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Lowmoor Idle RPG: An Adventurer's Chronicle — patch notes and updates

Lowmoor Idle RPG: An Adventurer's Chronicle Steam game key art
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Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
Lowmoor 1.8.0: The Village and the Pantheon2026-11-03I had a small patch in mind. Then the village got its own harbour. A village your next adventurer can come home toRetire an adventurer at level 20 or higher and the Guild gives you land. Open Village beside Build, give the place a name and put up a house. If your save already has a qualifying retiree on the Roll, your land is waiting. You can even put an old adventurer in charge of an apple tree. After all the rat tails that fighter hauled back to town, I reckon they've earned a change of scenery. Build homes for residents, send them on errands and lay a bridge to the east bank. Sell crates and the gold goes into your current adventurer's pur
v1.7.5 - Revisiting the English writing and Linux Build2026-10-14A lot of your feedback has been about the English writing, and I agree that it needed more work. English isn't my first language. I wanted to capture the prose of old tabletop adventure modules, but some of the wording came out awkward or harder to follow than I intended. I've spent the past month going back through the English text. Version 1.7.5 includes revisions to the descriptions and explanations throughout the game, with the aim of making them clearer and more natural while keeping that old module style. I hope you'll enjoy reading it more now. If a sentence still sounds wrong or leaves you unsure what something does, please share the
v1.7.4 - A new forge and UI scaling2026-10-05A new workshop for the smithI've given the forge an animated pixel-art workshop. The furnace burns while the smith waits, the hammer gets to work during an attempt, and the result appears over the scene. The reel has matching artwork for ordinary upgrades, doubles, the golden hammer and failed attempts. I wanted this little corner of the game to feel warmer. The upgrade prices and chances are unchanged. Let the forge handle upgradesThe forge now has an Automatic tab. Choose Worn equipment or All owned equipment, set an Upgrade target, and choose how much gold to leave in reserve. It starts with the cheapest attempts and keeps working while yo
v1.7.3 - Plan your endings, save your layouts and supporter pack2026-09-30Choose your next ending ahead of timeSeveral of you asked for a way to reach a different ending without watching for the final choice after days of adventuring. In 1.7.3, you can set a Planned ending before enrolment or in Story. Pick a specific ending, or choose Undiscovered to target an available ending you haven't completed. The plan works online and offline, even with ordinary story Auto turned off, and is remembered for future chronicles of that module. Ending requirements still apply. A choice you've already made stays locked; a letter already open on screen waits for your answer. Build also has Automatic choices for quest rewards and r
I'm making another idle RPG: Dragon's Tear2026-09-25Hey everyone! I'm working on Dragon's Tear, a first-person idle dungeon crawler with a party of three. If you like tinkering with builds in Lowmoor, this might be your thing too.Your three heroes fight automatically with the skills and gear you pick.The monsters you beat can drop Tears. Equip one and your hero gets to use that monster's power in automatic battles. Find more copies of the same Tear and you can awaken stronger powers. Your hunters are after the most powerful one of all: the Dragon's Tear, which is said to grant any wish.Collected Tears give your heroes monster powers. Extra copies let you awaken stronger ones.You pick the party
v1.7.2d - Scrollable list of all active boons, debuffs and weather,2026-09-25· Added a "..." button to the effects bar. It opens a scrollable list of all active boons, debuffs and weather, with remaining time and descriptions available by mouse, touch or keyboard. · Added a one-time invitation to wishlist Dragon's Tear on Steam.
v1.7.2c - Class techniques and talents fixes2026-09-22Interface · Fixed Auto-assign focus branch names and the default route summary to match the skill tree with Simplicity on or off. · Clarified base and temporary crit ranges in tooltips and statistics, and made Mark the Weak Spot combat messages use the fight's recorded values. Class techniques and talents · Fighter and Barbarian Power beyond their protection and speed limits now adds damage to the first landed main-hand hit of the technique. Rogue Power also adds damage to marked main-hand critical hits. · Fury now keeps its stack count when Power or the oath changes. Existing over-limit bonuses are corrected on load; fights already in progre
v1.7.2b - Revised Japanese translation2026-09-21Revised Japanese descriptions, dialogue and recurring messages. Corrected misleading mechanical explanations and inconsistent names, and repaired sentences assembled from translated parts.
v1.7.2a - another wave of fixes + polish translation fixes2026-09-21Version 1.7.2a, 21 September 2026 Yeah i have to use letters in version now! Interface · Fixed panel headings overlapping progress bars after rearranging panels. · Kept Steam window rendering active while paused to prevent mouse movement from becoming choppy. Save window · Disabled manual resizing of the save-code field to keep it within the dialog. Rests · Mending can now prevent early camps, empty camp supplies only send you to town below 50% HP, and rest tooltips explain the thresholds. Combat timing · Fixed enemies showing starting HP above their maximum when the opening round dealt excess damage. Gold totals · Clarified that completion g
v1.7.2 - smoll fixes and adjustment for sea, skill point, prestige and combat2026-09-15Combat timing · All three modules now show combat results at the end of each round. Enemies defeated in one round reach 0 HP when the hunt finishes. Fight durations and rewards stay the same. · HP and MP changes follow the completed rounds online and offline. Fights already in progress keep their saved timing until they finish. Vale prestige · Vale retirement now pays prestige after completing Chapter I. The prologue's former 20 points move to that chapter, closing the rapid retirement loop with Old maps. Rewards from Chapter I completion onward stay the same. · Existing characters in Chapter I must finish it to receive retirement prestige. P
Five new languages. One huge thank you!2026-09-14Lowmoor speaks five new languages!I'm so excited to share this one! Version 1.7.1 adds Polish, Simplified Chinese, German, Brazilian Portuguese and Japanese alongside English. Choose your language when you first launch the game, or change it in Options > Interface > Language. A HUGE thank you to the community! gomeon, Kellerlicht, lantern404 and valen_crt: thank you for your work on these translations! Some text may still be untranslated or sound awkward where the game combines translated phrases in many different ways. Please report anything you spot on Discord.
v1.7.0: The Last Anchorage, a new adventure for veterans (and Vale new mechanic)2026-09-11I've added Lowmoor's third adventure in 1.7.0: The Last Anchorage. You follow a missing Guild expedition through an occupied archipelago and bring its convoy home. The campaign has a prologue and six chapters, with two endings and coastal patrols afterward. A voyage for veteransUnlock Module III by completing the Maw and recording 200 hours of adventuring, or by reaching any Vale ending. Recorded hours combine your active adventurer and retired records. The Maw remains the starting adventure. The Mourning Vale opens after it; the Sea is a longer campaign built for an established legacy. In matched tests with a reference 250-hour veteran, Sea
v1.6.9 - customize your layout, clearer combat logs and fixes2026-09-09I've added more control over Lowmoor's layout in 1.6.9, reorganized Options, and fixed several cases where automatic upgrades or saved preferences were being missed. Arrange the game around your logOpen Options, choose Interface, then Edit layout. You can move panels between columns, change their order, and put the version, calendar and notices at the top or beside the log. Progress bars move with their panels. Preview lets you try positions, panel sizes, folds and log height before saving. Drag the Move controls or use the editor's position and order controls. Apply saves your layout on this device across adventurers; Cancel discards your la
v1.6.8 - QoL in story and choices & nice portion of fixes!2026-09-05Story stays open while you answer, and Master Pell sells the low-level gear that stopped dropping at your depth. New · Answering a choice no longer closes Story. The card opens on top of the book, so the next letter is one click away. · A new box hands the choices on the road to the Guild, which always takes the first option. Both story boxes sit on the Build board too. · Master Pell sells gear now. For gold he digs out one common or uncommon item that no longer drops at your depth, and it goes into your armoury book. Adjustments · Story has one list at the top holding every letter you can answer, with one Answer button each. · The choice car
v1.6.7 - pick your upgrades, keep your story, earn more gold $$2026-09-04Lowmoor plays itself, so the few places where it asks you something have to be worth the ask. This release adds two of them and puts more gold in your purse on the way down. Rank choices arrive with their auto box already ticked, so a hands-off run keeps playing itself; Story has a box of its own and it starts off, because the choices in that window decide how your run ends. Ranks 5, 11, 20 and 30 now offer a choiceFour thresholds, three columns at each, and what you take is kept for the rest of the run. Rank 5: +10% damage from attacks and abilities, +15% max HP, or +20% max MP. Rank 11: +50% crit damage, +2 Defence, or MP regenerates 30% fa
v1.6.6 - the full character sheet, and the road ahead for lowmoor and next game2026-09-01And here we are at 1.6.6. It is closer to 1.7.0 now than to 1.6.0. Today's notes are all about showing you your own numbers clearly, because until now they were scattered all over the game and there was no simple way to check them. At the end I also lay out where Lowmoor goes next, especially 1.7.0, and I finally talk about another project I have been building for a while. Every figure on your sheet, itemised by sourceOn character sheet - you can check every detail of your characterYour points, on one panelThe Upgrades window has a summary panel: points spent, points in hand, how far the next point is, what a reset would cost, the columns you
v1.6.5 - glossary, automation and 30 new items!2026-08-29Someone on Discord asked what a keeper was. Someone else asked about footing. By the end of the night you had written your own glossary in a thread, and honestly, that thread was a bug report about my writing. If a word the game leans on is explained nowhere you can reach it, that line failed. So I wrote a proper glossary. It is in the Help menu. If something is still hard to undertand let me know i ll improve ingame text or add it to the glossary. Also try simplicty mode that can be turned on in options if you are not the fan of old module prose.A folded panel still talksFold a side panel and it now keeps its key number in the header and bli
v1.6.4 - weather finally does something2026-08-27The deep has kept a sky of its own for a long time: cold rain on the rim, still air in the workings, black water rising through the drowned temple. Sixteen skies turned over the descent and exactly one of them did anything, the red moon. The other fifteen wrote three lines into the log and left, and a player who watched one come and go for an hour could not have said which one they were under. A lever that cannot be felt reads as a broken lever, and fifteen of them read as fifteen. Both halves of that are fixed in this build. The sky now stands at the top of the screen while a chronicle runs: which weather it is, how long it holds, and what i
v1.6.3 - The four new pets could not eat. Now they eat.2026-08-25This is kind of an emergency patch. Some of you paired the Forgotten Stairs with the Wood Elf passive (5% chance for a stair) and a few other passives in module 2, and managed to finish in under ten minutes, with a record of three. Turns out the Forgotten Stairs at that frequency were pretty overpowered. I would have caught it sooner, but nobody liked the Forgotten Stairs back in 1.6.0 to 1.6.1 :C While I am at it, I am also fixing a bad speed variable I forgot to change before release. On the bright side, it is nice that you are trying builds and different approaches. At least I know someone is really playing Lowmoor. Good luck, and please s
v1.6.2 - Picking up the pace2026-08-25Everything runs twice as fast as it did in v1.6.0. Over the same twelve hours from the same starting Roll, a mid Fighter now reaches floor 13.8 where v1.6.1 only reached 7.7, and rests that were charging you whole minutes now charge you seconds. What went wrongYou told me the descent crawled after v1.6.0 and that gold had collapsed, so I wrote a probe and ran v1.5.2, v1.6.1 and this build over the same twelve hours from the same Roll. You were right. Two numbers caused most of it, and neither ever made it into a patch note. The world pace had been halved (5 down to 2.5), which slows everything below it, and the prestige Speed bonus was cut at
1.6.1: A kinder Infirmary, earlier camps, and a tidier Options2026-08-22- The Infirmary's stay is capped at two and a half minutes, was ten, and a camp is made below half your hit points, was a quarter. - The Armoury can show only the kit you are wearing, and can find a pattern by name. - Works endowed in full stand below the works still asking, at the Guildhouse. - Options groups fold away on a click of the group's name, and the sheet of first answers is named the Experience wizard there. It is asked once of every ledger that never answered it. - Playing by hand, a drop that betters your kit says so in the log, and the Armoury button counts the register pieces that wait. - The Roll of Honour takes a reset: every
v1.6.0: the fight rebuilt on the d20, with real builds, pets and feats2026-08-21TL;DR: Combat is rebuilt on real d20 rolls with a four-slot named kit, every trade has a signature ability that grows with your kills, and pets, feats and a play style switch are in. The largest update the game has had. You asked for depth. This is the answer.Since launch the same request kept coming back: more depth, more complexity, more customization, real builds. I went quiet for five days and rebuilt the middle of the game. Lowmoor still plays itself, but with builds now. The fight, rebuilt on the d20Every fight is an attack roll against a guard, then damage dice. All 179 beasts carry statblocks, 98 off SRD 5.1, and the kit is four slots
v1.5.2: prestige pays for depth, in both modules2026-08-16Retiring on Arc I now pays 2 prestige points where it paid 25. A full Maw run pays 406, exactly what it paid before, and nothing you have already banked is touched. Module II moves the other way: a whole Vale run is 1,852 points where it was 85, and beating the Count is 700 where it was 2. WhyA player measured it and filed the report: beating Arc I took them about two minutes for 25 points, and beating Arc V took about four hours for 370. Farming the doorstep was the best prestige in the game by a factor of ten, and it got better the more you did it, because Speed is bought with the proceeds and has no cap. The cause was that five of retireme
The Guild calls its first muster: a live event, 13 August, 12:00 CEST2026-08-12Tomorrow, 13 August at 12:00 CEST (10:00 UTC, 6:00 a.m. Eastern), Lowmoor runs its first live event: one goblin host on the fields north of Mereward, the whole membership on one wall, three stages over four days, and a vote at the end on how the story goes from there. Update to v1.5.1 and the game raises the call itself when the muster opens. How a muster worksYou play the way you always play: enrol at the board, keep descending, and every hour you stand while a stage runs is counted toward one shared figure. An hour stood counts the same at every rank, so a chronicle enrolled this evening weighs what a veteran of the Bottom weighs. Three rul
Roadmap: what comes after the Guildhouse2026-08-11The Guildhouse is in, so here is the plan for everything after it. Six phases, roughly in this order.Phase A, The Core (1.6.0) Deeper combat with d20 rolls, damage types, resistances and real stats. You see all of it in the log and on your hero. Phase B, The Road (1.7.0) Road events become proper encounters with dialogue, gambling minigames and wandering traders. The Fates system gets reworked and expanded. Phase C, The City (1.8.0 to 1.10.0) A city window in the toolbar with places and unlocks, an auction house, a tavern for hiring and rumors, and quests you take for rewards. Phase D, Depth (2.0.0) Rework of the magic and abilities system, a
v1.5.0: a Guildhouse, a board of feats, and a bar on everything you collect2026-08-10Guild upgrades used to be six rows at the bottom of the Shop. They have their own window now, with a drawing of the house at the top that fills in as you buy. Open Collections (menu) first. It is one click and it is the fastest way to see what this update did to your save. The Guildhouse8 upgrades over 41 stages, where 5 stood over 20. Three are new: the Barracks boards a second hireling, the Wain adds two pack slots a stage, and the Cellar keeps Shop boons alive 25% longer a stage, so a five minute boon runs thirteen at the sixth. The second hireling is the biggest thing in the release. A mule adds four pack slots, a torchbearer makes travel
v1.4.1: point auto-assign, and a skill tree you can read2026-08-08Two things in this one: auto-assign takes instructions, and the skill tree got a lot of overdue work. Auto-assign takes instructions Open Skills, hit Focus, tick a quarter. Auto-assign spends there before anywhere else, and the first quarter you tick is the oath it offers you. It used to follow your trade's road and nothing else. Measured on a Fighter: with nothing ticked it never reaches the oath of the old things inside 900 points. Tick it and it opens after 155. It also solves the shortest road to the oath you asked for, so your own trade's oath comes sooner too: 214 skills ticking nothing, 142 ticking the stroke. If you tick nothing, auto
Lowmoor is out now, free and complete2026-08-07Lowmoor Idle RPG: An Adventurer's Chronicle is now available on Steam.Choose one of 12 folk, 12 trades and 12 origins, sign the Roll, and watch the chronicle play itself. Your adventurer hunts, gains rank, learns workings, equips better gear and descends. Watch the full chronicle, choose Fold for Companion Mode, or close it.The complete release includes a Long Charter of 2,108 skills, 179 illustrated beasts, 100 Steam achievements, 51 spells and martial knacks, tens of thousands of equipment combinations, two finished adventures and six endings.Lowmoor is permanently free. It has no ads, in-game purchases, fail state or developer telemetry.Ex