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Steam News10 June 202624d ago

Renown Combined Patch Notes — Alpha 3.1.9.3 through 3.2.2

Hello folks This is the combined list of patch notes for Renown from February 2026 to our latest patch which went live at the start of June 2026.

In this update15

Full notes

Full Renown update

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

Repeated intro

Hello folks

What changed

18 fixes37 additions75 changes15 removals
  • Balance
  • Gameplay
  • Fixes
  • Maps
  • Events
  • Store
changedCombat UpdatesMorph stamina cost: 0 → now increments by 2 up to 8 (0, 2, 4, 6, 8)
changedCombat UpdatesFeint stamina cost: 10 → 0
changedCombat UpdatesOut of stamina stagger: now triggers at 0.9 stamina and under
changedCombat UpdatesParry stamina cost: 6 stamina on connect → 5 stamina whether it connects or not
changedCombat UpdatesParry into parry still has no stamina cost
changedCombat UpdatesDeveloper Notes: The goal with the stamina changes are to put more agency into attacking. Defense is really strong right now and we wanted to balance it out a little more.
Morph stamina cost: 0 → now increments28Morph stamina cost: 0 → now increments increased, buffFeint stamina cost:100Feint stamina cost: decreased, nerfPavise Shield: Health750650Pavise Shield: Health decreased, nerfArrow stamina cost increased:515Arrow stamina cost increased: increased, buff

Renown changes

changedMorph stamina cost: 0 → now increments by 2 up to 8 (0, 2, 4, 6, 8)
changedFeint stamina cost: 10 → 0
changedOut of stamina stagger: now triggers at 0.9 stamina and under
changedParry stamina cost: 6 stamina on connect → 5 stamina whether it connects or not
changedParry into parry still has no stamina cost

This is the combined list of patch notes for Renown from February 2026 to our latest patch which went live at the start of June 2026.

If you'd like to read a dedicated blog just for our latest patch and plans, please see here: view

Alpha 3.1.9.3 Part 1 – Gameplay & Combat Changes

Combat Updates

  • Morph stamina cost: 0 → now increments by 2 up to 8 (0, 2, 4, 6, 8)

  • Feint attack delay: 0.65 → 1.0

  • Feint stamina cost: 10 → 0

  • Out of stamina stagger: now triggers at 0.9 stamina and under

  • Parry stamina cost: 6 stamina on connect → 5 stamina whether it connects or not

  • Parry into parry still has no stamina cost

Developer Notes: The goal with the stamina changes are to put more agency into attacking. Defense is really strong right now and we wanted to balance it out a little more.

Bows

  • Fixed inconsistent draw timing on Shortbow & Warbow — all bows now have the same fire rate and accuracy

  • Added Crossbow

  • Quivers removed from the game

Developer Notes: All bows keep equal fire rate & accuracy for simplicity amid changes (differ only in projectile speed—prioritize accordingly); Crossbow is the heavy hitter that will almost fully crack shields later.

Weapons

  • Zweihander now only obtainable in Gold tier locked rooms

  • Maul now only obtainable in Gold tier locked rooms

  • Crossbow now only obtainable in Gold tier locked rooms

Siege Engines

  • Trebuchet minimum range: 150m → 100m

  • Trebuchet max range: 300m (unchanged)

  • Catapult minimum range: 45m (unchanged)

  • Catapult max range: 55m → 85m

  • Adding/removing weight now shows strength & boulder travel distance

  • Players now take fall damage when on vehicles

  • Trebuchet frame can no longer be upgraded

  • Fixed bug where dying/downed on siege engine locked player in forever

Traps

  • Crossbow trap no longer allows enemy interaction

  • Traps now use the default inventory system

Tutorial

  • Basic training combat tutorial released

Developer Notes: We plan to add more complex combat tutorials in the future, but this should be enough to get beginners started.

Alpha 3.1.9.3 Part 2 – World, Systems, Visuals & QoL

Survival Map Bug Fixes & Changes

  • Fixed sewers poking through ground at Brimdurn

  • Fixed sewer killzone overlapping Brimdurn

  • Fixed some AI pathing issues

  • Fixed broken NPC loadouts

  • Improved dueling area

  • Silver scattered around the map has been reduced

Factions

  • You can now select/change factions at any time

  • Fighter NPCs will now alert other NPCs when attacked

  • Actions in the world now affect your faction favor

  • Faction shop added to each town

Developer Notes: The faction system is still a WIP and there is a lot we will be rushing to add to the system. More on this later.

NPCs

  • NPC navigation improved (especially doors and stairs)

  • New town NPCs added

  • Town NPCs now run when attacked and call fighter NPCs for help

Developer Notes: The town NPC's also have a lot still being added such as wandering the world (not just in towns), woodcutting, mining etc.

Key & Door System

  • Added 3 tiers of locked doors in various map locations (require keys)

  • Keys found in crates, barrels, and NPCs (very low drop rate)

  • Locked rooms contain increasingly valuable loot

  • Special Secured locked rooms which are gauranteed to contain loot with special conditions

Developer Notes: Again, we want to expand much more on this in the following month with things like plagued areas, restricted areas, and other places that can't be entered through regular means.

Mines

  • Visually improved

  • Resource nodes now have a chance to drop gemstones

  • Mines can be farmed/controlled

  • Nodes spawn more predictably and in fixed locations

  • Significantly more silver (now primary way to get silver)

Building

  • Fixed bug where floor blocked wall placement

  • Fixed all trap placements blocking walls (and vice versa)

Graphics & Performance

  • New graphics presets: Performance, Low, Medium, High, Epic

  • Mipmap overhaul to reduce VRAM usage

  • Improved object streaming

Titles

  • Titles are now persistent

  • If no title selected → highest ranking title auto-selected (pressing "remove title" stops this behavior)

  • New titles: Seeker, Proven, Trialed

Steam Achievements

  • New Trial By Fire Steam achievement added (plan to add many more achievements over time)

NOTE: These changes are live on the beta branch only but are accessible to everyone. You'll need to switch over to the correct beta branch on Steam.

Patch 3.1.9.4 – Archery and Shields Update

The Big Picture

Archery is being shifted from an early-game niche to a viable mid-to-late game option. By introducing a new "Anti-Burst" mechanic (for arrows only), we can buff fire rates and armor penetration without allowing groups to "one-shot" players through focus fire.

Ammo Scaling

  • Bolt (T3): 35 Base Damage | 0.625 Armor Pen (5 hits to kill T3)

  • Bodkin Arrow (T2): 25 Base Damage | 0.46 Armor Pen (10 hits to kill T3)

  • Broadhead Arrow (T1): 25 Base Damage | 0.3 Armor Pen (16 hits to kill T3)

  • Primitive Arrow (T0): 25 Base Damage | 0.0 Armor Pen (205 hits to kill T3)

Shield Damage (New)

  • Bolt (T3): 200 Damage

  • Bodkin (T2): 100 Damage

  • Broadhead (T1): 75 Damage

  • Primitive (T0): 35 Damage

  • Pavise ShieldHealth reduced from 750 → 650

Mechanics and Loot

  • Arrow Damage Cap: Damage is now rate-limited to 35 damage per 3 seconds (continuous regeneration). This matches the reload time of a Crossbow, preventing instant-death from coordinated groups while allowing for faster individual firing.

  • Fire RateIncreased across all bows with improved animation blending for a more responsive feel.
  • Gold Rooms: Now have a chance to spawn Crossbows (includes 20-40 Bolts)

  • Silver Doors: Now have a chance to spawn 20-40 Bolts

  • Note: Bolts cannot be crafted; they are high-tier loot only

Developer Notes: Right now, archery is in a weird place where it's really strong at T0 but becomes irrelevant fast. Part of the reason for this was our concern about players running in groups and wreaking havoc with ranged focus-fire. Melee slashers are a very unique concept with a huge learning curve. And while we're happy with the state of combat, we believe a second option should always be possible for those who want to pick up the game and do well quickly. With the new Anti-Burst mechanic, we can effectively limit overall group damage to match the output of a single player. This allows us to make the bow and arrow a truly viable option throughout the game, while still keeping it slightly weaker than melee overall, no matter the amount of arrows hitting the same player.

Patch 3.1.9.6

Combat & Gameplay

  • Crossbow trapremoved 2× damage modifier
  • Fixed numerous bow and arrow issues related to accuracy and damage

  • Stamina no longer affects bow and arrow dispersion

  • Reworked bow and arrow crosshair UI to better represent dispersion

AI & NPC Behavior

  • Some NPCs will now always aggro players regardless of faction

  • Added Aggressive behavior to all outsider NPCs (not yet applied to secured doors)

Developer Notes: Some NPC's do still represent factions but we're placed and designed to make certain area's dangerous and provide loot. The faction system implementation has caused all Human NPC's around the world to be safe to walk by which isn't what we intended, so now these specific NPC's will aggro anyone and can be killed without hurting your faction score.

Factions & World Interaction

  • Pillaging and stealing are now recognized by the faction system

  • Added on-screen indicators for faction updates

UI & UX Improvements

  • Chat messages now highlight when someone @mentions you (disabled in streamer mode)

  • Fixed a bug where titles would not clear properly

  • Improved Seeker title visual effect

  • Reworked inventory scene capture

Bug Fixes

  • Fixed broken textures on houses in Brimdurn

  • Removed building optimizer causing multiple visual building bugs

Graphics & Settings

  • Added new graphical settings options

Developer Notes: We have the technology! graphics and performance should be at an all time high when utilizing our graphical preset buttons. Unfortunately though, this means all of your current graphical settings will be reset once more to what the game determines what's best for your PC.

Patch 3.1.9.7

Combat

  • Players can now parry using tools

  • Increased weapon turn cap by ~30–40% compared to Early Access

Developer Notes: Oh melee... We've given you so much love and attention that we feel we can trust you just a little bit more not to cause grief... (On top of melee tutorial, bows, shields, bugfixes, etc.) we fill this won't hurt beginners as much as it did in early access.

Archery Changes

  • Holding a bow reduces movement speed by 10%

  • Drawing a bow reduces movement speed by an additional 20% (30% total)

  • Switching to the bow costs 10 stamina (yes every time)

  • Arrow stamina cost increased: 5 → 15

  • Arrow damage bucket adjusted: 25 damage per 3 seconds → 25 damage per 4 seconds

Developer Notes: We're really happy with how the bow feels right now. What we're not happy with is how strong it becomes when multiple players use bows against a single target. So, we're aiming (no pun intended) to push players into making a choice: commit to the bow, or commit to melee. Right now, you can fire arrows at little cost, potentially deal damage, then safely switch to melee without losing anything. That's not ideal. These stamina changes are designed to heavily punish players trying to benefit from both the offensive power of the bow and the safety of melee at the same time. The movement slow is simply there to reduce how effectively players can kite with a bow.

Shield Changes

  • Shields can now block arrows while held blocking (if facing the projectile)

  • Barrel lids T0 shield added (T0 primitive shield)

Developer Notes: Shields were meant to be the counter to a solid archer but currently it feels unreliable due to the different hotboxes of each shield. Now at the cost of stamina, you can gaurantee your safety if you hold up your shield against the arrow.

Factions

  • Fixed an issue where faction points would sometimes not update correctly

  • Added a faction shop to each town

Patch 3.1.9.8

Combat & Balance

  • Decreased bow stamina cost per shot: 15 → 9

  • Fire arrows now deal bonus damage to siege equipment

  • Fire arrows now apply damage over time to siege equipment — up to 150 damage over 5 seconds (30 DPS)

  • Siege equipment can now catch fire

Developer Notes: Fire arrows are making a comeback and function as they used to. Shoot them at catapults and trebuchet's to do good damage from afar, if you shoot enough in a short period of time the equipment will catch fire to deal more damage over time.

Server & Systems

  • Server reboot interval increased: Every 2 hours → Every 5 hours

  • Idle timeout increased: 5 minutes → 30 minutes

  • Added Discord integration to notify players when their base is under siege (experimental)

Developer Notes: Nobody likes being offline raided, but nobody likes being told they can't do what they want to do either. We're introducing @Renown Watchman to help you watch over your base while you sleep and alert you here on discord straight to your direct messages when it detects your base is being raided. This is a very experimental and new feature that is very early in development and should not be relied on for complete base security. We hope that this will create a more engaging experience and will tightly monitor how it effects the game. To use it make sure you can receive DMs from the bot, and then type /Register to get started.

Misc

  • Removed auto-sprint

Developer Notes: This is bitter sweet, we love auto-sprint and it was a hard decision to make but ultimately we've decided it's best to remove this feature. Auto sprint is too good not to use for combat, but not polished enough to make it the default option for beginners, and because beginners don't know about it they are immediately at a disadvantage. There's other reasons to boot but this is our biggest issue. We want to reimplement it as soon as possible as the default.

Patch 3.2.0

  • Fixed an issue with tools doing too much damage and not costing stamina

  • Added graphics tweaks

  • Added autorun — Always run now deactivates when in combat and automatically reactivates when not in combat

Patch 3.2.1

Raid Protection & Raiding

  • Online raid times added: 4PM – 1AM (Local 16:00 – 23:59) (Community servers can change this)

  • Offline raid protectionall build parts become fortified, taking 80% reduced damage from enemies — only applies to buildings with a banner
  • Players can now see whether the raid window is open or closed, displayed in the top left of the screen

  • Attacking a base during downtime will notify the raider — message appears once every 10 minutes, indicating the base is fortified

  • Furniture breaking will no longer trigger the Watchman bot

Developer Notes: Raiding is a big part of the fun in renown and we want everyone to experience it, that said we want everyone to experience it online... It's still possible to raid people while they are offline if you're truly dedicated though. These changes should encourage people to raid when people are online.

Loot, Keys & Doors

  • Secured door deactivation time: 30 seconds → 2 hours

  • Unsecured doors loot behavior: previously all items spawned at game start — now 30% chance for loot to spawn in each chest at game start

  • Unsecured door chest loot reset timer: 25 minutes → random between 1–3 hours

  • All loot reduced to a third (minimum of 1 item)

  • Gold key loot rooms no longer always spawn full Tier 3 kits

Developer Notes: Don't worry if you don't fully understand these changes, what's important is that Loot from the Key & Door system is heavily, heavily nerfed.

Fixes & Improvements

  • Fixed an issue causing some players to crash when loading the map

  • Fixed an issue where players could not join servers due to "Pending Connection Failure"

  • Added more detailed error messages explaining why the failure occurred

Patch 3.2.2

General Features

  • Inventory Management: Autosort has been reintroduced with major backend improvements, including duplication failsafes and missing-item prevention.

  • Streamlined Storage: All items now take up exactly one inventory space, except for weapons, which occupy two slots.

  • Hotbar Flexibility: The hotbar now supports any weapon in any slot (e.g., bows no longer require the primary slot).

  • Server & Economy Balance: The game has been entirely rebalanced around 1-month wipes. Server restarts are now scheduled every 24 hours.

Developer Notes: These changes aim to eliminate inventory friction. You should no longer feel like you're playing jigsaw with your loot, allowing for much smoother, more familiar gameplay. Additionally, extending server uptime to 24 hours removes the jank of frequent 90-minute restarts interrupting your sessions. Our Autosort overhaul ensures you can manage your inventory confidently, knowing your items are safe from accidental deletion or duplication exploits.

Faction System

  • Shop AccessibilityFixed a bug where certain factions lacked a shop entirely. Faction shops now stock full Tier 1 and Tier 2 sets, and the Brimdurn shop is no longer locked behind a key room.
  • Reputation & Forgiveness: Factions now start at Level 1 but require -30 points to drop to Level 0. Players will also gradually be forgiven by factions over time.

  • Faction Swapping: Changing factions is now limited to once per hour (previously unrestricted).

Developer Notes: We want the faction system to offer meaningful progression and make the world feel alive. The new -30 point buffer gives beginners room to learn the ropes without being instantly marked as an enemy and attacked on sight by guards. While the system is still evolving, these changes reward world interaction and prevent players from instantly flipping allegiances to game the system.

Stores & Economy

  • RebalancingAll in-game store prices have been adjusted. Faction shops generally offer the best rates.
  • Rogue TraderNow stocks every item available in standard stores (excluding faction-exclusive items) but sells them at a significantly higher premium.

General UI Improvements

  • Inventory NavigationAdded new dedicated buttons to the inventory interface for cleaner navigation.
  • Multi-Window Persistence: Opening the Inventory, Faction screen, or Scoreboard will now automatically close the other two.

Party System

  • Persistent Parties: Parties now persist across sessions.

  • New Management UI: A fully overhauled UI allows players to seamlessly create, manage, invite, kick, and join parties.

  • Password Protection: Parties can now be password-protected for instant, secure joining.

  • Leadership Roles: Party owners can now promote or demote members. If the owner leaves, leadership is automatically transferred based on member rank.

Research System

  • Non-Linear Progression: Research is now organized by categories rather than rigid tiers, allowing players to choose their own progression path.

  • Dynamic Pricing: Costs are dynamic based on individual player progression, balancing out as you near completion.

  • Visual Overhaul: The Research UI has been completely redesigned.

Developer Notes: Our goal is to give you total agency over your progression. You should be able to focus on the gear and tech that matter most to your playstyle, rather than being forced to waste resources researching irrelevant items just to unlock a straight-line path.

Archery

  • Projectiles & PrecisionRandom bow spread has been significantly reduced from 20 → 5.
  • WarbowIncreased from 16 → 20 m/s (fixing a bug where it matched the Longbow).
  • CrossbowIncreased from 35 → 45 m/s.
  • Stamina MechanicsFire stamina loss increased from 9 → 10. However, landing a shot on another player now refunds stamina.

Developer Notes: We are actively fine-tuning the balance between melee and ranged combat. Skilled archers shouldn't lose fights because of RNG, so we've heavily reduced random spread. Because shooting drains stamina, we wanted to highly reward precision; hitting a moving target should feel satisfying, impactful, and sustainable.

Siege Changes

  • Structure DamageCatapult and Trebuchet boulder damage reduced from 1000 / 1500 → 400 / 600.
  • Splash Damage: Boulders now deal splash damage (200 for Catapult / 300 for Trebuchet).

  • Logistics & CostDeploying a Catapult now occupies a player's entire pocket inventory. Catapult Silver Cost: Increased from 100 → 400. Trebuchet Silver Cost: Increased from 10 → 500.

Developer Notes: By trading massive single-target damage for splash damage, we hope to discourage players from simply "honeycombing" bases with endless walls and furniture. This shift pushes builders toward more strategic layouts and forces attackers to think tactically about breach points.

Weapon Balancing — Quarterstaff

  • DamageReduced from 24 → 15
  • RangeIncreased from 2.7m → 4.0m
  • Crafting: Can no longer be crafted.

Developer Notes: We want every weapon category to feel distinct. The Quarterstaff is our first major step toward expanding combat variety. By trading high damage for unmatched melee reach, it becomes a powerful early-game tool for spacing and zone control, offering a completely unique combat dynamic for both sides of the exchange.

Weapon Balancing — Rondel Dagger

  • Attack SpeedIncreased by ~50%
  • Slash/Overhead DamageReduced from 45 → 15
  • Stab DamageReduced from 45 → 25
  • Miss PenaltyStamina loss on a missed swing reduced from 10 → 3
  • Crafting: Can no longer be crafted.

Developer Notes: The Rondel Dagger previously struggled as a mediocre Tier 3 option with no distinct identity. We've overhauled it into a high-skill, high-pressure weapon. While individual strike damage is lower, its massive speed buff and forgiving miss penalties allow players to lean into a relentless, high-mobility assassin playstyle.

Source

Steam News / 10 June 2026

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