Roadmap

Everything players have reported, and where it stands. Post in the Discord feedback channel — or use /suggest and /bug from anywhere — and it lands here automatically, with a thread you can follow.

Reported 9

#50 · 39d · tonberries · 2 notes
Consolidate rune, class/race, and traveler runegate info on shard wiki
suggestion feasibility 5/5impact 4/5
#42 · 40d · tonberries · 2 notes
Add character respec mechanic
suggestion feasibility 4/5impact 4/5
#36 · 43d · tonberries
Add wererat thieves guild with steal mechanics and player defenses
suggestion feasibility 3/5impact 4/5
#34 · 43d · jhange · 1 note
Expand gear upgrade system with quality tiers and affix customization
suggestion feasibility 2/5impact 4/5
#32 · 43d · tonberries
Remove bow requirement from scout abilities
suggestion feasibility 4/5impact 3/5
#28 · 43d · tonberries
Tailoring kits for cosmetic item appearance swapping
suggestion feasibility 2/5impact 3/5
#22 · 45d · tonberries
Add autorun feature
suggestion feasibility 1/5impact 3/5
#21 · 45d · tonberries
Add WASD movement and camera lock option
suggestion feasibility 1/5impact 4/5
#19 · 45d · tonberries
Add UI scale slider to options menu
suggestion feasibility 1/5impact 3/5

Planned 0

nothing here

In Progress 2

#1 · 45d · jhange
Simulate periodic guild wars between sim player guilds
suggestion feasibility 2/5impact 4/5
#38 · 41d · tonberries
NPC players die twice; second death required to loot
bug major

Done 26

#46 · 39d · tonberries
Tree seed placement window distance offset and placement rejection
bug major

Live - one half fixed, one half a best guess. FIXED: the window closing with no message. A refusal was sending nothing at all, on unclaimed border and coastline - more ground than it sounds. Refusals now say which rule you hit and name what is in the way, instead of 'too close to another tree' when there is no tree for miles. BEST GUESS: the cursor offset. The grid was anchored 64 units off on each axis even in open wilderness. Removed. Please say if it helped.

#47 · 39d · tonberries
Add non-magical base Sun Dancer discipline weapon to vendor
suggestion feasibility 4/5impact 2/5

Live. Khan'xhir is now stocked by Daggersmiths - plain, non-magical, grey name, no prefix or suffix. The item already existed; it was simply on no vendor's shelf anywhere in the world. Sun Dancer was the only one of the three weapon disciplines with nothing to buy - Blade Master and Blade Weaver both have theirs on the Swordsmith shelf. It needs Unarmed Combat at 100%.

#48 · 39d · tonberries · 17 notes
Starter pet mercenaries don't attack at level 1
bug major

Fixed and live. The starting continent and all its regions count as safe ground, and mercs refused to attack anything while standing on safe ground - including ordinary monsters you can kill yourself. So your companion just followed you around. Not specific to the animal pacts: every merc type did it. New characters were just the ones standing there. Mercs now fight exactly what you can fight. Players and sims on safe ground stay protected. No pet window needed.

#45 · 39d · tonberries · 1 note
NPC players missing guild heraldry and affiliations in /who
bug minor

Live as of 2026-08-23 21:56 UTC.

#43 · 40d · tonberries · 2 notes
Player can accidentally attack own mercenary contracts
bug major

Live as of 2026-08-23 21:41 UTC.

#44 · 40d · tonberries
Guild creation fails at final dialog step
bug major

Live as of 2026-08-23 21:09 UTC.

#40 · 41d · tonberries · 1 note
Launcher fails to start game after updater runs
bug major

Live now - relaunch Shadowbane.exe to pick it up.

#11 · 45d · jhange
Charm spell fizzles with no effect on monsters
bug major

LIVE NOW - and it needs a client relaunch through Shadowbane.exe, because half the fix is in the client. Charm never worked on this shard: two bugs were stacking and each hid the other. All eleven charm powers were affected, not just Charm Beast. A charmed creature now appears in your pet window, follows, defends you, and other monsters will fight it. Scaling was also frozen at the untrained value and is now fixed and doubled.

#39 · 41d · tonberries
Dying while looting corpse causes first corpse to disappear
bug major

LIVE NOW. Your premise was off in a useful way: there is no one-corpse rule, you can have as many as you die. What was really happening is worse - the 15 minute cleanup counts from when a corpse is MADE and was never extended, so dying on your corpse run let the first expire while you walked back. New corpses now push older ones out, capped at an hour. This was quietly destroying loot.

#37 · 41d · tonberries
Corpse falls through geometry on raised platforms
bug major

LIVE NOW. Your corpse was being flattened to the terrain at the moment of death - the one place a player is stopped without re-checking which building floor they are on - and the corpse had no way to hold an altitude anyway. Both halves fixed. Not caused by the Minoseeks update as suspected: this one had been there since the beginning.

#33 · 43d · jhange · 1 note
Add incursion-style quest scrolls with regional mob targets
suggestion feasibility 3/5impact 3/5

LIVE NOW. Warrant scrolls drop from camp mobs and name a different nearby camp, so they push you to roam. Kills tally automatically, the writ completes on the last kill and pays xp, and progress survives logging out. One active writ per camp. There was no quest system before this - a writ is an item with a row behind it, and chat is the only notification, kept deliberately quiet.

#13 · 45d · tonberries · 2 notes
Add beast mercenary contracts (bears/wolves/cats)
suggestion feasibility 4/5impact 4/5

LIVE NOW. Beasts join the two melee mercenary types rather than becoming separate contracts, so merc drop rates are unchanged: Cave Bear and Dire Wolf roll on Guardian, Great Cat and Dire Rat on Blade. They use the big named-mob models and are named for their species - Greymaw Lv30 Dire Wolf, not a generic. No armour on them; a bear in a helmet was not the goal.

#12 · 45d · tonberries
Add low-level wolf mercenary contract on starter island
suggestion feasibility 4/5impact 3/5

LIVE NOW. New characters start with four pacts - Wolf, Bear, Cat and Rat. Use one and that companion is yours; the other three crumble. They stay at the lowest rank and never upgrade, which is the trade for getting one free at level 1.

#35 · 43d · tonberries
Add /age command to display character statistics
suggestion feasibility 4/5impact 2/5

LIVE NOW. Type lua_age() in chat. A literal /age is impossible - the client rejects commands it does not know and never sends them, which is why ours look like this. Shows your name and guild, race and class, level and xp, creation date and age, time played, and monster/player kills and deaths with K/D. Kill tracking is in memory and adds no database write when you kill something.

#29 · 43d · tonberries · 1 note
Contract drop level may not match monster level
bug minor

LIVE NOW. Both halves. Contracts match the mob's tier exactly, so that level 30 Ettin always yields rank 3 instead of rank 1 about half the time. And mercs have a real class - your healer reads as a Priest, Prelate or Confessor, not the generic base. Checked across every mob level and 16,800 rolled contracts. The class shows in the merc's name; having the client itself name it needs a client-side change we have not made.

#27 · 43d · tonberries · 1 note
Monsters desync during melee range transition
bug major

LIVE NOW. Mobs were stopped on the server with nothing sent to your client, so your game kept running the model on the spot until you moved and it snapped. Measured before and after against a real server: about half of all melee approaches ended with no stop message, and now none do. Roots and stuns were worse - your client could be left over 20 units out, permanently. Please tell us if you still see pops.

#26 · 43d · tonberries · 2 notes
Waystone bonfire geometry traps player inside
bug major

LIVE NOW. The waystone planted on top of you - not collision, but its region, which made your client think you were inside the campfire and refuse to walk out. That is why picking it up freed you. And /stuck was not failing, it teleported you to the stone's centre, back into the cage. It now plants beside you and refuses to plant if it would trap you. The lingering fire is separate - tell us if it persists.

#25 · 43d · tonberries
Runemaster teleports free for players under level 10
suggestion feasibility 4/5

LIVE NOW. Runemaster passage TO any of the seven starter safeholds - Starkholm, Hengest, Scraefahl, Valkirch, Hrimdal, Hothor's Doom, All-Father's Rest - is free. Destination-based rather than level-based, so it is free at every level and from any distance, not just while you are new. Trips out to anywhere else are tolled as normal. The Runemaster names the city when he waives it.

#24 · 45d · jay
Town guards attack player pets and mercs inside safeholds
bug major

Fixed and live. Town guards no longer attack your pet or your mercenary inside a safehold. The guard AI had a fallback that grabbed the nearest pet with none of the filters the player check uses - so it ignored the guards own data, which explicitly says never aggro a Pet. Genuinely hostile mobs still go after pets; guards protecting you no longer do.

#23 · 45d · tonberries
Add mercenary minotaur contract with loot threshold
suggestion feasibility 4/5impact 3/5

Live now. Minoseeks is a sixth mercenary contract, dropping like the other five: a minotaur who follows you, empties bodies near you (gold too), and hands it all back when you dismiss him - which kills him, which is the point. Nothing can hurt him, and how much he hauls scales with contract rank. The price threshold is deliberately not in - he takes everything, because the bar was being less fiddly than a mule alt, and capacity is the limit instead. leisureforce.games/shadowbane/wiki/minoseeks

#17 · 45d · tonberries
Creatures pulled by out-of-range melee attacks
bug major

Live now - shipped in the 17:53 restart and confirmed in game.

#14 · 45d · tonberries
Rename server from MagicBox
suggestion feasibility 5/5impact 2/5

Live now.

#3 · 45d · tonberries
Players can get stuck inside building geometry at bad angles
bug major

Live now - shipped in the same restart.

#5 · 45d · tonberries · 1 note
Invisible bridges block movement in Starkholm
bug major

Live now - restart done, bridges are walkable on the shard.

#15 · 45d · tonberries
Update shadowbane.exe icon to match other executables
suggestion feasibility 2/5impact 2/5

Done - Shadowbane.exe now uses the same icon as sb.exe. It comes over automatically the next time you run Shadowbane.exe (the launcher updates itself), and it's in the installer download too. Windows caches icons, so you may need to refresh the folder before it shows.

#7 · 45d · a player (relayed in-game)
Fast travel without a second account (hireable summoner)
suggestion

Shipped 2026-08-18 as "The Leylines". Kept the spirit, changed the shape: Runemasters now teleport anyone to all 13 safeholds for a distance toll, the Muster Horn rallies your whole group to its leader, and the plantable, destructible Waystone is the personal anchor you attune in person and channel back to. Details: leisureforce.games/shadowbane/wiki/fast-travel

Declined 13

#49 · 39d · tonberries · 7 notes
Mercenary rank/level upgrade system
suggestion feasibility 3/5impact 3/5

Not doing merc levelling - but your underlying point landed. Contract rank is the progression, and an upgrade path deletes the reason to hunt for one. It also would not do what you want at the top: a rank 6 and a rank 7 Healer contract already deliver identical buffs today. The drop rate checks out against actual kill counts - contracts are rare, not broken. Something else is coming for keeping a companion you like.

#41 · 40d · tonberries · 2 notes
Traveler rune portal not opening on rune gate
bug major

Closing as reported — not a bug. tonberries tracked it down and posted the answer: the Traveler rune grants the Open Air/Earth/Fire/Spirit/Water Gate spells at skill level 4, but they need level 5 to actually operate. Train the skill and the gate opens. Thanks for chasing it down and coming back with the cause, that is genuinely more useful than the original report.

#31 · 43d · jhange · 1 note
Remove progression gatekeeping via quests and loot
suggestion feasibility 5/5impact 1/5

Closing - filed by mistake. This was a note about a different game that the triage bot picked up and filed here. Nothing in it applies to this shard, and the reporter asked for it to be closed.

#30 · 43d · tonberries
Paid XP boost item to skip early leveling
suggestion feasibility 4/5impact 2/5

Declined, and this one is a standing no. Nothing on this shard will ever be paid, and levels will not be sold - not for gold, not for anything. Skipping the early game with a purchase is exactly the thing this server exists to not be. Rolling an alt being slow is a real complaint and worth solving, but the answer has to be making those levels better, not letting you buy past them.

#18 · 45d · tonberries · 2 notes
Unarmed combat stance not displaying visually
bug minor

Closing - reporter withdrew it, and unarmed combat stance does display correctly. The character punches as expected with no weapon equipped.

#16 · 45d · tonberries · 1 note
Allow window scaling in custom resolution mode
suggestion feasibility 1/5impact 3/5

Not planned. Window scaling in custom resolution mode lives entirely inside the client, and the client is a 2003 binary that has not been reverse engineered far enough to change how it sizes its window and maps the cursor. We can patch small, well understood pieces of it; this is not one of those. Fullscreen at your native resolution is the working answer for now.

#9 · 45d · tonberries · 2 notes
Noob sim group on starter island with joinable parties
suggestion feasibility 4/5impact 4/5

Declined as written. Sim adventurers are not friendly to players - they cannot be grouped with, and none of them spawn in the starter area, so there is nothing there to join. Making them joinable is a much bigger change than the ticket implies. The underlying complaint is real though: the starter island feels empty at low population. Worth refiling as that problem rather than this solution.

#8 · 45d · tonberries
NPCs sell unused items to town vendors
suggestion feasibility 3/5impact 3/5

Declined - Minoseeks covers this ground instead. A porter contract now follows you, loots what you kill and hands it all back when you dismiss him, which is the same problem (loot you cannot be bothered to stop for) solved somewhere a player can see and control it. Putting sim-player leftovers into town vendor stock would mint gear into the economy from a system nobody can watch. leisureforce.games/shadowbane/wiki/minoseeks

#6 · 45d · tonberries · 1 note
Footstep sound effects
suggestion

Not planned. Sound belongs to the client, and a footstep effect means authoring audio and hooking it into the movement loop of a 2003 binary we only partly control - for a sound that then fires on every single step. The cost is a long way past what it buys, and a footstep that is even slightly wrong is worse than silence. Not a no forever: if the client patcher ever makes audio cheap to add, this comes back.

#20 · 45d · tonberries
Add autoloot option for gold, scrolls, and runes
suggestion feasibility 4/5impact 4/5

Replaced by something better - we are building a non-combat mercenary (Minoseeks) that follows the group and carries the loot, instead of a silent autoloot toggle. Same problem, but you still see what drops and it costs a contract you have to earn. Board #23 tracks it.

#4 · 45d · tonberries
Torch sound effects are too loud
bug cosmetic

Closed as not-reproducible. Tested on a clean client against the shard: torch volume sounds right and distance attenuation fades correctly as you walk away. Like the minotaur report, this looks specific to one install rather than something shipped. Reopen if anyone else hears it. Thanks for reporting!

#2 · 45d · tonberries · 3 notes
Minotaurs sink through ground during animations
bug minor

Closed as not-reproducible rather than won't-fix. It renders correctly on our test client against live, so this looks specific to one install (detail settings or local files) rather than anything shipped to everyone. We've asked for config files to compare. Reopen if anyone else sees it.

#10 · 45d · tonberries
Remove city selection from character creation, default spawn to Starkholm
suggestion feasibility 5/5impact 2/5

Not planned - the starting city choice is staying. Funnelling every new character into Starkholm would empty the other starter towns and take away a real choice at creation, so we'd rather keep them all in play.