- 1.5 Update - 19 September 2026
1.5 UpdateHappy Friday and welcome to the 1.5 update for Greywind's Legacy!Areas of focus this week:-A cleanup of damage types and some ability systems.-A stealth and thievery rework-A few visibility changes to make loot and quests easier to read at a glance.And finally a big thank you to SirSquatch, who has now finished going through all 399 ability descriptions in the game! They really bring a new sense of excitment and immersion to game through better fleshed out descriptions and I think you'll all agree the game is much better for it =)AbilitiesAbility Descriptions- Another 143 descriptions rewritten. Every description has now had a finishing pass!- Six more descriptions were corrected to better describe what they do: Whirlwind Axe, Power Smash , Armour Crush, Void Blade, Smite, and Nature's Wrath Bolt. Damage Types- Several abilities used "Physical" as a damage type, which was neve…
- 1.4 Update - 10 September 2026
1.4 UpdateWelcome to the latest update for GWL.This update brings tighter accuracy with location references for enemy, loot, and quest generation. Additionally subzones have been rebalanced to so there will more enemy diversity to be found in the world.This update also corrects some abilities to work as intended and adds a few new visibility systems to help make the quest system clearer overall. Finally and most importantly I want to send a special thank you to SirSquatch who has been volunteering their time to rewrite all ability descriptions in the game to more clearly show what they actually do and to do so in a way that better fits the setting.They have done an awesome job so far and are almost half way done rewriting the description for all 399 player abilities in the game!!I've found SirSquatch's descriptions add a lot to the game immersion and clarity wise and I hope you all enjo…
- 1.3 Summary Update - 3 September 2026
1.3 Summary UpdateWelcome to the 1.3 update for GWL.I've been adding some things and fixing a few bugs over the last week and this update will be more of a summary of those changes/fixes to coincide with the smaller updates.These patchnotes are coming a day early as I unfortunately will be very busy the next few days when I usually update.World and Enemy Spawning- In a few overlap areas some spawns were coming in at the wrong levels. Thats now fixed.- Enemies now match the zone they are in. A fault in how spawn points were assigned meant a zone could be filled with a neighbouring zone's monsters at that neighbour's level. Every zone now spawns its own monsters inside the level range shown on the world map.- Sub-zone variety restored. Each zone has four regions with their own monster sets, but six of the sixty had been getting no ground at all, and some zones ran almost entirely on a sin…
- 1.2 Cleanup Patch - 28 August 2026
1.2 Cleanup PatchWelcome to the 1.2 update for GWL.This is a much smaller patch than normal. It's mostly focused on cleaning up some back end code to make the game run a little smoother and increase overall consistency. These smaller patches will be more of the norm as I transition out of the main development cycle I was in around launch. I still plan to keep adding features and adding compatibility with Linux and Mac however I have had a few setbacks with the later especially that's requiring more time than expected to work through.New Game Versions-A new version called "PreviousBuild" is accessible to everyone. This just loads the previous weeks update. This allows y'all to rollback to the previous version if you come across a new bug and continue playing without having to wait for a hotfix.-The CompanionFix version was removed. I can still bring it back to public visibility if anyone…
- 1.0 Is HERE! - 13 August 2026
1.0 RELEASE NOTESHello! Welcome to the 1.0 release of Greywind's Legacy! 1.0 is the biggest update the game has ever had. I can't wait to see how you all enjoy it! Here are the headline changes: a day and night cycle, a companion overhaul, two new item tiers, achievements, a rebuilt merge system, a balance pass that touched almost every ability in the game, and Dragon Riding! NEW FEATURES Day Night Cycle Working off of the time system from last update we now have a true Day/Night Cycle! Night costs you vision. - Between 20:00 and 06:00 your sight radius drops by one tile. It is floored at one, so you can always see what is next to you, but travelling in the dark now has a drawback that should make the game feel just that little more immersive. - The map shows a sun or a moon next to the clock so you always know which you are in, and the clock dims at night. Companions - Companions now s…
- Bascially 1.0: Weekly Update #10 - 7 August 2026
Weekly UpdateHello! Welcome to our Tenth Weekly Update!We are just seven days out from the August 13th 1.0 date! Woohoo!There's four big changes pushing this game to its final polished form: Resistances, New Time System to replace Ticks, Enhancement System for Crafting, and a How to Play tab in the Start Menu.Woohoo!NEW FEATURESThe focus this update is time, type matchups, and finishing the polish passes I flagged last week. There are three headline changes.The world now runs on a real calendar. Every step you take advances an in game clock, and the game tells you the time and date.Combat gained RESISTANCE, sitting between "weak to" and "immune to." Previously an enemy either took extra damage from a type or took none at all. Now we have a more realistic middle ground. The How to Play guide I promised last update is in, browsable from the main menu.The rest is quality of life, crafting…
- Presence System and Information Cleanup Weekly Update #9 - 31 July 2026
Weekly UpdateHello! Welcome to our Ninth Weekly Update!We are looking in good shape for our August 13th 1.0 date. Hope you are all excited!NEW FEATURESThe focus this update is combat depth and clarity. The headline change is a new enemy targeting system called Presence. Up until now, when an enemy decided who to swing at, it was basically a coin flip between you and each of your companions. Now every character has a presence score working quietly in the background that weights how likely they are to be targeted, so fights should feel less random and more realistic.Mana costs on higher tier abilities have gone up. This was a deliberate balance pass to make mana actually matter as you climb the tiers, instead of being a non issue by the mid game.The rest of the update is readability and quality of life, continuing the march toward the polish level I want for 1.0. The death screen was rewo…
- 1.0 Date Announced! Weekly Update #8 - 24 July 2026
Weekly UpdateHello! Welcome to our Eighth Weekly Update!We have an official 1.0 launch date: August 13th!Unlike previous patchnotes the beta is no longer its own version and has been rolled into the default branch of the game. The beta was meant to help test for stability while I was reworking some core systems that had a high chance to have unintented consequences and stability issues. Now that that period is over the beta has been folded back into the default (and only) version of the game.Enjoy!NEW FEATURESThe main focus this update is healing and build variety. I added ten brand new healing abilities across the mid and high tiers. Support and hybrid builds should have a stronger class identity as a result and the party can now have a dedicated "healer" if they so choose. New depth to healing abilities have been added as well to help flesh out the "healer identity" including a new he…
- Balance Changes, UI Fixes, and a New Grimoire: Weekly Update #7 - 17 July 2026
Weekly Update!Hello! Welcome to our Seventh Weekly Update!We remain on schedule for our 1.0 release in August!Just like all weekly updates these patch notes are divided into the Default Branch and Beta Branch Updates. This week the previous Beta Branch has been rolled into the new Default Branch completely.The new Beta is focused on ability/combat reblancing and UI readability/standardization. The game is starting to feel a lot more like a completed product to me and I hope you all feel the same way =)Enjoy!DEFAULT BRANCH UPDATE:NEW FEATURESThe biggest change this update is stealth is now usable outside of dungeons. Its tied to a toggle you can turn off and on at will with the drawback that when its own you move twice as slow (two ticks pass vs one so enemies will move faster than you).Sneaking near mobs slowly trains your Stealth skill, so you can finally level it without ever setting…
- Balance Changes and Stealth Rework : Weekly Update #6 - 10 July 2026
Weekly Update!Hello! Welcome to our Sixth Weekly Patch Notes!We are continuing the Thursday/Friday weekly update and remain on schedule for our 1.0 release in August! Just like all weekly updates these patch notes are divided into the Default Branch and Beta Branch Updates. This week the previous Beta Branch has been rolled into the new Default Branch completely.The new Beta is a little less packed than previous betas as I am done with everything I planned to add to the game, although we do have a stealth rework allowing players to use it in the open world most of my work this week went into tightening up the codebase and some small tweaks with balance.If you have things you would like for me to look at adding or ideas on how the game could be better please let me know and I'll look at adding/incorporating them into the game =)Hope you all enjoy!DEFAULT BRANCH UPDATE:NEW FEATURESThis we…
- The Arena & Balance Update: Weekly Update #5 - 2 July 2026
Weekly Update!Hello! Welcome to our Fifth Weekly Patch Notes!We are continuing the Thursday/Friday weekly update and remain on schedule for our 1.0 release in August!Just like all weekly updates these patch notes are divided into the Default Branch and Beta Branch Updates. This week the previous Beta Branch has been rolled into the new Default Branch completely. The new Beta introduces a lot of new features and polish focusing on a reworked arena, balance changes, and a focus on smashing some of the more obscure bugs.Hope you all enjoy!DEFAULT BRANCH UPDATE:NEW FEATURESThis week's default update reworks crafting from the ground up, overhauls combat targeting and presentation, and gives every enemy a real ability kit.All enemies have been given a unique abiltiy that function correctly and works with MP, this should add more depth to combat and help give the player more avenues to pursue…
- The Crafting & Combat Update : Weekly Update #4 - 24 June 2026
Weekly Update!Hello! Welcome to our Fourth Weekly Patch Notes!As promised we have returned to the Thursday/Friday weekly update (a day early this time), and remain on schedule for our final release in August!Just like all weekly updates these patch notes are divided into the Default Branch and Beta Branch Updates. This week the previous Beta Branch has been rolled into the new Default Branch completely. The new Beta introduces a lot of new features and polish focusing on abilities, combat, and a huge focus on UI.Hope you all enjoy the update!-LansdolliDEFAULT BRANCH UPDATE:NEW FEATURESThis week's default update focuses mostly on companions, enemy abilities, Mount Greywind, ability balance, combat polish, and several important save and progression fixes.The biggest changes are aimed at making companions feel better long term. Their early stats have been toned down, a bonding system has b…
- Third Weekly Update! - 16 June 2026
Weekly Update!Hello everyone and welcome to our Third Weekly Patch Notes!This is coming a little early as I unfortunately will be very busy with some life stuff for the next few days when I'd normally put the update out. I plan to return to Thursday/Friday Weekly updates starting next week.Just like last update these patch notes are divided into the Default Branch and Beta Branch Updates. The previous Beta Branch has been rolled into the new Default Branch with some minor tweaks to help ensure stability. The new Beta introduces a lot of new features and polish focusing on abilities, combat, companions, and UI.Hope you all enjoy the update!-LansdolliDEFAULT BRANCH UPDATE:NEW FEATURESCompanions are now fully controllable in combat. Companions are now also able to evolve and have access to the same ability pool the player has. For those who wish to do so you can explore multiple class prog…
- Second Weekly Update for Main Branch and Beta - 12 June 2026
Weekly Update!Hello! I am trying to keep to weekly updates now with a two part focus. The first focus will be what is coming to the default branch of the game. This will be a build already vetted by our beta players and should be very stable! The second focus of these weekly updates will be information on the new beta! The beta will have the newest features I've been working on and should be relatively stable as I've usually played the build for a few days before shipping it. However it will likely not be as stable as the default branch of the game. So if that is your priority I'd stick to the main branch.The Default Branch and the Beta are both covered in these patch notes. Clearly divided by "Default Branch Update" and "Beta Branch Update" for easy navigation.Most of the default branch update for this week was covered in the patch notes for the last beta, as in this instance the beta…
- Launch of the Beta! - 6 June 2026
Patch NotesBETA (PLEASE READ)Hello! This update is going to be released into the Beta branch first. This will allow players who want to test it to do so while those who want to keep playing a proven version of the game can continue with the current version of the game.I plan to use betas with future updates as well. I think its a great way to let you all to decide on your own terms if you want to play a slightly buggier/more up to date version of the game or the tried and true version.This update will likely go to everyone in a week, assuming it is in a good state to do so, and a new beta will take its place.To enable the beta: 1. Right click on the game in your library 2. Select the fourth option "Properties"3. Select the fourth option again "Game Versions and Betas"4. Select the "beta" branchIf you try out the beta branch and don't enjoy it you can always follow the same instructions…
- First Weekly Update: UI Fixes, Added NPCs, and Much More! - 4 June 2026
NEW FEATURESA lot of the features (and bug fixes) are from suggestions players made in discussion posts on the community tab. Please feel free to join us there if you have an idea for the game! Best case its an easy add, worst case I don't want to add it because it seems like way to much work (lol). Either way player suggestions really help show me what yall value and serve as a good indicator on the areas of the game I should be spending most of my time on.This is a pretty big update that I honestly have spent most of my time awake the last few days on. I think it brings the game to a much better state thats more fun to play and has a world that feels just a little more lived in. I really hope you all enjoy it! -LansdolliWorld & ExplorationWarning Signs — Weathered signposts now appear on roads near zone level boundaries warning players before they cross into more dangerous territory.…
- You Can Now Unlearn Or Unevolve Skills - 31 May 2026
Merges and SkillsTrainer Functions:The trainer is an already existing NPC available after clearing Mount Greywind and claiming it as the players own. Mount Greywind is located directly east of Alara.Once hired the trainer offers the player the option to unlearn or unevolve skills. Unevolving a skill will bring it back to the previous tier at level 10. This is perfect for those seeking to backtrack and try another merge path they previously locked themselves out of. You can also unlearn skills. This will completely remove the skill and allow the player to relearn the skill on their own terms. Unlearned skills are completely reset and will have to be rediscovered back at the basic rank and tier 1 just as if the player was starting fresh. Because of the interactions between merged skills it is not possible to unevolve a merged skill. If someone desires to undo a merge they must unlearn the…
- Adding New Abilities to the Game - 30 May 2026
AbilitiesNew AOE Skills:AOE skill have been added to the game! These skills are now AOE skills that hit all enemies:Death Rain, Inferno, Death Wave, Blizzard, Flame Wave, Frozen Burst, Glacial Wave, Solar Wrath, Sunburst, Purifying Flame, Psychic Storm, Force Wave, Acid Nova, Dissolution Wave, Sonic Wave, Cacophony Nova, Avatar of Slaughter, Whirlwind SlashNew Ability Mechanics:Added new ability mechanics to make some skills more unique:Execute: instantly kills enemies below an HP threshold (Perfect Blade, God Shot, Executioner's Blow, Assassin's End, Oblivion Strike, Graviton Collapse, Absolute Corrosion, Mind Annihilation, World Ender Strike)Life-steal: Drain Soul and Withering Touch now return HP equal to a percentage of damage dealtArmour shred: permanently reduce enemy defense for the duration of the fightStatus effects: abilities across all damage types now apply contextually appr…