Palworld 1.1 Update: What's Confirmed and Release Window
What Pocketpair has actually said about the Palworld 1.1 update — that it will not repeat the 903-day wait that led to 1.0, what got ruled out of scope, the real gap between every past content build, and what to finish in your save before it lands.

Palworld's next numbered build is version 1.1, and Pocketpair's publishing and communications lead has now said the thing everyone wanted to hear: it is not going to sit in development for years the way the full release did. This guide covers what has actually been committed to, what got ruled out of 1.1 on the spot, how long every past update really took, and what is worth clearing in your save before the patch arrives.
What's Confirmed About Palworld 1.1
There is no release date, no feature list and no trailer — what exists is a scope statement from the studio, and it is more useful than it sounds. Pocketpair has confirmed 1.1 is being worked on, has committed to a shorter turnaround than the one that preceded 1.0, and has drawn a line around how big the update can get. Everything else in the table below is still open, so treat "not announced" as unknown rather than cancelled — this studio has a habit of revealing things days before they ship rather than months.
| Question | Where it stands | What it means for you |
|---|---|---|
| Is 1.1 real? | Confirmed in development | The next version number is 1.1, not another 1.0.x hotfix |
| Release date | Not announced | Nothing to wishlist or pre-load yet |
| How long the wait is | Explicitly not another multi-year gap | Measured against the 903 days early access ran, that is a low bar to clear |
| Scope | Anything that would take enormous time is out | No second continent, no map-sized expansion |
| Price | No paid DLC has been announced for Palworld | Post-1.0 builds have all been free updates |
| Platforms | Every platform 1.0 shipped on | Steam, PS5, Xbox Series X|S, Xbox One / One S and Game Pass |
| Does it break saves? | No patch since launch has | 1.0.1 through 1.0.3 left stats, drops and recipes intact |
Why the Wait Should Be Shorter This Time
The reason 1.0 felt endless is that it was the finish line for the entire early access run, not a normal update. Palworld launched into early access on January 19, 2024 and left it on July 10, 2026 — 903 days, or roughly two and a half years, of which the last stretch was a long content blackout while the team polished. Regular content builds never worked like that. Line them up and the gaps sit between 76 and 265 days, with the middle of the range around four and a half months, which is the shape 1.1 is being measured against.
| Build | Released | Gap since the last build | Headline content |
|---|---|---|---|
| Early access launch | January 19, 2024 | — | The original Palpagos Island |
| 0.2.0.6 | April 4, 2024 | 76 days | The first raid boss, training manuals, new items and armor |
| 0.3.1 | June 27, 2024 | 84 days | Sakurajima island, the Oil Rig stronghold, a raised player cap |
| 0.5.0 | March 19, 2025 | 265 days | Spring content build |
| 0.6.0 | June 25, 2025 | 98 days | Mid-year content build |
| 0.7.0 | December 17, 2025 | 175 days | ULTRAKILL collaboration, a new raid boss, experimental PvP |
| 1.0.0 | July 10, 2026 | 205 days | Full release — the World Tree, the sky islands, story missions, 35 new Pals |
Two rows deserve a second look. The 265-day gap before 0.5.0 is the longest in the game's history and the one people actually remember as "the drought" — everything else landed inside six months. And the 205 days before 1.0 were not a normal development cycle: that build shipped an entire new region, the 35 new Pals of Palworld 1.0 and a story campaign in one drop. A 1.1 that deliberately avoids that scale has no reason to need that runway. The full breakdown of every build lives in the Palworld patch notes and version history.
What 1.1 Will Not Be
The scope line got drawn in public. When a player floated adding three more landmasses the size of the existing map, the answer was that anything demanding that much time is outside what 1.1 is meant to be — and the deciding factor was framed as completion time rather than technical difficulty. That distinction matters more than it looks: a hard feature that takes a month can make the cut, an easy feature that takes a year cannot. If you want a sense of why a map-sized request is a non-starter, here is the current island counted out.
| What's already on the map | How many |
|---|---|
| Marked points across every layer | 40,924 |
| Fast travel statues | 152 |
| Dungeon entrances | 170 |
| Alpha Pal territories | 90 |
| Stat lotuses | 866 |
| Pal effigies | 407 |
| Fishing spots | 546 |
| Raid summoning altars | 16 |
| Enemy camps | 58 |
| Journals | 64 |
That is one map. Tripling it means roughly 120,000 more hand-placed points, plus the Pals, spawn tables, dungeons and loot to fill them — sequel work, not patch work. You can see the whole set live on the Palworld interactive map, and the individual layers deep-link straight in: all 407 Pal effigy locations, every stat lotus, and the 16 raid altars. The realistic read on 1.1 is more of what fits inside the existing world — Pals, gear, tuning, quality-of-life — rather than new geography.
The Small-Patch Track Is Already Running
While 1.1 gets built, the repair cadence has been fast. Three numbered builds landed in the 33 days after launch: 1.0.1 five days in, 1.0.2 fourteen days later, then 1.0.3 another fourteen after that, plus two same-day hotfixes on top of 1.0.2. None of them added content, but 1.0.3 finally moved numbers — Jetragon's tech unlock dropped from level 79 to 70 and Fiber from trees doubled — which is the first sign of a balance track running alongside the fix track.
Read that as good news for the 1.1 timeline. A team shipping a build every two weeks is a team with a working release pipeline, and the 1.0.3 patch notes show fixes and balance going out in the same package instead of queuing behind a big release. Expect 1.0.x builds to keep arriving right up until 1.1 replaces the version number.
How to Tell the Moment 1.1 Goes Live
The version string sits in the bottom corner of the title screen, so the fastest check is to boot the game and look — if it reads 1.0.3 you are still on the current build. Steam and console clients pull the patch automatically, but dedicated servers do not, and a server on an older build will refuse every connection until it matches.
If you host, update the server first and the clients second, then have everyone verify the same string before troubleshooting anything else — version mismatch is the single most common cause of "can't join" on patch day. The exact SteamCMD command and app ID are in the guide on how to update your Palworld server.
What to Finish Before 1.1 Lands
Nothing you grind now gets invalidated, because no post-launch build has rewritten a stat block, a drop rate or a recipe. That makes this a good window to clear the content that takes real time rather than sitting on materials waiting for a patch. The raid bosses are the best target: all five have a hard tier that scales to level 80, they are the most repeatable fights in the game, and their Ancient Civilization Core payouts feed the Ancient technology tree.
| Raid boss | Summon level | Hard tier | Why bother |
|---|---|---|---|
Bellanoir | 35 | — | The entry raid — guaranteed cores, XL training manuals and a work-suitability handbook per clear |
Bellanoir Libero | 45 | Level 80 | The step-up fight, and the first one worth farming for cores at volume |
Blazamut Ryu | 55 | Level 80 | Mid-endgame check on your gear tier before the level 65 raids |
Xenolord | 65 | Level 80 | The hardest summon in the base rotation |
Hartalis | 70 | Level 80 | Highest summon level of the five — the last box to tick |
Past the raids, the scale left in a finished save is still large: 288 Pals, 90 alphas, 10 tower bosses, 588 technology nodes and 485 base structures. If you want that turned into an ordered to-do list rather than a pile of numbers, the Palworld 1.0 endgame checklist walks level 60+ in order, and the new schematics list covers the gear worth chasing while you wait.
Palworld Online Is a Separate Game
The other thing in development is Palworld Online, the mobile MMORPG, and it is not an update to the game you are playing. Different platform, different team, different release track — nothing in it lands in your current save, and nothing in 1.1 depends on it. The only honest caveat is that two projects running at once is two claims on the same studio's attention, which is worth keeping in mind when you read "soon".
Everything confirmed about the mobile version — platforms, the publishing arrangement and the target window — is collected in the Palworld Online release date and details guide. For where the console and PC game goes from here, the Palworld roadmap after 1.0 tracks the free-update plan and the DLC question.
The Short Answer
Version 1.1 is confirmed, has no date, and is being built small enough that it will not repeat the 903-day road to 1.0. Map-scale requests are already ruled out, so expect content that fits inside the existing island rather than new geography. Until it ships, the 1.0.x builds keep coming roughly every two weeks, nothing you earn now gets invalidated, and the five raid bosses plus the 90 alphas are the most worthwhile use of the gap.
Related Guides
Where to go next:
- All Palworld guides
- Palworld interactive map
- Palworld Roadmap After 1.0: Updates, DLC, and What's Next
- Palworld Patch Notes: All Updates and Version History
- Palworld 1.0.3 Patch Notes: Every Change and Fix
- Palworld 1.0 Update: All New Content and Where to Start
- Palworld 1.0 Endgame Checklist: What to Do at Level 60+
- How to Update Your Palworld Server and Fix Version Mismatch
- Palworld Online Release Date, Platforms, and Details



