Full notes
Full Void Lands update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- UI and audio
- Gameplay
- Maps
- Balance
- Store
Void Lands – Patch 0.1.0: Foundations
New Content
Quests, Dialog & Rewards
Implemented Quest System — Track progress, complete objectives, and receive rewards.
Implemented Quest Reward System — Gold, EXP, and item rewards now properly given.
Implemented Quest Tracker UI — Displays all active quests and progress.
Implemented Quest Reward UI — Shows rewards upon quest completion.
Implemented Starter NPC — Gives out initial quests and dialog.
Implemented Dialog System & UI — Talk with NPCs, trigger quests, and advance the story.
Connected Quest & Dialog Systems — NPCs can now give and reward quests seamlessly.
Added 2 Quests — More coming in future updates.
Added 6 Dialog Sequences — More coming in future updates.
Checkpoints
Checkpoints can now be unlocked and used for respawning.
Added visual indicators for checkpoints (light-up effect when unlocked).
Certain checkpoints are hidden (Arena, Boss Arena, Swamp Lands start).
Checkpoint unlocks now save and load properly between sessions.
Upon login, the player now spawns at the checkpoint that was closest to them when they logged off, rather than always starting at the beginning of the map.
Scenes & Story
New Intro Scene — Start lost at sea in a storm on a raft (plays once per save file).
New Arrival-at-Shore Sequence — First-time landing leads into your first quest.
Improved login screen background art.
Visual Improvements
Boss Arena — Added starry sky background and parallax effect for depth and immersion.
Lighting System Update — Lighting in all regions now uses additive blending instead of alpha blending, improving visibility.
Danger Circle Indicators — Much brighter and more distinct; no longer blends with the environment.
Balance Changes
Bosses
Reaper Boss
Reduced projectile damage by 50%.
Reduced explosion damage by 33%.
Level lowered from 11 → 10.
Monsters
Goblin Sniper — Damage reduced ~22.5% (0.7 → 0.55).
Goblin Warrior — Damage reduced ~33.3% (0.9 → 0.6).
Swamp Slime — Damage reduced ~28.5% (1.4 → 1.0).
- Elite monstersHP multiplier reduced 8× → 6×; Attack multiplier reduced 1.4× → 1.3×.
EXP penalty for level difference reduced:
1 level difference: 75% → 90% EXP.
2 levels: 10% → 20% EXP.
3 levels: 3% → 1% EXP.
Slightly increased gear & accessory drop rate from normal monsters.
Monster respawn time increased from 80s → 300s for normal, 600s for elites.
This is a temporary change to prevent constant respawns and make cleared zones feel complete until an “area reset” system is implemented.
Arena
Wave interval reduced from 15s → 12s.
Each spawn point now spawns only 1 monster (was 2–3 depending on wave).
Player
Dash distance reduced by 50% (preparation for skill customization).
Character clothing color changed from bright pink/orange → gray/black.
Slightly reduced EXP required to level across all levels (~25% reduction, temporary until more quests are added).
Skills
Core Skills
- Penetrating ArrowNo longer splits; damage increased by 40%.
- MultishotArrows reduced from 5 → 3.
Rapid Shot: Unchanged.
Special Skills (Now focused on utility over damage)
- Parallel ShotArrows reduced 7 → 5; damage per arrow reduced 62.5%.
- Piercing ArrowDamage reduced by 80%.
- VolleyArrows reduced 9 → 5; stun duration increased 1s → 1.5s; damage reduced 50%; knockback increased 50%.
All special skills cooldown increased 8s → 12s.
Ultimate Skills
- AnnihilationPrep arrow damage reduced 50%, final arrow damage reduced 25%.
- Homing ArrowsMax homing range reduced from 10m → 2m.
Empower Skills
- FrenzyCooldown 16s → 24s; removed movement speed buff; buff values reduced 50% → 30%; duration 6s → 5s.
- MiasmaCooldown 16s → 24s; damage reduced 66%; duration 6s → 5s. (Was the best skill in the game, needed a nerf)
Eternal Breath: Cooldown 16s → 24s.
Disclaimer: Many of the nerfs introduced in this update are part of a broader effort to simplify skills at their base functionality. This is an intentional design direction in preparation for a future skill customization system, which will allow players to modify and specialize skills in meaningful ways. These base versions are being streamlined to create a balanced foundation upon which deeper customization can be built. Expect more changes as this system continues to evolve. This is only the beginning.
General Skill Changes
All skills can now be used while moving.
Movement speed penalty: −45% for most skills, −70% for Annihilation.
UI Improvements
Boss HP bars now have borders for better visibility.
Adjusted EXP bar font sizes and background.
Minor font changes across UI.
Minimap camera range increased slightly; shape changed from rectangle → square.
Added item destruction confirmation window to prevent accidental deletion (future updates will improve bulk item deletion).
Combat Improvements
Added small camera shake effect on dealing damage (first pass; will be expanded in future combat rework).
Items
Gear is now tier-based instead of Item Power. (Former Item Power 5 → Tier 1, Item Power 10 → Tier 2, etc.)
Drop tiers scale with monster level in 5‑level bands (e.g., Lv 1–5 → Tier 1).
This is a first pass of the item rework. Upcoming updates will add tiered bonus stats and broaden drop tables so enemies can drop their current tier and lower, not just the highest tier.
Temporary approach while the game has a single area in Early Access; expect further iteration when more areas are added to the game.
Bug Fixes
Fixed Homing Arrows not spawning arrows when no target was present.
Fixed monsters not properly giving up pursuit after player death.
Fixed boss pursuit memory issue while player remained dead.
Fixed item tooltips appearing in the wrong location on initial hover.
Fixed custom cursor pivot alignment (aiming, clicking, and UI interaction now correct).
Fixed UI element misalignment for some extreme aspect ratios (further improvements coming for all aspect ratios).
Source
Changelog.gg summarizes and formats this update. How we read updates.
