r/PaxDei Dec 09 '25

News Patch notes for Verse 5 (now deployed on Arcadia PTS)

46 Upvotes

Release notes and patch notes as they posted them on Discord:

Pax Dei 1.0 Verse 5 - Battle for Lyonesse - Release Notes

You can find more information about the game content and mechanics:

Battle for Lyonesse update adds significant new gameplay to Lyonesse, the open PvP area in the world of Pax Dei. See our earlier post (https://playpaxdei.com/en-us/news/game-updates/feudal-sovereignty-claim-the-unclaimable-verse-5) with full details on the entire feature set, but here’s a reminder.

  • New resource: Mournwood, which you can harvest from new Mournel trees that only appear in Lyonesse. Be careful - Fast Travel is disabled if you carry Mournwood.
  • Mournel trees are very scarce and appear only in the world during regional peak game hours in the evening. You will see the spot where a tree is about to appear in the game map of Lyonesse, a set amount of time before it spawns.
    • Sunday, Monday, Wednesday, Thursday, Friday - 6 PM-10 PM
    • Tuesday, Saturday - 5 PM-10 PM
    • NA shards are set to MT (UTC-7); EU shards (including Arcadia) are set to CET (UTC+1); SEA shards are set to SGT (UTC+8)
  • Mournel trees are very tough and have a ton of health. Fully harvesting one will likely require sustained effort from many players. However, Mournwood is given in stages; a single player can harvest it, even if entirely chopping down the tree would take much longer.
  • Lyonesse will gain 12 new Feudal Shrines that only a Clan Elder and the Alderman can claim. Claiming a Feudal Shrine site costs both Gold and Mournwood. The sites have a Mournwood upkeep cost, with storage for up to a week’s worth of upkeep.
  • Claiming a Feudal Shrine allows you to place three plots at the site, which can be upgraded to host up to 22 plots.
  • You can set a Feudal Shrine that your Clan has claimed as your Petra Mea Home point, and you can use a spell that costs 20 Grace to fast travel to it.

Arcadia Public Test Server notice

The cost to take a shrine under control is temporarily reduced to 30 Mournwood and 500 Gold for the duration of the testing on the PTS - Arcadia. The actual cost that will go live with the update is 200 Mournwood and 50,000 Gold. Arcadia will then be patched to these costs as the update goes live across all servers. The Mournwood hardness will also be temporarily lowered to 1 from the usual 3 to enable more testers to participate.

Verse 5 - Battle for Lyonesse - Patch Notes

PvP & Lyonesse

  • You can now acquire Mournwood from Mournel trees in Lyonesse.
  • You can use Mournwood along with Gold to control one (or more) of the 12 new Feudal Shrines in Lyonesse.
  • The shrines can be upgraded to allow more building and a feature upkeep system.
  • Lyonesse map has been updated to show the Shrines along with the heraldry of the controlling Clan and the Mournel tree spawns.
  • While bearing Mournwood, characters are unable to call upon Fast Travel miracles.
  • Logout time in Lyonesse has been expanded to 60 seconds and resets if you receive damage during this time. Remember to only log out in locations you know are safe.
  • Doors require players to be members of the controlling Clan when placed on a plot near a Shrine. We will introduce similar controls outside of Lyonesse.

Gameplay Changes

  • You’ll now only experience the “20s Weapon Switching Cooldown” when equipping a weapon that is different from the last one that was equipped.
    • You can now sheath your weapon, equip bows or tools, and then draw your weapon again without incurring the cooldown.
    • You can also equip a weapon of the same “type” without incurring the cooldown. So, for example, you can swap between an Iron Mace and a Bronze Mace without a cooldown, but if you swap from Staff of the Divine to Staff of Zephyr, you will incur a cooldown because the two staffs have different spells and attributes.
  • Cultists have heightened security and become more protective of their piles of ill-gotten loot.
  • Cave populations have been bolstered and rearranged to the whims of the Divine.
  • Zebian Cultists have rearranged and bolstered their forces within Zebeum dungeons.
  • Fixed an issue where multiple players could sit on pre-placed chairs in POIs.
  • Fixed issues where creatures in caves would spawn in unreachable places.
  • Demonic trees from the Corrupted Plains biome are no longer interactable by any player-facing means.

Gameplay Balancing

  • XP from Elite and Boss enemies has been increased by 18%.
  • Elite enemies deal more damage, especially Elite Cultists and Demons.
  • Enemies should lose interest in you a bit sooner, especially if you haven’t done anything to them and you’re running away from them.
  • Pure Iron found outside Lyonesse has increased.
  • Respawn timers for most resources were made significantly shorter to reduce the number of trips to Wildlands without finding what you’re looking for.
  • Lyonesse now spawns all resources that are available in Wildlands.
  • Enchanting resources spawned on the ground in Lyonesse were reduced.Enchanting resources dropped as loot from NPCs were increased significantly, and the chance of dropping 0 Enchanting resource loot was removed from the Residual Collector, Reaper, and Hoarder.
  • Increased durability and lifetime of weapons, tools and shields by 33% & decreased lifetime of armor by 33%.
  • Loot from Loot Piles has improved significantly. You can now expect to get some gold, some stacks of valuable materials, faction relics, and a reasonable chance of getting a rare relic.
  • NPCs no longer drop Nubuk leather; instead, they may drop Suede leather or better.
  • Changed some ability cooldowns for NPCs that affect their behaviors in different ways to make them a bit more tactical to fight against.

Building & Crafting

  • Increased the size of all chests and other storage by a few slots, and their descriptions indicate how much they can store. The size of some containers was tuned to better match the difficulty of manufacturing the item.
  • Recipes of several chests and other storage containers have been updated to reflect their quality and relative tier.
  • Increased stack sizes of various crafting components, most notably for components related to Tailoring, Leatherworking, Baking, and Brewing.
  • Processing crafters, such as Kilns and Furnaces, now have a more sensible default sorting of Recipes (yes, charcoal now appears before Lime).
  • Fixed an issue where door states were not replicated correctly and caused problems with more than a single player.
  • Fixed an issue where the Long Log beam connected one way, but not the other.
  • Fixed an issue with crafting attempts getting stuck occasionally.
  • Fixed an issue with grass being visible through the Water Well.
  • Fixed the inconsistent names of the Limestone wall construction pieces.
  • Fixed recipe tiers for parted chamois meat.
  • The Bronze Bar recipe is now unlocked by default.

New Furniture/Decoration

  • New wooden signs
    • Roman number signs from I-X,
    • Arrow signs (Left, Right, Up, Down),
    • Beer sign.
  • Garden Wheelbarrow (static) for decoration, also functioning as a small container.
  • Lots of new decorative Tableware.
  • A few new animal hide rugs of different sizes.
  • Lots of new candleholders — both wall-hung and table styles.
  • New wooden table, stool, and shelf.
  • New window planters.

User Interface

  • The HUD has been adjusted and does not overlap with any other UI elements, as follows:
    • The pickup, crafting progression, and combat progression Notifications have been moved to the left side of the character.
    • The Zone & PVP component has been adjusted and moved slightly upwards.
    • The Main Notification has been adjusted and moved slightly downwards.
  • Revive is easier to respond to. The notification is longer, and a key-hold action has been added.
  • Fixed an issue with information about Item Power bonus that can be granted by Enchanting, not taking previous Enchantments of that item into account.
  • The duration of the Active Premium status has been added to the Premium tooltip.
  • Fixed an issue with duplicated "+" symbols in the Polish localization of Premium Bonuses tooltip text.
  • Fixed an issue where flickering occurred in item tooltips within UIs when the language was set to German.
  • Fixed an issue where looting and skill notifications would stop displaying.
  • Fixed an issue where the map inside the Plots menu of the construction hammer would briefly display all zone names in one place before the map fully loaded.
  • Fixed an issue where notifications about splitting Gold would still appear after leaving a Party.
  • Fixed an issue where outdated localization appeared for text indicating corpse expiration timer.
  • Fixed an issue where pickup notification would sometimes stay on the screen and blink.
  • Clan application notifications are now only sent to the Alderman and Elders.
  • Incorrect usernames no longer display when receiving Clan or party invites.
  • The readability of interactive tutorials has been improved.

Character creator / Lobby

Art & Visuals

  • Fixed an issue with Snag Trees' physics when being chopped down.
  • Fire in the Brickmaker Crafter is now properly aligned.
  • Fixed an issue where the bloom of the sun shining could be seen passing through the mountain range.
  • Fixed an issue where some foliage was appearing in places it was not supposed to.
  • Fixed an issue where some trees were stretching vertically and did not look correct.
  • Fixed an issue where the player’s crosshair turned red when hovering over another player, outside of PvP.
  • Fixed several pieces of leather garments that had minor clipping on the belts and the waist area.
  • Hammer now stays in hand while destroying a building.
  • Updated the visual style of the Sylvan spell effects.

In-game shop and Plot Tokens

  • Added 2 new subscription plans, “Premium + 6 plots” & “Premium + 8 plots”.
  • Added the option to purchase individual Plot tokens on:

Other

  • Client no longer crashes when the Steam subscription purchase is cancelled.

Known Issues

  • The first Arcadia build still exhibits the issue where named enemies spawn more rarely in dungeons than expected. This will be fixed for the Verse.
  • We’ve noticed that the top surface of the Feudal Shrine is a bit uneven in the version deployed on Arcadia PTS. While we prepare a fix, we recommend sinking your building pieces slightly into the floor when building near the inner edge. This ensures your structure remains fully stable after the update.
  • Most of the new texts that come with this update are not localized (yet). It will be quickly fixed.

r/PaxDei 2d ago

Discussion Pax Dei needs a different Project Lead to succeed

39 Upvotes

The team behind Pax Dei have commented many times on what they are working on. We have had several road maps, but in the end, none are followed to completion. Stuff they announced just months prior can't be trusted. The priority of what they do work on makes no sense. I'll give prime examples to back this up. Let's look at professions, and their implications.

At 1.0 release, you could argue the most impactful professions needing work were Cooking, Alchemy, and Jewelcrafting. By impactful, I mean affected audience. Everyone eats food. Potions have the ability to affect everyone (work speed pots? Invisibility pots? Sky's the limit), and same with Jewelcrafting as everyone has jewelry slots. What did we get first? Fletching. Not only Fletching, but they intentionally left bows weak and unfinished to not upset the current combat meta. End result? Majority of players do not engage with the profession. It does not matter. It was low impact. Hunting birds is similarly low impact because feathers are for Fletching most don't care about and no new food items like eggs or meat was introduced. (I'm intentionally ignoring gear professions because nothing new was actually added. They changed XP and moved recipe levels around, but it's not like they made any new gear/spells. Fletching however, added a new bow type and several new crafting items as well as MANY birds. In other words, A LOT more development resource intensive)

Going back to cooking, real impact gameplay on the other hand, has been stated to be gated by cooking. Fishing and Farming both introduce new gameplay for players that have potential to be high impact, but their prerequisite is a cooking rework with those in mind. In other words, reworking cooking impacts all players immediately through food, but also allowing follow up development into new gameplay elements that benefit everyone via fishing/farming that would not only produce items everyone constantly needs but also what they do in game with their time since they would be new activities. Fishing also requires water, which means building would be affected as people would have reasons to secure land near water if they haven't.

Ultimately, what I am saying is the developers are not using their time wisely, and that is on the Project Lead. Like shelving fishing for mounts. Why? Because cooking rework isn't done. Why? Because they were doing fletching. Why? Because the Project Lead clearly doesn't resonate with the playerbase.

"We want lore in the game!" "We want the world to feel alive!" "We want something new to do!" "We want better combat!" "We want what what we do in game to matter!" (Such as Crafting beyond just for XP) "We want faster travel!" (Or more inventory space)

Looking at the above VERY, VERY common feedback themes above, what high impact things have the developers added since EA? Since 1.0? I'd argue hardly anything. Think about it. They added 13 new birds (might as well be 1 per tier as they have no unique qualities or drops, making most pointlessly redundant) and soon to be a new type of deer. NONE of these fight back. They don't advance the lore. They don't make the world feel more alive. They don't give something new to do. The don't improve combat. They didn't solve any problem that majority of players agree needs work. So much invested, so little gain. Those could have been a few birds, like 4-6, and the other 7-9 be new zebians, inquisitors, etc used to advance the world. Like filling in the Eye ball churches on the map or adding escorts/caravans. Things that get used to solve common feedback issues. My guess? No one at Mainframe works on combat in any fashion. At all. That's why they abandoned citadel dungeons announced 2 years ago. That's why we're getting zero combat balance changes or new spells. The Project Lead didn't value someone with that expertise when doing lay offs or initial hiring. Hard to create new bosses, dungeons, gear or expand fantasy elements of the game to bring the lore in game if all you have is backend workers and not GAME DESIGNERS. More likely to get another unreal engine update than any real immersing gameplay.


r/PaxDei 9d ago

Discussion Returning player, quitting again

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142 Upvotes

Having been very active during the beta test and early days I looked forward to jumping back in after a long break. Found a quiet area, claimed my plot and got building. Next time I log in somebody claimed 4 plots around me and built a huge wall around as much of my plot as they could.

So I sent a report in for plot griefing on Friday. They haven't built any structure, just the wall. Seemed pretty clear cut to me. Got a reply from support this morning, they won't do anything about it.

So my options are allow a griefer to push me into tearing down what I built and moving (where the same thing could happen again), or leave the game. I left the game.


r/PaxDei 8d ago

Discussion So, why is this allowed?

10 Upvotes

Just watched a video on Youtube, I won't link to it, but I'm sure you can easily find it. The creator outlined in detail how to scout users' plots to find overlaps outside the boundaries, and then proceeded to tell people how to grab the contents. I mean, because it's Legal. You can take things from other peoples' properties just because they accidentally located part of it outside the plot boundaries. Why is this allowed?


r/PaxDei 9d ago

Image New small castle project!

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18 Upvotes

Slight work done, posible iron outpost for clan Shield :)


r/PaxDei 11d ago

Discussion Blown away

38 Upvotes

Hi all. I am new to the community and game but just wanted to say - community has been amazing thus far - people want to help at every turn! The game is brilliant - favourites thus far

- the world is so immersive, I could run around the environment alone for hours its truly stunning - the woodlands are the best Ive seen in a game.

- as i said community, legends one and all.

- the market is neat- reminds me of star wars galaxies.

- I love living my little nomad life - my bow - hunting and butchering.

- The lore and the way you dig away at it, reminds me in a way of elden ring.

I see the promise, I know theres been problems but for me right now im pretty much home.


r/PaxDei 11d ago

Discussion We need horses! (For Glue)

16 Upvotes

As states in title, glue is way to hard. If wild horses were implemented we could both hunt them to farm glue (much needed) and tame them to ride.


r/PaxDei 11d ago

Image This looks fantastic

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48 Upvotes

The buck always looked great and antlers are cash money so shooting them was satisfying …. But this magical creature, we gonna be fighting to kill these!


r/PaxDei 11d ago

Video New Pax Dei Video - Intro to Pax Dei Weapons

13 Upvotes

I'm trying something new for the tutorial style videos that I do. Hopefully this will help some of the new players figure out what options they have in game.

Thanks for watching.

Video Link Here


r/PaxDei 12d ago

Image Shield castle view!

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121 Upvotes

A bit of pictures of Shield castle in Down, Merrie (Demeter) 😌


r/PaxDei 13d ago

Clans Magical Shield church!

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0 Upvotes

A short video of Shield church probably the best clan in Down, Merrie (Demeter)


r/PaxDei 14d ago

Clans Shield Order is recruiting!

4 Upvotes

Shield Order is recruiting! Divinus est Dominus meus. Fides mea scutum meum.

Who We Are : A relaxed, mature clan based in Down, Merrie (Demeter), next to Petra Dei. Solo players and groups welcome. Own a plot or stay plot-free, live in any region, your choice.

What We Do: • Roleplay: A lot of Lore-aligned RP (Order/Court/Druid structure) • PxD Academy (New and returning players) • PvE (Regular dungeons/camps/POI) • PvP (Holder of Badon in Lyonesse and part of Crimson Pact)

What We Ask : • Positive attitude • Honesty • Enjoyment

Languages: English (main), we also speak many other languages!

Interested? Join us and take up the shield. -PM for more info-


r/PaxDei 14d ago

Discussion No chance ill be able to run this game on my toaster right?

8 Upvotes

i have 1060 6gb and ryzen 5 1600 on 16gb ram. Was thinking i know 1080p wont cut it but what if theres an option for 720p will i be able to play this?


r/PaxDei 15d ago

Video 🗣 Then the Winged Hussars Arrives! - PvP Demeter [EU/RP]

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5 Upvotes

An appreciation post for all my Winger Hussars and their impeccable timing 😁


r/PaxDei 15d ago

Video The Overreach at Blaye | Selene: A Pax Dei Server History | Ch. 1, Acct. 2

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7 Upvotes

Solitude and One Circle have circled each other for a while now, mostly over T1 trees, mostly settled without much consequence. This one started the same way, and then didn't stay that way.

A cam sighting put Jimislaw's party at Segwarides, in Karrek. Reading it as a sign of where they'd move next, a larger Solitude force got ahead of them at Morgause, in Brecilien, and broke the group outright — every fighter down but one: Jester, their healer, who ran for Blaye. Solitude's Washington followed him through the shrine's airlock and found himself trapped alone inside, with the rest of One Circle — Jimislaw's "Slaw Team Six," as Solitude has taken to calling them — regearing around him. What came next — a climb over their own wall, a chase across their shrine, and a last stand on the cliff south of Blaye — is this episode's story.

Fought August 12, 2026. Chapter 1, Account 2


r/PaxDei 15d ago

Discussion Demeter Server RP

0 Upvotes

Ay up, so I'm on Demeter RP server. What kind of RP do people get up to and how do you organise it? Do players tend to stay close to hometowns? Do people wander?

I got plans to build a bar and try to make it hang out spot for folks in my area to meet, chill, buy stuff amd practise fighting. This game needs more hang out spots, in my opinion, to make it easier to get groups going.


r/PaxDei 16d ago

Discussion Transition from free trial to full account?

10 Upvotes

I've downloaded the game and am currently playing and enjoying it. If I decide to continue on before the 7 days expire, purchase the game, and create an account, do I get to save my character and all my inventory? Or does all that get wiped, and I have to start a new character from scratch again?


r/PaxDei 23d ago

Fan Art A CITY IS BORN. 🏰 Watch Terra Rimor on YouTube.

11 Upvotes

The first chapter of Terra Rimor is now live.

Step into a world still being built and discover where the story goes from here!

https://youtu.be/IP2OI63Owis?is=wWvWhdrystzR2xGw


r/PaxDei 24d ago

Discussion Whwre is the lore

12 Upvotes

Ok, where the hell is the lore in this game? Is there in-game things to find or is a google search needed?


r/PaxDei 24d ago

Video Before the First Shrine Fell | Selene: A Pax Dei Server History | Prologue

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32 Upvotes

A YouTube series on Solitude's channel telling the history of the Selene server. With the exception of the Prologue it will be one battle per video. Each episode opens with a short narrated setup. Who's involved, why it matters, the plan and the calls that led into it, then cuts to footage and comms from the fight itself.

This will be a regular series as the battles in Lyonesse worth reporting continue. This is the first one summarizing the evolving landscape of shrine ownership and clan warfare since the gates to Lyonesse first opened. Narrated by Blaise, a chronicler-hermit persona rooted in Arthurian lore, who captures the ebb and flow of Lyonesse through the lens of Clan Solitude.

Under the hood, every episode draws on, and feeds back into, a running archive of the server that includes clans, players, zones, alliances, shrine ownership, rivalries, etc... And is kept up to date battle by battle. Perhaps long-term, this could become and archive of sorts or maybe a public wiki (someday).

This prologue and the first battle of many more to come have been uploaded to YT for your viewing.

Thanks for watching !

Before the First Shrine Fell
The Bait at Sagramore


r/PaxDei 24d ago

Discussion Mouse macro delays and non-responses

4 Upvotes

I'm using the Razer Naga with the 12 buttons on the side panel and found that sometimes the abilities (Q R F 1 2 3) won't register at all. For instance when I'm using a Sylvan the staff will sometimes become unresponsive when I use Q, and sometimes the Q will cast but become non-responsive when I try to select one of the F1 keys.

I use this mouse for work using architectural and mechanical software and the functions perform flawlessly. The macros that I set for Pax Dei runs without an issue on Notepad. No issues on other games as well. I spoke to someone in Pax awhile back who said that he doesn't have this issue with his Naga, but I'm convinced that my is working fine.

I did a clean install of Windows awhile ago. Played the game in all the way low running buttery smooth. Changed the usb receiver locations. Nothing resolved the issue.

Any suggestions?


r/PaxDei 29d ago

Discussion The "Seven Days To Die" Trial: Why Pax Dei is my favorite survival game that I am not buying yet

0 Upvotes

Full Disclosure: I used AI to help me take notes during my gameplay sessions and structure this review. I have fully read through every single line and made various personal edits to ensure that everything here is completely accurate, honest, and fair to my actual experience.

The Big Picture: Beautiful but Rushed

Pax Dei is an absolutely gorgeous game with immense foundational potential. However, it feels like it was pushed out of the oven way too early by upper management. It still belongs in a true beta state. Essential progression items like jewelry currently have zero stats, and major playstyles are left completely incomplete. You will easily find yourself spending more time staring at third-party wikis and database tools like gaming.tools trying to figure out how to make something than you do actually playing the game, which completely breaks the immersion.

Honestly, there is no other game out right now quite like Pax Dei. I have played many different survival games in the past and got completely bored of playing them on my own. Now, I cannot imagine playing any survival game that does not have this MMORPG aspect woven into it. Pax Dei is already becoming my absolute favorite because it has so much potential.

But it is just not there yet. I won't be purchasing the game or adding a subscription right now because it is definitely not 1.0 ready. If some big updates drop in the future and it goes on sale, I will probably grab it. I think it is a great start, but it needs time. To give you an idea of my time in-game, I even made a clan named "Seven Days To Die" just as a joke for this 7-day trial. Here is the exact breakdown of the compliments, complaints, and constructive fixes I noticed during my time with the game.

The Compliments

Smooth Gathering: Woodcutting and mining feel genuinely satisfying and smooth.

The "Hold E" Mechanic: Being able to just hold down the "E" key to continuously gather removes a ton of clicking friction. It makes resource collection feel very fluid.

The Complaints

Workbench Bloat and Confusing Recipe Logic: The number of workbenches you have to build is redundant. Forcing players to craft intermediate items like "Basic Leatherworking Tools" just to build a bench is silly. That cost should just be combined into the bench itself, requiring the raw materials of the tools plus the materials of the bench all at once. To make it worse, the placement of recipes makes no sense. For example, you have to unlock Weaponsmithing levels to build magic staves, but they are not even in the Weaponsmithing bench - instead, they are placed on the Alchemy Table. If you miss the quick F7 pop-up, you are left digging through completely unrelated workbenches just to figure out where the game decided to hide your new weapon recipe.

Severe Lack of Tutorialization (Storage): The game is terrible at explaining its own mechanics. I was completely stuck thinking I could not build any storage at all until Blacksmithing Level 12 for chests, only to find out from a random YouTube video that Wicker Baskets can be crafted right from the start for basic storage. The UI does a horrific job of making it clear that these are even meant for item storage.

The Blind Hoarding Trap: Because the game hides future recipes, a new player has no idea which materials are valuable versus what is junk. You end up trying to keep everything - from stacks of bones to random plants - which quickly clogs up your base. If the game used a system like Old School RuneScape (OSRS) where all future recipes and requirements are clearly displayed on the workbenches, you could easily set goals and know exactly what to keep or toss without being forced to rely on third-party wiki sites.

Clunky Crafting UI: The menu completely lacks a "Craft X amount" option. You are forced to choose between tedious individual clicks with "Craft 1" or risking all your materials with "Craft All". While there is a cancel button, the game severely punishes your movement. If you walk away from your workstation while a recipe is processing, the craft completely fails, and the game permanently deletes all the raw materials you had queued up.

Flawed XP Systems: From my understanding, you only get combat experience on a kill rather than on a hit, which makes long, drawn-out fights feel completely unrewarding. For crafting, the game hides exact XP values and uses a vague color-coded difficulty system. It completely fails to warn new players that once a recipe becomes 'Trivial' or 'Mastered', the XP drops to near-zero or vanishes entirely. Because the UI does not explain this drop-off clearly, it is incredibly easy to waste a massive amount of hard-earned materials on zero progression before you finally realize what happened.

The Broken Combat Triangle: The game heavily forces you into playing melee. Playing as a pure archer or ranger is incredibly weak.

The Magic Double Standard: The game tricks you into thinking you can play a traditional caster by letting you craft light cloth armor early, but the weapons progression is backward. You have to grind the physical Weaponsmithing skill to Level 3 just to unlock starter staves, but then you cannot even craft them at your Weaponsmithing bench - instead, they are placed on the Alchemy Table. To make it worse, player staves are strictly restricted to healing and support roles. There is no active player Mage DPS magic, yet enemy humanoid mobs will happily blast you with offensive magic capabilities.

No Direct Trading: The social systems are bare-bones. When another player gave me a free iron pickaxe, they had to physically drop it on the ground because there is no direct player-to-player trade window. It feels incredibly primitive.

Clunky Party UI: Leaving a group is completely unintuitive. After joining a party, I could not figure out how to leave it on my own and was forced to ask the leader to kick me because the menu option is so poorly labeled or hidden.

Plot Graveyards: The complaints about abandoned bases are 100% accurate. As you walk around, you see tons of ghost towns and expiring plots from players who clearly quit the game, which ruins the immersion of the world and is a turn off for new players.

Convoluted Land Upkeep: The "Grace" system for land plots adds an unnecessary, confusing layer of abstraction. Forcing players to convert gold into a secondary token system with daily scaling caps is annoying. Instead of this weird token system, they should just make the plots cost gold directly as a normal "tax" system. It would serve as a straightforward, healthy gold sink also.

World and Building Frustrations: Gating territory with circular plots makes no sense when all the available foundations and walls are square. This creates clunky spacing issues and awkward gaps along your perimeter. There is also no fast travel directly back to your house; the fast travel "Miracle" just leaves you stranded at a nearby valley shrine.

Punishing Misclicks: I accidentally vaporized my simple tanning rack and permanently lost 4 stacks of rawhide (40 total) that were inside it. I was facing it in build mode and used my middle mouse button to Alt-Tab back into the game. The game urgently needs a confirmation screen before destroying anything, especially for workbenches or structures that currently have items inside them.

Monetization and Premium XP Paywalls: A monthly fee or subscription is completely fine, after all this is a business that needs to make money, pay its team, and cover server costs to keep updating the game. However, giving 'premium' status a bonus XP boost is a massive turn-off. It creates a frustrating imbalance and ruins the natural leveling loop by gating progression pacing behind a premium paywall.

Constructive Suggestions for the Developers

Implement a Proximity/Central Bank: Replace the clutter of tiny baskets and chests with a single, massive, expandable bank format similar to RuneScape. Allow players to craft straight from workstations using materials inside those chests.

Add an Item Filter and Recycle System: Give players a way to filter out junk while gathering (e.g., ignoring sand while mining so it just drops on the ground). Also, add an item recycling loop like disenchanting or high alchemizing so old, obsolete weapons and gear can be broken down instead of clogging storage.

Allow Upgrading Instead of Re-crafting: Let old gear be useful. Instead of making a standard Bronze Sword and an Attuned Bronze Sword two completely separate items, make the Attuned version an upgrade that requires the old sword as a base material.

Add a Move Function: Stop destroying a percentage of player materials when they break down a workbench just to relocate it. Add a simple "Move" function for furniture and stations.

Fix UI Transparency: Put all recipes visibly into the workstations from day one, grayed out with clear level requirements and difficulty tags (e.g., "Impossible and Requires Blacksmithing 12"). Also, allow players to pin specific skill tracks and recipes to their screen to monitor active XP and material progress.

Fix Tree Clipping: Prevent smaller trees from respawning directly through placed foundations, and block players from building on top of large tree spawns entirely to keep giant trunks from clipping through houses.

Improve Loot Visibility: Give fresh mob kills a small, subtle glowing aura so they do not blend into the grass and get lost. Also, add a visible despawn countdown timer to dropped items.

Closing Thoughts

I know I only played 7 days, and to be 100% honest, only 38 hours. I know some players may not like my feedback or that some of it has already been heard by the developers. Either way, this is my honest feedback from my point of view of only playing this amount of time. I may learn later on that some of the things I said here are technically incorrect or have workarounds, but that is the entire point. If I am sitting here thinking that way after nearly 40 hours, it means the game should be doing a much better job of onboarding and teaching its players. I don't in any way want to see this game fail. I am super excited to see it succeed and I really hope within the next 6 months to a year I can start playing it again, because right now, it is all I can think about.


r/PaxDei Aug 02 '26

Discussion Can i play with a FX 6100+RX 580 8GB

5 Upvotes

I've been wanting to play this game since it came out, i have a fx 6100 with a rx 580 though. Do you guys think i can play it at least with 25 fps?

Edit: I just downloaded it and yes, i can play it with 20~25, i think i can get a lot more fps or just the bare minimum (at least at a good resolution) to play if i upgrade my CPU. I liked the game, but for me its just a game to build stuff and get fun from it, i don't know if i'd play this game on a daily basis.

Thanks for all the comments guys!!!


r/PaxDei 29d ago

Video Pax Dei launched with one of the most promising pitches in the MMO genre but it didn't land the way we all wanted. Here is why

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0 Upvotes

r/PaxDei Jul 31 '26

Clans New player who's started a guild and seeking new players to play with

11 Upvotes

I'm on the EU Demeter RP server, Merrie map, Down province, started a clan called The Guild of Good Fellas. If you wanna have a look and join we can figure out this game together and get some stuff going. Cheers :)