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Steam News5 June 20261mo ago

Demo Update #4

Greetings, Warriors! Over the past week, we have been polishing various game mechanics based on your experience and feedback.

Full notes

Full Orcania: Curtain update

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

Repeated intro

Greetings, Warriors!

What changed

0 fixes1 addition4 changes0 removals
  • Gameplay
  • Balance
  • Maps
changedSeparation of Movement and Skill Resources. In previous versions, players had to spend the same resource—"Action Points" (AP)—for both movement and casting skills, meaning an accidental misstep could sometimes leave you short on points to use a skill. Now, casting skills will cost Action Points, while moving will consume Movement Points.
addedRemoval of the "Special Point" System & Introduction of Skill Cooldowns. The "Special Point" mechanic made character kits overly bloated, creating a lot of friction for development and balance. As a result, we have removed it. To offset this change and prevent powerful skills from being spammed unchecked, we have introduced Skill Cooldowns as a balancing measure.
changedEnemy Attack Indicators & Increased Enemy Threat. To elevate the strategic layer of the game, enemy attacks will now pose a greater threat to players. To help you counter these threats effectively, enemies will now display their targets at the start of each new round. You will need to analyze the battlefield and utilize your skills and mechanics to defuse these incoming threats.
changedEnemy AI Optimizations. Previously, enemy movement was stiff and lacked any tactical decision-making regarding positioning. Now, enemies will dynamically adjust their decisions and positioning based on the real-time state of the battlefield, making combat significantly more challenging.
changedFollowing this patch, we will be shifting our focus toward modifying and polishing the game's core gameplay loop and Roguelike elements for a considerable period. The next major update will bring a completely fresh experience to the game. Stay tuned!

Orcania: Curtain changes

changedSeparation of Movement and Skill Resources. In previous versions, players had to spend the same resource—"Action Points" (AP)—for both movement and casting skills, meaning an accidental misstep could sometimes leave you short on points to use a skill. Now, casting skills will cost Action Points, while moving will consume Movement Points.
addedRemoval of the "Special Point" System & Introduction of Skill Cooldowns. The "Special Point" mechanic made character kits overly bloated, creating a lot of friction for development and balance. As a result, we have removed it. To offset this change and prevent powerful skills from being spammed unchecked, we have introduced Skill Cooldowns as a balancing measure.
changedEnemy Attack Indicators & Increased Enemy Threat. To elevate the strategic layer of the game, enemy attacks will now pose a greater threat to players. To help you counter these threats effectively, enemies will now display their targets at the start of each new round. You will need to analyze the battlefield and utilize your skills and mechanics to defuse these incoming threats.
changedEnemy AI Optimizations. Previously, enemy movement was stiff and lacked any tactical decision-making regarding positioning. Now, enemies will dynamically adjust their decisions and positioning based on the real-time state of the battlefield, making combat significantly more challenging.
changedFollowing this patch, we will be shifting our focus toward modifying and polishing the game's core gameplay loop and Roguelike elements for a considerable period. The next major update will bring a completely fresh experience to the game. Stay tuned!

Over the past week, we have been polishing various game mechanics based on your experience and feedback. Our goal was to reduce unnecessary frustration caused by misclicks or misplays, while further enhancing the game's tactical depth.Warning: This update is incompatible with old saves!

Update Highlights

  1. Separation of Movement and Skill Resources. In previous versions, players had to spend the same resource—"Action Points" (AP)—for both movement and casting skills, meaning an accidental misstep could sometimes leave you short on points to use a skill. Now, casting skills will cost Action Points, while moving will consume Movement Points.

  2. Removal of the "Special Point" System & Introduction of Skill Cooldowns. The "Special Point" mechanic made character kits overly bloated, creating a lot of friction for development and balance. As a result, we have removed it. To offset this change and prevent powerful skills from being spammed unchecked, we have introduced Skill Cooldowns as a balancing measure.

  3. Enemy Attack Indicators & Increased Enemy Threat. To elevate the strategic layer of the game, enemy attacks will now pose a greater threat to players. To help you counter these threats effectively, enemies will now display their targets at the start of each new round. You will need to analyze the battlefield and utilize your skills and mechanics to defuse these incoming threats.

  4. Enemy AI Optimizations. Previously, enemy movement was stiff and lacked any tactical decision-making regarding positioning. Now, enemies will dynamically adjust their decisions and positioning based on the real-time state of the battlefield, making combat significantly more challenging.

Future Outlook

Following this patch, we will be shifting our focus toward modifying and polishing the game's core gameplay loop and Roguelike elements for a considerable period. The next major update will bring a completely fresh experience to the game. Stay tuned!

Source

Steam News / 5 June 2026

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