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Steam News3 May 20262mo ago

Beta 0.60.5 Patch Notes

v0.60.5 Patch Notes A community-driven patch on top of v0.60.4. The headline fix comes from a contributor PR that unbroke late-game leveling, plus a full rewrite of how permadeath cleans up your shared world-state, plus

In this update6

Full notes

Full Usurper Reborn update

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

What changed

1 fix5 additions7 changes2 removals
  • Fixes
  • Gameplay
  • Balance
  • Server
  • Store
  • Compatibility
changedv0.60.5 Patch NotesA community-driven patch on top of v0.60.4. The headline fix comes from a contributor PR that unbroke late-game leveling, plus a full rewrite of how permadeath cleans up your shared world-state, plus a long-overdue accessibility fix for Steam launches.
fixedLate-game leveling unbroken (Lv.51+)If your character was past level 50 in v0.60.4 and the trainer was telling you to level up but the auto-level-up never fired, you weren't crazy and the bug is fixed .
addedLate-game leveling unbroken (Lv.51+)When the late-game XP curve was steepened in v0.60.4 to make the climb to Lv.100 more meaningful, only one of the twelve copies of the level-threshold formula in the codebase actually got updated. The trainer used the new (correct) curve. The status window, the dungeon eligibility check, the auto-level-up trigger, and every NPC and companion XP calculation all kept using the old (looser) curve. The numbers disagreed with each other. High-level players saw negative XP-to-next-level on their status screen and got soft-locked.
removedLate-game leveling unbroken (Lv.51+)The fix: one canonical formula, twelve duplicates removed, all twenty-plus call sites pointed at the single source of truth. Anyone soft-locked on v0.60.4 is unstuck on v0.60.5 the moment they enter a location. No characters get de-leveled, the auto-level-up only ever moves up.
changedPermadeath now properly cleans upA player reported that after losing all their resurrections and creating a fresh character with the same name, they were still in their old guild and still worshipping their old god . Investigation found nine separate places in the shared world database where the old character's name was sticking around: guild membership, sleeping-player state, mail (in and out), pending trades, active bounties, auction listings, world boss damage records, wizard mute/freeze flags, and the in-memory god-worship and NPC-relationship caches.
changedPermadeath now properly cleans upPvP combat history

Usurper Reborn changes

changedA community-driven patch on top of v0.60.4. The headline fix comes from a contributor PR that unbroke late-game leveling, plus a full rewrite of how permadeath cleans up your shared world-state, plus a long-overdue accessibility fix for Steam launches.
fixedIf your character was past level 50 in v0.60.4 and the trainer was telling you to level up but the auto-level-up never fired, you weren't crazy and the bug is fixed .
addedWhen the late-game XP curve was steepened in v0.60.4 to make the climb to Lv.100 more meaningful, only one of the twelve copies of the level-threshold formula in the codebase actually got updated. The trainer used the new (correct) curve. The status window, the dungeon eligibility check, the auto-level-up trigger, and every NPC and companion XP calculation all kept using the old (looser) curve. The numbers disagreed with each other. High-level players saw negative XP-to-next-level on their status screen and got soft-locked.
removedThe fix: one canonical formula, twelve duplicates removed, all twenty-plus call sites pointed at the single source of truth. Anyone soft-locked on v0.60.4 is unstuck on v0.60.5 the moment they enter a location. No characters get de-leveled, the auto-level-up only ever moves up.
changedA player reported that after losing all their resurrections and creating a fresh character with the same name, they were still in their old guild and still worshipping their old god . Investigation found nine separate places in the shared world database where the old character's name was sticking around: guild membership, sleeping-player state, mail (in and out), pending trades, active bounties, auction listings, world boss damage records, wizard mute/freeze flags, and the in-memory god-worship and NPC-relationship caches.

v0.60.5 Patch Notes

A community-driven patch on top of v0.60.4. The headline fix comes from a contributor PR that unbroke late-game leveling, plus a full rewrite of how permadeath cleans up your shared world-state, plus a long-overdue accessibility fix for Steam launches.

Late-game leveling unbroken (Lv.51+)

If your character was past level 50 in v0.60.4 and the trainer was telling you to level up but the auto-level-up never fired, you weren't crazy and the bug is fixed.

When the late-game XP curve was steepened in v0.60.4 to make the climb to Lv.100 more meaningful, only one of the twelve copies of the level-threshold formula in the codebase actually got updated. The trainer used the new (correct) curve. The status window, the dungeon eligibility check, the auto-level-up trigger, and every NPC and companion XP calculation all kept using the old (looser) curve. The numbers disagreed with each other. High-level players saw negative XP-to-next-level on their status screen and got soft-locked.

The fix: one canonical formula, twelve duplicates removed, all twenty-plus call sites pointed at the single source of truth. Anyone soft-locked on v0.60.4 is unstuck on v0.60.5 the moment they enter a location. No characters get de-leveled, the auto-level-up only ever moves up.

This patch was authored by Coosh, a community contributor who diagnosed the bug from his own Lv.73 character, traced it through the codebase, and submitted a clean centralized PR. Merged and deployed within minutes.

Permadeath now properly cleans up

A player reported that after losing all their resurrections and creating a fresh character with the same name, they were still in their old guild and still worshipping their old god. Investigation found nine separate places in the shared world database where the old character's name was sticking around: guild membership, sleeping-player state, mail (in and out), pending trades, active bounties, auction listings, world boss damage records, wizard mute/freeze flags, and the in-memory god-worship and NPC-relationship caches.

Now permadeath performs a full purge of every per-character row in shared world tables before archiving the save. Your guild loses a member, your god loses a believer, your bounties drop, your auctions cancel, your mail clears. The next character on that name starts truly fresh.

What's not purged (these survive permadeath as historical record):

  • PvP combat history

  • Wizard audit log

  • The in-game newspaper

If a permadeath was a bug, contact an admin within 7 days. Your save is still archived for the existing /restore window, none of that changes.

Screen reader false positive on Steam (WezTerm)

A sighted player reported that on a clean Steam launch via the default Play.bat, the title screen was showing"Screen reader detected. Accessible mode enabled automatically"with no screen reader actually running.

The Windows API the game uses to detect screen readers is stickier than Microsoft's docs suggest. Browsers, accessibility tools, and apps that crashed without cleaning up can leave the system flag set, and any subsequent launch sees it as "screen reader is active."

The fix: when the game detects it's running inside WezTerm (which is what the default Play.bat wraps), it skips the auto-detection entirely. Screen reader users on Steam are expected to use Play-Accessible.bat which passes the flag explicitly, that path is unaffected. The standard console launch (direct .exe double-click outside WezTerm) also still runs the auto-detection, since that's the only way a screen reader user there can discover the mode without command-line flags.

Net effect: Steam players using the normal launcher no longer get bumped into accessible mode against their will, and screen reader users on Steam still have a one-click accessible path via the dedicated launcher.

Ban system rewrite (anti-griefing)

The pre-v0.60.5 ban system was account-name-only, which meant a banned player could (a) keep playing their current session until they disconnected on their own, (b) trivially register a new account with a different name, and (c) connect from any address without restriction. It existed, it discouraged, but it didn't actually ban anyone.

Full rewrite into a layered system:

  • Active sessions get kicked. When an admin bans an account, the player's TCP connection drops on their end immediately, no waiting for them to disconnect.

  • IP bans cascade with account bans. By default, banning an account also bans the IP it last connected from. New accounts can't be created from that address either. Loopback addresses are excluded so local testing isn't affected.

  • CIDR range bans for the common ban-evasion pattern of "dynamic IP from same ISP, log in five minutes later." Range bans hit innocent NAT-mates (mobile carriers, shared housing, coffee shops), so the dashboard mentions the trade-off explicitly and only admins with that judgment use them.

  • Per-IP registration rate limit of 3 new accounts per address per 24 hours. Generous enough for legit shared homes and dorms, tight enough to bite ban-evaders trying to reregister in a loop.

  • Unban lifts the IP ban too in one click from the admin dashboard.

What ban explicitly doesn't do: it doesn't permadeath the character. The save is preserved exactly. Unbanning restores everything as it was.

Beta banner refresh

The main-menu banner still said"BETA LAUNCHES MAY 1, 2026 -- ONLINE SERVER WIPE INCOMING."That was true for about 24 hours. Refreshed across all five languages to a post-launch tone with bug-reporting instructions:

[!] BETA - GAME IN ACTIVE DEVELOPMENT [!] Expect bugs. The game is being actively tuned and patched daily. Press ! key in-game or type /bug. Or join our Discord.

Coosh added to credits

Coosh is now listed as a community code contributor on the in-game credits screen, the website, and the Steam landing page. Citation reads:

Found and fixed an XP-formula desync regression by tracing his own soft-locked Lv.73 character to 12 duplicated copies of the same function across the codebase, then centralizing them into one canonical implementation.

Thanks Coosh. Excellent work.

Beta is live. Bug reports and feedback always welcome. Press the! key in-game or type /bug to report. See you in there.

Source

Steam News / 3 May 2026

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