Stonewards Patch Notes: 0.2.2 Hotfix and 0.2.0 Later Summer
Stonewards 0.2.2 caps the Gold multiplier and fixes rejoin and companion bugs. 0.2.0 added Mercenaries, Daily Quests, reconnection and input remapping.
Last verified: September 24, 2026 — Game version: Stonewards Early Access 0.2.2 hotfix on top of 0.2.0 “Later Summer” (current). Facts come from official Steam patch notes.
At a glance
Hotfix 0.2.2 (September 21) caps the Gold multiplier at 200x and closes the last round of multiplayer rejoin and companion bugs. 0.2.0 “Later Summer” is the first major roadmap update: Mercenaries, Daily Quests, mid-run reconnection and joining in-progress sessions, input remapping, new weapons and rings, and a broad stat-scaling rework. Hotfix 0.1.7 added playable Crossbows and rebalanced gold digging and several rings. Hotfix 0.1.8 added a multiplayer pause between waves, an anti-stall measure for enemies, and an expanded local save backup system (up to 20 backups, separate from Steam Cloud).
Hotfix 0.2.2 (September 21)
Ten days after Later Summer shipped, this is the cleanup pass for it. The Gold economy gets a ceiling, and reconnecting to a run stops costing you progress.
Balance
- Gold Ring: the Gold multiplier is now capped at 200x. It still stacks multiplicatively, so Gold stays the strongest long-term economy line in the game — it just stops climbing at a defined ceiling. 0.2.1 made that line compound; 0.2.2 says where the compounding ends. You will not reach the cap in a normal mission. It is a factor in long Endless runs and in co-op sessions where one player has been feeding the Gold ring all run.
Bug fixes
- Rejoining a run now keeps your remaining Ring Rerolls and Skips, and restores your Team Tome bonuses, the Bonus Max Health you gained from kills, and your Run Score. If a reconnect ever handed you back a thinner run than the one you left, this is the patch that addresses it.
- The Game Over screen no longer fires while a teammate is already being revived on a Revive Bed. A run in the middle of a revive keeps going.
- Enemies killed by Mercenaries or Ballistas can now drop Gold for all players. The hired help and your static defenses feed the team economy now.
- Companions can deal Critical Hits and their kills can drop Gold. Enemy projectiles now hit the companion correctly, and the companion no longer chases enemies outside the playable battle area — that is the bug where your pet died somewhere the team could not reach it to revive.
- Artificer Bombs now use the same damage calculation as every other weapon, including Critical Hits and the Berserker buff. Bomb builds finally scale like weapons instead of a private formula. Bombs also no longer collide with carriable objects, so they stop latching onto chests and other haulables.
- Enemies that only ever attacked the host — archers, mostly — now pick their targets normally.
What 0.2.2 changes for your build: stop treating the Gold line as an unbounded project and plan around the 200x ceiling. Hunters and Artificers got the better end of this patch — the companion crits, earns Gold and stays inside the arena, and bombs crit and take the Berserker buff like any other weapon.
Hotfix 0.2.1 (September 14)
A quick follow-up to Later Summer that does two things: it makes Gold upgrades worth far more at high investment, and it clears a set of multiplayer bugs that were corrupting joined players’ runs.
Balance
- Permanent Gold Upgrade now scales multiplicatively instead of linearly, reaching up to 300% base Gold earnings at max level. This is the biggest economy change since launch — a maxed Gold line is now a genuine multiplier rather than a flat addition.
- Gold Ring went from +3% to +8% Gold earned per upgrade, and also scales multiplicatively.
- Precious Treasures changed from +1 guaranteed item per upgrade to +20% chance for an additional item per upgrade. Values above 100% can grant multiple extra Tomes.
- Base Stamina increased for the Warrior.
- Forge Boost reduced — each upgrade now lowers the XP required to level up by less.
- Treasure Chests reduced the maximum quantity of Tomes that can be found in a common chest.
Bug fixes
- Multiplayer: players sometimes stayed input-locked after continuing into Endless.
- Multiplayer: Crafter items became desynchronised for joined or reconnected players, so crafted Bombs, Arrows and other items were missing or invisible.
- Multiplayer: team-wide upgrades were not restored correctly when joining or rejoining an active run, and did not display correctly in the inventory.
- Combat: Bonus Projectiles did not work correctly with magic staves below 100% chance.
- Other: controller Sprint Toggle stayed active after you stopped moving, and the new Max Health potion was unavailable on Dungeon.
What 0.2.1 changes for your build: if you were stacking the Gold line as a flat bonus, re-check it — it is a multiplier now, which makes it a much stronger long-term pick. And if you play co-op, the Crafter desync fix is the one that stops teammates from seeing phantom (or missing) crafted items.
Version 0.2.0 — Later Summer (September 11)
New features
- Mercenaries: hire them in the Hub to assist during your next run. The developer positions these as especially useful for solo players.
- Weekly Leaderboard in the Hub, scored from your runs.
- Daily Quests: a new set of objectives each day, viewable from the Quest screen with a refresh timer.
- New weapons: Mace, Legendary Bow, Legendary Small Axe, Double Small Axe. Rogue can now use dual-wield weapons.
- New rings: Explosion Combat Range, Magic Range, Heal on Block, Digging Speed.
- New Upgrade Tomes: Compass Range, Team Attack, Team Max Health, Precious Treasures, Forge Boost.
- New End-of-Wave reward: Mercenary Damage.
- New Lore Pages to discover.
- Crafter: a new powerful healing potion, plus craftable wooden direction signs you can place to navigate caves.
Multiplayer
- You can now reconnect to an active run after disconnecting, restoring inventory, Health and run upgrades.
- Players can join sessions already in progress. Players joining mid-run start at Level 1.
- The Lobby Browser now shows the current location and Wave for active sessions.
- Hosts can ban players from their lobby.
- Improved public lobby discovery, so more sessions worldwide are findable.
Controls and settings
- Input remapping for keyboard/mouse and controller.
- Controller sprint is now toggle; keyboard/mouse sprint stays hold-to-sprint.
- Separate vertical and horizontal look-invert options and separate H/V look sensitivity.
Visuals and QoL
- Visible character hands on weapons in first-person view, with an option to hide them.
- Tab in the Hub now shows your character’s class stats.
- Healers can see teammates’ Health above their characters.
- Hold the craft button to raise quantity instead of clicking repeatedly.
- Notifications when players connect to or disconnect from a session.
Balance
- Gold Bonus now increases the amount of Gold earned, not the chance for Gold to appear.
- Difficulty Ring removed from the upgrade pool while it is reworked. When there are not enough valid Ring upgrades to fill the choices, Gold can appear instead.
- Artificer bomb damage now scales with the Artificer’s Attack.
- Over-100% scaling: values above 100% can trigger an effect multiple times — 150% guarantees one activation and gives a 50% chance of a second.
- Stat rebalances for Bouncing Projectiles, Bonus Projectiles, Critical Chance, Critical Heal and Bonus Max Health.
- Stronger diminishing returns at extreme values for Jump Height, Movement Speed, Sprint Speed, Melee Attack Speed, Ranged Attack Speed and Digging Speed.
- Knockback Chance and Dodge no longer appear as upgrade choices once they hit their maximum effective value.
Bug fixes
- Extra ground detection to reduce falling through terrain or being teleported into nearby cave rooms while mining.
- Extra physics checks when releasing Chests, and you can now climb a ladder while carrying a chest.
- Some Dungeon props were dropping Iron instead of Copper — fixed.
- Items can now be dropped in the Hub.
- Chest upgrades now come from each player’s own unlocked upgrade pool instead of the host’s.
- Fixed additional projectiles spawning from an outdated firing position, and the Lore Bookcase sometimes disappearing in multiplayer.
Hotfix 0.1.8 (August 26)
Features & improvements
- Temporary multiplayer pause between waves: after everyone selects their End-of-Wave upgrade, the game stays paused until any player presses Continue. This works alongside the 60-second auto-select from 0.1.7, so one AFK player cannot block the run indefinitely.
- Anti-stall measure for enemies: if combat stays at very low intensity too long, enemies may disengage from the player and return to attacking the Wall or King. First step; more to come.
- Expanded save & backup system: up to 20 local backup saves, stored separately from Steam Cloud. If the main progression save fails to load, the game automatically falls back to a backup. (An in-game interface for viewing/restoring backups is planned.)
Combat fixes: enemies could target and attack the Wall or King from across the map — fixed. Bounced projectiles now have a minimum speed. Staff rarity now correctly affects Healer healing and Mage damage.
Bomb fixes: Artificer bombs no longer merge or get stuck when thrown close together; other classes can no longer take Artificer bombs left on the Crafter.
Multiplayer fixes: an exploit where hitting teammates could trigger Life on Crit healing was fixed; dying while dancing/emoting no longer blocks input after revival; Unstuck/Teleport fixes.
Hotfix 0.1.7 (August 21)
New content: Crossbows are now playable.
Balance
- Digging now rewards noticeably more Gold — digging should feel fairer compared to combat.
- Ring rebalances:
- Jump Height: reduced per upgrade
- Knockback Chance: reduced per upgrade
- Life Steal: reduced per upgrade
- Companion Damage: increased per upgrade
- Enemy Item Drop Chance: reduced per upgrade
- Movement Speed: increased per upgrade
- Sprint Speed: reduced per upgrade
- Hunter & Companion: companion moves faster, travels farther, has more health and slightly more damage; Poison and Fire damage now scale with the player’s attack damage (Poison duration reduced to compensate).
- Artificer bombs can now roll for Gold Coin per block destroyed, not just one coin per explosion.
Fixes: collision rework on the Dungeon map (invisible projectile blockers, oversized prop/rampart colliders), Bastion blocking zones fixed, Chest duplication with the Chest Opener NPC fixed, Recycling in the Dungeon grants correct resources, Status Effect upgrades now appear for some classes, plus a softlock fix.
Hotfix 0.1.6 (August 18)
Quality of life: the Character Screen now shows the missions required to unlock each character.
Balance: Endless Mode difficulty scaling reworked to non-linear progression; Archer’s ranged/charged damage slightly reduced; Projectile Bonus upgrade support added for Mage and Healer.
Fixes: collectible missions (Pet and Lore Pages) failing to progress fixed; Artificer bomb resource duplication at specific distances fixed; velocity no longer resets wrong on death; input blocked during upgrade selections fixed; Pet sound hearing distance reduced; terrain bushes no longer stop arrows; Map 2 white layer intensity reduced.
What this means for your run
- Mercenaries (0.2.0) give solo players a real answer to being outnumbered — hire in the Hub before a run rather than trying to out-scale the wave.
- Mid-run reconnection (0.2.0) removes the old “one disconnect ends your run” problem, and friends can now join a session already in progress.
- 0.2.1 turned the Permanent Gold Upgrade multiplicative (up to 300% at max level); 0.2.2 put a ceiling on the Gold multiplier at 200x. If you were told the Gold line is a flat bonus, that reading is now wrong — it compounds, but it is no longer unbounded.
- Rejoining a run is safe as of 0.2.2. Ring Rerolls and Skips, Team Tome bonuses, kill-earned Max Health and Run Score all come back with you, and a revive already in progress no longer gets cut short by a Game Over screen.
- Hunter and Artificer builds got the best of 0.2.2. The companion can crit, drops Gold on its kills and stays inside the battle area; Artificer bombs now crit and take the Berserker buff.
- Mercenaries and ballistas now pay for themselves — their kills can drop Gold for everyone, so base defenses are part of the economy, not just a wall.
- Input remapping and separate axis sensitivities (0.2.0) mean old control guides may not match your layout any more.
- Gold Bonus changed meaning in 0.2.0: it now multiplies Gold earned instead of raising the chance of Gold appearing. Any pre-0.2.0 advice built on the old reading is stale.
- A Crossbow build is now viable — check current weapon guides for the updated weapon list.
- Digging is a stronger economy path since 0.1.7; use it to fund ring rerolls and forge work.
- If a teammate is AFK, the wave-end pause plus auto-select means multiplayer runs no longer stall — no need to wait forever.
- Dying mid-emote can’t lock your input anymore, and the save backup system protects against corrupted Steam Cloud saves.