- Alpha Update 0.6.6 - 4 September 2026
This is a small update focused mainly on inventory stability and a few save system improvements. I made some internal changes to the inventory system, so please let me know if you notice anything unusual with the inventory or quick slots! :) Changes, Fixes & Improvements Improved how item quantities are calculated for quick inventory slots. The previous implementation may have contributed to rare crashes while organizing quick inventory items.Added some additional defensive improvements to the inventory system to help prevent unexpected crashes.Fixed a very rare client-side save issue that could occur if the host had never manually saved, a client disconnected, and the host continued playing.Savegame thumbnails are now generated asynchronously, making the saving process slightly faster.Fixed an issue with Refiner UIs where some information, such as required levels and upgrades, could be…
- Alpha Update 0.6.5 - 23 August 2026
My main focus over the last few weeks has been 0.7.0, which will include the remaining main storyline quests for the first island, along with some of the new content and systems required for them. The version 0.7.0 will still take some time to complete, but in the meantime I'll continue releasing smaller patches like this one to address feedback, fix issues, and make improvements that don't need to wait for the larger update. Feel free to keep sharing your feedback, ideas, and bug reports. They're really helpful! Thank you! Changes, Fixes & Improvements Added merchant restocking. Shop merchants will now restock their items every day at 00:00 in-game time. Some items are manually selected while others are randomized, and item stats will be rerolled when restocked.Reduced the rate at which the beast consumes stamina, meaning it should need to be fed less often. I'll keep an eye on feedbac…
- Alpha Update 0.6.4 - 13 July 2026
This update focuses on improving the overall feel of combat based on recent player feedback. There is still more work planned, but I wanted to release these improvements early so players can try them and share their thoughts. One important change affects projectile skills. These skills are cast from the player's visible hands, or from the equipped staff, so if a hand is behind a wall, the projectile can still legitimately collide with it. However, there was an issue where collisions could happen even when there was enough clearance. This update improves that behaviour and should greatly reduce those situations. Combat remains one of my main areas of focus alongside the boss implementation. Future updates will also include new weapon models and animations to continue improving the overall combat experience. Changes, Fixes & Improvements Improved skill aiming to reduce cases where nearby…
- Alpha Update 0.6.3 - 4 July 2026
This small update addresses some of the feedback I've been receiving most often, while the main work at the moment is still the boss implementation, which is not ready yet. As mentioned in previous updates, the first optional boss for the island is currently in development, followed by the first main story boss. I'll continue releasing smaller updates like this whenever there are important fixes or improvements that should reach players as soon as possible. Changes, Fixes & Improvements Reduced the base damage of some Tier 2 and Tier 3 berserkers and forest enemies. Adjusted enemy levels across the game, especially in early quests and dungeons, to improve the onboarding experience. Reduced crime duration from 60 seconds to 30 seconds. Changed a wrongly configured Tier 3 guard to Tier 1. Tier 2 and Tier 3 guards already exist in the game, but they will not spawn in the first towns for no…
- Alpha Update 0.6.2 - 22 June 2026
This update is mainly being released to address the beast pathfinding issue. While the beast can still get stuck in certain situations that I'll continue improving over time, this update fixes a larger underlying problem where it was using the player's navigation configuration instead of its own. This was causing the beast to attempt paths that were not appropriate for its size, leading to it getting stuck or trying to move through areas it should not have been using. Most of my current development time is focused on a new boss system. The plan is to introduce the first optional boss on the starting island, followed by a main story boss also located on the first island. These features are still in development and will arrive in a future update. In the meantime, I'll continue releasing smaller updates whenever there are important fixes or improvements that should reach players as soon as…
- Alpha Update 0.6.1 - 16 June 2026
This update contains a few minor balance adjustments and bug fixes. Changes, Fixes & Improvements Removed incorrect secondary Arcane damage from many Fire, Cold, and Lightning skills. Base damage has been adjusted so their overall damage remains consistent with their Arcane counterparts. Fire, Cold, and Lightning projectiles. Fire, Cold, and Lightning vortex skills. Frost Wave, Fire Surge, and Lightning Surge. Fixed the Extractor and Recycler buildings being swapped internally. They now perform their intended functions correctly. Reduced extractor/recycler level requirements by one level. For example, magical items now require Extractor/recycler Level 1 instead of Level 2. Fixed an issue where NPCs could incorrectly attempt to report a crime to guards when attacked by certain dual-damage weapons or skills. Updated the beast model to fix a visual issue affecting the tail while resting. F…
- Alpha Update 0.6.0 | Roadmap Phase 1: Onboarding Rework - 14 June 2026
Hello!I'm happy to announce that this update is now live.This update contains the first major milestone from the roadmap and focuses on improving the onboarding experience for new players.Since the Early Access release, the most common feedback has been related to onboarding, progression flow, navigation, and the amount of time it takes to unlock the game's core mechanics. This update is my first major pass on those areas.The goal was not to remove the story, lore, or progression, but to make the early game clearer, smoother, and easier to follow. A large portion of the starting area, quest flow, progression pacing, and onboarding experience has been reworked.This is not necessarily the final version of the onboarding experience. I'd love to hear your feedback after you've had a chance to play it so I can continue refining it before considering the first phase of the roadmap complete.Im…
- Alpha Update 0.5.11 - 5 June 2026
This update is focused on stability and savegame reliability improvements. Fixes Fixed a very unusual crash that could occur when joining a game. Reworked the client-side save flow to avoid losing player data in some specific situations. Note: Some crashes can also be caused by outdated graphics drivers. A few players have reported significant improvements after updating their GPU drivers to the latest version, so it is worth checking if you are experiencing stability issues. Experimental Branch This is the first update that was released to the Experimental branch before going live. Players who wanted to help test the changes were able to try it first and provide feedback. Going forward, some updates may be released to the Experimental branch before becoming available to everyone. If you'd like to help with testing and the development process, feel free to give it a try. Roadmap Progres…
- Alpha Update 0.5.10 - 31 May 2026
This update is mainly focused on addressing a few crashes and stability issues reported by players. Most of these issues were uncommon and difficult to reproduce consistently, but based on crash reports and player feedback I've implemented a number of potential fixes and improvements. I would also appreciate feedback on the updated beast camera shake. The effect has been adjusted to better convey the weight and movement of the beast while being less intrusive during gameplay. The setting can still be disabled in the options menu, and depending on feedback I may add an intensity slider in the future. Changes, Fixes & Improvements Fixed two uncommon crashes that could occur when loading or joining a game. Fixed an issue with gamepad stick deadzones affecting both the player and beast camera. Added gamepad stick deadzones to radial menus to avoid accidentally selecting options when the sti…
- The Future of Notmads | Early Access Alpha Roadmap - 28 May 2026
Hello! I’m Rhomita, the developer of Notmads, and I’d love to share a clearer view of the current direction and priorities for the game during Early Access Alpha.Click here to open in a new windowRight now the main focus is strengthening and expanding the first island experience, improving the overall gameplay feel in areas like combat, and continuing to grow the building systems over time.I’ve also been reorganizing and reviewing the entire backlog of feedback, bugs, improvements, and future ideas to better prioritize what matters most moving forward.A huge part of development is still shaped by community feedback and player reports, so thank you again for all the support, bug reports, suggestions, and patience during this first stage of Early Access. And if you want to follow development more closely, ask questions, report issues, or simply share feedback, you can always join the Disc…
- Alpha Update 0.5.9 - 23 May 2026
Hotfixes Fixed an issue where the "Magical Beam" tutorial hint was not appearing correctly during the Magical Beam unlock quest. Fixed a rare edge-case issue where client player data could be lost after a game crash. In some situations, this could also cause the beast to disappear incorrectly. This update is mainly focused on quickly addressing the rare save/crash issue after it was reported by a couple of players, in order to help avoid possible frustration and protect save progression stability.
- One Week After Launch: Next Steps for Notmads - 21 May 2026
Hello!It’s already been one week since the Early Access release of Notmads, and I just want to say thank you for all the support, feedback, bug reports, reviews, videos, and streams. It really means a lot.During this first week I’ve been updating the game almost daily with fixes and improvements, and I also added an experimental Sandbox Mode for players who want to jump directly into the main mechanics.Most of the main feedback, and the areas I feel still need the most improvement, are onboarding and combat feeling. Of course there are still many things to improve and expand overall, but I’ll keep working on them step by step and prioritizing the most important areas first.For onboarding, some improvements were already made so it now takes less time to reach the beast and house mechanics, but I still want to rework parts of the early-game flow and level design to make the introduction f…
- Alpha Update 0.5.8 - 20 May 2026
Changes, Fixes & Improvements When loading a game, if no manual save exists, the latest automatic save will now appear as a fallback. This is intended to avoid confusion about seemingly "lost" save games. Increased the free claim threshold for player graves from 300 to 5000 value cost. Graves costing up to 5000 are now free to recover, making early-game recovery much less punishing. (This value represents 1% of the total value of items stored in the grave.) Improved grave spawn locations when players die in unreachable areas such as water. Graves should now always appear in reachable locations. Graves can still also be recovered through the Restoration Altar. Fixed an issue where Steam achievements would stop tracking permanently after failing once. This should also fix retroactive achievements that should have already unlocked. Fixed collision issues with walls around beast waypoints.…
- Alpha Update 0.5.7 - 18 May 2026
Changes, Fixes & Improvements Fixed collision issues on the beast's head and back that could cause it to clip through houses or stop incorrectly when large platforms were built above its head. Fixed an issue where resources such as trees could respawn near player houses. Resources should now avoid spawning close to nearby houses. Client-side fix: beast waypoint teleport option was not appearing correctly for clients when too far away. Fixed a visual issue where the "Show Quest Icons" gameplay setting was not appearing checked even when enabled. Added maximum height limits and scroll bars to selection option menus. This is especially useful for stations with many options, such as the Item Transporter. Changed default graphics settings: FPS limit now defaults to 60. VSync is now disabled by default. Increased Magical Essence values from Magical Essence items: Tier 1: 10 -> 12 Tier 2: 33 -…
- Alpha Update 0.5.6 - 17 May 2026
Changes, Fixes & Improvements Coin Bags are now stackable up to 200. This is especially useful for automatic loot collectors. Auto collectors will no longer attempt to collect the same item simultaneously. Resource harvesters now choose random nearby resources to avoid multiple harvesters targeting the exact same resource node. Doors in the first bandit castle are now never locked. Fixed a visual issue where the "Preview Item" in the Skills Combiner was showing all stats as 0. Increased maximum stack sizes for all food and food chunk items: Some stacks increased from 20 to 50. Some stacks increased from 100 to 200. Increased maximum stack size for all junk items from 100 to 200. Increased maximum stack size for Glass from 200 to 500. Increased maximum stack size for Sandstone from 500 to 2000. Fixed an issue where platform perks were not initializing correctly after loading a save game.…
- Alpha Update 0.5.5 - 17 May 2026
Changes, Fixes & Improvements Reduced the required level for the "Teleport to Beast" skill from level 20 to level 12. Fixed a client-side issue where the "Magical Beam upgrade available" hint was not disappearing after assigning a perk. Made small adjustments to the initial cave to improve the first-time player experience. Changed ore and ingot item movement sounds. QOL: "Take All" now automatically closes the chest if all items were taken. Adjusted some default configurable beast behaviour settings: Rest start stamina threshold reduced from 10% to 1%. Rest stop stamina threshold reduced from 15% to 5%. Fixed a client-side issue where the house core could disappear after leaving the house area for a long distance and returning. Fixed collisions on several cliffs that were blocking nearby resources. Cliffs should no longer block rare resources. Increased maximum stack size for all potion…
- Alpha Update 0.5.4 - 16 May 2026
Changes & Fixes Added additional starting items to Sandbox Mode to improve the initial experience and experimentation possibilities. Fixed an issue where the platform waypoint sphere was not being removed correctly. Fixed a client-side visual bug where hair and eyebrows could appear in first person after possessing the beast. Fixed a random client-side visual issue where buildings could appear in incorrect positions after mounting or dismounting the platform. Fixed an incorrect conversation follow-up during the final librarian quest.
- Alpha Update 0.5.3 | Experimental Sandbox Mode - 15 May 2026
This update introduces the first version of an Experimental Sandbox Mode. The goal of this mode is to provide an alternative way to experience Notmads for players who want to jump directly into the main gameplay loop without going through the full story and lore progression first. Sandbox Mode starts in a completely separate save game and does not affect normal saves in any way. Players can freely switch back to their previous saves or start a normal progression playthrough at any time. In this mode, all major gameplay systems, mechanics, and dungeons are already unlocked from the beginning, while still keeping normal progression starting from level 1. This allows players to experience exploration, combat, building, farming, crafting, and progression naturally, but without the story-based unlocking pace. This mode is mainly recommended for players who: Want to focus directly on gameplay…
- Alpha Update 0.5.2 - 14 May 2026
Reworked the beast lore and volume questline progression to make unlocking the moving platform mechanic faster and more straightforward. Previously, the mechanic was unlocked at the end of a 4-quest chain. Now, it becomes available after building your house and completing the first beast lore quest involving the two volumes. The following 3 beast lore quests are now marked as optional for players who want to learn more about the beast. Fixed several outdated texts and dialogues related to the original introduction sequence of how the beast is discovered. Reduced early-game gathering requirements to improve pacing: Tree and rock collection quests reduced from 5 objectives to 2. Required logs and rocks for the building quest reduced from 50 to 20. Reduced the number of structures required for the house furnishing quest from 4 to 2. Removed several railings and obstacles that could cause t…
- Alpha Update 0.5.1 - 14 May 2026
Fixed collision detection for projectiles, it was smaller than intended. Increased projectile speed when used by players. These changes should improve aiming consistency and reduce the feeling of projectiles being difficult or unreliable to hit with.