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Steam News3 March 20264mo ago

Rotwood Surprise Shadow Drop!

Hello everybody! Welcome to the release of Rotwood on Steam! We’ve been quietly working on this massive release as part of a special unannounced shadow drop release on Steam and Nintendo Switch 2!

In this update2

Full notes

Full Rotwood update

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

What changed

1 fix11 additions17 changes1 removal
  • Gameplay
  • Balance
  • Events
  • Store
  • Performance
  • UI and audio
addedWe launched in Early Access with the plan to release the game at the end of 2025; however, we added some time at the beginning of Early Access to adjust to initial player feedback. We know today’s launch comes as a bit of a shock, and we’re sorry for the unusual secrecy lately, but we’re happy to announce that with this update, we’ve completed all of the planned launch content (and then some) for Rotwood!
addedUpdate Highlights:Final boss, including a new unique location
addedUpdate Highlights:Three new superfrenzy runs + Bosses (Frenzy Rook, Shelldrake, and Grimhollow)
changedUpdate Highlights:Weapon and equipment tuning adjustments
changedUpdate Highlights:Teffra Mirage system, allowing armor and weapon appearance swapping
changedUpdate Highlights:Mirage-specific visualizations for weapons and armor

Rotwood changes

addedWe launched in Early Access with the plan to release the game at the end of 2025; however, we added some time at the beginning of Early Access to adjust to initial player feedback. We know today’s launch comes as a bit of a shock, and we’re sorry for the unusual secrecy lately, but we’re happy to announce that with this update, we’ve completed all of the planned launch content (and then some) for Rotwood!
addedFinal boss, including a new unique location
addedThree new superfrenzy runs + Bosses (Frenzy Rook, Shelldrake, and Grimhollow)
changedWeapon and equipment tuning adjustments
changedTeffra Mirage system, allowing armor and weapon appearance swapping

Hello everybody!

Welcome to the release of Rotwood on Steam!

We’ve been quietly working on this massive release as part of a special unannounced shadow drop release on Steam and Nintendo Switch 2!

We launched in Early Access with the plan to release the game at the end of 2025; however, we added some time at the beginning of Early Access to adjust to initial player feedback. We know today’s launch comes as a bit of a shock, and we’re sorry for the unusual secrecy lately, but we’re happy to announce that with this update, we’ve completed all of the planned launch content (and then some) for Rotwood!

Update Highlights:

  • Narrative Conclusion and Cinematics (Surprise!)

  • Final boss, including a new unique location

  • Three new superfrenzy runs + Bosses (Frenzy Rook, Shelldrake, and Grimhollow)

  • Weapon and equipment tuning adjustments

  • Teffra Mirage system, allowing armor and weapon appearance swapping

  • Mirage-specific visualizations for weapons and armor

  • Progression adjustments and tuning

  • Overall power tuning and droprate adjustments. (Pushing more builds around fabled powers)

  • Quality of Life changes around game systems like farming, cooking, and relationships

  • More relationships in the diary and relationship rewards

  • Rebalance / Rework existing armors

  • Rebalance / Rework of existing powers

  • Steam Achievements

  • Steam Trading cards

  • Steam Points Shop Items

Steam post image The actual changelist is absolutely massive. We have compiled a list as best as we could, but there are probably some other changes that are not on this list as well. For those of you curious about the gory details, check out the spoiler below.

[expand type="details" expanded="false"] ADDITIONS: Added new conversations, cinematics and character moments throughout the entire game, including a new final boss in its own unique hunt. Added a Super Frenzy difficulty to Bonechill Quarry, Splintershard Cavern, and Ruined Capital Added new Imbued Bosses Rook, Grimhollow and Shell Drake Added new weapons for Rook, Grimhollow and Shell Drake Added the Teffra Mirage Station, a new placable town building Added friendship tracks to every Villager New main menu!

CHANGES

Bosses Reduced the amount of health that Super Frenzy bosses have across the board.

Grimhollow

Reworked bombard attack patterns Grimhollow: Added short range drill attack Grimhollow: Adjusted firing patterns of turrets in fight Grimhollow: Now spawns Immorels instead of shielding self during special attacks Shelldrake: Adjust timings on bite attack Ruin Warden: Adjustments to attack priorities so it will better mix up its use of attacks in various situations Rook: Adjust number of icicles spawned via fissure attacks

  • Reinforcement rots refill more consistently during 3 and 4 player boss fights

Creatures Bulbin Stack: Adjusted attack prioritization so they perform more stacked attacks before splitting apart Meowl: Adjusted attack prioritization so they perform other attacks more often before falling asleep General: Adjusted various monster projectile vfx to make them more readable Bullrog: Increased maximum health Floracrane: Increased maximum health

  • BoarfrostReduced lifetime of ice spines on the ground

Equipment Bulbin Longcoat

Changed effect to “When you Perfect Dodge, your next Focus Hit has increased Critical Hit Chance. Extend your Perfect Dodge Window” Gourdo Elasti-Shorts: Increased the Heal on Enter amount from 20 to 50 Mothball Ushanka: Changed effect to “On Kill, end your Hit Streak and deal Damage to all targets hit during the Hit Streak.” Mothball Fur Coat: Changed effect to “Reduce your Weapon Damage, but gain a chance to Multistrike” Mothball Fur Leggings: Changed effect to “Whenever a Hit Streak ends, Heal for each target hit during the Hit Streak.” Bulbug Eyes: Changed weight class from H to M Bulbug Exoskeleton: Changed weight class from H to M Bulbug Tarsi: Changed weight class from H to M Bulbug Tarsi: In addition to old effects, now also causes you to gain a Shield Segment on Kill.

Snortoise Helmet

Now prevents acid damage when below 30/40/50% health, up from 10/20/30%.

Wollusk Helmet

Changed effect to “Heal for a percent of Acid Damage dealt.” Wollusk Aketon: Changed effect to “Apply Slow to the target when you deal Acid Damage.” Gloop Laurels: Changed effect to “Gain temporary Runspeed Bonus after dealing Acid Damage.” Gloop Top Glaze: Changed effect to “On Kill, your attacks apply Acid for a period of time. You cannot gain Hit Streak.” Gloop Slimekilt: Changed effect to “Gain a temporary Dodge Speed Bonus after dealing Acid Damage.” Ballmerang: Adjusted Dribble skill hitboxes to better match visuals Boomball: Adjusted Lob skill so it has more assisted aim to the target The Jackalope: No longer mentions a “WIP Power” Striker: Increased flight speed of non focus striker projectile by 15% Striker: Reduced bounce height of standard rebounding strikers so they return quicker

  • BowAdded new vfx to a fully charged arrow

Powers Fermented Brew: Now always heals you/ increases your health by the maximum amount that the potion will heal for Coin Purse: Increase the base tier of the power to Gold Desolate Imprisonment: Reduce diameter of prison icicles

  • Increased the cumulative chance for Gold tier powers to drop

General The player’s movement speed is now ‘soft capped’, preventing situations where multiple movement speed powers could combine together to make your character uncontrollable. Powers that scale with your movement speed still use the old, uncapped movement speed number. Farming tools are now auto equipped based on the state of the current plot. You can now dodge through objects in town if your weapon is sheathed. The Cooking Pot is now marked in town when a new recipe is available Changed how “Proto-Weapons” are unlocked to work with the new story flow. The “Power” weight class now increases your weapon damage by 20%. Added additional hair styles to Amphibee characters Reduced the “First Craft Bounty” to 1 corestone for all buildings Meeting a new villager on a hunt will now add that villager to your town, even if it happens in an online game.

  • Villagers can appear in different locations around your camp

System Performance improvements Load time improvements Renderer optimizations

  • Attack and collision detection performance improvements

Hunts All superfrenzy hunts now unlock at once upon completing the final hunt Fabled powers now spawn in the entrance room during hunts in a Boss Rot Lair Earning the maximum possible reward during an Anomaly hunt is now easier

  • Increased chance of mystery rooms being something other than the wanderer

UI Equipment Menu

Moved upgrade menu to be a selection in upper level tabs instead of a sub menu of equipment details.

Seed Grinder

Handles large amounts of seeds better.

Character Customization Screen

Colours are now laid out in a consistent manner. Market equipment stalls display their price only if they are unowned New stat icons added to Hunters Path menu Commonized buttons and design across screens

  • New location icons for super frenzy boss rot hunts

Sound Many new sounds added to interactables throughout the game Unique music tracks added for npcs in town

  • Added a new volume setting for cinematics in options menu

FIXES: Fixed possible crashes in Rook fight on phase change Fixed issue where ingredient amounts would not update in Food Combine and Seed Grinding menus in town Fixed various issues where FX would not show up for some players in online games. Fixed some situations where selecting a larger text size would cause text to overflow in certain screens/ widgets. Fixed a screen pop in that occurred on clients when returning to town Fixed a network desync that could occur between host and clients after prolonged periods of play Fixed a large performance hitch when stalactites would spawn in Enigmox boss fight Fixed boss healthbar not always appearing when two separate bosses are active Fixed network issues with the freeze behavior Fixed some cases where the character selection screen could get stuck when using a controller Fixed issue with screen flash setting where it would not take effect until the game was restarted Fixed bugs with the ghost anomaly turning certain rots into ghosts Fixed weapon combo guides not updating when changing weapons in town Fixed npcs not updating their conversations upon returning to town in some cases Fixed a crash with the mastery board when displaying some rewards Fixed responsiveness of map screen when all hunts are unlocked

  • Many other fixes

What’s next?

There’s still more to come!

We’ve learned through Early Access that Rotwood is best served by less frequent, more substantial updates. Outside of any needed hotfixes, content we release in the future will mostly be comprehensive and expansive updates to the base game or possibly DLC if enough players are interested.

But we’re not going anywhere just yet. We’re going to stick around and monitor the launch for a bit, fix up any emerging issues, and make necessary adjustments. We expect that this will last a few weeks while we gather feedback and release hotfixes to Steam and Nintendo Switch 2. We’ll then move on to upcoming additions to the game.

Throughout Early Access, we’ve come up with a bunch of things we’d like to explore with the game, and we’re excited to move on to the next stage of our adventure with Rotwood!

Since we have been focused on the launch, we haven’t quite started production on future content just yet. So we’ll be watching your feedback, and we’ll release more details about our plans in the coming weeks.

We want to thank all the players who have been with us during Early Access. We’ve tried to make something a bit different with Rotwood, and thanks to all of your help, we think we’ve really come up with something fun and exciting, and we can’t wait for you all to give the launch version a try. Thank you, we couldn’t have done it without you. Steam post image

Source

Steam News / 3 March 2026

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