build. Second, we want some completed features to debut with v1.0 so that the release feels clearly distinct.

Given this, Early Access updates will be targeted rather than frequent. Our focus is on v1.0 and console work, and we will ship maintenance patches for the current build when they bring a clear benefit, such as stability improvements or fixes for progression issues.

  • Targeted maintenance patches for the current build as needed.

  • Progress updates and detailed changelogs when changes go live.

  • A more detailed v1.0 plan once remaining partner steps are confirmed.

  • Ongoing work on additional languages to broaden accessibility.

Save files

We are committed to keeping existing save files compatible. When v1.0 arrives, we will encourage a fresh run so you can experience the new flow and discover additions in their intended places, but continuing an existing file will remain an option.

Soundtrack

Many players have shown a special interest in the music. Beyond the new catacombs theme noted above, we are mastering the soundtrack for release. We expect the soundtrack to be available with the v1.0 launch.

We are preparing new cover art featuring our female hero with a lighter color palette. We are sharing a small preview here and will do a full reveal in a separate post so we do not crowd this update.

Thank you for the patience, feedback, and care you have shown Faeland. We will keep building, testing, and sharing our progress. As always, if you spot issues or have suggestions, tell us. Your notes help us make better decisions.

With love,

Talegames Team

Source

Steam News / 10 October 2025

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