Tools

Modding The Adventurers

What 9.9.0 and 1.0.0.0 actually expose. Not a full API tutorial.

Last updated:

Modding Support

Eternal Vigilance Entertainment turned on data-file modding in late Early Access and widened it on 1.0. This page is a scope list. It is not a hello-world, not a C# API, and not a promise that Steam Workshop exists. If the developer posts a dedicated Creating a Mod guide, follow that over any recap here.

The World of Shion continues after 1.0. The 1.0 news post says the studio is grateful, points at the giant patch-notes thread, and keeps working. More mod surfaces are on the table if demand exists. Do not wait for an undocumented SDK.

Beta 9.9.0 — 9 August 2026

Steam news title: “Beta - Mod Support, Live - Balance and Icon Updates.”

The beta branch received the first official hookup:

  • Classes
  • Creatures
  • Items

That is the whole first surface. You can author or override those three tables on beta. Live on that same week still emphasized balance and icon polish (the 500+ item icon pass from July continued). If you subscribed to beta only to cheat gold, you missed the point: the hook is JSON-style game data, not a trainer.

Stay on beta while you learn the folder layout. Mixing a 9.9.0 mod with a pre-mod live save is how you get silent load failures.

Live 1.0.0.0 — 31 August 2026

Version 1.0.0.0 added further moddable groups, recorded in the pinned patch-notes discussion:

  • Abilities
  • Combat Actions
  • Fort Buildings
  • Fort Requests
  • Quests
  • Towns

Together with the August beta trio, that is nine named surfaces: classes, creatures, items, abilities, combat actions, fort buildings, fort requests, quests, towns. It is a generous data slice for a $12.99 indie. It is still not “anything in the executable.”

1.0 also fixed goblin fort combats, added a forts stats page, cut request durations over 50% (minimum two days), raised request rewards about 30%, and filled quest ending text. Those are game changes that mods will inherit. If you ship a town file that assumes old request timers, players on 1.0 will see the new durations.

Icons: icons/filename.png

Developer comment on icon override: use a relative path icons/filename.png. Put the PNG next to your mod data under an icons folder and point the data field at that relative path. Do not use an absolute C:\ path. Do not assume a hashed Steam CDN URL will resolve in-game.

This is not a full atlas tutorial. Square, readable icons that match the 1.0 portrait/item pass will look less broken than 4K screenshots stuffed into a 32-pixel slot. The July 2026 icon update replaced hundreds of placeholders; your custom sword should not bring the placeholders back.

Beta versus live

BranchWhat you getRisk
Beta (from 9.9.0)First class/creature/item hookup; sometimes newer experimentsSaves and mods can break when beta rolls
Live 1.0.0.0Nine surfaces above plus the shipping campaignMore players, slower experimental hooks

Opt into beta in Steam → Properties → Betas. Keep a live save that never touches beta. The demo branch is not a mod sandbox; the August 2026 demo update was an eight-day trial with custom start, not a workshop.

Honest limits

  • No claim here of official Workshop upload UI. If it appears later, the news hub will say so.
  • No documented scripting VM in the 1.0 notes. You are editing exposed data, not injecting combat Lua.
  • Summons, Dark Pact, Come At Me, and other kit verbs live in Abilities / Combat Actions. Changing a number can delete a class identity. Diff against vanilla.
  • Fort Buildings and Fort Requests sit on the fort layer that grew through 2025–2026 (unit training, blacksmith, requests). Break those and the 1.0 forts stats page will look empty.
  • Quests and Towns can already fire speech events that read Charisma. A custom quest that assumes a missing personality action will throw player morale into a ditch.

After 1.0

The original Early Access pitch promised five extra classes, 500+ events, 200+ quests, 400+ items. Those content goals were a development roadmap, not a workshop manifesto. Post-1.0 communication is: Shion continues, mod surfaces expand with demand, guides keep being written (the official Adventurer Guide already exists).

If you want vanilla balance first, play 1.0 unmodded and read patch notes. If you want to add a town, start with the 1.0 Towns surface and a spare save. For class design, read the characters hub and the tier list so you do not ship a ninth class that is “Warrior but +500%.”

Hardware for packing mods is the same OpenGL Windows box as the system requirements. There is no Mac editor.

FAQ

Frequently Asked Questions

Quick answers about The Adventurers tactical RPG.

When did mod support start?

Steam news on 9 August 2026 (9.9.0 beta) exposed classes, creatures, and items. Version 1.0.0.0 on 31 August 2026 added abilities, combat actions, fort buildings, fort requests, quests, and towns.

How do custom icons work?

Developer comment: override with a relative path icons/filename.png. Keep files inside the mod’s icons folder. Absolute disk paths are the wrong pattern.

Is this a full scripting API?

No. 1.0 documents data surfaces, not a public combat API. This page will not pretend otherwise.

Should I mod on beta or live?

Learn folder layout on beta 9.9.0+. Play and share on live 1.0 if you want the nine shipping surfaces and a stable campaign. Keep separate saves.

Will more systems open after 1.0?

The developer is still working on the World of Shion and has said more surfaces can come if demand exists. Nothing beyond the named lists is promised here.

Does the demo include mod tools?

The demo is an eight-day trial with custom start. Modding notes target the paid 1.0 / beta branches, not the demo depot.