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Camelot Unchained

Camelot Unchained Steam news

Unchained Entertainment | Jun 2, 2026 | game

Released

2players observed · 15 October 2026 - 21:15:29 UTC

AdventureMassively MultiplayerRPGEarly AccessSteam Store

  • Latest observed players2 · 15 October 2026 - 21:15:29 UTC
  • SteamPulse tracked peak12
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review scoreNot available

Camelot Unchained news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed players2 · 15 October 2026 - 21:15:29 UTC
  • SteamPulse tracked peak12
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review scoreNot available
  • Total reviewsNot available
  • Release dateJun 2, 2026
  • DeveloperUnchained Entertainment
  • PublisherUnchained Entertainment

Genres: Adventure, Massively Multiplayer, RPG, Early Access

Company pages: Developer: Unchained EntertainmentPublisher: Unchained Entertainment

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Camelot Unchained Steam news

Camelot Unchained news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Early Access 0.50.1 Update - 9 October 2026

    Happy Friday Folks,Today we are releasing Update 0.50.1, including tweaks to gathering balance, a new NPC animal for players to pursue, and several bug fixes. Your feedback since Update 0.50 released has been invaluable in helping us track down tricky issues and pain points that we will continually seek to address, and 0.50.1 is just the start of that effort. More harvest nodes will now spawn for herbalism, logging, and mining to help alleviate a potential bottleneck with gathering. Also, a new tier of boar has been added to Yggdra Forest, ready to humble the unprepared hunter. Our highest priority fix for this update was resolving a problem where player abilities could lock up after interacting with a gate. That bug is now squashed, as well as a few other gate-related issues. Additionally, Veil Fractures can no longer be accidentally faction-locked by a Viking player capturing them. Wh…

  • Bring Out Your Devs! - 8 October 2026

    Tomorrow, October 9th, at 3PM EDT, join us for a developer livestream with Katt and Derek on Twitch. We’ll be talking about Scouts, answering your questions, and we might even brave the RvR zones.

  • Early Access 0.50 Update - 2 October 2026

    Happy Friday Folks,Update 0.50 is here, and with it two major new gameplay features - the Scout archetype, with a unique class for each Realm, and the first iteration of siege mechanics, with craftable trebuchets to rain hell upon enemies and Keep gates alike. Additionally, we’ve introduced some new combat stats, mechanics, balance tweaks, and plenty of bug fixes. Above: The war intensifies with the introduction of Scouts and trebuchets. Scouts are highly mobile classes with a toolbox of utility, debuffs, and CC. They specialize in moving rapidly around the map to collect information for their allies. During engagements, they're also very capable at manipulating a fight to give their side the advantage, though they tend to lack in raw damage output compared to other classes and are at their best when playing a supportive role rather than stepping into the thick of things. The passive ab…

  • Preview of Early Access Update 0.50 - 30 September 2026

    Hey Folks,It’s been a minute since we introduced our Autumn Roadmap, so we wanted to take a moment to check in and talk to you all about what you can expect to see in this week’s patch, Update 0.50. There are two headline features being introduced with Update 0.50, both of which should provide significant additional variety to Realm vs. Realm combat across all three factions. What’s Coming This UpdateFirst, players will get to play the new Scout archetype! Mobile, stealth-focused, and excellent at gathering information, Scouts thrive when positioning themselves to outmaneuver their enemies. The Scout archetype covers three classes, each with their own bespoke abilities and mechanics.The Spectre - Arthurians Above: The line between living and dead is a blade’s edge, and one that Spectres wield. The Spectres of Camelot walk the line between living and dead, their very essence split betwee…

  • Early Access 0.49.1 Update - 25 September 2026

    Hey Folks, Update 0.49.1 is live now, and brings with it a bug fix for an issue that you all helped us discover last week - the Combat Log should now be back to full regular functionality, displaying ability names and correct damage numbers across the board. While 0.49.1 addressed this high priority issue, our focus internally has been on working towards delivering new content featured on our Summer to Autumn Roadmap, which we’re excited for you to see more of in the near future. In the meantime, please continue providing us with your feedback on all of the features currently in the game and what you’d like to see us prioritizing. This feedback, as well as your bug reports, have been critical in helping us to improve Camelot Unchained week by week. Bug FixesResolved an issue causing the Combat Log to erroneously report random strings of text instead of the correct ability names and dama…

  • Early Access Adventures - Developer Livestream on Twitch - 24 September 2026

    Tomorrow, September 25th, at 3PM EDT, join us for a developer livestream with Katt on Twitch. We’ll be hanging out in the latest build and exploring the world of Camelot Unchained.

  • Early Access 0.49 Update - 18 September 2026

    Hey Folks, Update 0.49 goes live today, and with it improvements to NPC behavior, new music, art updates across Silvermine Mountains, as well as tweaks to dynamic weather and godrays. This build also features several bug fixes for class and archetype abilities, and a resolution for some consumables not properly stacking. We know that our lighting is an area that’s been a bit hit or miss in the past, particularly with certain times of day feeling far too bright and parts of night feeling far too dark. Changes we’ve made to our lighting should help rein in both of these extremes, ensuring the world is neither blinding you nor leaving you stumbling in the dark. In addition to improving navigation throughout the world, we also feel that this level of lighting is more flattering to the environments that our artists have been working on. Above: Before our latest lighting updates, and after.Th…

  • Early Access 0.48.1 Update - 11 September 2026

    Hey Folks,Update 0.48.1 goes live today, including some high priority bug fixes and an adjustment to stack sizes for crafting materials. We understand that the stack limit of 1,000 for crafting materials we introduced in last week’s update was too restrictive, especially for our most dedicated crafters, and we hope to settle on a more sensible number that will work for everyone. In the meantime, we’re bumping the stack limit to 100,000 to ensure running out of bag space won’t be an issue in the immediate future. We’re still actively taking in your feedback from last week and are plugging away at Update 0.49, and we look forward to sharing more of what we’ve been working on soon! As always, we can’t thank you enough for your continued bug reports, feedback, and support.GeneralTweaked all crafting recipes so the outcome will always result in a Quality 5 item.Raised the stack size for craf…

  • Early Access 0.48 Update - 4 September 2026

    Hey Folks, Update 0.48 is here, and with it several exciting changes, additions, and bug fixes. This patch sees a complete replacement of the previous system for gaining Class Experience. As the prior system has been a pain point for players recently, we’d talk about some of the changes more in depth and our thought process behind them. Historically we knew that the system being replaced wasn’t anyone’s particular favorite; it was largely the same system that's been in place since before Early Access. What we did not realize was to what extent it was disliked; we hadn't been receiving much feedback about it before Class Progression was implemented, so we thought players were mostly ambivalent about it. Obviously, we were wrong there. It seems like it was only the fact that prior to Class Progression being released, that system didn't need to be interacted with much and so the pain point…

  • Autumn Roadmap & Production Roundup - 1 September 2026

    Hi Everyone, Production is back again with another roadmap update. As you may know, it’s been a busy summer over here at UCE, and based on your feedback we’ve updated our next phase of the game’s development. There is a lot to cover with our newest roadmap, and every patch will include more in-depth specifics. Today, we wanted to take the opportunity to give a broad overview of what we’re prioritizing internally throughout the Fall, as well as some specifics on important features. The last time you saw a roadmap from us, we were strictly prioritizing new content. That included new classes, zones, and ways to play. Shortly after the launch of Early Access we heard your feedback and immediately pivoted to improving the new user experience. Once that was complete, we then began focusing on improving the core gameplay loop before we expand on it in the near future. We are likely to wrap som…

  • Early Access 0.47.1 Update - 28 August 2026

    Hey folks! Update 0.47.1 is open for another Early Access weekend. With this patch, we’re implementing a fix for an issue that popped up with Home Island Points of Interest becoming non-interactable. The team is hard at work putting together the content that will be shipping with Update 0.48 next week, and we’re excited for you to see the improvements we’ll be implementing. We also expect to share an updated roadmap for CU in the very near future, so look forward to seeing what’s on our schedule for the rest of Summer and Fall!Bug FixesFixed a bug where control points on the Home Islands could become uncapturable after they were initially claimed.

  • Early Access 0.47 Update - 21 August 2026

    Hey folks!Our latest patch for CU, Update 0.47, is here. With this patch, we’re introducing item drops from enemy mobs, some changes to gathering and crafting experience, as well as tweaks to the formula for Class Progression. Additionally, players can expect to see visual overhauls throughout Silvermine Mountains and Yggdra Forest. This is in addition to performance and quality of life improvements to various UI elements, as well as some bug fixes and tweaks to class abilities. The first big change we’re making to how gathering works is introducing a better curve to leveling these skills, which should make the first several levels go by much more quickly, with the higher levels taking slightly more time to get through. To speak a bit more to the future plans for gathering, we intend to introduce various bands of leveled nodes at different PoIs, which means implementing more nodes with…

  • Early Access 0.46.1 Update - 14 August 2026

    Hey folks! Today we are releasing Update 0.46.1 for Camelot Unchained, landing the water shader overhaul and fixing dependencies that were resulting in crashes.Our next major update will include the first iteration of balances to crafting and levelling, which we’re excited for everyone to get their hands on. We will also be landing a swathe of bug fixes to capture points to ease clunky interactions, and the cherry on top is additions to loot drops from NPCs. There will be more information to share with you all in the near future, so stay tuned.We look forward to seeing you in-game!GeneralUpdated water shaders for above and below to use new reflection systems and visual scattering.Bug FixesFixed a start up crash for some users who were missing windows updates required for DirectX functions.

  • Early Access 0.46 Update - 7 August 2026

    Hey folks!Update 0.46 is here. With this patch, we’re introducing the brand new Class Progression system. This system is a big shift from the previous way characters leveled up, and we think it should help add more build diversity while reducing some of the ability bloat that existed before. Now, each time a character levels up, they gain a Progression Point that can be used to unlock the next level in one of that class's Progression Paths. Each Progression Point spent grants a new Class Ability from your selected path. Characters will also unlock Archetype Abilities automatically at certain levels. Archetype Abilities are shared by each Realm's class of a given archetype: for example, all Heavy Fighters share Archetype Abilities. These abilities are designed to ensure that every character will be able to perform its class's role in a party, regardless of which paths they've specialized…

  • Bring Out Your Devs - Platform Q&A Livestream on Twitch - 29 July 2026

    Tomorrow, July 30th, at 3PM EDT, join us for a developer livestream with Karl and Katt on Twitch. We’ll be discussing all things platform and server-related while fielding your questions.

  • Early Access 0.45.1 Update - 24 July 2026

    Hey folks! Today we are releasing Update 0.45.1 for Camelot Unchained, including some top priority bug fixes. Players will no longer be stuck in place after being resurrected, status effects should now be operating correctly in the UI, and the server crashes that afflicted last week’s build have been resolved. If you want to read our statement on the crashes that impacted last weekend’s Early Access window, check out the link here. The most important thing to note is that we will be keeping the servers up for over a full week, starting from today, Friday the 24th, until Monday, August 3rd.Our next major update will include the first iteration of the new class progression system, which we’re excited for everyone to get their hands on. We will also be introducing player quests to accompany the quest log that we recently put in the game. There will be more information to share with you all…

  • Early Access Extended Week of Play - 24 July 2026

    Hey folks,First, as MJ is fond of saying, a quick Mea Culpa for this past weekend. So, Mea Culpa folks!Let’s take a moment to address the outage that required us to keep the Camelot Unchained servers down over our last Early Access weekend. Essentially, we shipped new code in this build which uncovered a hidden issue that would occur when users changed zones under certain load conditions. This would subsequently cause the server cluster to get into a bad state. This was due to a networking bug that we’ve since tracked down. We know that this was a frustrating experience for our players (as well as our team), and it was disappointing to have the weekend cut off early. We feel that frustration, but we also know that these types of issues can crop up when deploying a build to a live environment. We are fine tuning our internal protocols to be better prepared for this type of situation in t…

  • Bring Out Your Devs - Early Access Livestream on Twitch - 23 July 2026

    Tomorrow, July 24th, at 3PM EDT, join us for a developer livestream with a surprise host on Twitch. We'll be hopping in-game and exploring the world of CU live on the servers!

  • Camelot Unchained - 0.45 Update - 17 July 2026

    Hey folks! Today brings the release of Update 0.45 for Camelot Unchained, including a swathe of balance changes, bug fixes, performance improvements for UI and more. We also wanted to discuss what we changed from a balance perspective in a bit more depth, in order to provide more context and information for our players. This patch, we’ve centered our balance adjustments around addressing a few of the more stand-out abilities, as well as bringing Warlocks up to meet the standard of other damage dealing archetypes. Specifically, the longer cast times on some Warlock abilities combined with not being able to move while casting was being under-weighted when balancing them. To address this, Warlocks are seeing buffs to most of their damage across the board, but especially for longer cast-time abilities, to make up for the higher opportunity cost associated with standing still. We've also see…

  • Camelot Unchained – 0.44.1 Update - 10 July 2026

    With this week’s patch, we’re happy to say that we’ve closed in on a fix for the troublesome bug that was causing Points of Interest to become uncapturable. If you see this happen again in-game over the weekend, please inform us with as much detail as possible. The fix we implemented should resolve the majority of cases that players were seeing. Enjoy the weekend, and we look forward to sharing more of what we’ve been working on with you next week!Bug FixesFixed multiple issues causing Points of Interest to become uncapturable.

Patch notes and updates

S.noRelease datePatch nameGID number
125 September 2026Early Access 0.49.1 Update1844751498225252
211 September 2026Early Access 0.48.1 Update1843481262695873
328 August 2026Early Access 0.47.1 Update1842212951303903
414 August 2026Early Access 0.46.1 Update1840944183780388
524 July 2026Early Access 0.45.1 Update1839041357030177
610 July 2026Camelot Unchained – 0.44.1 Update1837955055357489
712 June 2026Camelot Unchained - 0.42.3 Hotfix1835236783564215
85 June 2026Camelot Unchained - 0.42.2 Hotfix1834602721192013
93 June 2026Camelot Unchained - 0.42.1 Hotfix1834602721185970

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