News Liste Pax Dei

Spotlight - How the world of Pax Dei is changing
Pax Dei
11.10.24 12:22 Community Announcements
Hello Paxians!

Last week, we announced the world of Pax Dei is about to be reshaped, with adjustments to its geography, distribution of biomes and resources, and points of interest. The changes are significant enough that they will require a wipe with the upcoming content update.

So this week, let’s take a closer look at what our team of world-builders has been working on lately.

Reshaping the world


Since the start of the Early Access, you have now roamed through every corner of Gallia, and our World team has received a ton of feedback. Here are a few of the things we learned along the way and how it’s helping reshape the world - in the literal sense.

By shielding the home valleys with mountains, we wanted to grant them a sense of coziness. In retrospect, we pushed it a bit too far - they can feel walled in at times. So, we’re adjusting the new terrain to have a more open and natural feel, encouraging exploration and travel.

Many cliffs are now less steep, making mountain climbing slightly less lethal, and we added more mountain passes to make moving from one area to another easier. On the lethal side of things, we also changed the fall damage system to make it more predictable.

We’re lowering some of the mountain ranges, which, combined with the other changes, opens up some impressive vistas.

We’re adding details to make a few valleys more unique. For example, Nones in Inis Gallia now has an aqueduct spanning a river.


Here and there in the Heartlands, we’re reworking rock formations to make them more suitable for building. We noticed that a lot of the cool castles were placed in such areas, and we’re trying to encourage that.

Lastly, we're enhancing the roads. You'll now see more variety, from simple dirt paths to the paved ‘king’s roads,’ and we've increased their number to provide more routes across the land. This will also help reduce the chances of areas being blocked off by a few plots.


As an example, in Lavedan, a path from the home valley to the wildlands was easy to block.

Now it looks like that:



Soon, it will look like this:



Landscape art


The new map of Gallia brings an opportunity to enhance how our biomes function, aiming to improve overall progression while making the Wildlands and Heartlands more distinct.

The Heartlands now feature a more limited range of three base biomes, along with two advanced biomes. While the base biomes remain consistent across the Heartlands, the advanced biomes will vary between different Heartlands.

In the Wildlands, we’re introducing a new biome: the Corrupted Plains. This land is tainted by demonic forces, where you are more likely to encounter the Cult of Zeb.


We’re also rolling out several updates to give each biome more character:
  • Ancient trees will now populate enchanted forests like the Whispering Woods.
  • Strange growths will be found in demonic biomes such as the Corrupted Plains.
  • The trees in the Eerie Pine biome are getting a fresh, new look.
  • Music will adapt based on the biome and time of day, further enhancing immersion.



As you might have noticed from these examples, we’ve also renamed some biomes to give them more distinctive identities that better reflect their inhabitants. Rest assured, however, the names of the Provinces and home valleys remain unchanged.

New PvE Progression


One major focus for us in the upcoming patch is to allow players to find adventures earlier in the game. As such, the most important changes we’re making are to the positions of PvE encounters.

We are introducing numerous enemy camps throughout the provinces. Several camps in the home valleys are designed for solo or duo play, making them ideal for early progression. These camps are tied to specific biomes and grouped in clusters of five to seven small encounters. Some biomes will have many sites, while others will have few or none.


We've also added some entry-level cave dungeons in the home valleys. Additionally, we are rebalancing the distribution of enemies to ensure it aligns with their respective biomes and creates a more logical progression. High-tier enemies will primarily be found in high-tier biomes. In other words, the Cult of Zeb won’t have much presence in the home valleys.


The Inquisition faction is getting a complete revamp with a new look – still a work in progress – along with new camps and strongholds. Although the Inquisitor Citadels aren’t ready yet, they will serve as mid-tier dungeons in the future.


The Lost Souls, our ghostly enemies, are being progressively redesigned and will now only appear in haunted biomes – both in the Wildlands and select home valleys.


The map has been updated with new icons indicating which factions control enemy camps and ruins, and new icons for customized marks have been added.


Overall, these changes aim to create a more natural PvE experience with a clear progression that rewards exploration.

We have more in store for you, but we also want you to discover some of the new content for yourselves. We should be able to provide a date for the patch in the coming days, so stay tuned!

Pax vobiscum,
The Mainframe Team
Logo for Pax Dei
Release: Genre: Massively Multiplayer Online Entwickler: Mainframe Industries Vertrieb: Mainframe Industries Engine: Unreal Engine 5 Kopierschutz:keine Infos Franchise:keine Infos
Einzelspieler Mehrspieler Koop

Aktuelle Steam News
Neue Steam News in der ePrison Datenbank

Proving Grounds Coming on November 5
Pax Dei
Heute 12:00 Community Announcements
Spotlight - How the world of Pax Dei is changing
Pax Dei
11.10.24 12:22 Community Announcements
Spotlight - The Journal (and bonus info)
Pax Dei
04.10.24 12:03 Community Announcements
Tech Insights: our Building System
Pax Dei
27.09.24 12:01 Community Announcements
Spotlight - Upcoming Combat Changes
Pax Dei
20.09.24 12:10 Community Announcements
Back to School Status Update
Pax Dei
09.09.24 09:46 Community Announcements
One Dei at a Time: Conquering Pax Dei Solo
Pax Dei
16.08.24 12:00 Community Announcements
Upcoming wave of inactive plot cleaning - August 21
Pax Dei
14.08.24 09:07 Community Announcements
Patch Notes - August 13
Pax Dei
13.08.24 08:49 Community Announcements
Status Update - August 9
Pax Dei
09.08.24 13:25 Community Announcements
Patch Notes - July 17th 2024
Pax Dei
17.07.24 10:39 Community Announcements
July 2 - Patch Notes
Pax Dei
02.07.24 11:45 Community Announcements
June 26th - EA - Bugfixes patch
Pax Dei
26.06.24 13:42 Community Announcements
Stories from the War Room: the DNS Debacle
Pax Dei
25.06.24 13:00 Community Announcements
Early Access Day 3 - Status update
Pax Dei
21.06.24 16:52 Community Announcements
Stories from the War Room: D-Day
Pax Dei
19.06.24 15:58 Community Announcements
Early Access Day 1 - Status update
Pax Dei
19.06.24 15:24 Community Announcements
The Road Ahead
Pax Dei
17.06.24 12:09 Community Announcements
The vision behind Pax Dei
Pax Dei
14.06.24 12:00 Community Announcements
Announcing Pax Dei Preview Week - Gallia's Grand Gathering
Pax Dei
05.06.24 13:15 Community Announcements
Pax Dei will enter Early Access on June 18th!
Pax Dei
04.06.24 15:24 Community Announcements
Wilderness Alpha Learnings
Pax Dei
17.05.24 13:08 Community Announcements
Pax Dei will enter Early Access in spring this year
Pax Dei
09.01.24 08:19 Community Announcements
Alpha - Key takeaways
Pax Dei
20.12.23 11:01 Community Announcements
Morituri te Salutant
Pax Dei
16.10.23 15:10 Community Announcements
Tech FAQ
Pax Dei
19.09.23 13:53 Community Announcements
World FAQ
Pax Dei
13.06.23 14:02 Community Announcements
Building FAQ
Pax Dei
16.05.23 15:59 Community Announcements
Gameplay FAQ
Pax Dei
19.04.23 07:30 Community Announcements
General FAQ
Pax Dei
18.04.23 13:21 Community Announcements