
Steam news
Full Steam announcements and update articles for this title.
new Blacksmithing interface in the inventory (requires the blacksmithing skill)
various bugfixes related to Blacksmithing
controller quick casting for potions
controller quick casting input tooltips to the HUD
The button to access the Blacksmithing interface from the inventory is a small anvil located beneath the inventory grid. The button is disabled, unless the blacksmithing skill has been learned by the character.
Controller quick casting for potions is done by holding down d-pad left, which will then blend in the quick casting tooltips to show the specific button combinations for each potion slot. Quick casting a potion this way will both attempt to consume a potion in the slot AND set the slot as the active slot.
These will be listed in the patch notes below. If certain changes do not affect all platforms, the affected platforms are listed infront of the change.
ADDED the ability to open and use the Blackmisthing interface, if the character has learned the skill.
Fixed various item bonus stats not being correctly displayed in the Blacksmithing interface.
Fixed issues of tooltips not showing in the Blacksmithing interface.
Fixed an issue where a tooltip would display Blacksmithing forge slots with the design of the original Sacred 2.
Added equip feedback to blacksmith forge slots based on the maximum forgable item level, and wether an item can be forged into a slot or not.
ADDED controller quick casting for potions by holding left d-pad.
ADDED input prompts for all controller quick casting, that are being shown when holding down a quick cast modifier.
Fixed an issue where quick casting with a slot that uses LB could permanently open the mini-map instead.
Fixed an issue where quick casting sometimes would not register LB as an input, if the button was held too long.
ADDED the ability to pick up and manually move/ sort items in the stash chest by holding the transfer button.
Fixed an issue where transfering items to the stash chest would temporarily drop items to the ground, resulting in a performance issue when transfering large stacks of potions.
Fixed and issue with item tooltip sizes.
Fixed the campaign status percentage in the character selection menu not showing the correct values.
Fixed navigation issues inside the combat arts menu, that could occurr if certain combat arts were not learned yet.
Fixed an issue with the Runemaster where navigation focus could sometimes jump to the "buy" button unexpectedly.
Fixed an issue with the localizations for skill level tooltips.
Fixed the discoloration of shield HP bars.
Added fur for various animals (Panther, Boar, Spider, Bear, Lion, Troll, Monkey, Rat, Deer, Rabbit, Dog, Cat, Sheep, Werewolf, Gripphon, Minotaur, Horse).
Fixed rendering issues related to fur.
\ Fixed an issue where fur was visible through fog.
Improved Shader of the Dryades Ancient Bark Spell.
Improved Shader of the High Elfs Incandescent Skin Spell.
Fixed several issues with the Seraphim Mystique Armorset Wings FX.
\ Fixed an issue where the Temple Guardian would become invisible when using Untouchable Force.
Improved rendering logic for Resource loading, Texture management and Terrain patch handling.
Improved Shaders for Tree rendering and lighting interactions.
Fixed an issue with particle emitters.
Fixed a rendering issue with footsteps.
Fixed an issue where the player character can become immortal after interacting with quest dialogues.
Fixed an issue where the controls for "rotate left" and "rotate right" would not move the world map left and right, causing usability issues when using original Sacred 2 character controls.
Fixed an issue where some health potions could not be used with the healing button.
Fixed an issue where the order in which potions would be used by the healing button was inverted.
Fixed an issue where opening the ingame menu while givin movement input could cause permanent movement input being given.
Fixed an issue where the Seraphims Battle Stance would produce a clicking sound if it was active while playing with a controller.
Fixed an issue where the Inquisitors Clustering Maelstrom and Raving Thrust, and the Shadow Warriors Scything Sweep spells could damage and kill Mounts and Followers.
Fixed an issue where the Inquisitors Inexorable Subjugation spell would freeze the caster.
Fixed an issue where interacting with an NPC could cast a spell.
Fixed a crash that would occur when fighting the swamp dragon.
\ Manually added hardware detection for AMD RDNA 4 GPUs to resolve issues where the GPU was not identified on game start.
Fixed an issue where the savegame could be loaded in the wrong difficulty setting.
\ Fixed an issue where graphics settings were changed when leaving the options menu.
ADDED the requirement to APPLY changes to settings after using the RESET settings option.
\ Fixed sorting issues with savegames.
\ Fixed an issue with "ghost" savegames taking up slots and reduce the number of available savegames
returning many of the inventory and equipment slots that were present in the original game,
adding quick casting combat arts and hot-switching weapons to specific slots to controllers,
and improved UI readability for the Steamdeck (only active when played on a handheld device).
As usual, a more detailed changelog will follow below.
the controls for how to use the quick cast system are not yet shown, displayed or explained in-game, but this will be added in Patch 6.
A fix for the blacksmithing skill and the ability to smith from "anywhere, anytime" is also NOT included in the patch, but will be included in Patch 6.
Hold down RT/ R2
Then press the following buttons to trigger the combat art in the respective slot
(LB/ L1 )
(X/ ☐ ) (Y/ △ )
(A/ ✕ ) (B/ O )
Hold down LT/ L2
Then press the following buttons to select the weapon in the respective slot
(RB/ R1 )
(X/ ☐ ) (Y/ △ )
(A/ ✕ ) (B/ O )
added the 5th Combat art slot and Weapon slot
added the 3rd and 4th relic sets
fixed various visual issues where changing the relic sets would not update the hud or armor displays correctly
added the 4th, 5th and 6th Potion slots
2 potion slots will now be unlocked every at level 1, level 2 and level 5 each
due to the new total number of potion slots using potions with the controller now requires cycling through the slots by pressing dpad left twice, pressing dpad left once will consume a potion of the highlighted slot
fixed a bug where empty but unlocked potion slots were being classified as disabled
active equipment slots now change to the "hovered" state correctly, as navigating with the controller could be confusing when an active slot would not change visually when focussed
expanded the inventory grid by 2 rows to a total of 180 cells
a button for Smithing has been added to the inventory screen, but it will be disabled until Patch 6 as it is not yet functional
Mounts, Statistics (active bonus stats), Smithing and Scrapping buttons are now present as icons in the bottom of the inventory screen
the Statistics button now opens ONE singular, but scrollable list, which remains open until the button is pressed again, or until the inventory is closed
due to screen space limitations, buffs are no longer present in the inventory screen and potions are no longer present in the combat arts screen
fixed a bug where buffs could not be assigned with the controller in ultrawide screen resolutions
fixed a bug where closing the combat art screens window while a combo was opened would result in a crash
the game is now paused while any menu screen is open
fixed various issues where elements that were supposed to be scrollable were not
fixed an issue where Quest descriptions of quest steps following the initial starting text would be cut off
added new rml modifiers ``forced-nav´´ to improve UI navigation with controllers
added a new rml modifier ``@media (theme: handheld)´´ that affects the UI when the game is being played on a handheld device
overhauled the UI to be more readable when the game is being played on a handheld device
fixed a crash where certain screen resolutions would cause scrollable elements to run into an infinite loop (namely the stash chest on the steamdeck)
adding quick casting combat arts and hot-switching weapons to specific slots to controllers
Hold down RT/ R2
Then press the following buttons to trigger the combat art in the respective slot
(LB/ L1 )
(X/ ☐ ) (Y/ △ )
(A/ ✕ ) (B/ O )
the selected combat art will be executed and upon releasing RT/ R2 the selection will revert back to the combat art that was active before the quick cast
the previous methods of using and selecting combat arts are still functional
Hold down LT/ L2
Then press the following buttons to select the weapon in the respective slot
(RB/ R1)
(X/ ☐ ) (Y/ △ )
(A/ ✕ ) (B/ O )
switches to the selected weapon and executes an attack, the weapon will now be permanently selected
the previous methods of using and selecting weapons are still functional
fixed NVIDIA 50XX series GPUs not being detected correctly, resulting in the integrated graphics card being used
fixed a memory leak with the video decoder, resulting in rapid accumulation of memory while a video was playing
fixed a bug where skipping the intro videos could disable movement
fixed a bug where the minimap would rapidly switch between locations on game start
fixed a bug where black bars for cutscenes would not be displayed correctly
fixed a bug where a second fade in would be played after leaving/entering dungeons
fixed a bug where additional damage floating texts would overlap with the regular damage numbers with the help of @Marko
fixed a Loca ID for the Sound directions with the help of @atraxy
fixed an issue where the sound volume after fade-in would be wrong
fixed a some cases where loca formatting for numbers would lead to confusingly displayed numbers
added support to rebind controlls to the arrow keys
added a init.txt file to the scripts folder, that allows overwriting the Language via ``sys.setLanguage("nameOfYourLanguageFolder")´´ (make sure to remove the -- before the system command aswell)
this script effects text, speech and video files, allowing GoG users to set their preferred language outside of the installer
added various quests to free play which were previously not available in the gamemode
You can find the detailed patchnotes below.
Patch 5 which includes the 5th weapon and combat art had to be delayed, but is in development.
We hope you had nice holidays and thank you for your continued support and interest.
fixed the shadow warrior dual wield run animation
fixed an issue where only the combat art selected when loading the game could be used, if the game was last saved while mounted
fixed an issue where leveling a combat art beyond 200 would reset its level
fixed a bug where main quest wastelands 1a station 9 would not trigger correctly due to being placed BEHIND the teleporter instead of in front of it
fixed multiple issues with ranged projectiles
fixed an issue where the screen would switch to black and fade in a second time after teleporting/ leaving dungeons
fixed an issue where jump animations would fast forward to the finish when movement input is given
fixed an issue where the current target was lost when it moved from longRange into shortRange
fixed a crash when in character menus while the dragon mage morph duration runs out
fixed a controller navigation bug in the savegame selection screen
fixed some controller navigation issues in the character creation menu
fixed an issue that prevented "Load Previous Savegame" from working correctly
fixed issues with Combat Regeneration Time Sliders
fixed an issue where the leave game menu could break the UI if you switch to a different menu while it was open
fixed an issue with wrong savegame thumbnails being displayed sometimes
improved visibility/ readability of the minimap
improved visibility of active weapon / combat art / buffs
slightly improved visibility of the selected inventory item
fixed an issue with the mouse inventory when interacting with the blacksmith or runemaster
fixed issues with the last enemy display
integrated 'Marko's Sacred 2 Rune Icons Re-Urm-Kinda-Mastered' mod for improved Rune Icons
fixed black & disappearing textures (especially ground textures)
added various instance limits to remove memory leaks
fixed performance issues with floating text, reduces lag spikes when being hit a lot in a short time
improved performance of entities when the game is paused to fix stutters when un-pausing
fixed some issues with texture cleanup
fixed rmlui deltatime issue
fixed performance issues related to how ai equipment data was stored
fixed performance issues with reloading Spell data
fixed some issues where sound sources wouldn't unload
fixed an issue with particle memory usage
improved performance of reading static object data
improved performance of savegame loading
improved performance of quest loading
fixed some issues with GrannyFx animation buffer updates
fixed issues with the dummy texture appearing accidentally
fixed an issue with mesh draw calls
fixed issues with the GrannyPreProcessor
fixed an issue where the "Game Saved" message after saving was not displayed
Fixed the savegame ordering
Fixed an issue with minimap flickering
Fixed an issue with savegame thumbnails
Fixed item name localization issues
As some of you may have already noticed, we had to delay the patch that was initially planned for late Febuary / early March. The patch that includes the 5th weapon and combat art slots is still coming, but will need to be delayed a bit further.
This means, that the next patch will be the synchronization of the improvements made for the Switch version to the other platforms - including the "Free Play" gamemode for XBOX and Ps5. We currently expect this patch to go live before the end of April. and we will share a more detailed breakdown of everything included in the patch before then.
Our console team is currently a bit tied up in a long-er term project, the development of the Switch version of the Remaster. Any improvements and fixes made for the switch version WILL come to the other platforms as well, however we cant say when this will be happening exactly. The Switch version looks really good, but it is still in development and therefore still has a few issues to be resolved. So right now it would not be safe to merge the current state to the PC and Console versions and would only introduce more bugs.
We’re aiming to merge with the PC and Console versions as soon as we can. While we hope it won't take quite as long, the latest potential timing would be shortly before or alongside the release of the Switch version.
That patch will mainly include:
- FreePlay for console versions
- Performance & memory improvements > fewer crashes, fewer texture bugs, less fps drops during long play sessions
- collision mesh improvements > fewer being yeeted into the sky in the swamp region (at least it didn't happen to me in the Switch version yet)
And once the version is more stable we can hopefully tackle more of the known issues aswell.
- look into some of the remaining Ui issues and community wishes - starting with the re-introduction of the 5th Combat Art and Weapon slots.
- work on slowly implementing more of the community patch/ purist fix pack bugfixes and improvements
We can't say exactly when the next patch is coming, right now we are aiming for end of Febuary to mid March but this could still change.
Due to the console team working on the Switch version, that patch will ONLY come to PC at first, and then come to consoles together with the FreePlay update later on.
The Sacred community has survived and thrived for 20 years, and that longevity is owed in no small part to the passion, creativity, and persistence of its modding community. Mods, tools, guides, and countless community projects have kept Ancaria alive long after most games would have faded away. And we genuinely appreciate that dedication. We’re also aware that not all of the changes introduced with the remaster have made modding easier. With this branch, we want to take a step in the other direction and provide additional tools that will simplify testing, debugging and experimentation for modders. Whether you want to spawn in a specific creature you are looking to modify, just want to teleport around the map for fun to explore locations outside of the regular play area, or spawn in some late Christmas presents by enabling the cheats and entering the code "SYS ITEMSET CHRISTMAS". This branch is meant to support exactly that kind of curiosity and experimentation. The Debug Branch enables various CHEAT commands via the in game console (can be opened by using ^^ or #), and has the UI Debugger enabled which allows you to inspect Ui elements at runtime. The branch will coexist alongside the main branch, but save files are fully compatible between the main branch and this debug/modding branch.
To start the game in the Debug Branch, you will need to
open the games settings in steam,
select the "Game Versions & Betas" menu tab and
select the "ui-debugger" Branch
the game should then automatically update to the new Branch. After the update is complete, the Debug Branch will be listed as the Selected Version next to the play button in the library and you can start the Debug Branch.
Cheats are entered through the in-game console, which can be opened using: - ^^ or # Some cheats are available immediately, while others require explicit cheat activation.
(Available Without Cheat Activation) These cheats are intentionally available without enabling cheats, as they are essential for testing quests, spawns, triggers, and other location-dependent mechanics.
Prints the current hero position. - Bound to Ctrl + C: copies the position to the clipboard. - You can paste the copied position (Ctrl + V) into a text file or script.
Teleports the hero to a given position. - Bound to Ctrl + V: automatically uses the position stored in the clipboard.
Position Format
22;27;0;2532.164062;1792.093750;167.468933;66.432617
Format breakdown: SectorX ; SectorY ; Z-layer ; XinsideSector ; YinsideSector ; ZinsideSector ; CharacterRotation Additional details: - The world consists of 64 × 64 sectors (indices 0–63 on both axes). - Each sector is 3200 × 3200 units in size.
To enable the remaining cheats, enter: SYS CHEAT 123
Activates God Mode. - Allows uninterrupted testing without the risk of dying. - Note: Teleporting may occasionally disable God Mode and require reactivation.
Activates God Mode – Bound to Ctrl + K , only usable with the binding.
Spawns a creature with the specified ID.
Example: SYS CREATURE 123 Spawns a Jungle Cat (ID 123).
Creature IDs can be found in: scripts/server/creatures.txt SYS ITEM Spawns an item using the specified surface texture. This is particularly useful for item and texture modding.
Example: SYS ITEM dr-cloth-shoulders_n
Surface texture names can be found in: scripts/shared/itemtype.txt
Example excerpt: model0Data = { name = "models/heroes/dryadin/sets/std-cloth/n_dryade-clothshoulders.GR2", surface0 = { mgr.surfGetID ("dr-cloth-shoulders_n"), mgr.surfGetID ("dr-cloth-christmas-shoulders_n") }, user = "WEARGROUP_DRYADIN", },
Note: - Not all item types list surface textures explicitly.
Spawns all items belonging to a specific item set.
Examples: SYS ITEMSET ANCIENT SYS ITEMSET CHRISTMAS
Notes: There is no complete reference list mapping names to item sets. As a rule of thumb, if a folder exists under: pak/models.zip/models/heroes/sets then the folder name is usually a valid set name. If the folder name starts with std-, omit that prefix when using the cheat.
Example: - Folder: std-cloth - Cheat: SYS ITEMSET CLOTH
Toggles on-screen debug messages, such as notifications when entities trigger debugrelevant actions (e.g. doors opening).
Sets the current weather state.
Values:
- 0 – No weather - 1 – Rain - 2 – Lightning - 4 – Wind (maximum) - 8 – Wind (medium) - 16 – Wind (minimum) - 32 – Snow
Combined values: - 7, 11, 19 – All effects enabled
Example: CHEAT WEATHER 0
Note: Weather changes may take a moment to fully apply.
Sets the current time of day.
Time is expressed as a decimal range between 0 and 10.
Mapping: - 0 → 00:00 - 5 → 12:00 - 10 → 24:00
Examples: CHEAT TOD 5 CHEAT TOD 7.5
Plays an in-game movie.
Values: - 1 – Intro - 2 – Outro (Light) - 3 – Outro (Shadow) - 4 – Concert
Example: CHEAT MOVIE 1
Multiplies the current game speed.
Example: SET SLOMO 2
Warning: This can cause severe issues with navigation, collision, and other systems. Use only when absolutely necessary. To restore normal game speed, return to the main menu.
The UI Debugger adds a top bar containing tools specifically designed for debugging and modding the game’s RmlUI interface.
The Event Log records all RmlUI-related activity.
Errors caused by invalid or modified .rml files are typically reported here. This is the primary place to look when UI pages fail to load or behave unexpectedly.
Toggles the Element Info window.
While active: - The currently hovered Rml element is highlighted with a red outline. - The first click selects an element instead of triggering its normal behavior.
The Element Info window displays: - Active pseudo-classes - Attributes and properties (including inherited ones) - Element position and dimensions - Ancestors and children Clicking an ancestor or child loads that element’s information into the window.
This tool is invaluable for UI modding, as it reveals how an element’s properties are composed, Shows which files influence a given property and exposes elements generated in C++ rather than .rml, including their names and inheritance chains.
When enabled, all loaded Rml elements are displayed with red outlines. This provides a complete visual overview of the UI hierarchy and layout, making it easier to understand spacing, nesting, and invisible elements.
We are happy to announce, that Patch 3 is NOW LIVE!
How does the game mode work?
the main quest progression is disabled completely
side quest progress is reset every time you restart the game, allowing you to repeat quests over and over again to farm items and experience
most main quest BOSSES spawn without the quest requirements allowing you to kill them over and over again to farm items and experience
How do i play the gamemode?
to play the game mode, make sure that you select "Free Play" during the save game selection
you will be able to switch back and forth between campaign and Free Play freely
after switching back to the campaign mode, all previous quest progress made during the campaign mode is restored
Free Play can not be selected during character creation, so you will need to create a character first, and then switch to the Free Play game mode
Free Play will be accessible for both single player, and multi player depending on the game mode the host selected
Additionally, the patch also addresses some crashes and makes some quality of life improvements.
We will share the full changelog below this announcement so you can take a look at the details.
Thank you all for your continued reports, patience, and support — it genuinely helps us keep improving the game. We hope you enjoy exploring Free Play and the improvements coming with Patch 3!
Fixed a Lua script bug which avoided books from spawning/dropping for all game versions.
Fixed quest icons not being displayed sometimes when loading a game
Fixed some crashes related to spells and effects
notably for Narmul, boss of the ice region and the summoning of demons in the blood forest
Fixed a crash when remapping keys
Fixed a crash when holding an item while opening the character statistics in the inventory
Fixed a crash that might occur while accepting or completing a quest
Fixed an issue, where creating a new character would delete the shared chest.
Fixed an issue where selling many items to merchants leads to the merchant's inventory becoming so large that items were no longer displayed or available for purchase
Fixed character naming issues
Fixed Item colors in various UI screens and when dropped in the world not working properly
Fixed fur not being rendered properly for the seraphim special mount, some equipment and wolves
Fixed item tooltip overlapping in the inventory and when talking to traders
Fixed gamepad Y button not dropping inventory items to world anymore
Fixed issues with the taskbar visual logic while switching between hero mounted (for e.g. on a horse) and unmounted
Fixed some missing localization strings
Fixed flickering of info texts when pressing ALT
Fixed main menu character preview sometimes not matching the last played character
Fixed some text overlap issues for the save game selection screen
Fixed a shader pipeline for the dryads summons
Fixed an issue with quests not being active in gamemodes, even when the relevant bit was set
Added Free Play mode where players can repeat quests and farm bosses (PC ONLY)
Added new options:
Camera Rotation Speed
invert x/y-axes
Dead Zone for left/right thumbstick with adjustable threshold
Improved controls when transferring items between the player’s inventory and chest
with controller: pressing A (xbox) /X (ps) directly transfers the item
with mouse and keyboard: holding Left-Control while left clicking an item transfers the item directly
Dear Sacred 2 Community!
We made a small adjustment to yesterdays Hotfix:
- reverted a fix to crashes in the UI when Tabbing through inventory filters
As the fix caused an issue, where hovering over an item in the inventory
would cause movement input to get locked when closing the inventory.
We hope you continue to enjoy Sacred 2 Remaster over the weekend and that this Steam patch further improves your gaming experience.
Remember to continue to report any issues you run into here - Bug Reporter
The Sacred 2 Remaster Team
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Sacred 2 Remaster, 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 Sacred 2 Remaster 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.