Update log
Full Notmads update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Store
- Fixes
This update introduces the first version of an Experimental Sandbox Mode.
The goal of this mode is to provide an alternative way to experience Notmads for players who want to jump directly into the main gameplay loop without going through the full story and lore progression first. Sandbox Mode starts in a completely separate save game and does not affect normal saves in any way. Players can freely switch back to their previous saves or start a normal progression playthrough at any time. In this mode, all major gameplay systems, mechanics, and dungeons are already unlocked from the beginning, while still keeping normal progression starting from level 1. This allows players to experience exploration, combat, building, farming, crafting, and progression naturally, but without the story-based unlocking pace. This mode is mainly recommended for players who:
Want to focus directly on gameplay systems and experimentation.
Prefer a more open experience from the beginning.
Do not care much about lore or story progression.
Want to freely test building systems, dungeons, and progression mechanics.
Keep in mind this feature is still experimental and will continue evolving based on player feedback. Any feedback regarding what should be added, removed, adjusted, or improved in this mode is greatly appreciated. That said, the main intended way to experience Notmads is still through the normal progression mode, where mechanics, discoveries, story elements, and progression unlock gradually over time. Sandbox Mode is not intended as a replacement or "fix" for the onboarding pace, but rather as an optional alternative for players who truly want to skip the quest and lore progression entirely. I will still continue improving the onboarding experience whenever possible. For example, Update 0.5.2 already significantly reduced the time required to unlock moving the house onto the beast. Currently, unlocking all core gameplay systems through the normal progression path can take roughly between 1.5 to 5 hours depending on each player's pace and playstyle.
Changes & Fixes
Fixed merchant UI sell/buy item positioning issues.
Removed the initial house spawn icon after moving the house onto the beast.
Reduced perk and attribute reset costs:
Beast perk reset cost reduced from 200 to 100 per unlocked perk.
Free beast perk resets increased from 5 to 10 perks.
Player attribute reset cost reduced from 50 to 20 per attribute point.
Free player attribute reset points increased from 10 to 50.
Fixed an issue where resetting the beast perk tree could remove the ability to mount or dismount the house.
Small building fix allowing tower floors to overlap correctly with the root platform.
Fixed the Magical Beam tutorial hint disappearing before learning how to switch modes.
Hide buff bar while in Building Mode.
Changed secondary quest icons to a brighter blue for better visibility.
Fixed an issue where the house could be moved onto itself while dismounting from the beast.
Fixed beast feeding tutorial hints not disappearing properly for clients after completing the related task.
Removed several items incorrectly marked as "steal" inside the first bandit castle.
Increased plank and stone rewards in the carpenter quest so players can experiment more with building early on.
Source
