Bandit the game Patch Notes — June 10, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Bugs fixed:
the quick loot window disappears automatically when we take all the items
problem with hitboxes in melee combat fixed
Added companion feature (dialogue option) that allows you to move your companion backwards (3 M)
Fixed items appearing after player death when there is no body yet
Also fixed the shield appearing after death when revived with a ranged weapon/magic
Fixed a bug with bow shooting where arrows "fly into the air" when shooting very close to the target
Fixed a bug where gang member upgrade resets when leveling up
Fixed an issue with the achievement sale/purchase of items. Previously, when selling/purchasing items, the game would immediately retrieve information about the current achievement amount and send it back to Steam if it needed to be updated. However, Steam didn't always update this information and didn't always retrieve the correct achievement amount for a new sale/coupon. Now, the information is only sent to Steam after the conversation with the merchant ends.
Changed the building area at the entrance to the player's valley from a mountain area to a forest area as described by the marker on the map (it will still appear as mountain in old saves)
Fixed a bug where specialist buildings gave building materials
Fixed a bug with lava in the wasteland region - lava should now be deadly
Added compatibility for older savegames regarding additional tool buttons on the hotbar
Some buildings have been enlarged to improve navigation performance. This may cause some items in older saves to be embedded in walls or floors. (This applies mainly to buildings with multiple floors.)
Fixed a bug with the draw distance for items and NPCs - it was previously set too high and as a result it didn't actually work as it should
Fixed a bug with stunning enemies during raids
a new tutorial about issuing orders to companions has been added at the beginning of the game
a new button has been added to give movement orders to companions - the "Q" key
Fixed bug with mages and invisible blockades near the mage - blockades are gone now
Fixed westland area icons on gang map - icons should no longer get stuck after a raid
Improved AI avoidance of other AIs (companions still bump into the player)
AI behavior has been reworked in various situations – primarily combat. The AI should now fight the closest enemy rather than the first one seen. Improved crowd behavior. Fixed the AI attempting to run towards dead enemies. Improved AI pathfinding. And a few other things.
Fixed bug with negative armor and weapon upgrade numbers (requires further testing)
now companions teleport with the player after the player dies
Companions are now less likely to report that they cannot find a path to the player and stop following.
enemy units during the raid are shown on the map (red dots)
now player units should return to the same rotation they were created in after a fight (in old saves - after loading they will save the current rotation)
now according to the information from the book about the blue sky plant, now these plants have a flower
fixed the mouse icon which sometimes changed to the system one
improved cursor appearance
Improved Zoe's companion's behavior in combat - she should try to run to the target less often and try to shoot the target down more often
"exquisite party" quest - now at the beginning of the quest the game tells you to get into a carriage - instead of immediately eavesdropping on conversations.
Fixed a bug in the jammer mission where deploying the jammer would rewind the current stage of the mission to the stage where you need to talk to the commander.
now older entries in the journal are gray
Fixed a bug with the Westland map (previously, the item icon was displayed instead of the real map after pressing the map key)
Fixed a bug with poisoned weapons that caused the enemy to still want to attack the player after the player died because they were still receiving damage from the player's poison
Green Trees Village got a few new buildings and decorations
Companions automatically teleport to the player when we move away from them when they are supposed to follow the player. (This feature was added a few updates ago, but stopped working after loading the game.)
and a few other minor bugs
I originally planned to focus the next update on quests for the new factions. However, I don't want to implement them piece by piece.
Before I can work on the new faction storylines, I first need to add new weapon types: daggers and wands. Once those weapons are added, I also need to create new stances for them. Those stances require new skill trees, and one of those new skill trees is tied to tools and exploration mechanics.
Because of that, I need to complete the systems listed above before I can properly start working on the new faction content.
I'm also planning a rework of the skill trees:
The One-Handed Weapons and Two-Handed Weapons skill trees will be merged into a single "Warrior" skill tree.
The Archer skill tree will be renamed to "Assassin" and will also contain dagger-related skills.
A new "Explorer" skill tree will replace the current Two-Handed Weapons tree and will focus on tools and exploration.
A small "Leader" skill tree will be added, focusing on companions and party management.
An "Arcanecrafting" skill tree will be introduced, focused on crafting scrolls and wands.
Additionally, I plan to make some adjustments to melee combat to improve the feeling of impact and make attacks feel more powerful.
I'm also working on a new "Stagger" mechanic for both players and enemies. Staggering interrupts the target's current action, while armor will provide resistance against this effect.
Wands will use an ammunition system. Once a wand's ammunition magazine is depleted, it will need to be recharged either with a special item or through certain NPCs. It may also be possible to wield a wand in one hand while casting magic with the other.
Wands will be divided into three categories:
Offensive
Defensive
Utility