P0 · OFFICIAL CONFIRMED

Developer Notes: Professions Rework, Mod Support and the Update Plan

Post-launch developer notes — Levels become Professions with 130+ perks, a new Combat skill with bonus-AP chances, a Cooking skill and mod support.

Checked Oct 19, 2026 Game state: 1.0.0 + hotfixes through Sep 23 — next update in development
1.0.0 live (Sep 10, 2026): The full game is out. Routes below still mix Steam launch facts with demo / wiki numbers unless a line is marked current-build verified.
Elderfield town square at dusk — official Steam screenshot

The developer’s Steam posts under A Word With the Developer (Oct 10–17, 2026) cover the next content update, the biggest rework so far and the update rhythm. A plan summary, not a release date.

Levels become Professions

The current Levels system (Farming, Mining, Fishing and the rest) is being reworked into a skill tree style system, possibly renamed Professions. Each level gives either a choice between two perks (passive abilities with notable benefits) or a single perk or unlock, reserved for rarer rewards like crafting recipe unlocks. More than 130 perks are coming.

Combat skill — no third AP

The new Combat profession targets the difficulty curve. The developer again rejects a permanent third Action Point; Combat instead grants passive +10% chances to generate a bonus AP at the start of every turn at several levels, reaching 30% per turn at Combat level 10. Those tiers are three of the skill’s seven perk levels; others cover easier fleeing, tank builds, combat styles, non-damaging skills and damage buffs.

Gathering profession perks

Perks let you lean into what you enjoy and skip the rest. Fishing is the example: faster bites, fish quality stacking, bait retention, 2x items, better sale prices, more treasure, passive crab pot play and out-of-season fish. Other listed directions: faster rock and tree breaking; fewer mining hazards with more control (default hazard rates rise slightly); more coal, wax, forageables, wood, stone, bones and ore; animals producing in the rain; more gold; faster casks and drying racks; higher crafting volumes; ingredient conservation and substitutions; artisan versus raw selling.

Cooking, mod support and the update plan

The Oct 10 post names the coming topics: combat balancing, the Levels rework, a new Cooking skill, and official mod support. Patches fix logic or numbers quickly; content updates add mechanics or change in-game text, so everything is finished up front for one localization batch plus QA. The stated cycle: patches, then a smaller content update (1–2 months of dev time), more patches, then a much larger update over many months.

QoL slated for the next update: a dedicated tool tab (tools stop using inventory space), processors that can take from Primary Storage, faster multi-crafting, increased Catacombs ore spawns (especially Dense Gold), and an achievement failsafe retrying failed Steam achievements on load.

This is stated plan, not a shipped patch — the live build is still 1.0.0 plus the September hotfixes. The farming, fishing and combat guides will change most.