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Full Veyora update
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What changed
- Compatibility
- Gameplay
- UI and audio
- Server
- Events
- Balance
Veyora changes
August is an especially important month for the development of Veyora. Following the Closed Beta playtest of version 0.4.0, I was able to collect a lot of valuable feedback, fix several issues, and continue expanding some of the game’s most important systems.
The main focus has been the quest system, dialogue implementation, combat improvements, and making the world of Veyora feel more alive and rewarding to explore.
The Quest System
One of the biggest development steps during the past few weeks has been the expansion of the quest system.
Quests are no longer simply started and completed. They can now be tracked through the quest journal and displayed directly in the HUD. New notifications also inform players whenever a quest has been started, updated, or completed.
The quest journal provides an overview of active quests, their current objectives, and the individual steps required to complete them.
To keep the interface clear and organised, a limit for the number of simultaneously displayed quests is also planned. Players will later be able to decide which quests they actively want to track in the HUD.
I have also been working on ensuring that quests can only be accepted and completed once per player. This is especially important in multiplayer, where every player needs to have their own individual quest progress. Completed quests should no longer reappear in the journal after loading a save or interacting with the same character again.
The quest icons above NPCs will also be improved. Once a quest has been accepted, the corresponding icon will disappear. It will only appear again when the NPC has another relevant quest, objective, or interaction available.
New Dialogue and Quest Progression
The quest system will gradually be connected more closely to the new dialogue system.
NPCs will be able to use different dialogue depending on the player’s current quest progress. This means that after completing an objective, a character will no longer simply repeat the same dialogue.
Instead, NPCs will be able to react to completed quests, discovered locations, important events, and eventually even certain player decisions.
This system will form the foundation for larger stories, connected questlines, and more believable character development throughout the world.
In the future, dialogue will continue to change depending on which quests have been completed, which locations have been discovered, and which decisions the player has made.
Quest Boards in Cities and Villages
In addition to traditional quests received directly from NPCs, quest boards are being introduced throughout Veyora.
These boards will be located in cities, villages, and other important locations. They will offer different types of assignments, including wanted contracts against bandits and bandit leaders, material deliveries for blacksmiths and carpenters, and smaller jobs for local residents.
This creates more ways to discover quests. Players will not always need to speak to every individual NPC to find something to do. They can also visit a quest board and look for work, rewards, and new opportunities.
New Quests and Objectives
Numerous new quests have been created and implemented during the past few weeks.
These include search missions, missing people, bandit camps, hidden locations, material deliveries, wanted contracts, and different objectives that encourage players to explore new areas.
Some quests will deliberately guide players towards important locations, while others can be discovered naturally while travelling through the world.
The goal is to ensure that Veyora does not feel like an empty open world. There should be small stories, characters, secrets, and objectives waiting to be discovered in many different places.
Rewards such as gold and experience points are also increasingly being handled directly through the quest system. Later, certain quests may also unlock new content, traders, items, locations, or additional questlines.
Multiplayer Quest Improvements
Quest behaviour in multiplayer has also been an important focus.
Every player should have their own individual quest progress, while still being able to complete certain objectives together as a group.
For objectives that require players to defeat a specific enemy, it is important that the progress is not awarded only to the player who lands the final hit.
The long-term goal is for all participating players within the relevant area to receive quest progress when they defeat a quest target together. This will make cooperative questing much fairer and more enjoyable.
Additional issues involving save games, multiplayer sessions, quest progression, and individual player tracking are also being investigated and improved.
Combat Improvements
Alongside the quest system, smaller improvements have also been made to the combat system.
Blocking is being expanded so that it consumes stamina and cannot be used without limitations. When a player no longer has enough stamina, they will eventually be unable to continue blocking attacks effectively.
Visual effects for successful blocks are also planned. These effects will provide clearer and more immediate feedback whenever an attack has been blocked successfully, making combat feel more responsive and impactful.
Bug Fixes and Optimisation
The Closed Beta helped identify several smaller and larger issues.
These included duplicated quest entries, empty quest titles, completed quests appearing again, incorrect quest steps, and issues with the quest journal after loading a save game.
The visibility of quest markers, the behaviour of the user interface, and several problems involving quest progression have also been improved.
Many of these issues were not fundamental problems with the game itself. They were mostly smaller systems and processes that needed to be connected more cleanly.
This is exactly why the current playtests are so valuable. They help me identify situations that may not appear during normal development and allow me to improve the overall player experience step by step.
What Comes Next?
The foundation of the quest and dialogue systems is now in place.
The next and most extensive step is filling the world with more characters, stories, objectives, secrets, decisions, and different ways to experience Veyora.
During the coming weeks, the focus will remain on new quests, improved dialogue, additional quest boards, multiplayer quest progression, combat feedback, and the preparation of more gameplay videos.
At the same time, feedback from the Closed Beta playtests will continue to be reviewed, and existing systems will be optimised further.
Step by step, Veyora is developing from a functional open world into a world filled with more meaningful activities, discoveries, stories, and adventures.
Thank you to everyone who is testing Veyora, reporting bugs, providing feedback, or following the project on Steam and Discord. Your support and feedback are incredibly valuable and help me improve the game with every update.
The Veyora demo will be available during Steam Next Fest on October 19, 2026.
Veyora will enter Early Access on October 26, 2026.
Source
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