Major Update — Co-op, Tons of New Content, Eleven Languages...
Bring a friend. Metra doesn't mind.
This is the biggest update Lands of Fury has had. A second player can pick up one of your companions and fight the whole run with you — next to you on the couch, or anywhere in the world through Steam Remote Play Together.
The road between levels now stops you and asks you questions. Snap the goblin has set up a shrine in the arenas and would very much like you to take one of his cursed stones.
There are twenty-two new passive runes, twelve new craftable weapons, a rebuilt forge, a new difficulty above Hard — and the whole game now speaks eleven languages. Long post. Grab a drink.
Co-op: somebody else takes the reins
Your companions have always fought beside you. Now one of them can be a person. Flip co-op plate at camp before you leave — and a second player takes over Ana, Brin, Gothar or Lilith. Plug in a second controller and they are in. No lobby, no matchmaking, no waiting.
The companion you hand over is the same unit it always was: same level, same gear, same skills, same progression carried between levels. The only difference is who is deciding what it does. Your friend does not have to be on your couch. Lands of Fury supports Steam Remote Play Together — invite a friend from your Steam friends list and they join your game over the internet, with their own controller, from their own house.
- Both of you level up on every kill. Experience is no longer split — the killer takes full XP and so does every teammate.
- One camera, no split screen. It glides between framing one of you and framing both, and pulls back a little when you separate.
- The second player gets a real HUD — their own skill bar with button glyphs, skills greyed out when unusable, irrelevant commands hidden.
- Companion pockets. Two slots. A companion can carry and use a pickaxe, a potion, a torch. Two slots, not six — it is a companion, not a mule.
- Hotcast. Pocket items and companion skills fire instantly on a tap.
- Human-driven companions reveal enemies the way you do.
- The pit notices. Enemies come in tougher while co-op is on.
- Switch it off mid-run and the companion goes straight back to AI control. Switch it back on and it picks the same companion up
Full input remapping
Every action, both players, keyboard and gamepad, primary and alternate binding. Grouped into Movement, Combat, Inventory and Interface. Rebind with a keypress, Backspace clears, Esc cancels. Per-gamepad assignment or "any pad". Reset one action, one player, or everything.
The road now has more things on it
Travelling used to be a loading screen. It is now a system. Thirty-six travel events. One fires every time you set out for the next level, and three times in four when you step into an arena. Two or three ways to answer each.
Here are some examples.
The Toll-Keeper A log is across the bridge and a strongbox is sitting on the log. The man behind it has a crossbow he has not pointed at you yet. "Bridge is kept," he says, without looking up. "Keeping costs."
The Thing in the Ice There is an armoured shape in the blue ice of the pass, upright, one arm raised. The ice is clear enough to count the rivets. It is clear enough to see that the visor is empty.
Blessings and curses
Twenty-four perks ride along once an event hands them over — some on you, some on your whole party — all listed together in the stats screen. Some example:
- Blood Debt — Strength now, blood later. You hit far harder and there is far less of you.
- Sentinel's Ward — Something old decided you were worth standing between. All physical harm lands lighter.
- Hound's Loyalty — It eats when the party eats now. Your companions fight harder and last longer.
- Soured Luck — You took something you should have left. Fortune leans away.
Run modifiers and wave omens
A bad choice can raise enemy levels for the rest of the run, widen the next arena, add waves, put roamers on the map, or seed an ambush in the pit. A wave omen marks one specific wave in advance — that wave, and only that wave, arrives with tremors, a freezing gale, falling rock, or simply more bodies.
Environmental hazards back it up, level-specific and arena-specific: wind that shoves the whole fight sideways, quakes, telegraphed falling ceilings, freezing gusts...
Snap's pact stones
Between arena waves, three pact stones, and a small green goblin having a bad decade.
Forty pacts. Three offers on the pedestals, a reroll lever beside them, no full-screen menu anywhere. Walk up, read what you give and what you get, press interact. Taking one closes the shrine. A pact can ask for: gold. Blood — every hero pays, never lethal. A random item you own, picked by the shrine, though runes, quest items and cartridges are safe. A wave ahead of you, marked. Or the road itself, made harder for the rest of the run. And hand back: a blessing. A curse, sometimes both. Fighters who stand with you for the pit. An item, rolled the moment you take it. Better fortune. Or the whole party restored. Some examples:
- The Longer Road — Every pit from here runs one wave deeper. Something old agrees to stand in front of you for all of them.
- Miser's Fortune — Fatter hauls for the rest of the run, and every other kind of luck sours.
Twenty-two new runes
The slotting rules are now rewards, not penalties. A rune whose tier exactly matches its socket is Attuned and earns a bonus. A lower-tier rune in a bigger socket works at full strength — no bonus, but no punishment. A rune too big for its socket is never offered, so you cannot mis-slot by accident. Every rune icon has been redrawn. New art across the board, then a second pass to recolour them so a rune's colour tells you what family it belongs to before you have read a single word of the tooltip.
Twenty-two new passive runes, bringing the total to forty-one. They drop from the very first arena onward, weighted by threat, and challenge rooms drop them too. Every one can be leveled up. Not gonna spoil them all but some of them are:
Novice
- Addlebrand (Tactical) — A hit sometimes scrambles the target. It keeps fighting, but walks and aims the wrong way.
- Conduit (Offensive) — Bonus electric damage against anything standing in water or lava. Excellent in the wet levels, quiet in the dry ones.
- Standfast (Offensive) — Holding your ground plants you: bonus blunt on every hit and faster swings while you stay put.
Adept
- Harvest (Support) — Every kill returns Fury. Pays for the next Unleash.
- Riposte (Offensive) — Finishing a sword combo stacks bonus crit chance, up to a few times. Swords only.
- Warding (Defensive) — Returns part of the damage you take to whoever dealt it.
Elite
- Bloodbind (Support) — Binds a struck enemy for a short duration; damage dealt down the tether heals you.
- Last Ember (Defensive) — While badly wounded, being hit grants a burst of attack speed.
- Reaper's Cinder (Offensive) — Every kill detonates, catching the enemies gathered around the body.
The forge, rebuilt
The old forge made you drop items in a pile and guess which recipe it would pick. That is gone. Stand on the anvil, open your inventory, and everything you can make right now is listed above the hotbar.
Ingredients on every row. Green when you can afford it. Undiscovered recipes shown as ??? so you know there is something to find. Upgrades in the same list. Overlapping recipes are no longer an ambiguity — every possible outcome is offered and you pick. Sixteen new recipes, twelve of them weapons across all four melee families:
- Sledge — Slow enough to regret and heavy enough not to. Walls are not exempt.
- Hatchet — Light, quick, and it opens cuts that keep opening.
- Serrated Shortsword — Toothed and dirty on purpose. What it leaves behind does more work than the cut.
- Silvered Axe — Iron with a silver wash on the edge. It bites cleanly and does not care what it bites.
- Spiked Maul — Nails driven through the head until there was no room left.
- Verdant Saber — Emerald in the fuller, dust in the grain. It weighs almost nothing and asks for almost nothing.
- Plague Mace — The glands burst on impact. Whatever is standing near what you hit gets a share.
- Blastcleaver — Dyno packed into the socket behind the blade. Every swing lands twice.
- Skyfall Hammer — Lighter than it has any right to be, and it lands like it never was.
- Stormedge — Land from a dash and it swings faster; finish a chain and the ground gives your dash back.
…plus the Field Mace and Gilded Mace, and Iron Armor, Barbed Armor and Metal Plate on the armor side.
Weapon heads are the new spine of it. Axe Head, Blade, Hammer Head and Mace Head are unhafted parts with a socket and a choice: bind one to sticks and stone for a cheap working weapon, or spend three good iron and something rarer and get the version you actually wanted etc.
And iron and other ores now show up in the earlier biomes, so the crafting tree is live from the bottom of the mountain rather than the top.
Eleven languages
Lands of Fury now runs in English, French, Spanish, German, Italian, Portuguese, Russian, Japanese, Simplified Chinese, Korean and Slovenian.
Not a partial pass. Every item, every rune, every perk, every travel event, every pact, every menu, every word Snap says about his rocks.
- Switch language in Options and the whole game changes immediately, no restart
- First launch guesses from your system locale, and English catches anything it does not recognise
- Proper CJK typefaces at three weights each for Japanese, Korean and Chinese, wired through the whole UI
- Every dialogue line carries a stable ID and a translator's note on tone and intent, so the jokes survive the trip
Slovenian deserves a line of its own: Lands of Fury is probably one of the first games on Steam localized into Slovenian - Živjo!
And one piece of honesty about all of it. I am not a native speaker of any of these languages except Slovenian, and there was no budget to hire professional localizers. So I built the pipeline carefully — every line carries context and a translator's note about tone — and then I went through the entries myself, one by one, checking for anything that looked wrong.
That is a real pass, but it is not the same thing as a native editor. So some of it will probably be a little off. A term that is technically correct but nobody says it that way. A joke that landed in English and thudded on the way over. A menu string that is too long for its button. If you spot one, please tell me. There is a thread on the Steam forums for exactly this, or you can post it on Discord in the near future I'll be also uploading the spreadsheet. Tell me the language, roughly where you saw it, and what it should say instead — that is all I need.
Fixing a translation string is a five-minute job on my end and it makes the game better for everyone reading in that language. I would genuinely rather hear about it than have it sit there.
Insane
Beat a run on Hard and a new option appears at the fox statue in camp. Insane doubles the damage you take, puts two bosses in the arena at once, widens the arena budget so the pit comes in thicker, and drains your energy while you run. Score is worth three times as much.
Combat you can actually read
- A real melee arc resolver. Swings resolve against an actual reach and arc, and that wedge is drawn on the ground under whoever is swinging — on you, on your companions, and on everything trying to kill you.
- Your hit detection now matches theirs. The player used to resolve melee differently from every NPC. Same rules for everyone now.
- Swing indicators are colour-coded by ally, enemy and neutral, and update direction live as a unit turns.
- AoE indicators have textures by type and take the colour of whichever player owns them — in co-op you can tell whose circle is whose.
- Ranges and arcs on a number of weapons were re-tuned now that they are visible and honest.
Everything else
Feel and flow
- Shaped screen transitions between levels, into arenas and between rooms
- No more hitch when loading between levels
- Dialogue pauses the game and drops cinematic bars — no more being beaten to death mid-sentence
- Conditional cutscenes play in sequence when several are valid at once
- Reworked audio listener for co-op, cleaner UI sound handling
- Fixed several memory leaks
Balance
- Levelling stabilised — you should come out of each area roughly five levels stronger
- Companion skills completely rebalanced, with revised costs
- Knockback capped at 64px for every unit, which also puts down the knockback bug for good (hopefuly)
- Enemy scaling in co-op tuned down after testing
- Lilith's attack speed up 30%; Gothar's, Brin's and Ana's adjusted; Brin's Discharge now has a 20% chance to stun; Multishot cooldown cut significantly
- Firebreather's damage-over-time reduced,
- Orc Mutant health increased
- A new undead arena set in the Cavernous Depths, and the Depths themselves tightened up (20% smaller area)
- Weighted ambush tables, so what jumps you fits where you are
Fixes
- Equipment could be swapped with ordinary items — fixed
- Dash freeze — fixed
- Companions occasionally resetting to level 1 between levels — fixed
- Companions spawning far from where they should, idle NPCs standing around, the follow-breadcrumb bug — fixed (hopefuly)
- The wave bar scrolls to the current wave when there are more waves than fit on screen
Some honest words
Lands of Fury had a rough start and I did not walk away from it and I plan on adding many more things in the future updates.
A huge thank you to everyone who is supporting the game during Early Access!
I also want to thank my friends, who played build after rough build, sat through the bugs, told me when something was not fun, and kept showing up to test co-op with me evening after evening. I could not have got here alone.
If you played back then and put it down, this is the version worth coming back to. And if you play this one and it lands for you — please let me know what you think.
I am one person, with no marketing budget and no publisher behind me. A couple of sentences from you moves me further than anything I could buy. If it does not land, tell me that too! Post on the Steam forums or come find me on Discord. Thank you for sticking with me :)
Grab a second controller. Hand Gothar (or Lilith... Brin... Ana..) to somebody. Take one of Snap's rocks — he is asking nicely, and he never asks nicely.
See you on the mountain.
Filip
This announcement was originally published by Fife on Steam on Aug 24, 2026.
Open the original on Steam