
Steam news
Full Steam announcements and update articles for this title.
- Added the missing zero for solarite bars xp - Fixed player level visual bug in the UI - Added a tooltip to the upgrade cost in Tools tab, so you can see how many you have - Changed Milestones for Items so that you get bars now, and enough for tool upgrades (if claimed, you've been given new reward) - Changed Milestones for Summoning Crreatures so that you get a bit more scaled money (if claimed, you've been given the difference) - Changed type stones recipe so that it's 128 stone instead of 1024 stone (retroactive refunds for each type stone and infinity stone) - Added back stone to the costs in the refinery machine (this was not supposed to left out) - Changed Refinery text for inputs so that it can fit all the text
- Fixed issue where fishing was only giving 1 reward, creating a fishing charm shortage (sorry for ignoring the fishing cult)
- Added 25 Treasure Chests to players inventories to make up for the fishing bug
- Fixed level requirement issue on cooked fish recipe
- Added scaling xp for the better fish for the cooked fish recipe
- Changed the Task Board completion reset timer from 24 hrs -> 20 hrs to allow for a more daily experience and not a moving goalpost.
- Changed cheese sell price from 115 -> 125
- Changed cooked fish sell price from 2 -> 3
- Added the creature Scoots's flavor text
- Added a "Skip" button to the Task board, that now lets you skip (will need to wait the new 20 hour cooldown)
- Changed the dropdowns for helpers on helper and gathering tab to show an icon and the name of the main resource for clarity
- Changed expedition creature "type" filter so you can multi-select types for more coverage
- Changed expeditions to add xp in realtime instead of at the end. Still no penalties for canceling.
- Fixed an issue where dungeons keys that were crafting after removal blocked the workbench from use
- Added a new Tier filter system in the Summon tab. Green for completed, Yellow for at least 1 summoned, Red for nothing summoned yet
- Added icons next to creatures in the creature tab to show they are busy with something
- Added filters to the creatures tab
- Added garden re-organization. Drag and drop flowers to swap (rocks cannot be swapped)
- Changed tutorial to make it quicker for new players to get through (waiting time cut in half)
I want to start off with saying this will be a pretty significant patch. All workstations have been rebalanced in a few different ways. Many recipe costs have been nerfed. Durations have shifted around. Experience curves now increase for the most part as you progress in a workstation (versus many recipes giving 2xp/second). There's still going to likely be tuning to better consider the resources being inputted, but I think this will put everything in a more stable place to work off of in the future. As a side note, when reading the XP/Sec changes, this is just the result of duration and experience changes. I made some items much quicker to craft to help with bottleneck issues, such as coal. While I'd love to have refunded the differences on things already crafted, there is no historical data to cleanly be able to do that. But there should be a lot more stability going forward and hopefully these changes make crafting more accessible. I've also disabled the Dungeon and the resources around it for now. The costs to get there were outrageous (level 90 in a few gathering skills) and the mechanic was a expedition+ style mechanic. I want to deliver something fun and engaging in a different way after all the hard work to get to it. I have ideas to repurpose the current dungeon mechanic into a more active way to gain experience early and a few various loot items. I'll need some time to implement those systems. Lastly, T4/T5/T6 creatures had outrageous costs, so I was able to rebalance those to be much more in line with the curve I am aiming at. Dungeons being disabled do not stop you from getting to the end game now as well. Here are the patch notes: - Disabled Dungeon Key crafting for now - Disabled Dungeon mechanic for now, so that I can rework it completely - Swapped Dungeon Dust digging activity with key fragment, to make dungeon rune crafting accessible earlier - Swapped Memory orb exploring activity with geode, to make dungeon rune crafting accessible earlier - Renamed Dungeon rune to Chronicle Rune - New descriptions for many workbench items - Added confirmation popup when upgrade in the awaken tree to avoid accidentally upgrading - Changed awaken tree tooltip text sizing to be bigger - Changed max flower level to 6 - Fixed issue where task board wasn't utilizing items from digging, farming, or fishing... Recipe Changes (There MAY be inaccuracies in these somewhere with how much was changed) Planks - Log cost changed 16 -> 4 - XP/Sec changed 2 -> 1.125 Leather - Hide cost changed 16 -> 4 - XP/Sec changed 2 -> 1.25 Bucket - Planks cost changed 64 -> 4 - XP/Sec changed 2 -> 1.5 Water Bucket - Water Vial cost changed 4 -> 2 - XP/Sec changed 2 -> 1.125 Bowl - Planks cost changed 64 -> 4 - XP/Sec changed 2 -> 1.75 All Pure Essences - Raw Essence cost changed 1000 -> 512 - XP/Sec changed 2 -> 5 Helmet - Bar cost changed 512 -> 16 - XP/Sec changed 8 -> 3 Chestplate - Bar cost changed 512 -> 32 - XP/Sec changed 8 -> 3 Boots - Bar cost changed 512 -> 16 - XP/Sec changed 8 -> 3 Armor Set - Planks cost changed 128 -> 16 - XP/Sec changed 1 -> 2 Type Stones - Pure essence cost 64 -> 4 - XP/Sec changed 1 -> 5 - Level requirement changed 70 -> 65 Dungeon Rune - Dungeon Dust cost changed 128 -> 32 - Stone cost changed 128 -> 64 - Memory Orb cost changed 128 -> 32 - XP/Sec changed 3 -> 4 - Level requirement changed 80 -> 60 Infinity Stone - Type Stones cost changed 16 -> 1 each - Added Night-Shard cost of 64 - XP/Sec changed 4 -> 8 - Level requirement changed 90 -> 80 Coal - All Wood cost changed 16 -> 4 - XP/Sec changed 2 -> 1 All Bars in Furnace - Ore cost changed 32 -> 16 - XP/Sec changed across most - Sell costs changed across most Cooked Meat - XP/Sec changed 2 -> 0.5 - Sell value 5 -> 2 Flour - Leather cost changed 4 -> 2 - XP/Sec changed 2 -> 1.625 - Sell value 20 -> 25 - Removed water bucket from cost Cooked Fish - XP/Sec changed 2 -> .75 - Sell value 5 -> 3 Spices - Thyme, Basil, and Rosemary changed 8 -> 2 - XP/Sec changed 2 -> 3 - Sell value 300 -> 110 Cooked Meat Chunks - Cooked Meat changed 8 -> 4 - XP/Sec changed 2 -> 1 - Sell value 45 -> 10 Cheese - XP/Sec changed 2 -> 1.25 - Sell value 115 -> 125 Veggie Mix - XP/Sec changed 2 -> 1.75 - Sell value 100 -> 15 Meat Stew - Cooked Meat Chunks changed 8 -> 4 - Spices changed 2 -> 1 - XP/Sec changed 4 -> 3 - Sell value 500 -> 235 Bread - Flour changed 4 -> 2 - Sell value 300 -> 125 Cheeseburger - Bread changed 1 -> 2 - XP/Sec changed 2 -> 2.5 - Sell value 500 -> 380 Canned Food - Main Food changed 1 -> 8 - XP/Sec changed 2 -> 2.75 - Sell value 150 -> 125 Cooked Crab - XP/Sec changed 2 -> 3 - Sell value 30 -> 25 Carrot Cake - Xp/Sec changed 2 -> 7 - Sell value 350 -> 600
The time has come! Koltera 2 is out now!
I've been working very hard to get the game where it is at and I am happy to be sharing with you all, the full version of Koltera 2 after a long year of work. I had really considered selling the game, but decided I wanted to follow my philosophy with Koltera 1 and make this game FREE as well. There is just something about wanting to have as few barriers as possible and to make a game for anyone to enjoy. I don't want to chase numbers. I want to learn and grow and build games that you all enjoy.
So with that being said, I really do hope you enjoy the game. There is going to be balance issues in places and that's something I'll be continuing to improve and work on based on everyone's feedback, especially as I FINALLY GET TO PLAY MY OWN GAME from start to finish :)
I watch the forums a lot. And as you'll see going through them, I've implemented a lot of things based on feedback and will continue to do so as I see fit. Feel free to continue to use that or discord. Thanks again.
!!IMPORTANT FOR DEMO TRANSFERS!!
If you are looking to transfer your demo progress, you will need to do the following.
Install and Startup Koltera 2
Close Koltera 2
Go to C:\\Users\\YOUR USERNAME\\Saved Games\\King Otter Games\\Koltera 2 Demo
Copy your save file
Go up a folder to Koltera 2
Paste your save file
Patch Notes for 1.0
TONS of rebalancing everywhere
Added fullscreen option
Added and removed various items
Added progress bars to creature levels in different areas
Added progress bars to creature summoning costs
Added a new dungeon mechanic
Added a default auto-loop in expeditions toggle in the settings
Added a option to disable item notification sfx
Added item notification sfx
Changed creatures who help so that they earn 20% of the activity xp towards their level
Removed helper and expedition charms
Removed collectibles (they didn't add anything)
Changed sellable inventory tab to show anything you can sell
Rewrote the tutorial completely
Fixed saving import/export sometimes not working
There's definitely things I am missing here... So much changed. But going forward will be tracked more clearly for future patch notes
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Koltera 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 Koltera 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.
FAQ
Browse related Steam game intelligence pages and categories.