Kindred Fates: Combat Arena
Steam News 28 February 20262mo ago

Community Newsletter: February 2026

Six years ago today, our Kickstarter campaign came to a close, and with it, something incredible happened. Over 11,000 of you believed in the vision of Kindred Fates enough to back it, and that moment changed everything…

Update log

Full Kindred Fates: Combat Arena update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

1 fix1 addition3 changes0 removals
  • Gameplay
  • Compatibility
  • Balance
changedSix years ago today, our Kickstarter campaign came to a close, and with it, something incredible happened. Over 11,000 of you believed in the vision of Kindred Fates enough to back it, and that moment changed everything for us. It's a milestone worth celebrating, and we want to start by saying thank you. Genuinely, thank you.
addedWe know progress hasn't moved at the pace any of us hoped for. There's no sugarcoating that. When you backed this project, you put your trust in us, and we carry that weight every single day. As many of you know, everyone on the team has taken on work outside of Kindred Fates this past year to support ourselves. While that's meant less time to dedicate to the game, it's also what's kept the project alive. Those jobs allow us to keep the lights on, keep the team together, and fund critical work like new art assets that move the game forward. It's not the path we envisioned, but it's the path that lets us keep building.
fixedProgressThe latest version of the Combat Arena Beta was recently given to the Advanced Testing Group for bug testing. We’ve gone through a few builds with them now, and the current one is a release candidate, meaning it will be released to all Beta players if no major issues are found. Here are some of our latest changes: Fixed the follower version of Prophect having Restless eyes Fixed an issue that caused darker lighting when choosing a starter Fixed Prophect’s passive giving buffs with unlimited duration Fixed additional scenes loading when returning from evolution Ability Shards can't be assigned to the quick use menu anymore. Items like bells can no longer be deleted by using them on Kinfolk in the menu. Tide mark should go on cooldown properly if there isn't a target left alive with the mark anymore. Tide mark's cooldown should display as intended if the projectile attack was missed.
changedProgressThe user marks a target with an ominous ball of energy. The ball explodes shortly after, staggering the target and damaging based on how much damage the target received between the start of the ability and the explosion.
changedProgressDeadly Premonition is currently a Dark Type ability, but we’re somewhat torn on whether it should be Light Type instead, since it has aspects of both. The Dark Type aspects are that it feels like it fits the “fighting dirty” style, and is an attack that you can’t dodge or avoid in most cases. Once it hits you, it acts like a debuff that amplifies damage, which feels right at home with Dark Type. On the other hand, the way that this mark acts like a buff for the

Six years ago today, our Kickstarter campaign came to a close, and with it, something incredible happened. Over 11,000 of you believed in the vision of Kindred Fates enough to back it, and that moment changed everything for us. It's a milestone worth celebrating, and we want to start by saying thank you. Genuinely, thank you.

We also want to be honest with you, because you deserve that.

We know progress hasn't moved at the pace any of us hoped for. There's no sugarcoating that. When you backed this project, you put your trust in us, and we carry that weight every single day. As many of you know, everyone on the team has taken on work outside of Kindred Fates this past year to support ourselves. While that's meant less time to dedicate to the game, it's also what's kept the project alive. Those jobs allow us to keep the lights on, keep the team together, and fund critical work like new art assets that move the game forward. It's not the path we envisioned, but it's the path that lets us keep building.

We want you to know: this team has never stopped working, and we've never lost sight of what we set out to build together. Kindred Fates isn't just a project to us, it's a promise. And we intend to keep it.

So today, we're looking back with gratitude and forward with determination, starting with some progress updates! Let's get into it.

Progress

  • The latest version of the Combat Arena Beta was recently given to the Advanced Testing Group for bug testing. We’ve gone through a few builds with them now, and the current one is a release candidate, meaning it will be released to all Beta players if no major issues are found. Here are some of our latest changes:

    • Fixed the follower version of Prophect having Restless eyes

    • Fixed an issue that caused darker lighting when choosing a starter

    • Fixed Prophect’s passive giving buffs with unlimited duration

    • Fixed additional scenes loading when returning from evolution

    • Ability Shards can't be assigned to the quick use menu anymore.

    • Items like bells can no longer be deleted by using them on Kinfolk in the menu.

    • Tide mark should go on cooldown properly if there isn't a target left alive with the mark anymore.

    • Tide mark's cooldown should display as intended if the projectile attack was missed.

  • Since Prophect will be available soon, we wanted to highlight a few of their moves that players might not be familiar with yet.

Confusion: The user emits a strange beam of energy in a target direction. Entities hit by this beam have their inputs inverted for a few seconds.

Photon Barrage: The user fires a stream of charged particles that explode with electric energy upon impact.

Deadly Premonition:

The user marks a target with an ominous ball of energy. The ball explodes shortly after, staggering the target and damaging based on how much damage the target received between the start of the ability and the explosion.

  • Deadly Premonition is currently a Dark Type ability, but we’re somewhat torn on whether it should be Light Type instead, since it has aspects of both. The Dark Type aspects are that it feels like it fits the “fighting dirty” style, and is an attack that you can’t dodge or avoid in most cases. Once it hits you, it acts like a debuff that amplifies damage, which feels right at home with Dark Type. On the other hand, the way that this mark acts like a buff for the

Source

Steam News / 28 February 2026

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