Patch 1.02 - August 21st, 2025
Patch 1.02 focuses on overall improvements to the combat experience, improving responsiveness and visual feedback, while addressing issues reported in the first week of launch.
We want to sincerely thank you for the support and feedback you’ve shown us and the game this last week, and hope these improvements help to make your experience in Aema a truly memorable one. Thank you once again, and we’ll see you in Aema!
Combat
Player Character
- Multiple adjustments made to animation cancelling and combat timings to improve overall responsiveness.
- Dodging and parrying out of basic attacks is now much more responsive.
- Players can now parry to cancel out of an ability even if a target is selected.
- Following up after parried attacks now cancels slow motion and is more responsive.
- Hitfreeze has been introduced to all enemies.
- This increases the weight of successful attacks and improves the evasion window immediately after Ryn lands a hit on an enemy.
- Targeting dot on enemies now clearly displays whether or not it is locked-on.
Ryn’s jump animation has been changed.
Companions
- Fixed an issue where players would incorrectly be revived by Abram if they died in the air. They will now be revived at the last checkpoint instead.
Enemies
- Skuggi has been nerfed on all difficulties, with a longer recovery time added between his attacks.
- Fixed an issue where Skuggi would occasionally not reward a skill point, stopping player progress.
- Fixed an issue where Zara would sometimes get locked in an animation and become stuck.
- Updated Zara’s shield to increase visual and audio clarity.
General
Miscellaneous
- Increased the size of subtitles by 20%.
- Resolved an issue where sections of the landscape would not be rendered on specific hardware.
- Resolved several issues where the player could fall and become stuck.
- Improved the sound effects that played when interacting with collectible chests
- More satisfying sounds have been added to chest interactions.
- Scorpion execution now has an accurate blast sound.
- Fixed an issue where certain traversal actions would not trigger the correct sound.
Chapter 1
- Fixed an issue with players being able to skip a section of the level before Skuggi.
- Fixed an issue where Cor would sometimes get stuck on rocks.
- Fixed an issue that caused Cor to sometimes not open gates as he should.
- Added a failsafe to ensure Cor can only burn brambles outside of combat.
Chapter 2
- Fixed missing sound effects in the Zara encounter.
Chapter 3
- Fixed an issue that could cause players to become softlocked if they died on the zipline after the tower.
- Fixed an issue where players could have trouble interacting with a preserver puzzle.
- Fixed an issue where Abram could become stuck after the Forynja fight.
Chapter 4
- Fixed an issue where Ryn could sometimes fall through a small crack in the environment.
Chapter 7
- Fixed an issue where killing a specific newt could sometimes cause a crash.
Chapter 8
- Fixed an issue where Aurick would sometimes respawn after the fight.
Chapter 9
- Fixed an issue where a bridge would incorrectly be present in both preservation states.
- Fixed an issue where Abram would sometimes incorrectly close a gate.
- Fixed an issue with Abram being able to interact with levers.
Performance & Quality of Life Improvements
- Fixed a hitch that could be observed when the game saved.
- Added support for NVIDIA DLSS Multi Frame Generation on PC.
- Adjusted cameras in 20 cinematics to better suit ultrawide screens.
Patch 1.01 - August 14th, 2025
Chapters
Chapter 1:
- Fixed an issue in the first durtar encounter, in which they could get stuck in the air in certain scenarios.
Chapter 3:
-Fixed an issue where Abram could get stuck in the ground during the final cinematic in chapter 3.
Chapter 4:
- Fixed an issue that could cause Ryn to fall through the world when loading from menu into the beginning of chapter 4.
Chapter 6:
- Fixed an issue where mantling up on a sideways gravity platform in chapter 6 caused Ryn’s gravity to reset to normal.
Chapter 7
- Fixed a soft lock that could occur if the player fell to their death after draining a specific bit of stonerot in chapter 7.
Other Fixes
General
- Shortened respawn times after falling. This fixed an issue where players regained control too quickly when respawning after a fall, allowing them to clip out of bounds and potentially fall through the world.
Performance Issues
We are currently investigating performance issues some of you are experiencing and hope to have a fix in the coming days.
If you are experiencing this issue yourself, please comment in the Steam news post titled "Regarding feedback on performance issues" to share more information with us - it greatly helps us identify the cause of the issue.
Launch Patch 1.00 (Day 0) - August 12th, 2025
Chapters
Chapter 1:
- Adjusted lighting when exiting the cave to have more natural transition
- Fixed an issue where the durtar could enter combat during a cutscene, causing it to fly away
- Resolved an issue where dying sometimes respawned player with the incorrect lighting
Chapter 2:
- Lighting improved in caves, especially on Xbox S
- Shiftable cubes no longer have whitebox outlines
- Resolved issue where assets would load in for one frame during landslide
Chapter 3:
- Adjusted enemies to avoid Ryn getting stuck in a locked state if the enemies spawn within the environment
- Added death volumes around movable platforms to avoid the player getting stuck
Chapter 4:
- Adjusted the water to ensure it hits the wheel to create clear puzzle visual for player
- Fixed rope that was accidentally stuck in the stonerot
Chapter 5:
- Adjusted environment to ensure player does not fall through the slide
- Fixed remnants stuck in idle state at Eobard statue
Chapter 6:
- While in gravity, Ryn no longer floats if she uses double jump and begins her attack in-air
- Adjusted death volumes throughout chapter so enemies can more easily be shifted off ledges
- Elevator now correctly saves the state of the player upon exit and reload
- Improved camera transitions in gravity in several places
-Added more gravity platforms to stop Ryn accidentally flipping back during attacks
- Adjusted VFX for water so it displays even if you are not looking directly at it
- Scorpions will no longer become stuck in the air during combat when shifted off ledges
- Fixed FPS drop upon entering tomb
Chapter 7
- Geysir mechanic VFX now has the correct VFX, making it appear more full and natural
Chapter 8:
- Fixed issue where the camera rotations on using the magnets occasionally caused the camera to break and become stuck inside the environment
- Squeezes now correctly prevents Ryn from entering while in combat
-Fixed floating Dalsmen
Chapter 9:
- Ensure player never respawns in an infinite mana state
- Fixed signalers on Ísfjandi to avoid any being in idle state during combat
- Adjusted death volumes to avoid enemies becoming stuck on ledges when shifted
- Increased blocking volumes on Islands to prevent Ryn accidentally going out of bounds
- Added visual distinction for time changer asset. White is past, Blue is present.
Chapter 10:
- Fixed issue with missing death volumes causing Ryn to sometimes be able to float in the air
- Improved visuals of fires close to the ward
Characters
Zara:
- Zara’s shield now takes damage from dagger
- Zara’s shield now takes damage from drain and drain explosion
- Zara’s shield now takes damage from stone throw
- If you interrupt Zara’s rock throw ability it now cancels the animation effectively
- Rocks in the chapter 10 arena no longer float
Abram:
- Abram would sometimes get stuck in a paused state upon exiting the boat in Chapter 9 and then fail to help in combat. All paused states have now been removed after exiting the boat.
- Additional pathing added to Chapter 4 to ensure Abram does not get stuck on platforming elements
- Adjusted companion pathing in Chapter 10 to allow Abram to better follow Ryn along wall
- Improved Abram pathing throughout Chapter 6
- Added a failsafe to ensure Abram doesn’t get stuck in Durtar battle before statis tutorial in Chapter 3
- Fix issue where Abram would sometimes punch the air during auto attacks
- Abram now can use light ball while doing other actions during combat, avoiding the situation where a charge was used up but the light ball didn’t trigger
- Ensure Abram cannot get into a state where he is no longer registered as a companion
- Resolved issue where Abram gets stuck in combat arena in Chapter 8
- Fixed issue where Abram would sometimes glitch in the boat
- Abram now has a clearer visual for his auto attacks and on the respective target, making his presence in combat more accurately perceptable
- Ground VFX activated on footsetps for the respective biomes
Ryn:
- Fixed snaps that could happen in certain rare transitions, such as walking off beams
- More consistently triggering ground VFX on Ryn across biomes
- Slight adjustments in overall responsiveness in combat and animation notifiers to enter and exit animations
- Shift targeting visual now accurately displayed on certain targets
- Ryn can now follow up Aftershock with a gapclosing attack, similar to blast
- Fixed shaking in Ryn when at maximum range during rope pulling
Cor
- Fixed an issue where Cor’s damage could be framerate dependant