Hello everyone! It was a busy week, but I’m back with another update, and I’m proud to announce that everything promised in the Roadmap thread is now here! It feels like a small miracle—if you had asked me on Friday, I would have told you the final boss would need to be postponed until the 0.6 release. However, the integration of the boss abilities went surprisingly smoothly, and update 0.5.5 can be released as scheduled, even though I kept adding more and more features over the past two weeks in response to your feedback.
autohide combat log to prevent UI overlaps
disable facilities interactions when player have no physical body
combat UI revamp/combat assistant
improved tutorial
added combat tutorial area around basecamp, ratling mobs + scarecrow as tutorial boss.
action buttons highlights and animated cooldown notifications for abilities
keybindings
lighthouse was added to the main camp + final boss encounter on top of it.
coresponding achivements were added
While the list may not look very big, it was a two week sprint for me, and I believe it brings the game closer to the standards players expect from an Early Access title. Also, the final boss encounter closes the main starter section of the game, laying the foundation for the endgame mode that will be introduced in the next update (along with an explanation of what happened after you defeated the lighthouse warden).
The endgame mode will be the main focus of update 0.6. However, that doesn’t mean I won’t continue improving the base experience—I still have plenty of ideas to enhance the Thornkeep experience, and we’re far from done. In addition, I believe your feedback will continue shaping Thornkeep’s future as well.
Expect version 0.6 to land within a month, with possibly smaller updates in the meantime.
Thank you for your support, and with regards,
Tryzna
The following updates have been implemented.
Fixed UI glitches
Fixed Korean translation issues
Partially revised English and French translations
Improved compatibility with Steam Deck

Thank you all for your feedback! We have fixed the character selection bug that occurred in the lobby

Hello gamers,
With the trend of video game prices rising these days, we want to do the opposite. Because, fortunately or unfortunately, we don't invest heavily in the development of each project, it's possible to do so. This won't compromise quality; those who have played our games know that from one game to the next, we see nothing but innovation and new learning.
Look forward to our next project!


Featured a wide variety of enemies, including trolls, goblins, wolves, ravens, elemental creatures, and many others.
World offers several unique maps, such as forest, arctic landscapes, scorching deserts, ...


Thanks to Discord users for catching these bugs! This hotfix solves an issue that made campaign missions like Search & Destroy and Anti-Air unplayable, as well as softlocking the player on some career mode missions. Sorry about that.
Fixed an issue where 'defend structure' or 'destroy all enemies' -type objectives would instantly self-complete and softlock the player, preventing menus from opening.
Fixed an issue where music stings would fail to play.
Reduced volume of infantry combat barks.
Fixed a small visual issue with the clipboard.
Have fun!
This update replaces one of the existing maps with a new one to improve gameplay flow and atmosphere.
A bug has been fixed that prevented players from entering certain maps, as well as an issue where the random map selection could get stuck.
Several minor issues were also addressed to improve overall performance and player experience.
1. Fixed a bug that caused the game to get stuck after defeat.
The Human Captain was unable to deal damage.
When preparing an attack on an AI and that AI was defeated during the preparation, issues occurred; now in this case the overworld is loaded.
Opening the supply depot caused an exception.
Resource texts were no longer updating.
The buttons at the bottom right were displayed in front of the storage UI.
It was possible to buy negative amounts of resources.
If the marketplace was reopened immediately after a trade, the last bought/sold resource was not reset, making it effectively impossible to buy or sell anything.
The amount of resources merchants can carry has been greatly reduced.
The price of quarries has been increased.
Market prices for many resources have been reduced.
The stone cost of walls has been slightly reduced.