May opened with the biggest engineering effort of the year: a move to Unreal Engine 5.7.4 and a ground-up rebuild of how combat and abilities work, onto a single unified runtime. On top of that foundation we added charged abilities and a wave of combat-feel improvements that make fighting more deliberate, readable, and honest.
- 0.6.3.1–0.6.3.5 — Full project migration to Unreal Engine 5.7.4: updated tooling, a content cleanup pass with a lighting rebuild, and stability workarounds for the new engine.
- 0.6.3.6–0.6.3.7 — Foundation of the new unified combat runtime, with hold-and-release ability support and cleaner combat-state handling.
- 0.6.3.11 — Unified projectile system with replicated direction and world-fixed impact effects, so ranged attacks look and land consistently for everyone.
- 0.6.3.12–0.6.3.52 — The combat system was migrated onto shared, data-driven ability and effect building blocks — less duplicated code, more consistent behavior, and easier balancing.
- 0.6.3.53–0.6.3.56 — Added the Berserker's Bloodlust passive, which builds up as you land melee hits.
- 0.6.3.61 — Abilities now require a minimum hold before they commit, so an accidental quick tap is free — misfires no longer cost resources.
- 0.6.3.65, 0.6.3.72 — Charged, hold-to-cast abilities with a HUD cast/charge bar: hold to charge, release to fire.
- 0.6.3.81–0.6.3.83 — Per-skill projectile shapes and rotation, dual character/world impact effects, and self-hit fixes — arrows now stop on walls instead of passing through.
- 0.6.3.85 — When an ability can't be used, the game now tells you why (missing weapon, on cooldown, and so on) instead of doing nothing.
- 0.6.3.91–0.6.3.111 — A batch of combat polish and fixes: caster self-voice and world impact sounds, dead bodies and party members no longer block your projectiles, and several high-ping Sprint bugs closed (double-speed stacking, a client crash on rapid re-trigger, and a stamina-skip exploit).