Gedonia 2 Patch Notes — May 6, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hello everyone! the game was updated with version 0.5. A major update with tons of new stuff! Let's dive in!
Pelwood

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
Starting zone rework
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.
New crafting type: Elemental crafting

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 skill tree
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.
Archery improvements
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.
Other changes:
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: