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The Witcher 3 Remastered Reworks Combat, Roach and Skills for Free Ahead of 2027's Songs of the Past

CD Projekt Red's September 29 update goes far beyond sharper textures, touching combat, camera, enemy AI and the skill tree while setting up a brand new story expansion.

Chaos (AI-assisted)22 September 2026 · Editor: Digital Fox Talent Editorial Team 1,180 words · 5 min read

We are officially just days away from The Witcher 3 remastered, and I think a lot of people still have the wrong idea about what this actually is. This is not CD Projekt Red turning the resolution up or adding shinier puddles or asking us to play the same game over again. They already did the next-gen update in 2022. This is CDPR going back into one of the greatest RPGs ever and rebuilding the parts that finally started showing their age: the combat, the movement, the animations, enemy behavior and the camera.

The crazy part is, if you already own the game, you get all of this for free on September 29th. That's the first thing separating this from most modern remasters. CD Projekt Red could have put this in a new box and charged everybody another 50 or 60 dollars. Nobody would have been shocked. Instead, current owners on PC, PS5, Xbox and Nintendo Switch are getting the upgrade without paying again.

Existing Owners Get Hearts of Stone and Blood and Wine Included if They Never Bought Them

If you somehow own the base game but never bought Hearts of Stone or Blood and Wine, you get those two as part of the free upgrade. New players receive everything together: one game, both of its massive expansions, and an enormous modernization pass, all connected ahead of a completely new expansion arriving next year.

Songs of the Past Does Not Launch With the Remaster

That new expansion is called Songs of the Past, but it does not launch with the remaster. I've already seen those two releases getting blended together online. The remaster arrives in less than two weeks. Songs of the Past follows sometime in 2027, and CDPR has not given an exact date. Think of this remaster as CDPR rebuilding the road before it sends us down it one more time.

Visually It's Chasing a 2026 Standard With Path Tracing and New Textures

Visually, it's getting the kind of overhaul you would expect from a proper remaster: new textures, updated rendering, improved foliage, advanced path tracing, and upgrades across the board to environments and character presentation. The original game has beautiful art direction, but it was also released 11 years ago. You can preserve that art direction while admitting the grass, facial animations and lighting can't compete with a brand new RPG.

CDPR's goal is reportedly to make this feel comparable to something that would be released in 2026, not like an 11-year-old game being kept alive by resolution and frame rate improvements alone.

Combat, Camera and Enemy Pathfinding Are Being Reworked, Not Just Polished

The more important changes, at least for me, are happening underneath those visuals. Combat is being reworked to feel smoother, faster and more precise. The camera has been updated, targeting has been improved, and new animations and finishing moves are all there. CDPR even said monster behavior and enemy pathfinding have been changed, which is a big deal because The Witcher 3's combat has always been the easiest part of the game to criticize. The writing, the story, the world and the quests embarrass most of the genre, but the actual moment to moment fighting and the camera were never as strong.

I don't want them to turn The Witcher 3 into Devil May Cry or even Elden Ring. You shouldn't be launching drowners into the sky and juggling them for 40 hits. But the original combat could feel floaty, the targeting could fight against you, and some encounters were less about preparation and more about rolling in circles until the enemy finally cooperated. If CDPR can retain the potions, the signs, the bombs and the deliberate monster hunting while making the sword play feel tighter, I think that's the single biggest reason to play the entire game again.

Roach and General Movement Are Also Getting Fixed

Roach is also getting reworked, and anyone who has ever watched that horse become emotionally attached to a fence knows why. Loyal and iconic, but occasionally controlled like a shopping cart being pushed down a mountain. We don't know whether every legendary Roach moment has been eliminated, and honestly I hope they keep some of the weirdness, but riding and general movement are said to feel significantly better. Player movement was also one of those things you stopped noticing after 20 hours until you played another modern action RPG and then came back.

A Revamped Ability System Lets You Test Builds Early Instead of Waiting Half the Game

The remaster also brings a completely revamped ability system, and I think this could change the opening hours of the game more than anything else. It combines returning abilities, altered versions of existing skills and new skills, and most of them become available earlier. That should allow players to experiment with proper builds without waiting until they're halfway through the game, fixing a quiet problem with the original progression, where early upgrades were often just percentage increases that didn't dramatically change how you played.

Alchemy could become ridiculously powerful in the original game, but many casual players barely touched it because there was never a great early window to learn why it mattered. You picked a direction and stayed there, because respeccing required knowledge and money you didn't have early on. Now the opening should let you test different styles, whether that's mixing signs and swordplay, learning how dangerous an alchemy build can become, or building something completely broken.

CDPR Has Acknowledged Some Overpowered Builds Are Probably Gone

CDPR has acknowledged that some of the original game's overpowered builds are probably not going to be there anymore, and I know that's going to annoy people who memorized the strongest combinations. But there's no point rebuilding the combat if one setup can steamroll everything without any thought. CDPR says it's touching systems that were largely left alone during the next-gen update, which was created to move the game onto newer hardware and improve presentation. This project is different. "This project is focused on how the game actually feels in your hands," and that includes the animations, camera behavior, combat, enemy AI and pathfinding.

The executive producer said the improvements have become so natural to the development team that returning to the old version now feels difficult. "That is exactly what somebody promoting a remaster is supposed to say," and CDPR obviously isn't going to come out and say they changed three bushes and ruined Gwent. We should wait to play it before declaring a definitive version. But given the scale of the announced changes, I think it's more than just marketing speak.

Songs of the Past Carries Risk Because It Reopens a Story That Already Ended

There's also a bigger reason this project needs to work. Songs of the Past will be the first major Witcher 3 story expansion since Blood and Wine, and bringing the story back carries risk. This is reopening an entire story that ended pretty well, and if it feels like a cheap nostalgia grab, fans are going to reject it. The expansion is being co-developed by Fool's Theory, whose leadership includes developers who previously worked on The Witcher 3. That studio is also involved with the remake of the original Witcher, so this isn't a random support team being handed the project and told to help out.

CDPR has made clear that Songs of the Past will not avoid the difficult choices that define The Witcher 3. The goal is to create decisions that make you stop, put the controller down and consider what you do next. The best choices in the original game were rarely a simple split between saving the puppy or setting the village on fire. You made a decision that seemed less terrible, lived with the consequences, and sometimes learned hours later that you'd misunderstood the entire situation. That's what the new expansion has to preserve, because the reason people still talk about Bloody Baron and the Ladies of the Wood is that The Witcher 3 trusted players to sit inside uncomfortable situations without a clean answer.

My One Concern Is Sanding Away the Friction That Made the Original Special

To me, all of this makes The Witcher 3 remastered feel like more than another release, more like CD Projekt Red preserving and modernizing the game that transformed the studio before it moves into the next era. But I do have one concern to close on: changing everything that has aged without sanding away the personality that made the original special. Older games have friction, and sometimes that friction is bad design, but sometimes it's part of their identity and their legacy. Modernizing every system can accidentally make a game cleaner but less memorable.

"I want better movement, but I also want it to feel like it did. I want better combat, but I don't want every encounter turn into this weightless action sequence." I want it to look better, but not at the expense of the original game's atmosphere. I know that's almost an impossible ask, but if CDPR gets that balance right, I think this could be the new standard for what a remaster should be. The Witcher 3 doesn't need to be rescued, it's still one of the greatest RPGs ever, but on September 29th we may get a version where recommending it no longer requires a list of caveats.

Do you think CD Projekt Red can take something millions of people already consider a masterpiece and make the old version genuinely difficult to return to?

Watch the original

@morechaosgaming · YouTube

Adapted with AI from Chaos' video of 22 September 2026 and reviewed by Digital Fox Talent before publication. Editorial standards · Corrections

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