
Steam news
Full Steam announcements and update articles for this title.
Fixed issues with multiplayer, please update to version 0.55.2 before trying!
Hello everyone! The game was updated with version 0.55.1
Highly requested skill tree from the first game is finally added to the second one. It's not completely finished yet, there are still a couple of 4-tier abilities left to be added yet, but the main bulk is in the game. Tree consists of two types of spells - Paladin skills and Priest skills. Most skill scale from conjuration magic
Also there is a new venodr in the cathedral of Free City
Dragonkin form is the final one for shapeshifting skill tree. It's a ranged magic skill tree, which depends on melee damage which means that you don't need to build mage character to use it. Ofourse the main benefit of this form is flying but overall it's a decent combat form
Also a couple of missed voicelines were added
I am working on pungent swamp zone at the moment which should be ready this summer. It's a smaller zone compared to Pelwood so it shouldnt take this much time
Hello everyone! The game was updated with version 0.5.20
The faction war in the starting zone is now active and reworked to be more streamlined and better gameplay-wise.
Other changes:
Fixed few small bugs and typos
Decreased ingredients requirements for tailoring
Fixed issues with squad mode and mercenary archers
Fixed issues with wrong ids for some items
Fixed few issues with wrong skill checks in dialogues
Hello everyone! The game was updated with version 0.5.14
Journal was improved, it now contains more useful information and also removes tracking on the map aswell as on the main screen
Fixed issue with Berkmere graveyards events
Added a couple of missing cutscenes, with newly recorded voiceovers
Fixed issues with killing some enemies with lightning not working
Fixed jumping for Nature carrier and movement for deer mounts
Fixed few bugs with quests in Free City
Hello everyone! The game was updated with version 0.5.10
At the moment, after updating the engine, DLSS and FSR were causing black screen for some people, so they were temporarily disabled, while we investigate the issue
Added some missing voiceover lines for NPCs that was recently recorded
Added a few maps for dungeons and quest areas
Added new weaponcrafting recipes
slightly increased armor for high level heavy armor sets
Fixed few bugs with Pelwood Temple and Pelwood quests
Added new passive ability for Shapeshifting - Flowing forms
Players now dont receive fall damage while shapeshifted, improived aiming for dark werewolf
More improvements for quests in Pelwood
Fixed few issues with quests in Pelwood. They should work on fresh savefile, but depending ifthey bugged on your world savefile already, you might not be able to complete them.
Fixed being able to summon multipel undead raptors
Fixed issues with Rend not applying to non humans properly
Fixed tempest pants giving wrong bonus
Fixed issue with invisible wall in Seers quest
Changed werewolf footstep sounds
Removed few NPCs for teporary disabled faction war in zone 1
The game was updated with version 0.5.03
Fixed constant double jump issue
Fixed waypoins teleporting in wrong direction issue
Fixed incorrect loading of professions issue
Fixed dialogue stuck in main story in Tranquil Strand
Fixed Rampage not dealing damage in Minotaur form
Fixed few visual glithces in caves in Pelwood
Hello everyone! the game was updated with version 0.5. A major update with tons of new stuff! Let's dive in!
Pelwood forest is a new zone for level 24-30, set at the north of the region. To get there, you need to go through the pathway in the mountains in Berkmere Fortress in Berkmere Ravine.
The zone contains:
Four new expansive quests, some introduce entire new factions
A continuation of the main storyline with new Tear Of The Gods introduction
One big Volflar Temple dungeon and few smaller cave dungeons
New house building spot at the center of the zone
A bunch of new secrets, world bosses, random meetings etc
Please keep in mind that the voice over for most of the dialogue in new zone is still being recorded
During first year of early access, I received a lot of feedback and saw a lot of playthrough in the starting zone, which gave me an understanding about the issues of this zone. So, as a part of continous improvement of the starting experience, the zone was reworked, a bunch of interesting new stuff was added, few quests were reworked.
Two starting quests that were mainly reworked are Scarecrow and Mysterious obelisk
Scarecrow was actually the first ever written quest for the game, and it had few aspects that needed to be improved. First of all, there wasnt a lot of active gameplay elements in it, most of it was walking and dialogue. Arnold house robbing was clunky and not well though out, and the main conflict between Arnold and Scarecrow wasnt resolved properly. The main path of the quest with helping scarecrow was actually the shortest one and less eventfull, while the most interesting one was burning scarecrow. So the quest was reworked to fix those issues.
Mysterious obelisk had issues mainly with the part when you gather the ingredients for the ritual. There was a lot of running around, and the impact of your choices wasnt realized well at the final battle with arcane beast. This part of the quest is reworked for a simpler one, which will also give a bonus in final battle.
Unfortunately, if you started and didnt finish those quests on existing world save, you wont't be able to finish them now. You'll need to start a new savefile.
I also will substuntially improve faction war in the first zone, and adapt it to a new layout, but at the moment the faction war will be disabled.
I've introduced new crafting type, which will allow you to create and change different elemental essences and make other items. Overall crafting in the future updates will become more complex and involved, so this crafting type will ease the process of getting essences for it.
Other items you will be able to make with it:
Elemental jewelry
Elemental trinkets
Elemental spell scrolls that could even be used as additional abilities
Shapeshifting is a new strength-based skill tree. If you played first game, you might be familiar with werewolf skill, which was part of the nature skill tree. I always felt that that skill had a lot of missing potential, that's why I separated shapeshifting into a full skill tree to really flesh out this mechanic.
First tier of abilities won't actually give you any shapeshifting, but will give a lot of beneficial melee abilities, that can be used by warrior-type builds or other builds.
Second tier will give you access to four forms: Werewolf, Dark Werewolf, Minotaur, Lava Minotaur. Simple forms only utilize melee bonuses, while magic forms utilize magic bonuses and require mana to stay in.
Fifth form is still in development and will be added in future updates.
After a lot of feedback and a lot of testing on the higher levels, I've decided to improve Archery and most of abilities in this tree were remade.
The game engine was updated for a newer version, please report any issues you encounter
Health bonuses for heavy armor were increases roughly for 25% across the board
Shield attacks in melee cause more aggro
Fixed issues with stonefist projectile colliding with objects
Limited amount of stacking for flame passive in Earth Magic skill tree, but you can increase it with new passive
Shredding in Banditry now properly targets enemies
Two new types of mounts: Big Cat and Deer
Few UI improvements. Now passives that can't be learned yet are hidden
Thank you for your support! Please write your feedback on steam forums or in steam review! We will read everything!
Check out my youtube channel (I might post previews of new updates there, or might not): Check out our social media links:
https://www.reddit.com/r/gedonia
You can also support development by getting a supporter pack:
Hello everyone! It's hard to believe, but just a year ago Gedonia 2 was released on Steam EA! I wanted to write a small post, reviewing the progress the game made in this year, and share some info about upcoming update 0.5.
Right after EA release we were trying to focus on stability, bug fixes and improving existing zones, adding stuff we werent being able to complete before release.
There were a ton of small patches with bug fixes in the first few weeks, and at the end of April, we released small content patch 0.22.1 with Dark Gates activated, tear of the gods abilities, few new bosses and enemies in the second zone
Next month, at the end of May, we release a quite sizable content update that finished faction war on Tranquil strand, added pirate content, Willsborough dungeon and a few small changes
At this points we started working on Free City update, but in the mean time, we added a content patch that added farming into the game.
We also worked on UI improvement and release a July update that overhauled UI systems of the game.
We took a lot of time to make this update, but it payed off. The free city became a huge realized city with tons of content , systems and unique crime system
In the middle of January we released update 0.4 which contained a ton of new stuff. New zone, Husbandry skill tree, Mysterious stranger storyline, reworked tutorial.
Unfortunately I didn't manage to release this update on Anniversary, which would've been very cool, there is still a lot to do in this update: New Pelwood forest zone, Shapeshifting skill tree, reworking first zone and a ton more improvements. We are working hard and trying to make the best update yet. Right now we are working on shapeshifting, and here is a small preview:
Thank you for your support!
Please consider subscribing to our new X account. We are trying to make in more interesting that the previous one, post more often and add more development info.
Hello everyone!
We are still working hard on 0.5 update and wanted to share more info about what's going to be in the update
Pelwood will be a huge zone, that will contain:
1) 4 new sprawling secondary quests, some containing entire new factions
2)New epic dungeon with bosses, storyline and a lot of new loot, and few smaller caves and dungeons
3) New crafting resources, world puzzles, bosses, new building plot and more
You will be able to continue main storyline, infiltrate Golden Path camp and talk with the actual dragon!
I am also planning to massively improve Archery skill tree to make it more playable on higher levels
Other stuff like shapeshifting is still being worked on, and I hope to share more in future updates
We are planning a release window of late April-Early May. If all goes well, you can expect release in that time.
Thank you for your support!
Please consider subscribing to our new X account. We are trying to make in more intereseting that the previous one, post more often and add more development info.
Hello everyone!
We are hard at work on update 0.5 and we wanted to share some preview about what's planned to be in the patch.
Pelwood is going to be new huge zone, that will contain few new secondary quests and continuation of the main storyline with Tears of the Gods. Here are few screenshots and videos:
Shapeshifting is also planned to be intriduced in 0.5 update. This will be new strength-based skill tree that will allow you to shapeshift into 5 forms. We will showcase 4 now and the last one will be revealed later.
We are also working on improvements on the first zone that should make first experience for new players much better:
There will also be a bunch of new armor sets, abilities improvements, new mounts and companions etc.
New armor:
1)Druid armor (cloth,Rare) - conjuring magic damage, minion power, small dot damage bonus
2)Bloody hunter armor (leather, Rare) - ranged damage, health leech, health regen, movement speed, evasion
3)Shadowy assassin armor (leather, Rare)- huge melee damage bonus, crit chance and dmg bonus, stealth bonus, speed, evasion
4)Celurean encrusted armor (heavy, crafted, Rare) - Melee damage, destruction magic damage, conjuring magic damage, mana
5)Wraps made of poisoned leaves (cloth, Uncommon) - huge dot damage, small health bonus
6)Enforced mystical leather set (leather, crafted, Rare) - bonus health, more armor, stamina, mana small conjuring magic damage, a lot of survivability for leather characters
7)Tempest armor (cloth, Rare) - destruction magic damage, crit chacne and dmg, mana
8)Silk sorcerer armor (cloth, Crafted, Rare) - small bonus to destruction, conjuring damage and minion power, huge mana bonus
9)DArk musician armor (cloth, Rare) - leadership bonus, minion power bonus
These come in addition to already added sets:
1)Gortels/Dark servant armors - basic warrior sets
2)Gortel ranger set - basic archer set
3)Bone collectors set - necromancer set
4)Paladin armor - heavy + conjuration set
Thank you for your support!
Unfortunately we had to delete our old Twitter account, due to some restrictions and start a new one
We would really appreciate if you follow, share and like our post to help us bring this thing from the ground!
Hello everyone! The game was updated with version 0.4.11c
A couple of small bugs fixed
Hello everyone! I am happy to announce that Gedonia 2 is now a part of oldschool RPG Bundle with great open-world RPG Yar: Forgotten Throne!
It's a fantastic RPG project, inspired by oldschool classic RPGs and based on Slavic Mythology. Check it out:
Hello everyone! The game was updated with version 0.4.11
Added new 32slot and 64slot chest in house building
Golden chest price reduced to 350 from 500 gold
Added fixes that should prevent NPCs clipping in Tranquil strand beach battles
Fixed some world events not showing enemies in multiplayer
Fixed story npcs not remembering assigned names sometimes
Fixed multiple starting cutscenes in multiplayer
Fixed song updates not working in march playing
Free cursor mode. You can now use free cursor mode by default on world map window, and you can activate it to use everywhere
Fixed dead zone settings not applying correctly
added a toggle to clear ability slots on assignment
Fixed properly swimming up and down with gamepad
Characters will now stop moving when interface windows are open
Fixed not using inventory categories properly with gamepad
Few small bugs fixes
Hello everyone! The game was updated with version 0.4.10
I've decided to remove the transition animations between idle and movement stances. I originally introduced these animations to address an issue in the first game where a sufficient amount of running speed made agility and dodging unnecessary, making it easier to evade attacks just by running. However, this led to a huge number of complaints about characters being too sluggish, so I decided to accommodate players. I'll address the movement issue in later levels by controlling the maximum amount of speed buffs for characters.
(special thanks to Desperado, Arcane Scholar, Crabocelatopus)
Storm:
Basic lightning starting damage increased by 33% and damage scaling icnreased by 10%
Lightning strike damage increased by 15% and radius by 0.5m
Wind shield VFX made less noticable
Wandering ball base duration increased to 60s
Music
Striking notes requires 1 chord instead of 2, damage increased by 5%
Shocking song requires 4 chords instead of 8, now explodes upon first impact
Musical devastation now lasts 8 seconds instead of 5, damage spread is better
Dark magic
Shadow attack damage increased by 20%
Dark arrows now spreads on multiple targets better and aiming speed is better
Spirit attack is reworked to be a defensive spell that makes banshees attack enemies close around the player
Soul transfer is not interferred with Exhaustion effect anymore
Skeleton knights now deal more aggro
Nature magic
Wandering flower mana requirements is now 10% instead of 20%, can only summon up to 5
Mushroom guardian now requires 25% of mana instead of 40%, deals more aggro
Ghouls get +25% dodge chance
Exploding mushrooms reworked to work similar to mines
Earth magic
All wave spikes now can attack the same target with each blast, base damage is slightly reduced by overall damage of ability is much higher
Flamewrath fountain area of attack is increased
Leadership
New ability - Priority target
New ability - Suppression
Improvements to companions AI
Other stuff:
Fixed few small bugs and issues
Did some optimization on Free City zone, still a lot to do
Fixed issue of terrain colliding with some building territory in starting house
Hello everyone! The game was updated with patch 0.4.09
Fixed few issues with mounting/dismounting that caused game errors
Mounting now requires holding Interact key for a second, so that it wouldn't interfere with your other actions that ,uch
Fixed issue of horse/boar charge clipping through walls
Balanced summoners shield amount in Manford Crypt on higher difficulties
Fixed bringing gifts back on their spots in Manford Crypt
Fixed few visual glitches in Berkmere Ravine
Added an option to trade with Loocus after finishing Bone Collectors storyline
Fixed error with cutscenes when you are being mounted
Game was updated with quick fix 0.4.06
Fixed issues with not being able to leave or enter loocus lab properly
Fixed issues with killing ogre not adding quest heart
Fixed issues with double adding berkmere quests in multiplayer
fixed few visual bugs
fixed spamming charge for some mounts and using charge in air
Fixed issues with armorer merchant in Berkmere
fixed few misspells
Hello everyone!
The game was just updated with out second major update version 0.4 called Berkmere Ravine
Check out the trailer:
More detailed patch notes:
Berkmere Ravine is a new zone for levels 22-24, that connects Eastcliff to all other high-level zones that will be added in the future. I wanted to focus an entire zone on one single storyline about war between two factions - proud Gortel family, keepers of the Berkmere Fortress, and evil cult of necromancers, lead by lich Victor Manford. Normally, when writing quests, we usually try to write grey characters, include multiple views on the problem and offer multiple solutions. However, in this case, I decided that it could be a fun change of pace to just write simple, straightforward black and white good vs evil story. The main twist, ofcourse, is you CAN, if you want, join an evil faction and bring entire zone into darkness.
The first part of mysterious stranger storyline is now active. Now, all players with mysterious stranger origin will be able to talk to him and progress the dialogue with each meeting. After storyline unfolds, you will be able to encounter him in the world and know a little more about the mystery of his origins.
Husbandry is now implemented! At the moment, as we've told in out previous dive deep into it, only 6 mounts are in the game, but with future updates, more and more unique mounts will be added
You can now find and craft two-handed swords and use them in combat. They require 2 str and 2 agi to use and generally stronger than spears, but weaker and faster than axes.
We've been working on fixing tutorial experience and introduction to the world, to make it better at explaining mechanics of the game and introducting the way your characters are getting into the story. Now different origins will have different starting points in the game, which are quickly converge though. I also decided to separate the faction battle zone from the start, as many players ended up there right away without understanding the game and got a little lost.
Now you will encounter respawn points, which will allow you to respawn at closer distances to the action and also start playing from these points when you load the game, which was one of the frustrations based on your feedback.
Max level is increased to 26
Added additional voiceover lines for first two zones
Fixed issues with time of day not loading properly
Gathering and crafting animations will become faster when used a lot in a short period of time, which should make gathering and plating at your house faster
Fixed bug that caused experience to double in multiplayer sometimes
Fixed some animation sync issues in multiplayer
Added tiers for crafting
New items and crafting recipes
Fixed few animation issues
Fixed climbing not working with moving platforms
Fixed dodge not working with leftAlt
Lava wave now pushes enemies forward
Increased chances of Earthquake triggering in Earth Magic
Dark warrior os rebalanced to provide less defense but moire attack power
Added new passive abilites for dark magic, archery, storm magic and earth magic
Shield of thunder ability was reworked to work better for spellsword archetypes
Fixed few small bugs and issues
Thank you for your support! Please write your feedback on steam forums or in steam review! We will read everything!
Check out my youtube channel (I might post previews of new updates there, or might not): Check out our social media links:
https://www.reddit.com/r/gedonia
You can also support development by getting a supporter pack:
Hello everyone! I wanted to share some info about big upcoming 0.4 update, especially husbandry skill tree.
Husbandry skill tree will allow you to tame animals, use them as companions and mounts in game. You will be able to fight mounted, using bows, one-handed swords and spears. (possibly staff attacks will be added too).
At the moment there are 6 possible mounts in the game: Horse, Boar, Bear, Wolf, Raptor, Rat. With updates, more possible mounts will be added.
You will also be able to use some of the skills from other skill trees, while riding. You will need to learn certain passives from husbandry tree. Abilities to use are not final, and they are picked based on balance, animation usability and controls.
Mounts will need to be fed and cared of, otherwise they will become unhappy and lose their damage stats. You will be able to have an unlimited amount of mounts, but the more you have, the more you will need to feed.
We are also working on other stuff like two-handed swords.
Two-handed swords will be faster than axes, with lower knockdown power and share animations with spears
Two-handed swords will require 2 strength and 2 agility
Will have medium damage between axes and spears
We are also working on some zone changes, models for shapeshifting and much more
Thank you for your support!
As always, you can join our community:
https://www.reddit.com/r/gedonia
And support us with supporters pack:
Hello everyone! The game was just updated with version 0.32.1
In this update I've added almost 70 (!) new passives and few active abilities. The goal is to complete playstyles for already added skill trees and give you more options inside a specific tree.
Added two powerful chain abilities
Added about 10 new passives
Added a powerful mechanic for shield attacks that will greatly increase damage of this playstyle
7 new passives
Added 10 new passives
Rebalanced poison damage, which was too big on better poisons, especially when you use poison spreading abilities. Now poisons deal less damage but have longer duration
Added 16 new passives
Added new pasive that will should help with mana management for storm mages
added 2 new ice abilities
Weather master damage bonus increased greatly
Addded 7 new passives
added new mechanic called earthquake. It's still being balanced, perhaps will be changed later
5 new passives
Exploding mushrooms damage increased, and their poison is now stackable
10 new passives
fixed bug that caused undead dragon to deal double damage
Improved dark elemental form to make it actually fly better and faster
Nefarious trap doesnt trap player anymore
Nefarious strike damage increased
Added inventory category for books and notes
Changed some effects and sounds for melee battles
Added some missing voice over
Added more citizens in some towns
Fixed few minor bugs
We are working hard on new Berkmere Ravine zone, that will be added in 0.4 update, that should come Early 2026. We posted a small preview for it on youtube:
And here are a couple of new screenshots of the zone:
A lot of the players often ask me about ways to support the project. For those of you who want to provide this additional support, we created this small bonus pack, that contains some concept art and game's original soundtracks. So, if you want to help us out in development, you can get it, we will be very grateful:
Game was updated with version 0.31.3
Added some voice overs for NPCs. which were previously missing
Fixed issue with bunnies not spawining in sewers
Added garlic in farming
Fixed few visual glitches with NPCs
Hello everyone! The game was updated with version 0.31.1
Earth magic:
New ability: Stone fist
New ability: Fist projectile
New ability: Wave of Lava
Storm magic:
New passive: Chain lightning
New passive: Lightning strike sparks
New passives for golden lightning
Music:
New ability: Summon drums
New ability: Chain healing
New ability: Wave of healing
New passives to improve serenades
Banditry:
New ability: Shredding
New ability: Mark of the Void
New bomb: Flash bomb
Nature:
New ability: Mass roots
New ability: Sphere of nature
Archery:
New arrows: Explosive, poison, lightning, armor-piercing
Leadership:
I've finally added a squad mode ability for leadership. It was one of the first abilities I came up for this tree, long before EA release, but I've struggled with it somewhat over the years, trying to add or remove features and correctly implement it into fight mechanics of the game. Final version is quite simpler compared to the other iterations of the past, but it's still a useful ability that will allow you to more directly control your companions and for example make them dodge boss abilities better etc.
I've had discussions with people regarding seasonal events content. I think the ultimate conclusion for me was that it's alwasy better to give more options and more control into player's hands, so I've added an option in gameplay options that will allow you to activate, deactivate or seasonally activate these events, so you can engage them in any way you want.
Fixed few visual bugs and collision issued in free city
Fixed few dialog options incorrectly showing in free city quests
Fixed issue with fishing in Free City locking players sometimes
Fixed not being able to learn pickpocket passives
Fixed incorrect labels on some cemetery altars
Fixed not being able to activate dialogue options in detective quest, even if you have item required
Fixed missing word in Poets of the coast book
Fixed some quest objects not being visible in Free City
Also we are working hard on new content, for example check out these werewolf form models in-game:
Thank you for your support!
Check out our social media links:
Hello everyone! Halloween event is now live!
For a limited time, you will be able to go to the Free City Cemetery and fight a terrifying Pumpkin Demon to receive a unique reward!
Happy Halloween!
Hello! The game was updated with version 0.3.03
Fixed few doors and levers not playing animation in the city
Fixed few problems with collision on roofs
Free city map now has labels for important buildings in the city
Fixed Corolas NPC still hanging in the port after completing a quest
Added a hint for secret pathway in Gregor mansion
Fixed description for a powder for detective quest
Taking killing rat quest now respawns if, if you killed it before
Added a way to take Barval quest for most players
Added a message if you try to sign syndicate book before taking a quest
Added some broken skill checks for dialogue
Fixed some new enchantments not adding stats properly
More poison attacks now work with elemental chests
Removed friendly gladiators if you decide to kill all bunnies in bunny hideout
The game was updated with version 0.3.02
Should fix the issue that caused guards to attack you even if dont commit crimes upon entering
Fixed the issue that prevented to ginish detective quest by lying in the end
Fixed the issue that prevented gettinge xperience for crafting sometimes
Fixed the issue of manhole in syndicate house putting players out of bounds
Hello everyone! The game was just updated with version 0.3.1. The single biggest update to a game I've ever made in my life. Let's dive in!
Ofcourse, the biggest thing in the update is adding a completed and (almost) finalized version of the Free City zone. We originally wanted the game to include full version of the Free City at the start of Early Access, but after we've realized how many ideas we had, we decided to really focus on it post-launch. And now, after 3 months of hard work, the city is finally here! So, what you can find in here:
There are 9 new quests in the city, ranging from complex and intricate mysteries, detective quests, and simple day-to-day quests, that will allow you to immerse yourself into the life of the city. I won't spoil much, just want to say that one of these quests, while not being the most complex and variable in the game, is quite personal and it's a story I wanted to tell for a long time.
There are a lot of hidden stuff in the city, that you'll be able to uncover and get a good reward. There are also merchant, trainers or just random people you can talk to, that will give you some info, make a joke or reward you in some way. We also wrote a dozens of books and small letters, that you can find in libraries and houses, that will give you some entertaining stories or more lore.
Keep an eye for a manholes like this. They're spread throuout the city, and quite easy to spot. Through them, you will be able to get to the city sewers, a large and complex maze of tunnels, filled with dangerous enemies, hidden bosses, treasures to find and hidden societes. Be careful there!
In Free City, you can't just loot everything and attack everyone on sight. If you commit crime, your crime level will increase. After certain amount of crime commited, you will be pursued by city guard, and merchants won't talk to you. You will be able to pay a fine for the city council to reduce you crime level, but after huge amounts of crime, it won't be possible. The more crime you have, the harder it is to increase it.
A certain faction in the sewers, however, can appreciate you being a criminal, and murdering members of this faction can decrease you crime level, even after you went too far.
PLEASE NOTE: most of the voice overs for Free City are still being recorded, so most NPCs will have placeholder or missing voiceovers.
ALSO: There are new options in video settings that allow you to decrease amount of random people walking around in the city, and amount of details in the city, which should help if you have low framerate. Please remember that the game is still being optimized.
Max level is increased to 24
Added new recipes for cooking, alchemy and enchatment
Rebalanced meat baking recipe ingredients for cooking
Increased swimming speed
Increased arrow flying speed
Throwable items like exploding barrels now have an indicator showing where they will be dropped
Jump range increased slightly
Getting up animation speed slightly increased
You can now keybind alt key
Lazarian healing crystals won't heal each other anymore
When targeting an enemy, you can now see duration of his effects
Water elementals event in first zone now rewards small water essence
After you move inventory and equip windows around, their position is now saved
Banditry: added pickpocketing ability
Serenade cooldown decreased and walking speed during playing is increased by 15%
Command ability now allows you to tell your companions to attack destructible items, doors, puzzle totems etc.
You can now hide chat
Fixed bug with incorrect application of health enchant
Fixed issue when AoE abilities applied multiple times on the same enemy
Fixed issue when fall damage was sometimes applying when falling into water
Fixed issue with time of day and weather sync in multiplayer
increased client timeout time in multiplayer
Fixed visual bugs with archers in some towers
Fixed collision bugs in some towers in second zone
Fixed field of flowers interfering with other spells and players issue
Fixed switch weapon icon in player equip not showing
Fixed some resource requirements for archery and banditry crafting
Fixed some stats for ranger armor, mercenary armor and missing icons for some rings
Fixed non-working skill-checks for some dialogue in Tranquil Strand
Fixed wrong calculations for magic resistance that caused your magic resist stat to go negative after using some buffs sometimes
Grappling hooks now have a max timer, that should prevent them glitching and pulling players endlessly
Fixed crafting list not updating after learning new recipes sometimes
Fixed issue of players not being able to attack or interact after carrying items sometimes
Fixed issue of picked arrow icons changing on action panel sometimes
Fixed companions defaulting to defense mode sometimes
Fixed fishing nets not giving fish in player house on second zone
Thank you for your support! Please write your feedback on steam forums or in steam review! We will read everything!
Check out my youtube channel (I might post previews of new updates there, or might not): Check out our social media links:
Hello everyone! We've made a small preview for updated Free City that will be added in patch 0.3 this October
The game was updated with version 0.25.25
Fixed bugs with stealth on woman models
Fixed few critical bugs with mercenary models
YOu can now correctly open inventory/map etc while flying, swimming or falling
a fix for enemies not dying correctly in multiplayer
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Gedonia 2, 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 Gedonia 2 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.