Pagan Online - Sasha_JP
We promised you a hotfix soon, and here it is!


  • Fixed game crash on item hover

  • Fixed endless message "Waiting for server to respond" when buying a potion

    Once again, thank you for your patience and cheers!
Pagan Online - altw0rm
Game designer Tamaran takes us through the changes in Patch 0.4.0, including the balancing of heroes and enemies, and the brand new way to unlock heroes in whichever order you want: hero souls.

Jump in for some insights into what the team is working on right now!
Pagan Online - altw0rm
We are ecstatic to finally launch Early Access of Pagan Online on Steam and for South-East Asia, Australia, and New Zealand!

This means Pagan Online Early Access is now effectively available worldwide, except for Japan, China and South Korea (which are in the pipeline, don't worry!).

“With Pagan Online, we are pushing the action RPG genre forward by blending classics with a fresh look on certain aspects,” said Jacob Beucler, Product Director at Wargaming. “We see Early Access as an opportunity to co-develop Pagan Online with players, and we are happy to have players from South-East Asia, Australia and New Zealand with us on this journey.”

We are so very excited that you get to play Pagan Online during Early Access, an extremely important time for us and for the game. Player feedback is crucial to us and we are looking forward to hearing your thoughts – the good, the bad, and the ugly. Now that you're able to play, you'll be able to get Archmage Woodward, the Early Access exclusive pet which gives you a 7% gold bonus! Make it rain.

We're excited to welcome you into the fold. Join our friendly community and get stuck in! You can find us over on Discord, Reddit, Facebook, and Twitter!
Pagan Online - altw0rm
We will be introducing Patch 0.4.0 on June 13 2019 at 06:30 UTC.
Servers will be down between 05:00 and 06:30 UTC while we deploy the patch.

Greetings Pagans,

It’s been two weeks, so it’s patch time! With this patch we’re introducing a change that we know new players especially will love – a way to unlock heroes in a way that ISN’T predefined. This patch also has plenty of fixes, balancing, and a bunch of new enemy affixes.

The pain is coming! We are still hard at work with many great features like the ability tree rework, more content and missions, items, and gameplay loops. Watch this space for more updates on our progress.

Emil aka Easymode, Lead Game Designer

As always, we monitor heroes and make changes where needed. While we are currently happy with the amount of time it takes the average player to unlock all heroes, we recognize that making them gated in such a linear fashion is pretty frustrating, so we are doing something about that. Enter... Hero Souls.

Hero Souls

• Instead of having a specific Hero Shard price for each hero, each hero now costs only one (1) Hero Soul
• Hero Souls are not restricted to any one hero
• Hero Souls are obtained the first time an assassination is completed; there are seven hero souls in the game so at the moment, any assassinations past that will not grant hero souls
• Hero Shards are still dropped and used to unlock cosmetics.

Hero Balance

• Passive: Critical hit chance amount decreased from 25% to 5%.

While his bear companion is getting a general damage nerf, we discovered some glitches that make Vavvan benefit from Dameer’s gear a little bit too much, which is something we will be looking at for the next patch.
• Vavvan’s attack damage decreased by 50%.

General difficulty was amped up in a big way in the last patch and we are continuing to monitor how it behaves. For now, we have some further tweaks to it.

• Armor and Resistance penalties are now calculated before applying stats and stat caps
• Defense Missions: shrine health rebalanced (increased) across difficulties
• Higher difficulties now also bring penalties to “Chance to Dodge” in the same manner as penalties to damage reductions.

We implemented some new types of stats for gear, and you can expect more expansions of the stats system in the near future.

• Fixed some Legendary Items having stat values of 0
• Rebalanced some of Morokh’s legendary items to grant intelligence-based stats instead of strength
• Dameer’s legendary weapon “Wrath of the Wild”: attack speed lowered
• Blueprints now correctly show that weapon needed is of Legacy Rank 7 and not 8.

The following stats have been added to the stat pool:

• Attack Speed Bonus
• Movement Speed Bonus
• Increased Cold Damage Max Resistance
• Increased Sunfire Damage Max Resistance
• Increased Poison Damage Max Resistance
• Increased Lightning Damage Max Resistance

Player challenge is something that we are constantly working on. For this update we decided to add new enemy affixes for elite enemies. The goal is to expand the affix pool before we introduce additional procedural content where they can be randomly generated.

New Enemy Affixes

• Shielded: Enemy is temporary invulnerable to all damage
• Range Shield: Enemy is completely invulnerable when you are outside the indicated range.
• Thorns: Enemy periodically deflects part of the damage inflicted to it
• Bloodthirst Aura: All enemies affected by this aura leech health when they hit you
• Armor Break Aura: Lowers physical damage reduction of all heroes affected
• Cold Vulnerability Aura: Lowers cold resistance of all heroes affected
• Poison Vulnerability Aura: Lowers poison resistance of all heroes affected
• Lightning Vulnerability Aura: Lowers Lightning resistance of all heroes affected
• Sunfire Vulnerability Aura: Lowers Sunfire resistance of all heroes affected.


• Hunt: objective texts fixed to reflect the exact amount of actions needed to finish a hunt
• Battlegate: added Hero Shard info preview for each Assassination mission node
• Party Screen: friends are now sorted
• Party Screen: icons are larger.

• New and improved screen for reforging
• Implemented inventory marker for inserted materials.

Battle HUD Improvements

Added options for showing damage numbers:

• None: damage numbers not displayed
• Detailed: all separate damage numbers are displayed
• Aggregated: sum of all damage numbers displayed as a single number

• Removed quick-sell options for gear (Ctrl+click)
• It is possible to mark all items for selling by right-clicking and then selling them with a “sell” button at the vendor.

• Party Chat added.

• Defeat screen has new graphics.
Pagan Online - altw0rm
We will be introducing Patch 0.3.1 on June 5 2019 at 06:00 UTC.
Pagan Online will be unavailable between 05:00 and 06:00 UTC while we deploy the patch.

  • Critical damage fixed
  • Legendaries and reforging fixed
  • Chances for Legendary blueprint drops has been reduced from 25% to the correct 5% in level 40+ missions
Pagan Online - urosbanjesevic
Hey folks! As you've noticed, some bugs have made it into this patch. Here is why, and how we're going to fix it.

Critical Damage is not working as intended.
By making a better formula for critical damage calculation, we actually introduced a bug. Our intention was to make critical hits always better than regular hits because in theory crits could be smaller values than normal hits. We did that but screwed up the formula and now bonus damage does not apply when doing critical hits.

Some Legendaries cause game freezes.
This is because some of the equipped legendary items were not read properly by the database at moment of patching and were corrupted. That resulted in reforge freezing the game in those cases.

Mission rewards are way too good.
We had a flaw in system where all level 40+ missions had a much bigger chance to drop legendary blueprints. We're fixing that, and chances will be lower - down from 25% to 5%. More importantly, some of those legendary blueprints werent supposed to be obtainable in level 40+ missions at all. We have some weapons in gauntlet that should drop exclusively there.

How we fix these is with a brand-new build which we are working on right now. Fixes for these issues will be included in patch 0.3.1 which we plan to compile and test over the rest of this week/weekend and deploy early next week.
These bugs are a major annoyance. We know they're making gameplay into something it shouldn't be, especially for Dameer and Valeria players.

We will crush them.
Until we do, if you have any questions for us, do ask on here. We're working on this new build with tunnel vision, but we'll make sure to put time aside to answer you.

Thank you so much for sticking with us. We really appreciate your support. We're channeling your passion into raw energy to get this done. Cheers and thanks again!
Pagan Online - altw0rm
We will be introducing Patch 0.3.0 on May 30, 2019, at 06:00 UTC.
Pagan Online will be unavailable between 05:00 and 06:00 UTC while we deploy the patch.


I’m very glad to announce another patch, which will address a few key issues we’ve recognized as a recurring theme in the massive feedback you guys have been providing. Among other things, we’re making some changes which should increase the gameplay impact of legendary items; we’re amping up the challenge on higher difficulties; and we’re giving new players an option to change their starting hero much sooner. We’ve also been working on enhancing the co-op experience, making balance tweaks, further polishing the visuals/audio, and, of course, squashing bugs.

Right now, we’re focusing on improving the game’s stability and bringing you new content, along with new ways to play and experience the realms of Pagan Online.

Our team of audio Pagans is cooking up some fresh music and sounds, including area-specific atmospheric ambiences, gritty combat soundtracks and lots of revised sound effects for axe swings, spells, impacts, roars and other juicy stuff from the game. We really like to hear your opinion on how the game sounds - whether there’s a sound effect you really find satisfying, or there’s a voice line that gets on your nerves, share your opinion with us. We’re always listening!”

Dimitrije Cvetković, Audio Lead


We recognize that legendary items are not on par with epic items of the same level and that was happening partly due to the items themselves having non-optimal stat pools and not being affected by bonuses from crafting and reforging. Our aim is for legendary gear to always be the “obvious best choice” but with the possibility of epic gear rolling random, better, sets of stats for certain builds.

• Most Legendary Items were completely rebalanced
• New Legendary items with Item Quality Level 40+ added
• Some items temporarily require Legacy Rank 8 (due to base items not being set up properly)
• Legendaries now are properly affected by crafting/reforge bonuses. You can reforge already existing legendaries in order to get the bonuses. Reforging legendaries does not randomly roll stat types, only values, so materials and artifacts are used to min-max them
• Some legendary items are obtainable only via drops; they also can be reforged.


We want, when you have the best possible gear, for you to have a proper challenge on the highest difficulties. We do not want one-shottable bosses or bosses that can be killed in 10 second. That means we will constantly be tweaking difficulty balance. For this update we felt like the game was too easy on higher difficulties and adjusted the values accordingly. We will closely monitor this and we are expecting your feedback to help us balance it further.

• Hard Difficulty
• Enemy health pool roughly increased by 300% and damage by 100%
• Environment interactables’ damage increased by 300%
• Defense Missions: Shrine Health increased by 200%.
• Master Difficulty
• Enemy health pool roughly increased by 350% and damage by 200%
• Environment interactables’ damage increased by 350%
• Defense Missions: Shrine Health increased by 300%.
• Armor and Resistance Penalties: players now start with -25% armor and resistances on hard difficulty and -50% armor and resistances on master difficulty.


For this patch for co-op we are focusing on fixing immediate glitches while we plan some more quality of life changes in the future. Those include UI clarification, more optimization on net code, having 4 player co-op, and working on having the campaign being playable in co-op. That last one requires some technical wizardry on our part and will take longer.

• Threats can now be played in co-op
• Changing difficulty for co-op missions is now possible
• Co-op will spawn more enemies depending on the number of players and difficulty selected
• Slightly increased damage and health in co-op depending on number of players
• Some bosses received fixes for co-op, namely Kablar, Veles and Furun. Not all bugs are ironed out and we will continue to work on them.


It turned out that locking you to your starting hero without being able to try all three of them was a bad idea. We want to change that. This is only the first change in the way heroes are unlocked, with more coming (more about that in upcoming patches).

Starting Hero Pick
• Players are now prompted about if they really want to commit to the chosen hero at the end of the tutorial. If not, they can pick another and try them out.

Note: it is a known issue that players are forced to relog when repicking a tutorial hero.

• Immunity duration to hard crowd control (stun, knockback, fear…) after being CCed once increased from 1.5s to 2.5s.

• Thunderfist: Now consumes static charge and gains 1% per stack consumed.

• Passive: Changed so instead of 50% attack speed she now gains 25% critical strike chance.

• Primary boomerang attack damage reduced roughly by 25%.


We are tweaking some level 40+ missions, adding new drops and rewards and rebalancing stuff. In the background we are working on more missions in term of content quantity but they are not quite ready and will most likely come soon with the Act 6 Campaign update.

The Gauntlet
• Now has proper rewards depending on difficulty (materials, recipes, blueprints)
• Lord Gvozden’s Bastard Cousin now occupies the Gauntlet. He might drop some exclusive Legendary Weapons
• Rebalanced prompt to ask players to withdraw every 30 waves (up from 10).

The Ghost of Usud Past, The Last Laugh, Soulsmith Reforged
• New level 41+ legendary gear can drop from bosses in these missions
• New level 41+ legendary blueprints can drop from bosses in these missions.


We are bringing a variety of fixes and improvements in several areas of the game. These might be small but we always tend to squeeze some of them in as we feel we need constantly to improve on quality of life.

Alternative Control Scheme
Players can select alternative control scheme in options:
This scheme is set up so that the W key always moves the hero towards the mouse pointer, while A, D keys function as strafe buttons. (Hint: rebinding LMB to Move Up and using this control scheme will somewhat resemble mouse-to-move while holding LMB).

Battle HUD Improvements
• Enemy health bars improved
• Added health bar for primary target at the top of the screen. It contains useful information like enemy name, level, characteristics
• Redesigned level up graphics.

In-combat loot & autopick selection
• You can loot in-combat while holding ALT key
• It is now possible to choose what is being autopicked from the ground. Find this option in “Gameplay Options”. Currentlfilters are:
• Gold, Health Potions, Materials, Hero Shards, Artifacts, Quest Items, Base Items, Magic Items, Rare Items, Epic Items, Legendary Items, Rare Recipes, Epic Recipes, Legendary Blueprints.

Ability Tree Respec
• It is now possible to change which modifier node is active in your ability upgrades.

Login screen news
• Added news to the login screen.

• Timestamp implemented.
Pagan Online - Sasha_JP
In a world first face reveal featuring elaborate disguises, lead designer Easymode introduces changes from his field of expertise: PAIN.

Get ready as we turn up the challenge to 300% with increases in difficulty levels. You're not going to battle empty handed though! In patch 0.3.0. we're making legendaries - wait for it - LEGENDARY with a complete rebalance.

Find out about this and more in our latest Devlog! Share your thoughts in the comments. We'll be reading.
Pagan Online - Sasha_JP
Greetings Pagans!

We will be introducing Patch 0.2.0. on May 16, 2019 at 05:00 UTC.
Pagan Online will be unavailable between 05:00 and 06:10 UTC while we deploy the patch.


After running support of the game with just a few dedicated code wizards during the holidays, we are back in the studio ready and raring to push for some crucial changes to be implemented in this patch.

The first iteration of co-op play is finally here! Slaying monsters with friends is always fun, after all. We also did some other work on hero controls, the way they move and attack, and fixes to the damage calculation model for all the number crunchers out there. Oh, and card packs are gone. A little bird tells us the new hotspots for farming epic materials are the Threats. 😉

Before we delve into the patch notes, I will share some bits that we are planning for the near future.

  • Legendary Items
    Currently, we’re not too happy with the state of legendary items and will do some fixes on them. This includes rebalancing and crafting fixes.

  • Starting Hero Choice
    We are working on implementing an option to confirm your hero choice at the end of the tutorial, so all three of the starting heroes can be played before making a choice.

  • Miscellaneous
    We are working on a lot of quality of life changes: autopick selection, buy/sell improvements, inventory lag, and an alternative WASD control scheme to name a few.

    We are grateful for all the feedback you guys are providing and we will continue to listen closely to what you have to say about our game. This is an awesome journey for all of us.”

    Emil aka Easymode, Lead Game Designer


The first iteration of co-op is here! We had it during The Trials, but there were some technical issues with it so it wasn’t ready for Early Access. Now it’s making a return in its first iteration. For now, you can play any side mission or assassination in co-op. The campaign is not playable co-operatively. There might be some bugs and glitches. If you find any, please report them back to us so we can fix them ASAP.

The maximum number of players is currently two. We also have matchmaking in place, which means when you queue up for a mission type, you will be matched with players playing heroes of a similar level.

How can I play a mission or an assassination?

Group with another player in the Pantheon via the Party menu. You can invite people from your local Pantheon instance, or you can add people to your friends list and invite from there. You can also go to the Looking For Player (LFP) tab and make yourself available for all players to see and invite you.

What is planned for co-op in the future?

  • 4 player co-op: we’ve been testing it and it works almost at an optimal level
  • Quality of life: at the moment, co-op can be a bit hectic as it lacks UI that would help players distinguish what is going on during battle. Things like “teleport to encounter” indicators, health bars, player character indicators, etc.
  • Optimization: getting that smooth experience is a top priority for us, so there will be more work on network and general optimization
  • Balancing: additional balancing for co-op will be required and it’s something that we will continuously do
    Designing fun: synergy between heroes, special systems for co-op only, special rewards and drops and all that good stuff will come once the majority of bugs are fixed and we are satisfied with the overall experience and balance.


    While the last update was mainly about hero stats, numbers and abilities, in this update we are trying something new. We are updating the control scheme and adding some quality of life changes. We will monitor how these changes affect the overall balance before making any significant changes to numbers again.

    Attack and Move

  • All heroes can now use their primary attack (default LMB) and move at the same time with reduced movement speed.

    Movement Ability Control

  • Added an option to control the direction of targeting some movement abilities. Now you can choose to aim these abilities with WASD or mouse pointer. It’s under Options > Gameplay > Character Ability Direction Control

  • Abilities affected by this are:
    - Kingewitch’s Dash
    - Anya’s Vitality Rush
    - Masha’s Twirl
    - Valeria’s Jump Out.

    All Melee Heroes

  • Fixed a bug where melee hits would not hit a target - heroes affected: Kingewitch, Morokh, Istok, Masha.


  • Rebalanced the Thunderfist ability:
    - Damage increased from 500% to 800%
    - Does not consume “static charge” for additional damage any more by default
    - Spell Upgrade node “Bonus Damage per Static Charge” decreased from 5% to 1%.


  • Masha’s passive ability now works properly.


  • Fixed bug where Whirlwind ability gets stuck in continuous loop until recast.


  • Fixed an issue with Harvest ability not doing damage
  • Now has 1 passive resource regeneration per second.


  • Fixed a bug where some of his abilities would deal Physical Damage instead of Fire / Lightning.


  • Fixed an issue that caused his damage to scale immensely when changing gear
  • Fixed an issue that caused bear damage to scale immensely when changing gear
  • Removed charges from Dameer’s primary attack and slowed his attack animation by 10%.
  • By popular demand, here are the stats of Vavvan, Dameer’s faithful bear companion:

    - Starting Strength 85, gains +8 per level
    - Starting Dexterity 50, gains +7 per level
    - Starting Intelligence 55, gains +7 per level
    - Starting Fortitude 130, gains +17 per level.


    As many players already discovered, something was glitched with some of the hero damage calculations so I will take this opportunity to explain in depth how it all works and what has been changed for this patch.

    The main thing that has been changed is that we introduced a new damage type “under the hood”. It’s called “Weapon Damage” and it can be found only on weapons as an implicit stat and can't be stacked from crafting or other means.

    Why this change?

    Our system for ability damage relies on taking damage from stats (like weapon stats) and converting that damage into any type. We decided this because we want gear to have an impact on abilities. So in order to make a lightning damage ability before… we had to set it up to convert all physical damage into lightning damage for that ability because you had only physical damage on your weapon. This system was faulty and made it so that all physical damage (not only from a weapon) was being converted into lightning and allowed people to keep stacking physical damage and boost all other types of abilities.

    Now the system is set up so every ability of every character takes the newly introduced Weapon Damage and uses that as base for the damage of that ability. If you use lightning abilities now, you will need to have lightning damage and lightning damage bonus (%) stats in order to improve that ability. Patch notes for this change are simple, but they require some additional explanation:

  • All Weapons: all weapons in game now have Weapon Damage as an implicit stat instead of Physical Damage
  • All Heroes: Most of the abilities of all heroes were changed in how they calculate stats and which bonuses apply.

    So with that said, let’s delve into a more detailed explanation on how damage is calculated.

    Ability Damage Definition

    Everything that Heroes use is an ability, primary attack included. Each ability that does damage is defined by two main parameters: SOURCE and TYPE. The final damage will be calculated depending on these two parameters.

    SOURCE: can be Attack or Spell

  • If it’s Attack, it means this ability will benefit from the “Attack Damage Bonus (%)” stat that can be found on gear. It is also derived directly from the Strength attribute.
  • If it’s Spell, it means this ability will benefit from the “Spell Damage Bonus (%)” stat that can be found on gear. It is also derived directly from the Intelligence attribute.

    TYPE: can be Weapon, Physical, Sunfire, Cold, Lightning, Poison.

    This basically means that each ability that deals damage can deal ANY type or MULTIPLE types of damage, depending on how we, the developers, set up that ability. This system also allows us to convert any type of damage into any other type of damage. Let’s do some examples:

  • Istok’s Thunderslam is set up as an Attack that deals Lightning damage. Step by step how the total damage will be calculated.

    - The appropriate bonuses are chosen (Attack Damage Bonus or Spell Damage Bonus) according to the ability type (Attack/Spell). Thunderslam is an Attack ability so Attack damage Bonus is chosen.
    - A value is randomly chosen from the Min - Max values for each damage type that a hero has from gear, and the Attack damage Bonus is applied to those random values.
    - Next, we have Damage Type conversions and multiplier factors which are defined in the ability. For the Thunderslam ability we convert Weapon damage to Lightning damage and ignore all other damage types apart from Lightning Damage. Converting a damage type to another damage type will transfer the value to that other damage type (so if we had 5 weapon damage and 5 lightning damage, after conversion we will have 0 weapon damage and 10 lightning damage).
    - After converting Weapon damage to Lightning damage we apply additional bonuses to the value. The bonuses are the Ability Damage Factor (defined for each damage type for each ability) and the specific damage type bonus. Thunderslam has the Damage Factor set to 150% for lightning damage and the Bonus Lightning Damage stat the player might have is multiplied with that.

  • Istok’s Primary Attack is set up as an Attack that deals all types of damage.
    - Attack Bonus is chosen.
    - Attack bonus is applied to all damage types.
    - Primary Attacks on most heroes do not ignore any type of damage and have ability damage factors set to 1 for all types of damage. For Istok’s primary attack we convert Weapon damage to Physical damage and we do not ignore other types of damage.
    - So after converting Weapon damage to Physical, we apply the Ability Damage Factor bonuses for all types of damage and each type of damage is multiplied with its own damage bonus stat.
    - This results in Istok’s LMB damage output having values other than Physical Damage while mostly scaling with physical because weapon damage is converted to that.

  • Lukian’s Primary Attack is set up as a Spell that converts all damage types into lightning.
    - Spell Bonus is chosen.
    - Spell Bonus is applied to all damage types.
    - Primary attack on Lukian is set up so it gathers all the damage types and converts them to Lightning type.
    - After the conversion, the Ability Damage Factor is applied as a multiplier, as is the Lightning Damage Bonus stat.
    - This results in Lukian’s LMB damage output having a single lightning value as opposed to Istok’s all damage type attack.

    So to conclude, we can see how the damage of a single ability is calculated by writing it down in a step by step algorithm.

    1. According to the ability type (Attack/Spell), the appropriate bonuses are chosen (Attack Damage Bonus or Spell Damage Bonus).
    2. A value is randomly chosen from the Min - Max values for each damage type that a hero has from gear, and the Attack/Spell Damage Bonus is applied to those random values.
    3. Depending on the ability itself there is Damage Type Conversion (mostly it’s Weapon Damage into some other type, for example Physical).
    4. After the conversion, bonuses from the Ability Damage Factor and specific damage type are applied as multipliers.

    While this system might make many of damage stats on some heroes obsolete temporarily, it is a good basis for future updates and when we bring the new skill tree as an addition that will complement the stats.


    Boss fights are something we want to improve on and will likely continue to tweak and change until we get them to a high enough level of fun that you guys expect from a proper boss fight. For now, we start with tweaks for Furun and Kablar.

    Furun the Soulsmith

    - Will not use Soul Siphon ability at the start of the fight
    - Hammer Throw changed so hammers don’t travel back. Furun can react faster after casting this ability
    - Movement Speed increased
    - Higher chance of chasing hero to melee range
    - Soul Cages in phase three turn faster.

    - Now summons minions in phases one, three, and four
    - Fire meteors have increased range
    - Fixed camera position in phase four.

    Fixed some collision problems with Glavodar.


    UI is something that we are constantly working on and trying to improve. It will most likely change even more over time as we find better and better solutions to communicate game design to you guys.

  • New graphics solution for hover descriptions
  • Blueprints in craft machine now have hover info
  • Battle HUD: added info about status effects
  • Battle HUD: added Level Up info window
  • Battle HUD: added new health bars for enemies
  • Vendor: added item hover description in buyback panel
  • Party UI: New graphics solution
  • Loading Screen: no longer requires “click to continue” action to proceed.


  • Missions: Survivals and Expeditions cannot be completed any more by leaving them before the last encounter
  • Missions: Threats: increased drop chance of epic materials. Threats are designed to give larger quantities of a specific material

    Vendor: It is impossible to sell your last weapon for the chosen hero.
  • Pagan Online - Sasha_JP
    CO-OP incoming! And more about Patch 0.2.

    After a short break in most Slavic fashion, the Pagan Online team is back in force and ready to deliver on CO-OP!

    Tune in to watch Uros go through priorities, and tease some more changes coming to you in Patch 0.2. next week.

    Watch the full video here!

    Uros will be on Discord for the next couple of hours, so join us and share your thoughts and questions in #Pantheon-chat!

    If you miss our first DEVLOG, head on to YouTube to catch up!

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