
Steam news
Full Steam announcements and update articles for this title.
Hi everyone,
This update introduces the ability to build custom Waystones and adds a related quest, crafting material, a new dungeon and enemy type, as well as various other fixes and improvements.
Added a new quest: "Igniting the Way".
Added a new enemy type: Gatekeeper.
Added a new dungeon type: Ancient Vault.
Added new dungeon locations:
Ancient Vault in the Woodlands - Head down the main road from the Training Camp to the City Outskirts. Turn left at the second crossroad, then take the small trail on the right.
Ancient Vault in the Dead Grove - Travel along the main road from the City Outskirts toward the Dead Grove. Turn right at the crossroads, then take the path to the right again once you reach the ruined altar.
Ancient Vault in the Outskirts - Found within the small forest near the Riverside on the northern side of the City Outskirts.
Added new unique crafting material: Waystone Catalyst.
Waystones are now available for building under the Construction => Mechanisms category.
Added visual indicators for Blind and Veil status effects.
Fixed an issue where overwriting an ability quickslot with an item might not persist after closing the inventory window.
Fixed an issue where the "Take All" button didn't correctly transfer items from armor and weapon stands to the inventory.
Fixed an issue where some Training Camp NPCs' appearances might be displayed incorrectly for clients in multiplayer.
Fixed an issue where some Obstacle Course traps might have collision issues for clients in multiplayer.
Fixed an issue where client characters could pass through Training Dummies under certain conditions.
Fixed an issue where certain dungeon minimap edges could flicker during movement.
Adjusted Bestiary knowledge progression for unique enemies, allowing them to unlock faster.
Optimized various dungeon textures.
Localization fixes and updates.
Thank you as always for your feedback and continued support!
If you encounter any problems, please don't hesitate to let us know.
Hi everyone,
This update introduces new alchemy content, including the Alchemist's Athanor, a complete set of craftable grenades, new shard deposits, elemental spell runestones and glyphs, as well as various improvements and fixes.
Added the Athanor tool for the Alchemist.
Added craftable grenades:
Lacerating Grenade
Sunder Grenade
Incendiary Grenade
Noxious Grenade
Veil Grenade
Luminous Grenade
Added unique shard deposits:
Tin
Molybdos
Nix Alba
Antimony
Regulus
Added a new spell glyph.
Added new elemental spells:
Fire Rune
Frost Rune
Poison Rune
Lightning Rune
Chaos Rune
Holy Rune
Added new runestones:
Push
Pull
Added unique resource spawns to certain dungeons.
Added sound effects for using potions, poisons, and powders.
Added sound effects for crafting and refilling at Apothecary and Alchemist workbenches.
Enthralled Deer now have a chance to drop a Rune glyph shape instead of a Projectile.
Increased the chance for Angler Fish and Leafcrabs to drop Soul Shards.
Angler Fish and Leafcrabs can now drop runestones and modifier glyphs.
Grenades can now be refilled at the Alchemy Bench.
Fixed an issue where preselected rune parameters might not be set correctly.
Fixed an issue where landscape road textures were not loading correctly under certain conditions.
Thank you as always for your feedback and continued support!
If you encounter any problems, please don't hesitate to let us know.
Hi everyone,
We have released a patch addressing several multiplayer and quest-related issues.
Fixed an issue where enemies could fail to spawn correctly for clients when far away from the host.
Fixed an issue where the Combat Training opponent could become invulnerable for clients if the host landed the final blow.
Fixed an issue where the Class tab could remain locked for clients after rejoining a game, even if the Combat Training quest had already been completed.
Fixed an issue where the client character's location could become desynchronized after completing the Obstacle Course quest.
Fixed an issue where faction reputation could not be earned for the client when joining the game after the Neophyte Gauntlet quest.
Fixed an issue where the "Assemble a Squad" objective of the Lost Home quest could not progress for clients.
Fixed an issue where enemies during the Missing Villagers quest could fail to spawn for clients in certain cases.
Fixed an issue where some quest stages were not marked as completed for clients when joining a co-op game.
Fixed an issue where the small Training Camp gates were not displayed as open for clients.
Fixed an issue where some NPCs could become hidden for clients when the host left the area.
Fixed an issue where the Battlemaster might not be visible if the player character spawned near his tent after reloading the game.
Fixed an issue where using a poison or powder from a quickslot would sheath the equipped weapon.
Fixed an issue where the light snow weather effect could sometimes be incorrectly triggered during rain.
Fixed an issue where weather could become desynchronized between the host and clients.
Optimizations for distant enemy spawns.
Thank you as always for your feedback and continued support!
If you encounter any problems, please don't hesitate to let us know.
Hey everyone,
We have prepared a new content update that expands crafting and combat mechanics with the introduction of new Apothecary and Alchemist tools, along with a variety of new craftable items and rare resources to discover throughout the world.
The Apothecary has received two new tools:
Apothecary Table – Used to craft and refill potions.
Toxicology Kit – Required for creating poisons.
Potions provide powerful short-term bonuses and come with multiple charges, allowing them to be reused and refilled at appropriate workstations instead of being consumed permanently. Different potion types can support various playstyles, offering temporary boosts during exploration and combat.
Poisons can be applied to melee weapons, increasing damage, accelerating effect buildup, and inflicting additional debuffs on affected enemies. This adds new options for close combat and allows for more specialized preparation before battles.
The Alchemist now has access to the Alchemy Bench, which can be used to craft various powders. Powders are designed for ranged weapons such as pistols and rifles, enhancing shots with additional damage and other combat bonuses.
To craft these new items, you will need to locate a range of unique resources, including Herbs for potions, Toxins for poisons, and Minerals for powders. These resources are very rare and can only be found in specific regions and environments.
Added Apothecary tools:
Apothecary Table
Toxicology Kit
Added Alchemy Bench
Added craftable potions:
Brawler's Potion
Steadfast Potion
Marksman's Potion
Reflex Potion
Sage's Potion
Warding Potion
Added craftable poisons:
Weakening Poison
Freezing Poison
Melting Poison
Shocking Poison
Blinding Poison
Destabilizing Poison
Added craftable powders:
Scorching Powder
Cleansing Powder
Blighting Powder
Shattering Powder
Repelling Powder
Quickening Powder
Added unique herbs:
Hollyhock
Chamomile
Melissa
Marigold
Geranium
Centaurea
Added unique toxins:
Knight's Star
Ageratum
Arnica
Laurel
Artemisia
Pennyroyal
Added unique minerals:
Brimstone
Asbestos
Minium
Vermillion
Saltpeter
Alum
Potions and poisons can now be refilled at the Apothecary Table
Powders can now be refilled at the Alchemy Bench
Updated the Recipe Unlocks tab in the Guide to include new tools and recipes
Various fixes to the status effect display
Thank you as always for your feedback and continued support!
If you encounter any problems, please don’t hesitate to let us know.Hello everyone!
We have prepared a multiplayer update focused on improving progression in co-op, along with a range of important fixes and adjustments.
To make quest progression more consistent and intuitive in multiplayer, certain objectives now have clearly defined types:
🤝Shared objectives can be completed by any player and will automatically update for everyone on the server. Once completed, the objective is marked as finished for all players. These are typically used for tasks such as resource gathering and building, where individual contribution should benefit the entire group.
🌍World State objectives are tied to changes that permanently affect the game world and must be completed by the host. These include settlement progression and objectives that involve player choices. While clients can interact with these objectives, they will not trigger decision outcomes or apply world changes unless completed by the host.
All unique items now spawn separately for each player in co-op sessions. This applies to treasure maps, gifts, and artifacts found both in the open world and inside dungeons. Loot from defeated enemies is also generated individually for each player, ensuring that everyone receives their own rewards.
Waystone progression is now shared across multiplayer sessions. When joining a game, clients will automatically unlock all waystones already discovered by the host, allowing for immediate fast travel access. In addition, any waystone activated by a player during the session becomes available to all players, ensuring consistent progression for all players.
Shared quest objectives now have a dedicated icon in the UI and can be completed by any player in co-op.
Quest objectives that permanently change the world state or involve player choices are now marked in the UI and should be completed by the host.
Unique items, such as gifts and treasure maps, are now spawned separately for the host and each client.
Fixed an issue where some tutorial and side quests were not granted to clients in multiplayer if they had already been completed by the host.
Fixed an issue where the gates to the Training Camp might not open for clients after completing the corresponding story quest.
Fixed an issue where random enemy encounters could spawn incorrectly for clients.
Fixed an issue where Combat Training quest stages might not trigger correctly for clients in certain cases.
Fixed an issue where main quest cutscenes could be incorrectly triggered for clients in multiplayer.
Fixed an issue where placing a build part would not complete certain quest objectives for clients.
Fixed an issue where resources could sometimes fail to be collected by clients.
Fixed an issue where some building previews could display visual effects incorrectly for clients.
Fixed an issue where setting a password for a saved game world might not work.
Fixed an issue where saved character or world folders without valid save files could still appear when starting the game.
Fixed an issue where climbing might not function correctly for clients in multiplayer.
Fixed an issue where NPCs in the destroyed village could be displayed incorrectly for clients.
Fixed an issue where unlocked Waystones were not available to clients upon joining the game.
Fixed an issue where activating a Waystone in multiplayer did not make it available to other players.
Fixed an issue where faction events could trigger before completing the New Beginnings main quest.
Fixed an issue where dungeon treasure rooms could spawn incorrectly for clients.
Fixed an issue where containers in some places of interest could spawn incorrectly for clients.
Fixed an issue where resources from mining carts could be collected multiple times by both host and clients.
Fixed an issue where mining cart positions in dungeons could be inconsistent for clients, causing movement obstacles.
Fixed an issue where a weapon could be displayed on the host character after a client joined, even if the character was unarmed.
Fixed an issue where dirt and blood effects on characters were not visible to other players in multiplayer.
Fixed an issue where clouds could flicker for clients when joining a world with the 2D dynamic clouds setting enabled.
Fixed an issue where snow footstep visual effects were visible inside dungeons during winter.
Fixed an issue where landscape displacement visual effects might not work for clients.
Fixed an issue where snow and rain effects were not visible on other player characters in multiplayer.
Thank you as always for your feedback and continued support!
If you encounter any new problems, please don’t hesitate to let us know.Hello everyone! This update adds the ability to join and invite friends through the Steam Friends system and the game interface. It also fixes a number of issues related to quickslots, item auto-storing, and weapon abilities. Here are the full update details:
Added the ability to join friends’ game worlds. The Join menu now displays friend sessions and public sessions separately.
Added the ability to invite and join friends through the Steam Friends Overlay. Before accepting an invite, it is recommended to select a character on the Character Selection screen. Otherwise, the first character in the list will be selected automatically.
Fixed an issue where items could disappear when attempting to auto-store them while the bag was full.
Fixed an issue where items could, in some cases, be incorrectly marked for auto-storing, potentially causing them to disappear.
Fixed an issue where a “Container is full” notification was displayed when attempting to auto-store items into a full bag.
Fixed an issue where quickslots did not display custom key bindings after reloading the game.
Fixed an issue where some quickslot hotkey labels could overflow their icon bounds.
Fixed an issue where cooldown progress in the UI could display incorrectly in certain cases, such as when the Chronostasis ability paused cooldowns.
Fixed an issue where the Enthralled Pumpkin summon icon and information could be incorrectly shown as a Golem.
Fixed an issue where replacing an item in a quickslot with an ability or spell could reset after closing the Inventory menu.
Fixed an issue where staves were not included in the Weapons filter category.
Fixed an issue where the Staff Guard ability had no icon.
Fixed an issue where the Charge ability was not shown for staff weapons.
Fixed an issue where the Charge ability description displayed incorrect distance values.
Fixed an issue where the Guard ability category for ranged weapons was labeled incorrectly.
Fixed an issue where the Aim ability icon for staff weapons was not displayed correctly.
Fixed an issue where Guard abilities displayed a higher than intended level for ranged weapons.
Updated icons for several default weapon abilities.
Various localization fixes and improvements.
We are also planning to introduce a rework of multiplayer quest functionality in the next patch. It is intended to resolve various related issues and make story progression more intuitive in co-op mode.
Thanks again for all your continued support and encouragement!
Hi everyone,
We have prepared a content update that introduces a new weapon skill tree for elemental staves. It features a variety of combo attacks, powerful AoE spells, and defensive buffs. The staff skill tree can be unlocked at any point in the game by defeating enemies using staves.
Previously, staves were the only weapon type without a dedicated skill tree, so this update is aimed at expanding gameplay options for magic users and bringing them in line with other weapon types.
Echoing Strike – Spells emit a resonant echo from the target, striking nearby enemies.
Phase Step – Increases movement speed after casting a spell.
Temporal Burst – Increases casting speed after using a staff attack.
Spellbind – Slows the target’s movement speed.
Essence Siphon – Steals Focus from the target when using a staff attack.
Arcane Ward – Casting spells also creates a barrier absorbing damage.
Elemental Scatter – Unleashes the spell bound to the staff multiple times in random directions around the caster.
Hexstorm – Strikes all nearby enemies with beams of pure energy.
Wild Surge – Creates a powerful energy explosion around the caster.
Astral Shift – Grants immunity to physical attacks after using Sidestep.
Ethereal Form – Provides damage reduction after using Evade.
Chronostasis – Surrounds the caster with an indestructible barrier, granting immunity to all damage and rapidly restoring health.
Fixed an issue where movement speed reduction effects were not applied correctly in some cases.
Fixed an issue where some weapon skill abilities would not activate when used from a quickslot while aiming.
Fixed an issue where ability levels could be incorrect when triggered from a quickslot.
Fixed an issue where assigning a spell to a quickslot that already contained an ability could fail.
Fixed an issue where visual effects from building parts could appear in placement previews.
We are continuing work on additional content updates, as well as a rework of the multiplayer system, which will be available soon.
Thank you for your support! We truly appreciate it.
Hello everyone!
This update focuses on stability and UI clarity. We’ve addressed several edge-case issues that could disrupt progression or cause mechanics to behave inconsistently. Below are the full patch notes:
Reworked unique affix activation mechanics to prevent cases where they would fail to trigger under certain conditions.
Fixed an issue where an amulet’s unique ability would not function after reloading the game until it was re-equipped.
Fixed an issue where encounter enemies could spawn inside buildings or too close to constructed structures.
Fixed an issue where character approval could be gained repeatedly by exiting a dialogue after an approval change and then starting the conversation again.
Fixed an issue where a quickslot containing an item stored in a bag would disappear after closing the inventory window.
Fixed an issue where Resin Storage was not unlocked after obtaining Resin with the Resin Tapping Tool.
Fixed an issue where obtaining resources from an autoharvester could, in some cases, fail to trigger recipe unlocks.
Fixed an issue where appearance style buttons in the inventory menu could sometimes fail to function correctly.
Fixed an issue where certain worker tools were incorrectly displayed as locked in the Building Menu, even though they could only be constructed through Building Slots while editing zones. The total number of available recipes remains unchanged. The removed locked recipe buttons were duplicates of their corresponding Building Slot options.
Fixed an issue where the Next Page button in the Building Menu was clickable even when the page contained no available recipes.
Moved the Potter’s Wheel recipe to the first page of the Potter’s Building Menu.
Various localization fixes and improvements.
Thank you for your continued feedback and detailed reports. Your input helps us refine the experience of Ars Notoria step by step.
As always, if you encounter any new issues, please let us know.
Hello everyone!
We’re back with another weekly update, bringing a mix of new building features, QoL improvements, and a range of bug fixes based on community feedback.
Foundations now feature a snapping grid for platforms, enabling the construction of warehouses.
Added rarity switching controls to the grid building menu.
Fixed an issue where gold obtained from vendors would not stack correctly or could disappear.
Fixed an issue where items required for quests were not detected when stored in equippable bags.
Fixed an issue where some quest objectives related to collecting items were not marked as completed after loading a save.
Fixed an issue where an incorrect number of items could be removed from the inventory after delivering quest objective items.
Fixed an issue where some production tools were not being detected correctly.
Fixed an issue where the building radius would automatically toggle on after placing certain tools.
Fixed an issue where some ingredient items could occasionally have an incorrect ID, leading to item disappearance.
Fixed an issue where the "Transfer resource" option was available in the context menu while the Resource Storage interface was open.
Fixed an issue where Resource Storages were treated as containers instead of global storage extensions.
Fixed an issue where resource quantity could exceed tool capacity when loading resources into a processing tool.
Fixed an issue where the resource icon was missing after dropping a resource from a Resource Processing tool.
Fixed an issue where double-clicking a compact resource icon would sometimes fail to transfer resources to an open container.
Various localization fixes and improvements.
Thank you again for your continued support! More updates are already on the way. Stay tuned, and we hope you enjoy the latest improvements!
Hello everyone!
We’ve just rolled out a new update focused on bug fixes.
Fixed an issue where the map fog in the City Outskirts would reset after relogging.
Fixed an issue where a character's approval rating could display incorrectly in the Journal after loading a save.
Fixed an issue where weather-related status effects were not correctly removed upon reloading the game.
Fixed an issue where exiting the Settings menu with unassigned keys while paused would cause the confirmation window to persist.
Fixed an issue where footstep audio and visual effects were missing for certain female character animations.
Fixed an issue where certain items in containers could be duplicated when dragged.
Fixed an issue where saddlebag inventory sorting could reset to "None" after transferring items.
Fixed an issue where wall partition materials were not displaying correctly.
Fixed an issue where snow could accumulate inside player-constructed buildings.
Fixed an issue where snow wasn't displayed correctly on buildable foundations.
Fixed an issue where snow effects were incorrectly applied to furniture inside village houses.
Fixed an issue where walking on foundations during winter would incorrectly trigger snow splash visual effects.
Minor landscape and foliage adjustments in the City Outskirts area.
Various localization fixes and improvements.
Thank you as always for your feedback and continued support!
If you encounter any new problems, please don’t hesitate to let us know.
Hi everyone,
We have released an update that adds Russian localization to the game. We apologize for the delay. The localization was done entirely by us, and due to the large volume of text, it required a significant amount of time and effort.
With the localization complete, we are now fully focused on gameplay fixes, improvements, and new content. Going forward, we plan to release patches containing various fixes and quality-of-life improvements. Below is a list of features and fixes currently in progress and coming very soon:
Reworked inventory sorting mechanics to prevent issues where items could disappear.
Improved tool automation so structures do not stop working after certain actions or when storage becomes full.
Various fixes to faction reputation and approval systems.
Bags will be treated as inventory extensions rather than containers, making them more convenient to use.
Updates to the grid-based building menu.
Fixed snow effects and accumulation.
Fixes for status effects that were not being removed correctly.
Fixes for an issue where map fog could reset in city areas.
We are also preparing a new content update that will introduce a weapon skill tree for elemental Staves. They will gain combos and special abilities, similar to other weapon types such as swords and polearms. It is intended to significantly improve gameplay for magic users by adding more variety and choices in combat.
Thank you for your feedback and patience! We truly appreciate your support.
Hello everyone!
This update fixes the camera stutter that could occur after dismounting from a horse, and resolves several issues that could block quest progression. We understand how significantly these problems impact the experience, so we prioritized addressing them as key fixes.
Fixed an issue where dismounting from a horse could cause camera stuttering.
Fixed an issue where the dialogue option to give gathered meats to the Cook during the quest "A Dish Worth the Chase" might not appear.
Fixed an issue where the dialogue option to give gathered herbs to the Healer during the quest "Herbal Secrets" might not appear.
Fixed an issue where the dialogue option to report to the Quartermaster that the tower was repaired during the quest "The Watch Never Sleeps" might not appear.
Fixed an issue where using wells, water barrels, or the repair clothes option did not remove certain blood effects from clothing.
Fixed an issue where production tool efficiency tooltips might persist after loading the game.
Fixed an issue where the building radius preview might not disappear in certain cases.
Fixed an issue where Animal Lair places of interest did not display the interaction tooltip.
Fixed an issue where the Obstacle Course timer was not reset when using the Unstuck option.
Fixed an issue where the Obstacle Course could be started while riding a horse, causing movement errors.
Fixed an issue where tutorial tooltips were displayed after exiting the Obstacle Course before completion.
Fixed an issue where the horse might not become calm after all nearby enemies were defeated.
Fixed an issue where mounting a horse while in first-person view could cause the character's head to be invisible.
Attack animations can now be cancelled by using the Dodge or Sidestep ability. This feature can also be toggled on or off in the game settings.
Obstacle course time trial difficulty can now be adjusted.
Available difficulty options are Easy (1:50), Normal (1:40), and Hard (1:30).
A unique item reward and an achievement are granted for beating the record on any difficulty.
In future updates we plan to add non-gameplay affecting rewards for completing it on the hardest difficulty.
Animal Lairs now always provide Red Mushrooms when cleared.
Added triangular wooden floors.
Triangular floors can now be attached to short walls.
Increased the health of spider enemies in the Dead Grove zone.
Right now, our main focus is to improve and stabilize the existing experience as quickly as possible:
Quest-blocking issues. We have fixed several cases where quests could not progress properly, including the commander dialogue in Lost Home and missing dialogue options in A Dish Worth the Chase, Herbal Secret and The Watch Never Sleeps.
Ghosting visual issues. We are actively investigating the root causes of visual problems. If possible, please consider sharing your hardware information to help us further diagnose the issue.
Here are some settings that may help in the meantime:
Enabling DLSS (for Nvidia GPUs) usually helps mitigate the issue; FSR or XeSS can be used on other GPUs.
Switching to FXAA has also been reported by players to resolve the problem.
Options like “TAA Improved Algorithm” and “TAA Screen Percentage” in the Graphics menu can reduce ghosting at some performance cost.
Multiplayer experience. Due to its complexity and the number of systems involved, multiplayer is still under active investigation and testing. We greatly appreciate your patience.
We will continue working on:
Bug fixing
Overall game optimization
Balance adjustments
Preparing localizations (Russian and Ukrainian), currently planned for release later in December.
Our goal is to make the game smoother and more stable, while also preparing for new content in future updates.
Thanks again for all your continued support and encouragement!
Thank you to every member of our community!
We know many of you have been eagerly awaiting updates. We are currently focusing on several critical issues and have already resolved some of the most complex ones, such as significantly improving save game loading times. These tasks required considerable time and effort, and we truly appreciate your patience.
This update mainly focuses on improving load times and fixing several quest progression blockers. Multiplayer issues are also being actively worked on, and we aim to address several in the next patch.
Fixed an issue where loading times for save games might be significantly longer than normal.
Fixed an issue where the Bonds of the Blade quest might not be received after resting on the pelt in certain cases.
Fixed an issue where the guard patrol might not spawn correctly on Flat Ground, preventing further quest progression.
Fixed an issue where the dialogue with the Commander might not appear after relogging during the Lost Home quest.
Fixed an issue where the dialogue option after giving a gift to the Cook might appear repeatedly.
Fixed an issue where gold could be duplicated by transferring it between containers and inventory in some cases.
Fixed an issue where ammunition for ranged weapon Strong Attacks was not provided during the Combat Training quest.
Fixed an issue where the map marker for the Explore Woodlands quest stage during Lost Home might be missing.
Fixed an issue where, in some cases, prisoner cages might not spawn correctly after reloading the game.
Fixed an issue where interacting with pelts or sleeping bags might fail due to a small interaction distance.
Fixed an issue where using the Blink ability inside the Cursed King crypt could cause the character to go out of level bounds.
Fixed an issue where creating a new character might display the custom appearance of the previously selected character.
Fixed an issue where some effect materials might not be displayed correctly.
Added a dialogue option to unlock the Healing Potion recipe at the Healer. It becomes available after collecting resources during the Herbal Secrets quest and can be used even if the recipe was lost.
Various fixes and performance improvements for the save file system.
Outskirts zone is now available for exploration.
River zone is now partially available for exploration.
Added swimming mechanics for characters and mounts.
Added new Waystones for fast travel.
Fixed an issue where some Places of Interest might have an incorrect type when using save files from older versions.
Added a new main quest, "Defensive Measures".
Adjusted rewards for various quests.
Boss fight with the Cursed King is now available.
Added aquatic enemies.
Fixed an issue where some enemy Strong Attacks did not deal increased poise damage.
Fixed an issue where resistance values of certain enemies were higher than intended.
Fixed an issue where setting a respawn point inside a dungeon could cause the character to respawn incorrectly.
Fixed an issue where swimming might not function correctly after dismounting.
Added a new Outpost zone type.
Added Lookout activity for faction members.
Added new unique items.
Fixed an issue where unique items could be obtained multiple times when using affixes that grant additional loot.
Fixed an issue where the number of days in a season might not match the value set in the server settings.
Fixed an issue where seasonal quests might be received multiple times.
Fixed an issue where the seasonal status effect could only be received once.
Fixed an issue where the season name might be displayed incorrectly after a season change.
Fixed various inaccuracies on the world map.
Fixed an issue where flavor text in various item and technology tooltips might be scaled incorrectly.
Fixed an issue where trophy slots might not be highlighted in some cases when placing a trophy on a stand.
Fixed an issue where traveling between world zones could queue music transitions multiple times.
Added Japanese, Korean, and Spanish localizations. Russian and Ukrainian are in development and are planned for release in December.
Fixed various localization issues.
Fixed an issue where the Unstuck option might use a custom respawn point instead of the default one.
Hey everyone,
We’re thrilled to announce that Ars Notoria is now available on Steam! Our heartfelt thanks to all the longtime supporters who have offered feedback throughout development, and a warm welcome to all new players joining us!
After years of development, the game is finally entering Early Access, and we could not have done it without you. Thank you sincerely for your support and trust along the way.
The current EA version already offers a unique and immersive experience:
Explore an open world filled with forests, fields, dungeons, settlements and more.
Learn six distinct schools of magic: Fire, Frost, Poison, Lightning, Chaos, and Holy. Each with unique spells and playstyles.
Join the Holy Guard faction in the Training Camp, experience their storyline, build your own settlement, and lead your faction’s growth.
Construct and upgrade your base with a wide range of structures and materials. Automate daily tasks to keep your settlement thriving while you focus on exploration and combat.
Team up with friends in online co-op mode to explore the world of Ars Notoria together.
As an Early Access title, Ars Notoria will continue to grow and improve over time. We will be adding new content and refining existing systems, with future updates planned to include:
Additional regions to explore
An expanded storyline
New playable factions
More crafting professions
New gameplay systems such as Guilds
Expanded spells and spellcrafting options
Your feedback will help shape the game’s development and direction.
As the game continues to grow, your voices are more important than ever. Whether it's a bug you’ve encountered or suggestions on how we can improve the experience, we’d love to hear from you.
You can submit feedback through:
In-game reporting: Settings → Bug Report
Community channels:
Join our Discord or leave your feedback on Steam forum.
We carefully review every report. Your insights directly help us improve the game and make Ars Notoria even better.
We hope to meet you soon in the world of Ars Notoria!
Since announcing the release date for Ars Notoria, we’ve received a lot of enthusiastic feedback from players. Thank you so much for your support! Many players also have questions about the upcoming EA version, so we’ve prepared this FAQ to address some of the most common ones.
If you have more questions, feel free to leave a comment here or in any of our community channels — we’ll be keeping an eye on all of them!
The Early Access release will be available on PC (Steam).
Release Date: November 27, 2025, 10:00 (UTC)
Price: $19.99 USD, with a 10% launch discount for the first two weeks.
Available Regions: Global
Early Access launch languages: English, Simplified Chinese, Japanese, Korean, Spanish
Russian and Ukrainian are expected to be fully supported in December.
The game currently supports Windows only.
64-bit processor and operating system required
OS: Windows 10
CPU: Intel Core i7-10700K / AMD Ryzen 2700X or equivalent
RAM: 16 GB
GPU: NVIDIA GeForce RTX 3060 (6 GB) / AMD Radeon RX 6600 XT (8 GB)
DirectX: 11
Storage: 20 GB available
Yes.
Controllers are not supported at the Early Access launch. This feature is planned to be added later during Early Access.
While old saves can still be used, minor compatibility issues may occur. Starting a new save is recommended for the best experience.
The game supports Steam Cloud, allowing you to continue your progress when logging into the same Steam account on another device.
You can also manually back up your save files when moving to a new device. Save files are located at:
Users/YourUserName/AppData/Local/ArsNotoria/Saved/SaveGames/Users
Ars Notoria is an open-world survival crafting game set in a rich fantasy world. Blending classic gameplay elements like building, crafting, and survival, it invites you on a journey filled with wonder, mystery, and discovery.
The Early Access version features an open world with multiple biomes to explore and all core gameplay systems implemented, including combat, building, crafting, and faction management. You can join the Holy Guard faction in the Training Camp, experience their storyline, develop your own faction, and build a settlement.
More factions, each with unique storylines, characters, gameplay mechanics, combat classes, armor and weapons, and building modules
Expanded map with additional areas and dungeons
New types of enemies and bosses
More side quests
For further details, see the Roadmap
Yes! We will continue adding new content and fixing issues based on community feedback.
You can play solo or join online PVE with friends to explore the world of Ars Notoria.
Multiplayer is still being optimized. To reduce potential issues:
Have the player with the best network conditions host the session
Back up your world and character saves before playing online
If you encounter any multiplayer issues, please report them. Your experience is very important to us, and we are continually improving multiplayer gameplay.
There is no hard limit but the game is balanced for parties with up to 4 players.
Currently, the game only supports PvE. PvP support is planned for a future Early Access update.
The game difficulty can be selected when creating a new game world or adjusted at any time from the Settings menu. The available options are:
Sandbox – Enemies are weaker and less aggressive, suitable for a peaceful building and crafting experience.
Normal – Balanced enemy strength, providing a moderate challenge in combat.
Survival – Stronger enemies and higher difficulty, testing your survival skills in the harsh world.
From the main menu, click Settings to adjust graphics, key bindings, auto-save intervals, UI, audio, and more. During gameplay, press ESC to access the settings menu.
You can submit a bug report through the in-game form (including screenshots and detailed descriptions if possible), or join the official Discord to report issues directly. We will review and follow up promptly.
We highly value localization quality. If you find untranslated text or incorrect translations, please report them through the bug report form or on Discord. Providing screenshots and context will help us resolve issues faster. Thank you for your support!
Absolutely! Player feedback is essential. Please share your suggestions on Discord or the Steam forum.
Locate your save files (including the Character and World folders) to help us identify the issue. Save location:
Users/YourUserName/AppData/Local/ArsNotoria/Saved/SaveGames/Users
Join the official Discord and upload your save files with a detailed description of the issue. We will investigate as soon as possible.
Try using the in-game “Unstuck” function.
If the issue persists, please report it via the bug report form or the official Discord.
🙌 We hope this FAQ answers your most common questions! Join our official Discord and be part of the journey of Ars Notoria!
Hey everyone,
Carlos and Alex here, we are the developers of Ars Notoria. This game has been our passion project for a long time. Over the years, we’ve often seen players asking, “When can we play it?” Honestly, we’ve been just as eager. On one hand, we couldn’t wait for everyone to experience it; on the other, we always felt there was still more we could refine.
Today, we’re both excited and a little nervous to finally share the news:
Ars Notoria will enter Early Access on Steam on November 27th at 10 AM (UTC)!
First, we want to give a huge thank-you to everyone who participated in testing and supported us along the way. Without you, Ars Notoria wouldn’t have made it this far. We’ve always believed that good games are built together with their players, and since the very first tests, countless updates and improvements have come directly from your feedback.
For example, the magic system was originally designed as a secondary element in combat, but player feedback inspired us to rethink its role. It’s now evolving into a more independent gameplay system. In the future, we plan to make the Mage class fully standalone, with its own skill tree and progression, expanding the Magical Arts and sigils, and giving players new strategies and playstyles to explore.
Throughout the years, we’ve shared ideas, iterated on systems, and built this world alongside you. Today, we’re reaching this milestone together. As a tiny studio of just two core developers, we’ve faced our share of challenges, but your support has made every bit of it worthwhile.
The game isn’t perfect yet, but we’re incredibly proud to finally share Ars Notoria with you. We hope it offers a unique and memorable experience. We’re aware that some features are still missing and a few ideas haven’t yet reached their full potential, but Early Access is only the beginning. With your continued feedback and support, the game will keep growing, evolving, and taking shape step by step into something that we and our players can truly be proud of.
Thank you so much for your trust and support,
Carlos & Alex
Hey everyone!
After years of development and multiple testing phases, we’re excited to announce that Ars Notoria will officially enter Early Access on November 27th at 10 AM (UTC)!
Build your base, gather resources, expand your influence, and stand against the ever-shifting threat of the Enthralled. Will you bring hope and unity, or watch the kingdom fall into fear and ruin? The fate of the realm lies in your hands.
Explore an open world filled with forests, fields, dungeons, and more.
Learn six distinct schools of magic: Fire, Frost, Poison, Lightning, Chaos, and Holy. Each brings unique spells and playstyles.
Join the Holy Guard faction in the Training Camp, experience their storyline, build your own settlement, and lead your faction’s growth.
Construct and upgrade your base with a wide range of structures and materials. Automate daily tasks to keep your settlement thriving while you focus on exploration and combat.
Team up with friends in online co-op mode to explore the world of Ars Notoria together.
Thank you once again to everyone who participated in testing and shared feedback!
Localization
At launch, the game supports English, Simplified Chinese, Japanese, Korean, and Spanish. We’ve worked hard to refine the text, though a few minor errors or awkward lines may still appear. If you spot any, please let us know so we can correct them quickly.
We’re also working on Russian and Ukrainian localizations, which are expected to be ready in December.
Combat & Classes
We’ve improved hit detection for ranged weapons and made class abilities feel more impactful. Additional visual effects and updated icons have also been added for better clarity in combat. Your feedback during Early Access will continue to play a key role in shaping these systems.
Faction Management
Faction progression has been expanded with new events and unique NPCs to recruit. As your relationships with them deepen, they’ll offer valuable bonuses that strengthen your settlement and its development.
Early-game Experience
We’ve made the early experience smoother: gathering tools are simpler to obtain and use, guidance is clearer, and the in-game guide is always available to help new players get started comfortably.
Online Co-op
We’ve fixed many of the issues reported during earlier tests. However, online functionality may still encounter technical challenges in some cases. We decided to keep co-op available during Early Access, as we know playing with friends is important to many of you. If you experience any issues, please let us know. Your feedback will be key to improving the online experience.
As a small independent studio, reaching this stage is a major milestone for us. We would like to share a few words with you.
If you have any questions, feel free to leave a comment or join our official Discord.
If you haven’t added us to your wishlist yet, every wishlist helps and we truly appreciate your support.
Content creators are welcome to reach out via [email protected].
Thank you to everyone who joined and supported this round of the Playtest! The test has officially ended at 10:00 UTC.
Over the past days, we’ve received a wealth of valuable feedback and suggestions from the community. Every play session, every comment, has been a driving force for us to improve the game. Our development team will carefully review and absorb these insights as we continue refining Ars Notoria toward a more complete and polished experience.
This is not the end, but the beginning of the next stage. We look forward to reuniting with you in future tests and growing Ars Notoria together!
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Hello everyone, we are the development team of Ars Notoria! We sincerely thank you for your continued attention and support for the game. After a month of dedicated polishing, we’re excited to present to you the brand-new Version 0.3.2.0 of Ars Notoria!
From smoother loading and performance improvements to an expanded Faction Management system, this update brings new vitality into the world of Ars Notoria. We’ve laid the foundation, but what truly brings the game to life is your creativity and feedback.
Whether you’re a long-time player who has accompanied us on this journey or a newcomer stepping into adventure for the first time, now is the perfect moment to experience Ars Notoria. We warmly invite you to join us—build, explore, and share your unique experiences. Your feedback just might shape the next version!
If you’ve participated in a previous Ars Notoria playtest, you can download and launch the new build from your library.
If this is your first time, simply click the “Request Access” button on the Steam store page — you’ll receive an email notification once you’ve been added to the playtest.
🕒 The playtest will be live from September 8 to September 23 (PT), featuring version v0.3.2.0.
Version 0.3.2.0 significantly improves performance (including loading speed, VRAM usage, and overall package size), greatly expands the Faction Management system, and fixes numerous issues across quests, exploration, multiplayer, and the UI.
Here’s the full changelog covering Build 0.3.2.0.
Significantly reduced loading times, making them roughly three times faster.
Reduced the packaged game size by approximately 30%.
Reduced VRAM usage.
Reduced possible distant shadow flickering and slightly improved mid-distance shadow quality.
Added a dialogue option to the Quartermaster that allows learning how to build fortifications if the corresponding blueprint was lost after completing The Watch Never Sleeps quest.
Fixed an issue where imprisoned villagers and quest markers appeared before receiving the "Missing Villagers" quest, allowing them to be rescued early and preventing proper quest progression.
Fixed an issue where prisoner cages might not spawn after reloading during the "Explored Woodlands" quest stage.
Fixed an issue where quest markers for bandit hideouts might not appear after reloading in certain cases.
Fixed an issue where some newer quest rewards might not be granted if the save file was from an older game version.
Added Aspect spawns in the Dead Grove zone.
Added Gift spawns to the Woodlands and Dead Grove zones.
Added hidden treasures to the Dead Grove zone.
Added cellars to the Dead Grove zone.
Adjusted some Woodlands treasure locations and maps for improved clarity.
Non-unique gifts can now be found in hidden treasure chests.
Summoning a tamed horse now calms it, even if it is in combat or aggressive.
Fixed an issue where tamed horses could follow the character and engage in combat without receiving the corresponding commands.
Fixed an issue where a horse could permanently despawn when summoned inside a dungeon and then exiting.
Fixed an issue where the character would not exit the dungeon correctly when mounting a horse.
Fixed an issue where some status effects were not removed correctly after their duration expired.
Fixed an issue where status effect icons for elemental Shields might not be removed correctly.
Fixed an issue where status effect tooltips for slow effects displayed the movement penalty value twice.
Fixed an issue where time tick speed could be incorrect for some status effects after reloading.
Fixed an issue where combat sounds from other players in multiplayer could be heard at far greater distances than intended.
Fixed an issue where the main character's physics interactions with foliage might not display correctly in multiplayer.
Fixed an issue where the Interact tooltip was shown when aiming at other players despite no interactions being available.
Fixed an issue where the camera could be too zoomed in when joining the game as a client.
Fixed an issue where fences near crops could be hit and destroyed with scythes, sickles, or other tools. They can now only be damaged with axes or weapons.
Fixed issues with camera collisions on storage platforms and stairs.
Added common, uncommon, and rare gifts.
Fixed an issue where the Ceremonial Dagger could execute enemies with more health than intended.
Fixed an issue where a squad member without an equipped bag could still display one after switching if the main character had it equipped.
Added an option to remove zones via the Quick Menu.
Added a button to build tools directly from the Building Upgrade Slots menu.
Added an option to rename Housing and Workplaces.
Increased the default Zone size from 10x10 meters to 12x12 meters for better compatibility with flat ground modules.
Zones now support grid snapping when placing flat ground modules.
The following building slots can now be constructed within Zones and will unlock new activities:
Lumberjack
Lumberjack's Tools - Unlocks Woodcutting activity and provides bonus experience.
Circular Saw - Unlocks Lumbering activity and provides bonus experience.
Tar Kiln - Unlocks Tar Production activity and provides bonus experience.
Debarker - Increases the amount of harvested/processed wood and tar.
Lumberjack's Counter - Allows selling logs, lumber, and tar.
Lumberjack's Signs - Increases the maximum number of woodcutting resources sold per day.
Lumberjack's Stands - Increases the selling prices of woodcutting resources.
Miner
Miner's Tools - Unlocks Iron Mining activity and provides bonus experience.
Bloomery - Unlocks Ingot Production activity and provides bonus experience.
Mining Shaft - Unlocks Precious Ore Mining activity and provides bonus experience.
Stamp Mill - Increases the amount of harvested and processed iron.
Miner's Counter - Allows selling iron and precious ores, as well as ingots.
Miner's Signs - Increases the maximum number of mining resources sold per day.
Miner's Stands - Increases the selling prices of mining resources.
Pitman
Pitman's Tools - Unlocks Quarrying activity and provides bonus experience.
Drill Press - Unlocks Block Production activity and provides bonus experience.
Hauling Machine - Unlocks Fuel Harvesting activity and provides bonus experience.
Stone Saw Machine - Increases the amount of harvested/processed stone and fuel.
Pitman's Counter - Allows selling stone and fuel.
Pitman's Signs - Increases the maximum number of quarrying resources sold per day.
Pitman's Stands - Increases the selling prices of quarrying resources.
Potter
Potter's Tools - Unlocks Digging activity and provides bonus experience.
Brick Making Machine - Unlocks Brick Making activity and provides bonus experience.
Tile Mold - Unlocks Tile Making activity and provides bonus experience.
Ceramic Kiln - Increases the amount of harvested/processed clay.
Potter's Counter - Allows selling clay, bricks and tiles.
Potter's Signs - Increases the maximum number of pottery resources sold per day.
Potter's Stands - Increases the selling prices of pottery resources.
Dyer
Dyer's Tools - Unlocks Hoeing activity and provides bonus experience.
Dyeing Vat - Unlocks Dye Production activity and provides bonus experience.
Glass Furnace - Unlocks Glass Production activity and provides bonus experience.
Hand Mill - Increases the amount of harvested/processed pigments.
Dyer's Counter - Allows selling pigments, dyes and glass.
Dyer's Signs - Increases the maximum number of dyeing resources sold per day.
Dyer's Stands - Increases the selling prices of dyeing resources.
Distiller
Distiller's Tools - Unlocks Splitting activity and provides bonus experience.
Salt Pan - Unlocks Solution Production activity and provides bonus experience.
Aludel - Unlocks Essence Production activity and provides bonus experience.
Pot Still - Increases the amount of harvested/processed salts.
Distiller's Counter - Allows selling salts, solutions and essences.
Distiller's Signs - Increases the maximum number of distilling resources sold per day.
Distiller's Stands - Increases the selling prices of distilling resources.
Herbalist
Herbalist's Tools - Unlocks Herb Gathering activity and provides bonus experience.
Resin Tapping Tools - Unlocks Resin Harvesting activity and provides bonus experience.
Oil Press - Unlocks Oil Production activity and provides bonus experience.
Extractor - Increases the amount of harvested/processed herbs.
Herbalist's Counter - Allows selling herbs, solutions and essences.
Herbalist's Signs - Increases the maximum number of herbalism resources sold per day.
Herbalist's Stands - Increases the selling prices of herbalism resources.
Weaver
Weaver's Tools - Unlocks Reaping activity and provides bonus experience.
Spinning Wheel - Unlocks Fabric Production activity and provides bonus experience.
Rope Walk - Unlocks Rope Making activity and provides bonus experience.
Loom - Increases the amount of harvested/processed fibers.
Weaver's Counter - Allows selling fibers, fabrics and rope.
Weaver's Signs - Increases the maximum number of weaving resources sold per day.
Weaver's Stands - Increases the selling prices of weaving resources.
Farmer
Farmer's Tools - Unlocks Farming activity and provides bonus experience.
Leather Rack - Unlocks Leather Production activity and provides bonus experience.
Stove - Unlocks Fat Melting activity and provides bonus experience.
Manger - Increases the amount of harvested/processed grains, fats and leather.
Farmer's Counter - Allows selling grains, fats and leather.
Farmer's Signs - Increases the maximum number of farming resources sold per day.
Farmer's Stands - Increases the selling prices of farming resources.
Added new activity types for Zones:
Woodcutting - Allows workers to harvest wood using Lumberjack's Tools.
Lumbering - Allows workers to produce lumber using a Circular Saw.
Tar Production - Allows workers to produce tar using a Tar Kiln.
Iron Mining - Allows workers to harvest iron ore using Miner's Tools.
Ingot Production - Allows workers to produce iron ingots using a Bloomery.
Precious Ore Mining - Allows workers to harvest precious ore using a Mining Shaft.
Quarrying - Allows workers to harvest stone using Pitman's Tools.
Block Production - Allows workers to produce stone blocks using a Drill Press.
Fuel Harvesting - Allows workers to harvest fuel using a Hauling Machine.
Digging - Allows workers to harvest clay using Potter's Tools.
Brick Making - Allows workers to produce bricks using a Brick Making Machine.
Tile Making - Allows workers to produce ceramic tiles using a Ceramic Kiln.
Hoeing - Allows workers to harvest pigments using Dyer's Tools.
Dye Production - Allows workers to produce dyes using a Dyeing Vat.
Glass Production - Allows workers to produce glass using a Glass Furnace.
Splitting - Allows workers to harvest salts using Distiller's Tools.
Solution Production - Allows workers to produce solutions using a Salt Pan.
Essence Production - Allows workers to produce essences using an Aludel.
Herb Gathering - Allows workers to harvest herbs using Herbalist's Tools.
Resin Harvesting - Allows workers to harvest resin using a Resin Tapping Tool.
Oil Production - Allows workers to produce oil using an Oil Press.
Reaping - Allows workers to harvest fibers using Weaver's Tools.
Fabric Production - Allows workers to produce fabric using a Spinning Wheel.
Rope Making - Allows workers to produce rope using a Rope Walk.
Farming - Allows workers to harvest grains using Farmer's Tools.
Leather Production - Allows workers to produce leather using a Leather Rack.
Fat Melting - Allows workers to produce fats using a Stove.
Fixed an issue where closing the Zone type selection window did not correctly set up building slots for the Shelter.
Fixed an issue where the Building Menu could not be opened after closing the Zone Type Selection window with the Escape key.
Fixed an issue where Vault item quantity might display as 0 after the end of a workday in certain cases.
Fixed an issue where switching between faction member activities might not correctly update food values.
Fixed an issue where activities might not provide items or resources at the end of a workday if another faction was selected.
Fixed an issue where the character info and activities tabs might not update correctly when switching to a non-playable faction in the Faction Management menu.
Fixed an issue where workplaces with multiple worker slots might not indicate occupied slots correctly in certain cases.
Fixed an issue where destroying a building part through the Quick Menu prevented further interaction with Zones.
Fixed an issue where destroyed building parts could still appear in the workplace list.
Fixed an issue where textures might not display correctly for female characters in the Character Selection menu in certain cases.
Fixed an issue where the previously selected character could still be controlled after returning to the main menu and entering the Character Selection screen.
Updated some of the character portrait backgrounds.
Adapted main game menus to support 4:3, 16:10, 21:9, and 32:9 aspect ratios.
Fixed an issue where map icons for some mine types had an incorrect background color.
Fixed an issue where the dialogue window could cause crashes in certain cases.
Added an option to enable SSGI for enhanced lighting quality.
Disabled certain keyboard shortcuts for debugging that were still available in the testing version.
Hi everyone,
Since the start of testing, we’ve made significant updates to the building system in Ars Notoria, and in this dev log we’d like to share its current state and walk you through the progress so far.
Building is one of the core systems in the game and is available from the very beginning. It provides essential benefits for your character, ranging from simple shelters and campfires to tools for harvesting and processing resources, and eventually sturdy dwellings and larger structures. As you gather your first materials like wood and stone, you’ll gradually unlock new building recipes and expand your options.
We’ve prepared two interface options for the Building Menu: Radial and Grid, so you can choose whichever feels more convenient. The radial menu follows the classic survival building style, with categories and sub-menus where you can browse available parts. The grid menu offers a more condensed layout, replacing multiple sub-menus with a single page that displays a much larger number of recipes at once. You can freely switch between these two modes at any time in the settings.
Currently, there are six main categories available in the building system:
Encampment – the first category to unlock, offering elements for temporary shelters such as tents, bedding, campfires, and simple wooden defenses.
Construction – includes the core pieces for building houses, from foundations, walls, and roofs to doors, windows, and other structural parts.
Furniture – provides all types of furnishings for your home, ranging from chairs and tables to cupboards and decorative stands.
Harvesting – contains equipment for gathering, processing, and storing the resources you find during exploration.
Production – features workbenches and tools for crafting advanced equipment, including weapons, armor, jewelry, and more.
Farming – lets you plant trees, bushes, and flowers, as well as construct a variety of outdoor utilities.
At the start of the game, most resources are gathered manually with tools like the axe, pickaxe, or sickle. As you progress, however, you can construct advanced harvesting and processing equipment to gradually automate the entire process.
Basic processing tools, such as the Circular Saw or Bloomery, can be connected to Auto-Loaders, which pull raw materials directly from your global storage and feed them into the machines. Once processing is complete, the loaders return the refined resources back to storage. In addition, you can build Auto-Harvesters, which automatically collect raw resources from deposits within a large radius.
By combining these tools, you can set up full resource production chains that supply everything needed for building while you focus on exploring the world.
With resource chains in place, gathering and processing materials becomes far more efficient, giving you the freedom to focus on expanding your settlement. Once you have the necessary supplies, the next step is placing building parts to begin shaping your homes and settlements. To make this easier, the building system features a grid-snapping mechanic that automatically aligns selected parts to compatible structures. For example, foundations include snap points for walls and stairs, while walls have slots for windows, doors, and roof modules. This helps keep your constructions organized and stable, while also speeding up the entire building process.
We’ve recently expanded the range of available snapping options: foundations can now be aligned with flat ground modules, and fences can now snap to grids on both foundations and ground modules. Looking ahead, we’ll continue refining snapping behavior, while also adding an option for free placement. This will allow you to ignore grids entirely and even overlap certain structures, giving you much greater freedom in how you design your settlements.
To further improve building part placement, we added a Quick Menu, which can be opened by aiming at a structure and pressing the Q key. This menu provides several useful options, such as moving a part to another location, dismantling it to salvage resources (returning 100% of the materials used), or toggling the display radius for resource processing and automation tools.
One of the latest additions to the building system is Basements. They begin with an entrance module placed on a foundation, which leads underground into a cellar. From there, you can expand further by constructing additional modules, creating extra storage space and opening up new possibilities for how you design your buildings.
We’ve also introduced Fortifications in the most recent update, allowing you to defend your encampment with palisade walls, gates, and towers. Unlike other building parts, these defenses are unlocked by completing a quest in the Training Camp. Fortifications provide protection against enemy ambushes, and later on you’ll be able to assign faction members as guards to man the towers and gates, keeping your settlement safe even when you’re away.
Storage Platforms are one of the features we added based on your feedback to make organizing resources more efficient. Each platform can hold up to four storage containers of any type, greatly increasing capacity, and they can even be stacked vertically to save space in your settlement. Storage Platforms are found in the Carpenter building category and require access to lumber and basic carpenter’s tools to unlock.
Efficiency of harvesting and production buildings can be increased by researching Technologies, unlocked after making the Engineer’s Workbench. Research provides many advantages, which makes setting up your settlement easier. For example, Auto-Loaders can be upgraded to support connection with multiple harvesting tools at once, which is great for optimizing the settlement layout and much more efficient than using a separate loader for each processing tool.
Last but not least, some building parts support advanced customization. You can apply paints and choose from a variety of patterns for elements such as tents, banners, and walls. In future updates, we plan to expand the number of parts that support these options and add new utilities to make customization even more convenient.
Thank you for checking out this dev log! We appreciate your support and can’t wait to see how you build and customize your settlements in Ars Notoria.
Hello everyone!
We’re excited to share update 0.3.1, which brings a variety of improvements, balance tweaks, and bug fixes inspired by your feedback from previous testing stages. Huge thanks to everyone who joined the playtests and took the time to report issues and share suggestions. Your feedback plays a key role in how the game evolves.
In this dev log, we’ll highlight the main changes included in the new version. Let’s take a look!
One of the main areas we’re focusing on is exploration. We want every journey through the world to feel rewarding, and this update brings several new features to help with that:
Aspects – ancient stone tablets infused with dormant magic. Each one you find permanently increases one of your character’s core attributes.
Gifts – special items that can be given to key characters in the Training Camp. They help increase approval, which can further unlock helpful bonuses.
Unique resources – rare deposits like gemstones, ornamental stones, or metal shards. These can be used for crafting things like jewelry and artifacts. Unlike common resources, which appear in many places, unique resources only exist in one fixed location. This makes discovering new areas especially valuable. Right now, these can be found only in dungeons, but more types are planned in future updates, including some in the open world.
New rare items, crafting recipes, and artifacts – hidden in the world, waiting to be discovered.
We’ve also added new locations and made adjustments to some existing ones. A few now feature hidden cellars or small layout changes that reward exploration.
Previously, dungeons were packed with enemies but often felt underwhelming in terms of rewards. To make them worthwhile, we've introduced several types of treasure rooms that now appear at the end of all dungeons. These can include Ancient Shrines, Burial Sites, Smuggler Stashes, or Mage Hideouts, each offering special loot like Aspects, Gifts, unique resources, and rare items.
We've also made some balancing tweaks: the maximum enemy level has been lowered in dungeons closer to the starting area, and enemy spawns have been slightly adjusted overall to improve pacing and challenge.
One of the most significant changes in this update concerns resource harvesting. Previously, each resource required a specific harvesting tool and did not provide skill experience if the wrong tool was used. Combined with the need for nine different tool types, this system was quite cumbersome. Now, tools are divided into two categories: Essential and Specialized. Essential tools include Axe, Pickaxe, and Sickle, which are sufficient to gather all resource types efficiently. Specialized tools remain in the game but are optional and provide minor bonuses to harvesting efficiency if you want the best results. Harvesting skill experience is now always granted in full regardless of the tool used. Additionally, crafting harvesting tools is no longer required to unlock processing equipment.
Trees and plants now have a chance to drop seeds from the start of the game without needing specific abilities. These abilities will still increase the drop chance.
Alongside new unique resources, a new processed resource called Ceramics has been introduced. Ceramics have a different crafting mechanic compared to other processed resources and are used in some building part recipes.
We also made various quality of life improvements:
Auto-equipping and manual resource harvesting work better.
Picking up resource pieces and other objects has been made easier.
Small shrubs can now be harvested directly without chopping.
Plants such as fibers and herbs grow closer together, making gathering more efficient.
Wood branches no longer appear on the minimap, reducing clutter.
In earlier versions, enemies mostly kept to themselves unless you wandered directly into their territory. That’s changed. While exploring the open world, you can now be ambushed by roaming enemies. The type and strength of the attackers depend on the region you're in.
Ambushes are more frequent at night, so think twice before heading out after dark. They’re active on Normal and Survival difficulties, with a higher rate on Survival. Sandbox players can rest easy, ambushes are disabled in that mode, so you can enjoy a more peaceful experience focused on building and crafting, if you prefer.
Another key area we want to improve is the magic system. It was originally designed to support weapon combat skills with a hybrid approach, but we are now working to make pure caster playthroughs more viable. In this update, we added two new equipment sets specifically for mages: Forsworn and Apprentice. Newly introduced jewelry such as rings, amulets, and medallions also provide valuable bonuses to magic users.
We included new magic types, Shield and Barrier, that add protection for mages, helping them better withstand enemy attacks. Various balance changes have been made, including more than doubling spell damage, significantly buffing summons, and improving their attack range and targeting. Enemies will now prioritize nearby targets, focusing mostly on summons to keep the caster safer.
Looking ahead, we plan to make mages a fully standalone class with their own skill and class trees. This will complement existing Magic Arts perks and Sigils, further enhancing their power and flexibility.
We’ve completely reworked how crafting and building recipes are unlocked. In previous versions, many recipes were hidden behind nested unlocks, where certain parts only became available after building others. This system was often confusing and hard to follow.
Now, we’ve removed those nested requirements. Recipes are unlocked simply by collecting the relevant resource types or by constructing the appropriate workbenches for more advanced items.
The updated unlock structure is also fully integrated into the in-game guide. At any time, you can open the guide to see which resources unlock specific building parts. You can also click on any item listed to craft or build it directly from the guide, without having to dig through menus. This should make the whole progression system much clearer and easier to use.
We’ve added a new in-game guide that not only explains the updated recipe unlock system but also provides tutorials and breakdowns of key gameplay mechanics. It’s designed to help both new and returning players get a better understanding of how things work. The guide is always accessible from the Pause menu or by pressing the default shortcut key “G”.
The building system has received a wide range of improvements. New build parts have been added, and equipment has been unlocked for additional professions like Mason and Jeweler. Other professions, such as Potter and Carpenter, also gain access to new tools.
Stone structures and buildable Basements are now available once Mason tools are unlocked. Basement modules can be combined to expand your home underground.
All fences and gates have been made modular and now snap to placement grids on foundations and flat ground, making them easier to position. Foundation placement on flat ground also benefits from a grid system.
Furniture variations are now handled as style options when placing a build part, rather than being listed separately in the build menu. This makes navigating furniture options more convenient.
We've updated alignment logic for all house-building elements, fixing previous issues that sometimes caused misalignment or small visual gaps.
Another new feature is Camp Fortification. You can now defend your settlement using palisade walls, gates, walkways, and towers.
Numerous bug fixes have also been made to improve overall building stability and behavior.
The crafting system received a number of additions and improvements. Jewelry crafting is now available, including Rings, Amulets, and Medallions, which require unique materials to unlock and make.
Several new equipment sets have also been added, along with side quests related to their discovery.
We've also improved the overall crafting experience. The crafting menu now shows how many of each item you already own, helping avoid unnecessary duplicates. When salvaging items, a confirmation message appears if your storage is full, so resources won’t be lost by accident.
The story progression received a few updates as well. Since the early game was mainly focused on building the first camp, switching straight into combat at the Training Camp felt a bit disconnected. To address this, the Training Camp now offers two parallel progression paths. One follows the original route with the Obstacle Course and Combat Training. The new one centers around helping with building and crafting tasks. You can assist Training Camp members such as the Quartermaster or Blacksmith by making various items for the camp and earn special rewards in return. This gives you more freedom to choose how you want to progress.
Trading has also been unlocked, allowing you to sell and purchase goods from Training Camp vendors.
Another new feature is the ability to give gifts to key characters at the camp. These can be found while exploring the world and gifted when you return. Improving someone’s approval brings various benefits, such as better trading prices, and in future updates, characters with high approval will become available for faction recruitment.
Several existing quests were improved as well. The Combat Training quest now provides a shield to make completing it with blunt weapons easier, and ranged weapons automatically come with ammunition. A free skill point is also given during training to unlock a Strong Attack ability.
Quest experience rewards have been increased across the board, and recommended levels were adjusted to make progression feel smoother.
The squad system has been made more flexible. After unlocking squads through story progression, you can now choose between Solo and Party modes. Solo mode is for those who prefer to play with just one character and don’t want to switch between others. To support this playstyle, the main character receives a set of stat bonuses, including increased Stamina, and Focus, faster buildup of status effects, and damage reduction.
If you prefer to manage a full group, Party mode keeps things as they were in previous versions, with access to multiple characters and the ability to switch between them freely.
Character customization has received several updates. A new Appearance tab has been added to the Inventory menu, letting you change how your gear looks without any relation to its stats. Once you discover a piece of equipment, its visual style becomes available and can be applied to the corresponding gear slot, regardless of what you currently have equipped. Equipment colors can also be freely adjusted, giving you more control over your character’s look.
Character equipment is now also displayed during the character selection screen. Old characters need to be resaved for this to take effect.
That wraps up today’s overview of what’s new in this version. There are many more fixes, tweaks, and smaller changes not covered here, so be sure to check out the full patch notes for all the details.
As always, thank you for your continued support and for helping us test and shape the game. We’re excited to hear your feedback and hope you enjoy everything we’ve added. See you in the next update!
It’s been a while since our last playtest, and we’re thrilled to open the gates again! Over the past few months, we’ve focused on improving the early-game experience, fixing bugs, and making quality-of-life adjustments based on your feedback.
This new playtest brings a host of updates, fixes, and new content. Whether you’re returning to see what’s new or jumping in for the first time, we can’t wait to hear what you think.
If you’ve participated in a previous Ars Notoria playtest, you can download and launch the new build from your library. If this is your first time, simply click the “Request Access” button on the Steam store page — you’ll receive an email notification once you’ve been added to the playtest.
🕒 The playtest will be live from August 4 to August 12, featuring version v0.3.1.3.
Versions 0.3.1.0 to 0.3.1.3 include improvements to tutorials, exploration, and magic. We’ve added new quests, items, and dungeon rewards, reworked and simplified resource gathering tools, and enhanced squad and faction systems.
Here’s the full changelog covering Build 0.3.1.0 through 0.3.1.3.
Added an in-game guide.
The in-game guide includes the updated building unlock progression and supports shortcuts. Clicking a recipe icon will open it directly in the Crafting or Building menu.
Resource processing and automatization tutorials are now available earlier during the Training Camp.
The Magic Basics tutorial quest now rewards the Forsworn Attire crafting recipe upon completion.
The Magic Basics tutorial can now also be obtained by defeating an Enthralled enemy.
Fixed an issue where the notification for completing the Magic Basics tutorial could appear multiple times.
Fixed an issue where small shrubs were not counted toward completing an objective in the Harvesting Resources tutorial.
Added a new main quest for the Quartermaster.
Fixed an issue where loading a backup from the start of the game might not trigger the initial tutorial quest.
Fixed an issue where the Sleeping status effect might not be removed after a dialogue with a guard patrol.
Added random enemy encounters on Normal and Survival difficulties. Their frequency is higher on Survival.
Enemy encounter rate is increased during nighttime.
Some locations now feature accessible cellars.
Gifts for unique characters can now be found in the Woodlands zone.
Collectible Aspects can now be found in the Woodlands zone. They permanently increase character attributes.
Significantly increased the light radius of torches and wearable lanterns (by 4–5 times), while reducing brightness near the character for better visibility balance.
Corrected the model scaling of some items in the Training Camp.
Added the ability to trade with characters in the Training Camp.
Added the ability to give gifts to unique characters in the Training Camp.
Fixed an issue where certain combinations of chest armor and gloves caused female characters’ hands to disappear.
Fixed an issue where tamed animals did not follow commands assigned to quickslots. The tamed animal must be within 50 meters of the character to execute a command. Warning: Using the Dismiss command will permanently release the tamed animal.
Added a new resource type: Ceramics.
Reworked basic harvesting tools. Now, only the Axe, Pickaxe, and Sickle are needed to efficiently gather all resource types. Other tools, such as the Shovel, remain available as optional upgrades and provide a small bonus to the amount gathered from their associated resources.
Harvesting skill experience is now always granted when collecting resources, regardless of the tool or weapon used (previously, the correct tool was required to gain experience).
Removed the penalty to harvested resource quantity when gathering without a specialized tool. Now, the full amount of resources is always granted.
Resource processing tools are now unlocked upon discovering the corresponding resources, rather than when crafting basic tools as before.
Updated tool auto-equip behavior to match the new system. Priority order is now: specialized tool (if available) > generic tool > weapon.
The Axe is no longer auto-equipped when interacting with fences and other structures, though these remain destructible and yield resources.
Wood from small shrubs can now be collected directly by pressing the Interact button, without the need to chop them down.
Increased wood yield from Hazel and Dark Forest shrubs to 3 (previously 1–2). Reduced their durability from 4 to 2.
Increased wood yield from Azalea and Boxwood shrubs to 2 (previously 1–2). Reduced their durability to 1.
Wood branches are no longer shown on the map or minimap, as they had limited usefulness.
Trees and plants now have a chance to drop seeds by default, without requiring the corresponding skill. The skill now increases this chance further.
Harvestable plants are now placed closer together for easier collection.
The Manger's minimum efficiency is now set to 50%, provided there are sufficient grains in storage, even without any domesticated animals nearby. Having animals still boosts its efficiency further, up to a maximum of 400%.
Fixed an issue where planted crops might fail to grow when placed near other objects.
Fixed an issue where resource harvesting did not stop automatically when holding the Interact button, even after the resource had already been collected.
Fixed an issue where the Manger could interfere with resource production at the Stove.
Fixed an issue where some pickable resources in the Training Camp were missing collision with characters.
When unlocking squads, you can now choose between Solo Mode and Party Mode. In Solo Mode, you control a single character but receive bonuses to Stamina, Focus, Effect Buildups, and Damage Resistance.
Fixed an issue where some status effects were not preserved when switching between squad members.
Fixed an issue where indicators for unspent attribute points were not displayed in compact health bars for squad members after reloading the game.
Fixed an issue where enemies could ignore summoned or tamed animals and focus solely on attacking the player character.
Added Shield and Barrier spell types.
Fixed an issue where crafted spell parameters were not updating properly in certain cases.
Fixed an issue where the Focus cost value in spell tooltips did not account for the Efficiency parameter.
Fixed an issue where modified spell parameters were not displayed in the Spellcrafting interface unless a parameter glyph was slotted.
Fixed an issue where casting a self-buff could cause the character to rotate.
Added the Forsworn Attire set for spellcasters.
Added unique Redthorn Chest Armor as a quest reward.
Adjusted some item names for better clarity.
Adjusted stats and item types for some improvised weapons and armor.
Updated affix descriptions for improvised weapons and armor to clearly indicate their item type.
Fixed an issue where Redthorn armor pauldrons could have incorrect materials applied in some cases.
Fixed an issue where the Guard's Shield was positioned incorrectly on the character's back.
Fixed an issue where dirt and blood effects were incorrectly applied to certain items.
Significantly reworked the building and crafting unlock system. Instead of relying on many nested unlocks where certain build parts required others to be constructed first, unlocks are now grouped and become available upon obtaining the corresponding resource.
The in-game guide now includes a Recipe Unlocks page that outlines the new structure.
Added Carpenter tools:
Scaffolding - Allows production of common raised structures.
Frame Saw - Allows production of common wooden fixtures.
Lathe - Allows production of common trimwork.
Added Mason tools:
Workbench - Allows production of common stone build parts.
Chisel Set - Allows production of common stone furnishings.
Masonry Trowels - Allows production of common stoneworks.
Added the Potter's Wheel, which can be used to craft Ceramics and various tableware items.
Added the Ceramic Storage build part.
Added the Water Barrel build part.
Added the Well build part.
Added buildable basements.
Added stone house building parts.
Added stone furnishings.
Added stone fences.
Added wooden and iron gates.
Added wooden chairs and cupboards.
Added wooden trimwork.
Added planters, which allow plants to be grown indoors.
Wooden door and window frames now have interior variants, matching the style of standard interior wooden walls.
All buildable fences are now modular with a standardized 2-meter length. They also snap to Foundation and Flat Ground elements for easier placement.
Updated building part sets unlocked by each of the Carpenter’s tools to better reflect their intended use and materials.
Furniture variations are now selectable as styles and no longer take up separate slots in the building menu.
Flat Ground modules now include a grid to assist with Foundation placement.
Storage platforms now require the Carpenter's Scaffolding to be built.
Wooden poles and stone columns now also have a 1m variant that fits short walls.
Window shutters and flower boxes now require the Carpenter's Frame Saw to be built.
Rectangular and Healer Sheds now use fibers instead of fabric, allowing them to be built earlier.
Banners and flags now require dyes instead of metal as the third resource.
Some building recipes have been updated to use the Ceramics resource, including Kitchenware, Larder, Oil Storage, and Ceramic Flower Box.
Slightly adjusted resource costs for some production tools and furniture.
Removed camera collision for buildable fences.
Adjusted house module grids for better alignment and to prevent small gaps from appearing between build parts.
Adjusted stair grids for more consistent placement.
Adjusted ground collision checks for furniture to make placement easier.
Fixed build part jittering when placing parts near the boundary between two grids.
Fixed an issue where collecting a Rat Pelt didn’t unlock the Leather Rack.
Fixed an issue where lanterns could not be attached to flat roof modules.
Fixed an issue where the building preview didn’t turn red when there weren’t enough resources and the building part was placed on the grid.
Fixed an issue where the door lock could be incorrectly attached to the door.
Fixed an issue where switching between build part styles with the scroll wheel also changed quickslot panels.
Fixed an issue where character rotation could be incorrect after sitting on a bench or chair.
Fixed an issue where destroyed build parts were treated as obstacles, preventing interaction with furniture until they fully disappeared.
Fixed an issue where destroying a build part placed on the grid prevented new parts from being placed in the same spot until the destroyed part had fully disappeared.
Fixed an issue where foliage intersecting with build parts was not removed during placement.
Fixed an issue where destroying a build part with an active lantern or torch attached did not disable the light.
Added functionality to customize the appearance of armor and weapons, accessible from the Inventory menu via the Appearance button. Available styles are unlocked upon first discovering an item or learning its crafting recipe.
Added an option to change equipment colors.
Adjusted the base colors of certain equipment sets to improve compatibility with custom color options.
Equipped armor and weapons are now shown in the character selection menu. Existing characters need to be re-saved for their equipment to be displayed.
Fixed an issue where selecting "Modify Character" and then going back could result in an incorrect character appearance when loading the game.
Fixed an issue where the character model in the inventory preview might not display the selected body color correctly when certain armor parts were equipped.
Fixed an issue where some character customization parameters were not applied when switching between characters or for clients in multiplayer.
Fixed an issue where the character's cape appearance did not update correctly when switching between squad members.
Fixed an issue where equipping the Cutthroat's Mask failed to remove the currently worn helmet.
Fixed an issue where Hunter's pants were clipping through the boots model.
Fixed various compatibility issues between chest armor and gloves from different equipment sets.
The default hotkey for the Faction Management menu has been changed from 'G' to 'U'.
The Guide menu can now be accessed using the 'G' hotkey. Recipe unlock notifications include a tooltip for this shortcut. The key can also be remapped in the settings.
Updated Journal tooltips to reflect the new system for unlocking crafting recipes.
Added an error message when attempting to place a build part without sufficient resources.
Added a second page to the Foundations category in the Radial Building Menu.
Added notifications for building categories unlocked by crafting the Carpenter’s or Mason’s tools.
Added a 'Back' button to the Faction Vault interface.
Fixed an issue where the character class was not correctly displayed in the info panel of the Character Selection menu. Existing characters need to be re-saved for the fix to take effect.
Fixed an issue where the character preview camera in the inventory could become misaligned after switching characters.
Fixed an issue where remapping the Journal keybinding was not reflected in quest notification tooltips.
Fixed an issue where tool category unlock notifications could appear twice.
Fixed an issue where the Toggle Aiming keybinding was not available in the Settings menu.
Fixed an issue where rebinding the Interact button from 'E' to 'F' caused the Toggle Aiming function to trigger unintentionally.
Fixed an issue where the Interact and Quick Menu tooltips did not display custom key bindings.
Fixed an issue where resource tooltips could display incorrect resource quantities.
Fixed an issue where the main character’s portrait could appear incorrectly during dialogue.
Fixed an issue where closing the Automatization Tool interface with the Escape key did not hide the build radius and arrows.
Fixed an issue where the fullscreen map could not be opened while the interface was hidden.
Fixed an issue where a popup window could overlap the dialogue interface.
Fixed an issue where status effect icons could be incorrectly removed in certain situations.
Corrected the tooltip for the Damage Numbers setting.
Corrected various errors in building part descriptions.
Added a tutorial that explains how to destroy build parts.
Added a tooltip explaining how to open the Skill Menu during the 'Harvesting Resources' tutorial.
Fixed an issue where chopping a bush instead of a tree during the 'Harvesting Resources' tutorial didn’t grant enough Woodcutting experience to level up the skill.
Added a new quest for the Blacksmith in the Training Camp.
Camp fortification crafting recipes are now rewarded upon completing the 'The Watch Never Sleeps' quest.
A skill point is now automatically granted during the 'Combat Training' quest after completing the fast attack objective. This allows learning the Strong Attack skill for the next quest stage without needing to reallocate points.
A shield is now provided during the 'Combat Training' quest.
Adjusted experience rewards for completing certain quests.
Adjusted recommended levels for certain quests to ensure smoother progression.
Actions and dialogue choices with permanent consequences now display a notification.
The recommended level for completing the 'Missing Villagers' quest has been lowered from 15 to 10, and the spawned bandits have been adjusted accordingly.
The 'Collect Fibers' objective during the 'A Place to Rest' quest now highlights the map area where they can be found.
Updated Dodge action tooltips during the 'Neophyte Gauntlet' quest to reflect new input options.
Added tooltips for choosing a weapon and using Strong Attack hotkeys during the 'Combat Training' quest.
Fixed an issue where the UI was not hidden during the cutscene in 'The Watch Never Sleeps' quest.
Fixed an issue where the repaired watchtower top might not display correctly in certain cases.
Fixed an issue where exiting and re-entering a dialogue could, in some cases, make a quest start option appear even if the quest was already in progress.
Fixed an issue where exiting a dialogue without selecting the quest completion option and re-entering could cause it to disappear.
Fixed an issue where the Gauntlet could be started before speaking with the Battlemaster.
Fixed an issue where the Ceramic Tiles resource was not displayed correctly, preventing progression during the 'The Broken Mill' quest.
Default storage size for unique resources has been increased from 10 to 25.
Interacting with pickable objects is now possible without needing to aim the camera directly at them.
Fixed an issue where large resource deposits inside mines could respawn faster than intended.
Fixed an issue where large resource deposits did not increase auto-harvester efficiency.
Implemented an additional key binding for Dodge: Left Shift. Tapping it triggers a Dodge, while holding it initiates Sprinting. Previously, Dodge was only mapped to mouse side buttons, which may not be available for all players. This behavior can be disabled in the Settings menu.
Fixed an issue where aiming mode was not automatically disabled when sheathing the weapon.
Added a craftable Training Shield.
Added camp fortification build parts:
Palisade Wall
Palisade Walkway
Palisade Stairs
Encampment Gate
Gatehouse
Watchtower
Added building grids for Palisade Wall and Palisade Walkway to Flat Ground modules.
Palisade Stairs, Encampment Gate, Gatehouse, and Watchtower can snap to the building grids of Palisade Walls and Walkways.
Rat Pelts can now also be used to craft primitive camp bedding.
Fixed an issue where obtaining spellcrafting glyphs might not unlock Enchanter build parts.
Fixed an issue where interacting with bedding would sometimes not work.
Crafting Menu entries now show how many of each item you currently own.
Zones are now unlocked alongside Faction Management.
Fixed an issue where the Vault was accessible before Faction Management was unlocked.
Fixed an issue where certain equipment appearance options could be unlocked without first acquiring the corresponding item.
Fixed an issue where the Guard's Shield colors could not be modified in the Appearance menu.
Fixed an issue where certain locked styles could still be applied in the Appearance menu.
Fixed an issue where a new character preview might display equipment from a previously selected character.
The minimap now displays arrows pointing toward active quest objective markers.
Improved visibility of enemy encounter notifications.
Attempting to loot a killed horse now triggers a warning message, stating that there is no reward and no reason to kill horses.
Fixed an issue where the Ceramics resource icon was incorrectly displayed when switching to unique resource tabs in the compact resource menu.
Fixed an issue where quest objective text might not be fully visible in certain cases.
Fixed an issue where Inventory or Journal windows opened before a dialogue or cutscene did not close automatically.
Entering a pre-built house now moves the character farther from the door to prevent camera issues.
Movement speed is restored to default values after using the Unstuck button or respawning.
Fixed an issue where selecting a character backup saved at the start of the game loaded a later progression state than intended.
Fixed an issue where loading a backup did not restore character appearance settings and world location.
Various localization updates.
Added a tutorial quest for researching technologies.
Added a guide entry about research.
Added tips on Tar Kiln and Debarker placement during the "Productivity Tools" tutorial.
One of the fuel deposits is now marked on the map for the "Productivity Tools" tutorial.
Added a new quest focused on acquiring unique resources.
Added a tooltip to "The Watch Never Sleeps" quest explaining how to obtain refined resources.
Ammo is now granted during the "Combat Training" quest when ammunition is enabled and a ranged weapon is selected.
Fixed an issue where the dialogue with the commander to assemble a squad could be initiated before completing the "Combat Training" quest.
Fixed an issue where the Squad Mode selection interface could be opened multiple times during the "Lost Home" quest.
Fixed an issue where some objective statuses might not update correctly during the "A Place To Rest" quest.
Fixed an issue where the War Table in the Training Camp could be destroyed by attacking it.
Fixed an issue where certain points of interest near the Training Camp area did not spawn enemies as intended.
Fixed an issue where a Place of Interest object might spawn in an incorrect position after loading if an obstacle was present when it was saved.
Added dialogue lines for unique NPCs in the Training Camp when spoken to during nighttime.
Fixed an issue where Stamina regeneration might get stuck after certain ability interactions in combat.
Added unique Shard spawns.
Fixed an issue where harvesting resources with an essential tool instead of a specialized one might not activate ability bonuses.
Fixed an issue where a resource quantity could sometimes exceed the maximum storage capacity.
Added a new enemy type to the Quarry dungeon.
Added a limit to how many random enemy encounters can occur at the same location.
Reduced the maximum difficulty of random enemy encounters for lower-level characters.
Lowered the search radius for triggering random enemy encounters.
Enthralled can now appear in random enemy encounters.
Fixed an issue where the horse sometimes couldn't be mounted, displaying a message that another player had already mounted it, even though the horse was unoccupied.
Fixed an issue where horse reins could stretch too far in some cases.
Increased base damage of summoned Skeletons by 100%.
Increased base damage of summoned Golems by 100%.
Increased attack hit area of Golems.
Elemental variations of summons now have more varied stats.
Fixed an issue where stat bonuses might not be applied to summon attacks, resulting in significantly lower damage than expected.
Fixed an issue where summons might fail to locate the target, causing incorrect rotation.
Added a craftable unique sword and shield.
Fixed an issue where items received as quest rewards might not equip correctly in some cases.
Adjusted resource costs for some production-related build parts.
Fixed an issue where Tile and Ceramics storage sizes could reset to default values when loading a game.
Fixed an issue where a Tar Kiln might not connect to the auto-loader when placed.
Fixed an issue where a Salt Pan did not display the activation arrow when placed.
Fixed an issue where the effective range of some auto-loaders was smaller than intended.
Fixed an issue where some auto-loaders had an effective range that differed from the range of the related processing tools.
Fixed an issue where the Trees building menu contained an empty entry.
Fixed an issue where destroying a resource storage could potentially result in negative storage values.
Adjusted quest objective formatting to improve readability.
Fixed an issue where the guide tooltip appeared on certain unlock notifications that were not related to the guide.
Fixed an issue where the Magic Art notification after defeating an enemy might display without an icon.
Fixed an issue where the Crafting Menu for the Potter's Wheel did not automatically select a default recipe when opened.
Fixed an issue where the dialogue window to start the Gauntlet could still be opened even after it was already in progress.
Fixed an issue where, in rare cases, the Crafting Menu could open while looting an enemy.
Fixed an issue where custom map markers placed over quest objective areas were not interactable.
Adjusted Abandoned Cart collision to prevent the character from getting stuck.
Various texture size optimizations.
Added a side quest to collect the Apprentice equipment set.
Fixed an issue where areas with prisoner cages were not displayed on the map during the "Missing Villagers" quest after reloading the game.
Fixed an issue where rescued villagers might initiate dialogue as if they had already been spoken to during the "Missing Villagers" quest after reloading the game.
Added new locations in the Woodlands zone.
Renamed the biome previously referred to as Dark Forest to Dead Grove.
Fixed an issue where the character could occasionally become stuck in the aiming, guarding, or reloading state, causing reduced movement speed or preventing attacks.
All dungeons now include treasure rooms containing unique rewards.
Adjusted the maximum enemy difficulty in starting zone dungeons.
Fixed an issue where certain generated objects weren’t properly cleared when leaving a dungeon, causing them to appear in other dungeon areas.
Fixed an issue where some bandit types were not spawning in dungeons as intended.
Added unique gemstone deposits.
Added unique ornamental stone deposits.
Fixed an issue where obtaining a new resource through the automation tool didn’t mark it as discovered.
Barriers now prevent poise damage while active.
Increased the base damage of all spells by 100%.
Fixed an issue where attempting to cast a spell while using furniture would consume Focus.
Fixed an issue where active squad members were not dismissed after switching to Solo mode in the settings.
Fixed an issue where the character switching visual effect would play even when attempting to switch with only one character available.
Added elemental rings, amulets, and medallions.
Added Apprentice equipment set for magic users.
Added the Sacred Helm and Shield.
Added the Ceremonial Dagger.
Added the Crown of Equilibrium unique item.
Adjusted the affixes of the Cursed Talisman.
Fixed an issue where looting stackable items from a container could cause item duplication.
Added Jeweler tools:
Jeweler's Workbench - Allows crafting common jewelry.
Polishing Wheel - Allows upgrading common jewelry.
Muffle Furnace - Allows salvaging common jewelry.
Added a confirmation window when salvaging items while the resource storage is full and salvaged materials cannot be stored.
Fixed an issue where items crafted from the Inventory might not generate random affixes.
Fixed an issue where items could receive multiple random affixes of the same type.
Clearing debris from destroyed houses now moves any containers that were inside to the outside area, preventing them from blocking furniture placement later.
Fixed an issue where switching between factions and assigning tasks to faction members might be unavailable after loading the game.
Fixed an issue where items placed in the faction vault could disappear after reloading the game.
Fixed an issue where villagers could appear under the Holy Guard faction after loading the game.
Fixed an issue where clearing a destroyed wagon would revert after loading the game.
Fixed an issue where the windmill repair task couldn’t be completed because ceramic tile resources were not properly recognized.
Fixed an issue where adding or removing items from the faction vault did not update the vault capacity description text.
Fixed an issue where villagers might sometimes move while stuck in a resting animation.
Fixed an issue where dead bodies and containers near a destroyed cart might not be removed after clearing the debris.
Fixed an issue where faction housing or workplaces could become duplicated.
Fixed an issue where selecting a body color might only apply the change to the character’s head.
Fixed an issue where item sorting was disabled by default for containers.
Fixed an issue where elemental staff glow could have the wrong color in the inventory character preview.
Fixed an issue where item quantities could overlap with long item names in side notifications.
Fixed an issue where the Barrier spell’s status effect icon might remain after the effect expired.
Fixed an issue where item descriptions in the Salvaging menu displayed upgraded quality indicators.
Fixed an issue where the tutorial window could appear while another interface menu was already open.
Fixed an issue where the minimap quest objective arrow could disappear after being clicked.
Fixed an issue where the minimap quest objective arrow might not update correctly after fast traveling.
Fixed an issue where the map could appear blurry when there was not enough available VRAM.
Fixed a collision issue that made the cellar ladder difficult to interact with.
Fixed an issue where enemies could sometimes become stuck inside ruins.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Ars Notoria, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Ars Notoria statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.