QANGA Patch Notes — December 4, 2025
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
For the past few weeks, the team has been working on one of the biggest tasks since the start of Early Access: QANGA’s brand-new quest system.
If you played the early versions of the game, you already know that the existing quests (the Contracts) were limited, sometimes rigid, and especially difficult to expand quickly.
We needed a tool capable of supporting our vision:
quests that are more dynamic, more varied, more narrative-driven, and easier for the whole team to create.
Today, we are very happy to share a first look at this system, developed entirely in-house by RzZz, and explain why it will fundamentally reshape the structure of the game in the months to come.

How does it work?
The new quest system is built around a tool designed to be both powerful and intuitive.
Instead of forcing developers to work directly with code or complex blueprints, RzZz created a clean interface where each quest can be built step by step, by simply combining actions and conditions.
An objective can now trigger an event, change a dialogue, activate or deactivate world elements, spawn items, update markers, or start a full chain of connected objectives.
Everything is designed so the game reacts more naturally to what the player does, allowing quests to tell a story even when they are short or simple.
And because this tool is fully developed in-house, we can adapt it freely to whatever comes next: longer quests, narrative branches, more responsive NPCs, special events, daily quests, or features that are not even in the game yet.
This is not just a change for upcoming content.
It is the foundation of QANGA’s future.
As I mentioned earlier, RzZz built the tool so there is no need to write or edit code.
A huge advantage for us, since it means you do not need programming skills to use it, and even a newbie like me (yes, it is Juliaan writing!) can learn how to use it and create new quests after a bit of training, with a crash course from ZouZixx of course.
And now, I would like to show you the main steps of creating a quest, without going too deep into technical details, just to give you an idea of how everything works in practice.

Creating a Quest
Let us start with a relatively simple quest. An NPC, whom we will call Kyle Reese (you get the reference?), asks us to retrieve a datapad inside a small complex.
But as soon as we reach it, a group of Sanglines attacks us.
And of course, we will need to bring the datapad back to Kyle afterward.
The first step is to create our quest in the tool and give it a name.
Let us call it “The Lost Datapad.”
I also take a moment to fill in a few fields like the description. This is what appears when the player accepts the quest.

Next, I place our quest-giver NPC in the engine.
I give him a name, and most importantly, I assign the quest to him.
Otherwise, he would not give anything at all.

I can also start adding a few lines of dialogue.

At this point, we have an NPC that can give a quest.
But the quest itself is empty.
To build it, we use two things: Objectives and Actions.
Objectives define what the player must do to progress.
Actions are the events triggered during the quest, usually by completing objectives.
You will see, it is far simpler than it sounds.
Our first objective will be to bring the player into the area where the datapad is located, for example this small complex.

To do this, I create a Location Objective.
It allows me to define a zone. When the player enters it, the next objective becomes active.

For every objective and action, it is important to define two things:
• the quest it belongs to,
• and its prerequisite objective.
Since this one is the first, it has no prerequisite.
But because it is a location-based objective, I need to set a position and a radius to define the area. Here, I want the whole complex to be included.

I can check it directly in the engine. The blue sphere you see is our zone.

As soon as the player steps inside, the next objective unlocks.
And this second objective is simply to find the datapad.
So I start by placing it in the scene.

Then I create an Interact Objective, which will make the quest progress when the player interacts with the datapad.
And this time, I must not forget to link the previous objective as a prerequisite.
Otherwise both objectives would appear at the same time, which would not make sense.
Quick recap: we now have a quest-giver NPC, a zone to reach, and a datapad to find.

That is good, but a bit quiet.
Let us add some action.
When the player enters the area, a few Sanglines will spawn to welcome them.
This happens in the Actions tab.
As you now know, an Action is an event triggered at a specific moment in the quest.
So I add a Spawn AI action.

Here again, I assign it to the correct quest and set the prerequisite.
In this case, the action must trigger during the “Datapad” objective.
I choose the spawn location, the type of Sanglines, and how many. Let us go with two basic ones.

Finally, once the datapad is retrieved, it must be returned to Kyle Reese.
So we add one last objective.

And of course, every quest needs a reward.
This is handled through an Action where we define what the player receives and confirm the end of the quest.

At this point, all the elements of our quest are in place.
Now it is time to test it.
This is usually where the real work begins. This quest is fairly simple, so there is not much to fix. But imagine quests with many objectives and actions. Debugging often takes far longer than building the quest itself.
Even small quests require a minimum amount of polishing and adjustments.
So for larger or branching ones, you can imagine how much time goes into testing.

This new quest system is a major step forward for QANGA.
It will allow the team to create content faster, explore new ideas, expand the game’s story, and offer players a more coherent, more reactive, and more surprising experience.
The revamped tutorial will be the first real demonstration of this tool, but it is only the beginning.
Over the coming months, this system will serve as the backbone for richer quests, new missions, more ambitious scenarios, and new ways to interact with the world and its characters.
We cannot wait to share more with you, and even more to see your reactions when you discover these new quests in-game.
And of course, feel free to join us on Discord.
We would love to talk with you about everything that is coming to QANGA.
See you soon in QANGA.