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Renown Combined Patch Notes — Alpha 3.1.9.3 through 3.2.2

Renown · Community Announcements · June 10, 2026

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Hello folks

This is the combined list of patch notes for Renown from February 2026 to our latest patch which went live at the start of June 2026.

If you'd like to read a dedicated blog just for our latest patch and plans, please see here: [dynamiclink href="https://store.steampowered.com/news/app/1488310/view/711151544010015457?l=english"]


Alpha 3.1.9.3 Part 1 – Gameplay & Combat Changes

Combat Updates

Developer Notes: The goal with the stamina changes are to put more agency into attacking. Defense is really strong right now and we wanted to balance it out a little more.

Bows

Developer Notes: All bows keep equal fire rate & accuracy for simplicity amid changes (differ only in projectile speed—prioritize accordingly); Crossbow is the heavy hitter that will almost fully crack shields later.

Weapons

Siege Engines

Traps

Tutorial

Developer Notes: We plan to add more complex combat tutorials in the future, but this should be enough to get beginners started.


Alpha 3.1.9.3 Part 2 – World, Systems, Visuals & QoL

Survival Map Bug Fixes & Changes

Factions

Developer Notes: The faction system is still a WIP and there is a lot we will be rushing to add to the system. More on this later.

NPCs

Developer Notes: The town NPC's also have a lot still being added such as wandering the world (not just in towns), woodcutting, mining etc.

Key & Door System

Developer Notes: Again, we want to expand much more on this in the following month with things like plagued areas, restricted areas, and other places that can't be entered through regular means.

Mines

Building

Graphics & Performance

Titles

Steam Achievements

NOTE: These changes are live on the beta branch only but are accessible to everyone. You'll need to switch over to the correct beta branch on Steam.


Patch 3.1.9.4 – Archery and Shields Update

The Big Picture

Archery is being shifted from an early-game niche to a viable mid-to-late game option. By introducing a new "Anti-Burst" mechanic (for arrows only), we can buff fire rates and armor penetration without allowing groups to "one-shot" players through focus fire.

Ammo Scaling

Shield Damage (New)

Mechanics and Loot

Developer Notes: Right now, archery is in a weird place where it's really strong at T0 but becomes irrelevant fast. Part of the reason for this was our concern about players running in groups and wreaking havoc with ranged focus-fire. Melee slashers are a very unique concept with a huge learning curve. And while we're happy with the state of combat, we believe a second option should always be possible for those who want to pick up the game and do well quickly. With the new Anti-Burst mechanic, we can effectively limit overall group damage to match the output of a single player. This allows us to make the bow and arrow a truly viable option throughout the game, while still keeping it slightly weaker than melee overall, no matter the amount of arrows hitting the same player.


Patch 3.1.9.6

Combat & Gameplay

AI & NPC Behavior

Developer Notes: Some NPC's do still represent factions but we're placed and designed to make certain area's dangerous and provide loot. The faction system implementation has caused all Human NPC's around the world to be safe to walk by which isn't what we intended, so now these specific NPC's will aggro anyone and can be killed without hurting your faction score.

Factions & World Interaction

UI & UX Improvements

Bug Fixes

Graphics & Settings

Developer Notes: We have the technology! graphics and performance should be at an all time high when utilizing our graphical preset buttons. Unfortunately though, this means all of your current graphical settings will be reset once more to what the game determines what's best for your PC.


Patch 3.1.9.7

Combat

Developer Notes: Oh melee... We've given you so much love and attention that we feel we can trust you just a little bit more not to cause grief... (On top of melee tutorial, bows, shields, bugfixes, etc.) we fill this won't hurt beginners as much as it did in early access.

Archery Changes

Developer Notes: We're really happy with how the bow feels right now. What we're not happy with is how strong it becomes when multiple players use bows against a single target. So, we're aiming (no pun intended) to push players into making a choice: commit to the bow, or commit to melee. Right now, you can fire arrows at little cost, potentially deal damage, then safely switch to melee without losing anything. That's not ideal. These stamina changes are designed to heavily punish players trying to benefit from both the offensive power of the bow and the safety of melee at the same time. The movement slow is simply there to reduce how effectively players can kite with a bow.

Shield Changes

Developer Notes: Shields were meant to be the counter to a solid archer but currently it feels unreliable due to the different hotboxes of each shield. Now at the cost of stamina, you can gaurantee your safety if you hold up your shield against the arrow.

Factions


Patch 3.1.9.8

Combat & Balance

Developer Notes: Fire arrows are making a comeback and function as they used to. Shoot them at catapults and trebuchet's to do good damage from afar, if you shoot enough in a short period of time the equipment will catch fire to deal more damage over time.

Server & Systems

Developer Notes: Nobody likes being offline raided, but nobody likes being told they can't do what they want to do either. We're introducing @Renown Watchman to help you watch over your base while you sleep and alert you here on discord straight to your direct messages when it detects your base is being raided. This is a very experimental and new feature that is very early in development and should not be relied on for complete base security. We hope that this will create a more engaging experience and will tightly monitor how it effects the game. To use it make sure you can receive DMs from the bot, and then type /Register to get started.

Misc

Developer Notes: This is bitter sweet, we love auto-sprint and it was a hard decision to make but ultimately we've decided it's best to remove this feature. Auto sprint is too good not to use for combat, but not polished enough to make it the default option for beginners, and because beginners don't know about it they are immediately at a disadvantage. There's other reasons to boot but this is our biggest issue. We want to reimplement it as soon as possible as the default.


Patch 3.2.0


Patch 3.2.1

Raid Protection & Raiding

Developer Notes: Raiding is a big part of the fun in renown and we want everyone to experience it, that said we want everyone to experience it online... It's still possible to raid people while they are offline if you're truly dedicated though. These changes should encourage people to raid when people are online.

Loot, Keys & Doors

Developer Notes: Don't worry if you don't fully understand these changes, what's important is that Loot from the Key & Door system is heavily, heavily nerfed.

Fixes & Improvements


Patch 3.2.2

General Features

Developer Notes: These changes aim to eliminate inventory friction. You should no longer feel like you're playing jigsaw with your loot, allowing for much smoother, more familiar gameplay. Additionally, extending server uptime to 24 hours removes the jank of frequent 90-minute restarts interrupting your sessions. Our Autosort overhaul ensures you can manage your inventory confidently, knowing your items are safe from accidental deletion or duplication exploits.

Faction System

Developer Notes: We want the faction system to offer meaningful progression and make the world feel alive. The new -30 point buffer gives beginners room to learn the ropes without being instantly marked as an enemy and attacked on sight by guards. While the system is still evolving, these changes reward world interaction and prevent players from instantly flipping allegiances to game the system.

Stores & Economy

General UI Improvements

Party System

Research System

Developer Notes: Our goal is to give you total agency over your progression. You should be able to focus on the gear and tech that matter most to your playstyle, rather than being forced to waste resources researching irrelevant items just to unlock a straight-line path.

Archery

Developer Notes: We are actively fine-tuning the balance between melee and ranged combat. Skilled archers shouldn't lose fights because of RNG, so we've heavily reduced random spread. Because shooting drains stamina, we wanted to highly reward precision; hitting a moving target should feel satisfying, impactful, and sustainable.

Siege Changes

Developer Notes: By trading massive single-target damage for splash damage, we hope to discourage players from simply "honeycombing" bases with endless walls and furniture. This shift pushes builders toward more strategic layouts and forces attackers to think tactically about breach points.

Weapon Balancing — Quarterstaff

Developer Notes: We want every weapon category to feel distinct. The Quarterstaff is our first major step toward expanding combat variety. By trading high damage for unmatched melee reach, it becomes a powerful early-game tool for spacing and zone control, offering a completely unique combat dynamic for both sides of the exchange.

Weapon Balancing — Rondel Dagger

Developer Notes: The Rondel Dagger previously struggled as a mediocre Tier 3 option with no distinct identity. We've overhauled it into a high-skill, high-pressure weapon. While individual strike damage is lower, its massive speed buff and forgiving miss penalties allow players to lean into a relentless, high-mobility assassin playstyle.


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