Quest Master
Steam News 26 January 20263mo ago

0.11.20 Ticks Onto Early Access

Duration Property We've added a new hugely impactful property, duration! You can select from a large amount of different durations. You can add the duration property to many different objects, here's a few examples: The…

Update log

Full Quest Master update

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

Extracted changes

0 fixes4 additions9 changes0 removals
  • Balance
  • Gameplay
  • Workshop
addedDuration PropertyWe've added a new hugely impactful property, duration !
changedDuration PropertyYou can select from a large amount of different durations.
addedDuration PropertyYou can add the duration property to many different objects, here's a few examples:
changedDuration PropertyThe duration property of moving platforms determines how long they will pause when hitting an obstacle. By setting it to 0, you can make them immediately continue moving!
changedDuration PropertyTorches will turn off after the duration again.
addedMake Chest Always OpenA new property appears!

Duration Property

We've added a new hugely impactful property, duration!

You can select from a large amount of different durations.

You can add the duration property to many different objects, here's a few examples:

The duration property of moving platforms determines how long they will pause when hitting an obstacle. By setting it to 0, you can make them immediately continue moving!

Torches will turn off after the duration again.

Door Checkpoint Property

You can now designate doors to work as implicit checkpoints! Simply walking through them will act as a checkpoint.

Just one click away.

Trapdoor Direction

As per community feature request, you can now change the visual direction of trapdoors!

This will look better in cases where you have a lot of them.

Make Chest Always Open

Another community feature request: You can now make chests already opened from within maker mode! This way you can use them in a decorative manner, for example in time travel dungeons.

A new property appears!

Looking Ahead: Lua Scripting

This past week, a very big change has been implemented in terms of modding: the inclusion of true scripting languages, namely Lua.

It will be mainly used to design the behavior of enemies and bosses in the game, but it can technically be used for modding anything in the game and over time, more and more parts to the native C# game code will be ported into the Lua scripting language to expose more of the actual game elements.

Right now the Bat and Rat are already ported over to be programmed in Lua, and hopefully in the next few weeks all enemies and bosses will be ported over.

If you're interested, you can already check out the base QM mod dump and look for the Lua scripts. Possibly even experiment with them and try to implement your own custom enemy.

I do advise against uploading your custom mod in case you do try out Lua though! The API design is far from final and most likely will change before the scripting aspect is officially released.

I hope this is exciting for many of you! This will greatly expand the amount of modding that's possible with QM.

Lua is also implemented separately on top of the QM engine, meaning more scripting languages could be added in the future to allow language diversity and preference, like JavaScript.

Source

Steam News / 26 January 2026

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