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Alaloth: Champions of the Four Kingdoms - isometric action RPG with dynamic overworld

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,140
New year, new challenges, new roadmap on the way soon!
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Hello Champions!

We hope you had a fantastic holiday season! The team is back at full throttle after the Christmas break and today, we're thrilled to reconnect with you all and provide you with some exciting updates as promised with the latest post of 2023 by Alberto. We're genuinely excited to be back at work, fueled by the enthusiasm that the new year brings. We extend our heartfelt gratitude to each and every one of you for your support since the beginning of this journey. Your feedback has been invaluable, and we're taking it all into account as we shape the future of Plamen. We know we teased some community-related activities a few times in the past, but we've always been focused on the development so didn't have too much time to work on this. We can say that finally, we are almost ready to launch a unique initiative for everyone willing to jump-in and help us crafting the best RPG possible! Hope to give a massive update on this next week! Meanwhile, we have something to share!

Looking ahead, our focus for Q1 is in the works. Our main goal is very simple and it's about improving every aspect of the game. Brace yourselves for more quest content, fiercer enemies, and new kingdoms to explore [!!!!] to shake things up. We're adopting a fluid approach to updates as usual, avoiding rigid dates. Instead, we're considering whether to deliver the listed items in previous roadmaps across multiple smaller updates as they're completed or in one substantial update. The decision hinges on our internal deadline of March 31, coinciding with Game Developer Conference and resolving some interesting corporate matters [you know, we rely on sales to boost dev, so we have to move carefully with new possible partners]. Detailed informations are on the way, so stay tuned! You know we've already announced Rogue Waves, Chronicles and Arcane Arts back in time, along with Skylight which has been our choice and has been released during Xmas. We are going to release one more of these by the end of March latest... or maybe dropping something else we are discussing right now. Let's see! We are providing a new roadmap as soon as possible as usual, just give us a few time to put pieces together

Since the release of the game, we have received many questions from you on several topics, including the future translations of the game to various languages. In this update, we are presenting a FAQ that gives answer to the most frequent questions we have received. Head over to the Steam board or join our Discord community[discord.gg] to get in touch with us. If you are a professional translator or just want to help bringing the game to the biggest audience all around the world, just contact us. We've worked hard to enhance the accessibility of Alaloth in various languages, and we're eager to hear your thoughts about what's going on.

Stay tuned for more updates and may your blades remain ever sharp!

Stay legendary, share the love!
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,140
The Magocracy of Valestrum, a new kingdom in Plamen, opens its gates in March!
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Hello Champions!

It's been an exhilarating month of hard work here, fueled by your invaluable feedback. Thanks to your dedication, we've tackled a multitude of pesky bugs and implemented numerous community-suggested improvements[discord.gg], ensuring that your journey through Plamen is smoother and more immersive than ever before. And now, as the dust settles on our latest endeavors, we stand on the cusp of a new adventure: the Chronicles Update is dropping in March!. We are going to add a new kingdom, introducing the enchanting Magocracy of Valestrum in the southern expanse of Plamen, adjacent to The Luminous Triarchy. Here, the mysteries of magic await your exploration. Prepare to immerse yourself in a world of arcane wonders as you embark on new quests, form alliances with new factions, and encounter memorable characters. It's just the beginning of our ambitious plan to change spellcasting and spells in future updates. We've taken a fresh pass on the lore, meticulously combing through every tale and legend to ensure consistency and coherence. Texts have been refined, inconsistencies rectified.

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Spellkeep is the home of the greatest mages of Plamen

Among the myriad of changes, companions take center stage with a fresh new approach. Reworked and revitalized, they will now heed your every command in combat, granting you unprecedented control over the battlefield. While companions are guaranteed to be 100% present in Chronicles, we're giving our all to bring you a new crafting system as well, but it is still in the work so we need more time to be sure to deliver on time. Last but certainly not least, prepare yourselves for the arrival of a massive new enemy looming on the horizon of Plamen...

Chronicles will be the sixth major update to be released, following Strongholds, Winterwrath, Dragonhold, Lorebound and Skylight! But our work is far from done. In the days to come, we'll reveal more about the mysteries of Valestrum, the intricacies of crafting, and the looming threat that awaits you!

Stay legendary, share the love!
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,140
The Magocracy of Valestrum, companions reworked, hours of new content and more!
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Hello Champions!

Chronicles is available now and we're thrilled to bring you the latest update for Alaloth: Champions of The Four Kingdoms, marking significant strides since the release of Skylight in December. Your invaluable feedback and suggestions have been pivotal in shaping this update, and we're excited to introduce several new features and improvements that we believe will enhance your experience in the world of Plamen!

THE MAGOCRACY OF VALESTRUM

Prepare to embark on a new adventure in the southern region of Plamen with the introduction of The Magocracy of Valestrum. Nestled between The Luminous Triarchy, southern Edherest, and Dragonhold, this kingdom is governed by mages, marking the first step in our journey to improve magic into the game. Explore the grand Spellkeep, where the Elemental Council holds sway, and delve into a state built upon the intricate weave of magic. Not far from this towering palace lies Mellenath, an elven enclave steeped in ancient traditions and bound by oath to the mages. For centuries, the elves of Mellenath have served as guardians of arcane knowledge and defenders of the realm. Their bond with the locals runs deep, forged in the crucible of shared history. In Mellenath, the Everwatchers practice their ancient arts, honing their skills as both warriors and scholars. As guardians of the arcane, they stand ever vigilant, ready to defend Valestrum from any who would seek to threaten its people.

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In the region of Kalinglad, in between The Luminous Triarchy, southern Edherest and Dragonhold...

THE ONE TREE

Nestled within the heart of Valestrum, amidst the mystical energies that permeate the land, lies a sacred grove known as The One Tree. While rooted in the rich lore of our game world, this enchanted location is a token of our gratitude to our dedicated community and supporters. Inaugurating The Guild[www.gamerainteractive.it], our vibrant community hub, we extend a heartfelt invitation to players who wish to deepen their connection with us. Through The Guild, players now have the opportunity to support the ongoing development of the game by subscribing to our Discord channel[mee6.xyz]. By doing so, they gain access to a treasure trove of exclusive content, participate in exciting giveaways, and engage in special activities crafted just for them. But the journey doesn't end there. For those seeking to leave an indelible mark on Plamen, we introduce the Keeper program[www.gamerainteractive.it], an initiative akin to Kickstarter that empowers players to shape the game alongside us. As Keepers, players wield the power to influence the direction of the game, offering invaluable feedback and contributing to its ongoing evolution. At the heart of The One Tree, ethereal sparks dance and flicker, each one representing a cherished friend who has pledged their support and lent a helping hand since the inception of our journey.

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Each spark symbolizes a soul, a silent witness to our shared struggles and triumphs. The essence of those who've fought for Plamen...

BEIZAN, THE THUNDERLORD

Bearing down upon the once serene lands of Valestrum like a storm of unfathomable fury comes Beizan, The Thunderlord, an ancient dragon whose very presence heralds the onset of cataclysmic upheaval. Awakened from eons of slumber by Alaloth's tempests, Beizan has emerged from the depths of legend to cast his thunderous shadow across the magocracy, leaving naught but ruin and despair in his wake. As the lord of thunder, Beizan's wrath knows no bounds, his roars echoing like thunderclaps across the land as he unleashes torrents of lightning to rend asunder all that stands in his path. With the magocracy teetering on the brink of annihilation, the fate of Valestrum hangs in the balance. To stand against this formidable foe, players must embark on a perilous quest to gain the trust of the First Flame, ruler of the Elemental Council, and unlock the secrets of ancient magics long thought lost. Only by harnessing the power of the elements themselves can they hope to confront Beizan and quell the storm of destruction that threatens to consume them all.

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One more for Dragonhold and the Talons!

REVISITED PARTY MANAGEMENT

We've heard your calls for greater control and interaction with your companions, and we're excited to introduce a comprehensive rework of the companion system. Now, you'll have the ability to issue orders to your companions, directing their actions to support you, the party, or adopt offensive or defensive strategies as needed. With new behaviors and enhanced AI, your companions will bring added depth and flavor to party combat, allowing for more dynamic and strategic gameplay. No longer mere allies who follow blindly in your wake, companions now possess the ability to act autonomously, responding dynamically to the ebb and flow of combat. At the heart of this overhaul lies the introduction of a robust command system, empowering players with the tools they need to direct the actions of their companions with precision and finesse. Now, you'll find that your companions are more than willing to heed your commands, executing a wide array of actions tailored to your strategic objectives. Whether you seek to protect the player character at all costs, rally the party with defensive maneuvers, unleash devastating offensive assaults, or focus their efforts on a specific enemy threat, your companions stand ready to execute your orders with unwavering loyalty and skill. This newfound autonomy extends beyond mere combat prowess, allowing companions to utilize their unique abilities and skills to turn the tide of battle in your favor.

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You can now ask to your companions to defend you, defend the others, strike hard and more!

STEAM DECK VERIFIED

We're pleased to announce full verification and support for Steam Deck, ensuring that Alaloth is optimized for a seamless gaming experience on this innovative platform. While the game has always performed admirably on the Deck, we've dedicated time to improving readability and usability, with a default font that enhances the portability of the game. Whether you're embarking on epic quests at home or on the go, Alaloth on Steam Deck promises to deliver an immersive and engaging experience.

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New font size for old school players!

JOURNAL AND CODEX REWORKED

The Journal has undergone a comprehensive overhaul to offer you a better overview of all the essential elements within the game. Now, you'll find a wealth of information at your fingertips, including FA status, artifacts, activities of other champions [in Competitve Mode of course], and details about various mobs encountered throughout your adventures. With this enhanced functionality, you can easily track your progress and stay informed about important events. Similarly, the Codex has been reorganized to provide a more streamlined and intuitive experience. We've revamped the layout and structure to ensure that you can quickly access the information you need, when you need it. Whether you're seeking lore on legendary artifacts, insights into the activities of other champions, or details about the various mobs that roam the lands, the Codex now offers a comprehensive repository of knowledge at your disposal. With improved categorization and navigation, you'll find it easier than ever to delve into the rich tapestry of lore and legend that defines Plamen

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You can now check all the data about a certain kingdom or area in a few seconds!

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We've grouped all the most notable chars in Plamen in a single page. And you could be here as a Keeper!

NEW QUESTS, ITEMS AND ENHANCED NARRATIVE

With Chronicles, we're thrilled to introduce a host of new quests that promise to expand your journey through Plamen, offering hours of thrilling gameplay and opportunities for discovery. Players will now encounter a variety of unique quests tailored to the diverse races that call the Plamen home. Each race brings with it a set of challenges and opportunities that only characters of specific races can undertake. These quests offer a chance to delve into the rich lore and history of each race, providing a deeper understanding of their culture and motivations. Alongside these new quests, players will discover a plethora of new items, weapons [no more swords, no worries!], and equipment to aid them in their adventures. These treasures offer both power and prestige to those brave enough to seek them out. And with the introduction of new characters, players will find themselves surrounded by a cast of allies and adversaries whose destinies are intertwined with their own. Another significant addition to this update is the introduction of a series of new narrative sequences, optimized following a rigorous round of proofreading and refinement. These sequences, woven seamlessly into the fabric of the game world, serve to enrich the overarching story of the game, providing players with deeper insights into the conflicts, alliances, and betrayals that shape the fate of the kingdoms.

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Mellenath is the home of the Everwatchers

NEW DEADLY ENEMIES TO FIGHT

With the awakening of Beizan, the Thunderlord, comes a tide of darkness that sweeps across the land, unleashing a host of malevolent forces that seek to wreak havoc upon the unsuspecting denizens of Plamen. In the frozen wastes of the north, the howls of the Frostjaw wolves echo through the night, their icy breath freezing the very air around them. Born from the depths of winter's fury, these savage beasts roam the snow-covered plains in search of prey, their razor-sharp fangs and keen senses making them a formidable foe for even the most skilled of hunters. But it is not only the icy embrace of winter that poses a threat to the kingdoms, for in the south, the Brak'shak clan has emerged as a new menace on the battlefield. Smarter, bigger, and more dangerous than their brethren, these cunning goblins strike fear into the hearts of all who dare to oppose them, their mastery of strategy and tactics making them a force to be reckoned with on the field of battle. And yet, it is not only on land that danger lurks, for the shores of Plamen have become treacherous waters teeming with monstrous creatures from the depths below.

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Frostjaws!

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Clan Brak'shak in action!

The first iterations of Shellclaws and Seaflickers, humanoid monsters born from the darkest depths of the sea, now haunt the coastlines, emerging from the waves to prey upon unsuspecting sailors and coastal settlements alike. But perhaps the greatest threat of all lies in the very elements themselves, for with the rise of Valestrum, the magocracy of the south, elemental beings now roam the kingdoms unchecked, their wrath unleashed upon any who dare to oppose them. From the fiery depths of the earth to the stormy skies above, these elemental creatures embody the primal forces of nature, striking fear into the hearts of mortals with their sheer power and ferocity.

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Shellclaws!

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Seaflickers!

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Elementals...that you are not going to fight together in the same area but the shot was cool!

REWORKED RANDOM ENCOUNTERS AND MAP SPAWNS

Previously, encounters with random foes on the world map were confined to a limited pool of small areas within each kingdom, offering players a taste of the diverse landscapes and challenges that awaited them. However, with this latest update, we're excited to announce a significant enhancement to the random encounter system, pairing new areas with very specific parts of the world map. Now, as you journey through the Four Kingdoms, you'll find yourself encountering a broader array of environments and terrains. By aligning specific areas with corresponding regions of the world map, we've created a more cohesive and believable game world, where every encounter feels like a natural extension of the environment around you. You can expect to encounter a diverse array of enemies and obstacles that reflect the unique characteristics of each region. With the introduction of new spawn mechanics and organized enemy patrols, players will need to stay on their guard at all times, lest they fall prey to the relentless onslaught of these new foes. Only by mastering the art of combat, forging powerful alliances, and unlocking the secrets of ancient magics can they hope to emerge victorious in the face of such overwhelming odds.

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Now you can visit an area and when you trigger a random fight...

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...you are in the right place!

BALANCING AND NEXT STEPS

With Chronicles, we have meticulously combed through player feedback and scrutinized every aspect of the game to fine-tune the experience. From enemy poise to weapon damage values, and even the behaviors of formidable foes [Firelords!], no stone has been left unturned in our pursuit of balance. Balancing in Alaloth is a comprehensive process that touches upon every system and touches each item within the game. We're committed to this process until the very end. Our next major endeavor will be a full rework of loot drops and the introduction of a brand new crafting system, complete with new recipes and reagents for crafting weapons and armor. While crafting was initially planned for implementation, we've recognized the significant amount of work required. As a result, we've decided to include it in the next update, which will be entirely dedicated to this feature, alongside new content and additions as usual.

Reboot Develop Blue is approaching in April, and while we can't make promises just yet, we're aiming to bring you exciting news by that time. A new roadmap will be shared as soon as possible. Thank you for your continued support and patience as we strive to make Alaloth the best it can be.

Time for the changelog now! For anything else, join us on Discord[discord.gg] and join The Guild[www.gamerainteractive.it]!

CHANGELOG
Added
  • A brand new kingdom added: The Magocracy of Valestrum. New locations, quests, items, characters, weapons are now available.
  • Added party management system: the player is now able to give commands to AI-controlled companions in the party.
  • Added a new boss fight with Beizan, The Thunderlord
  • Added "Thunderlord" achievement.
  • Acknowledgement request when crafting items at blacksmiths will now include a breakdown of the possible outcomes.
  • Quest rewards can now be inspected when in Quest Log. Upon selecting a quest with inspectable rewards the “MORE INFO” hint will appear.
  • Added Codex different Codex entries for new enemies [Frostjaws, Brak’shak clan, Seaflickers, Shellclaws, Ghosts]. Added player’s strongholds too and missing Wraith description.
  • Added “HIGH CONTRAST ENEMIES” option in General Settings. When enabled a thin red outline will always be active on engaged enemies to improve combat readability (especially in darker areas). The setting won’t affect the standard lock-on outline.
  • Added new in-game timelines to enhance narrative.
  • Added new barks and dialogues for NPC all around the world
  • Added new FA for wandering fights across the map [Emberclash, shores, Amethyst Forest, swamps]
Changed
  • “Event Log” tab in Character UI has been refactored and it’s now the “World Overview” tab, with new infos all in one place for each run.
  • Increased font sizes for hard to read texts, game is now Steam Deck verified.
  • Revised hostile pawns spawn rate and quantity: the map should now feel less crowded and easier to navigate.
  • Enhanced various armors, weapons and shields appearance [new VFX]
  • Updated Codex structure.
  • Renamed “Chalice of Vaizmil” quest item from “The Divine Chalice” quest to “Chalice of Light”.
  • Change rewards for quest “Righteous Flame”.
  • Change codex entry for mobs “Undeads” into “Revenants”.
  • Updated all dragons names.
  • Codex entry “Geis - Shale and Shoot” now unlocked upon entering “Geis Altar” at “Dragonhold”.
  • Changed enemy spawns in “Hammerhaven”, “Temple of Virtues”, “Majestic Fields”.
  • NPC “Grogmar Traghalis” in “Ballek’Mahl” will now unlock the codex entry “Crimson Guard” when spoken to.
  • Updated music for Vaizmil’s sanctuary and shrine.
  • Raised “Queen’s Rest” difficulty hint skulls to four.
  • Reduced Firelord’s bolt skill travel speed.
  • Changed poise values for a few major and minor enemies.
  • Now dragon FAs will show “Fighting Area” as the area subname in the top right corner.
  • Increased night tint value in World Map.
Fixed
  • Revised various texts [typos, wording].
  • Solving the “Pool of Radiance” puzzle was granting its reward before completion of “Temple of Virtues”.
  • Fixed a graphical glitch that could happen using the “Puppet Wire” skill while wearing some specific armors.
  • Fixed player health information not updating in realtime from Health Regen effects for some UI elements.
  • Fixed “Shattered Memory” quest not removing the staff shaft piece from player’s inventory on completion.
  • Fixed Quest Item “Truffle of Unusual Size” being awarded each time “Silvermoor” FA is cleared while “Truffle Queen” quest is active.
  • Fixed “Heavy Wooden Shield” being marked as a light shield.
  • Fixed a graphical glitch on Brystead Lookout’s terrain.
  • Fixed graphical glitch with animated banner flags in cities.
  • Fixed AI companion “Vaden” unable to use climb interactions in “Windcrest Heights”.
  • Fixed world event log for special vendor “Yumuil” pointing at “Na’Nardur” instead of “Na’Kazkadden”.
  • Fixed a glitch that made weapons’ light effects scale over the player character’s boundaries.
  • Fixed missing descriptions for food items “Celestial Nectar” and “Kurnag’s Honey”.
  • Fixed cursor-related issues in “Solemnwood”.
  • Fixed minor graphical glitches in “Skygate”, “Cleaverock”.
  • Fixed NPC in “Thilaris” getting cut out of view.
  • Fixed spamming of rat squeaks SFX in “Stonechair”.
  • Fixed guard animations and barks for griffin platforms and headquarter locations.
  • Fixed various armors missing functionality for helm hiding.
  • Fixed a graphical glitch in “Forest of the Dremadea”.
  • Fixed enemy “Zombie” missing knockdown animation.
  • Fixed various graphical glitches in “Westwall”.
  • Adjusted placement of some NPC at “Windscar”.
  • Fixed some visual issues with cutscene for first access at “Ballek’Mahl” night.
  • Fixed quest marker “Crimson Tears” not showing up in map for “Black Heart” destination.
  • Fixed elven tax collector spawn point overlap.
Stay legendary, share the love!

Follow our official channels to stay up to date:
Like Alaloth on Facebook[www.facebook.com]
Follow Alaloth on Twitter
Check out our Steam page
 
Joined
May 31, 2018
Messages
2,893
Location
The Present
I've watched some reviews on this, but I still don't have a strong impression if it's good. Has anyone on Codex played this recently?
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,140
Introducing a significant visual overhaul to combat, new loot, and much more!
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Hello Champions!

As announced, we are excited to unveil Bloodlust, our new major update! Our team has worked tirelessly to bring you this latest addition, and we couldn’t be happier with the outcome. Bloodlust is not just a standalone release: it marks the beginning of a much larger journey that will culminate in our next major update. It focuses on a visual revamp of combat, enhancing the overall gameplay experience with stunning new visuals and smoother mechanics. Additionally, this update includes a comprehensive rework of lootables, enemies' behaviors, and economy systems. This is a massive undertaking, involving nearly the entire team checking numerous numerical values to be iterated upon. It will continue throughout the lead-up to the release and beyond. We believe these changes will provide a more engaging and rewarding experience for all players and we are still actively iterating all of this. While this may not be our largest update in terms of new content, it stands out as our most significant iteration yet. We've thoroughly tested every aspect, but there might still be minor issues like incorrect values or visual quirks here and there. If you encounter any of these, please report them to us [discord.gg]so we can address them promptly. That's the short trailer we have prepared, which offers a glimpse into what Bloodlust has to offer. Just read on to know more about the update!

DYNAMIC DISMEMBERMENT

It is now an accessible feature, allowing players to gruesomely disable enemies through various means such as severing legs, arms, heads, and other limbs in case of non-humanoid mobs. The mechanics are balanced to reflect the size and anatomy of each foe, preventing unrealistic actions like beheading dragons. Players can expect intense, bloody visuals on-screen as combat unfolds. Additionally, gameplay enhancements include revised features that grant immunity to bleeding for non-bleeding enemies like demons or golems, adding strategic depth to encounters with these formidable adversaries.

Limbs will be accurately severed upon weapon impact. This ensures a highly realistic and immersive combat experience, with precise and dynamic dismemberment physics

RANGED ATTACKS

In response to community feedback, we've expanded our melee-centered game to include ranged combat options with throwing knives and bows, with crossbows on the horizon. Each weapon type features distinct cooldown mechanics: throwing knives offer rapid attacks, while bows deliver slower shots that can stun adversaries. These additions introduce new dynamics to gameplay, particularly in managing ranged threats and adjusting aggro strategies. This update maintains our core vision while accommodating player preferences for diverse combat styles, enriching tactical choices and enhancing the overall experience of engaging enemies at range.

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Knives are faster, bows are slower but can even stun enemies!

NEW ITEMS, WEAPONS, REAGENTS AND REWORKED LOOT TABLES

Reworking the loot tables constitutes the most substantial aspect of our ongoing efforts, demanding meticulous attention as we systematically reassess each and every item within the game. This comprehensive undertaking serves as the cornerstone for a broader overhaul of our crafting system, a process that promises to introduce significant changes. With the recent introduction of numerous new reagents dropping from enemies, the loot dynamics have been greatly enriched. Items gathered from defeated foes now aggregate in the final chest, compelling players to make thoughtful decisions regarding inventory management, particularly in light of weight considerations where mounts play an integral role. Furthermore, Fighting Areas have undergone extensive enhancement, incorporating a diverse array of items aimed at smoothing the initial learning curve for new players without compromising the inherent challenges posed by our combat mechanics. No way you can rush the game, but a wealth of resources awaits discovery, including an expanded repertoire of cooking recipes designed to deepen the gameplay experience. While our focus remains on refining the smithing mechanics, the integration of these new reagents will be finalized in the weeks ahead, ensuring a seamless transition while maintaining what is in-game right now.

SUPPORT US

We would like to kindly remind our wonderful community that if you wish to support the ongoing development of the game, there are numerous ways to get involved through our social initiatives. We've recently announced The Guild[www.gamerainteractive.it] and Keepers Program[www.gamerainteractive.it], as well as Connect & Collect initiative. From sharing your gameplay experiences on social media and participating in our community forums, to contributing directly via our support platforms, every bit of engagement helps us continue to enhance and expand the world of Plamen!

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Look for gamerainteractive on social networks and follow us, it takes a few clicks!

Hust follow us on our social media platforms: Steam, YouTube, Twitch[www.twitch.tv], and join our Discord server[www.discord.gg]. As we reach specific follower thresholds on each platform, we'll unlock exciting giveaways for our entire community. Once again: the more followers we amass, the greater the rewards become!So spread the word, rally your friends, and join us as we embark on this thrilling adventure together.

COMING UP NEXT

Currently, our development efforts are focused on finalizing the new crafting system, with particular attention to refining filters and optimizing economic aspects. Concurrently, we're dedicated to enhancing the Competitive Mode, aiming to elevate enemy champions to proper boss status, complete with unique boss battles. Additionally, we're introducing new enemy types that actively pursue players, adding depth and intensity to gameplay. Numerous quality of life improvements and community-requested features are also in the works, aimed at enhancing overall player experience. Looking ahead to our next major update, we're committed to delivering something significant very soon, announcing something great in a few weeks, and officially starting our [indie] PR machine, hoping to get support from you all! Talk about the game if you are enyjoing it, post on social networks, leave a review here [or on GOG!] and share the love!

Changelog here for you all as usual!

CHANGELOG
Added
  • Added new items, reagents, weapons.
  • Reworked loot tables: all enemies have now ad-hoc loot that will be rolled upon being killed and accrued in the booty chest.
  • Rushing to the chest without killing enemies and/or gathering items will yield almost no reward.
  • Added Ranged weapon slot for bows and throwing knives: these items can now be found within the gameworld.
  • Marksman skills will now require a bow to be equipped in the Ranged slot.
  • Added alternative VFX and/or dismemberment to enemies upon death.
  • Added Killcam upon player kill of the last enemy in combat.
  • Added new lootables in various FAs: Windcrest Heights, Volkar’s Tomb, Tyrant’s Grave, The Neverwood, The Citadel, Temple of Virtues, Stonechair, Skygate, Silvermoor, Rot Finger, Moonvale, The Majestic Fields, Lornwood, Krazurag, Hammerhaven, Glittering Peaks, Duvalian Sewers, Dham-Dhorun, Conclave of Greenheart, Cleaverock, Brystead Lookout Tower, Abbey of The Illuminated.
Changed
  • Now all items looted and dropped in FA will be found in the final chest instead of being stored directly in the player inventory; quest items and quest rewards will still be stored into the player inventory.
  • Now gathering extra items will trigger a relative item notification immediately upon equip; extra items being replaced for new ones will no longer trigger any item notification.
  • Now extra items equipped from companions and being replaced for new ones will be sent to final chest instead of being lost.
  • Changed various lootables with container props to display a generic name instead of the contained item or none at all.
  • Swapped pad input between extra item (now RB on Hold) and throw knife (now RT tap) actions.
  • Swapped Goblin Warrior’s weapon from axe to mace.
  • Swapped Hobgoblin’s weapon from greataxe to greatsword.
  • Swapped Ratkin Footman’s shield with a different one.
  • Reduced max number of enemy “Saurian” spawned in fights with pawns encounters on map.
  • Changed blood VFX of various enemies.
  • “Food Dressing” can now be bought from all food vendors.
  • “Orb Of Chaos” is now exclusively sold by enchanters.
  • Companions of a different alignment will now be always available and interactable, new dialogues have been added for them in this scenario.
  • Revised economy values.
  • Booty chest will now allow moving items back and forth from inventory instead of requiring to drop them.
Fixed
  • Fixed arrows occasionally dealing damage to PC even when should have been blocked.
  • Fixed missing reward for quest “Safe Passage”, weapon “Cragcrab” will be retroactively granted in the stash chest if quest is already completed.
  • Fixed Frostfang enemies displaying unintended/incorrect body features.
  • Fixed quest “A Merryspindle Shortage” to display the proper location hints when in World Map.
  • Fixed some voiceovers not playing along their bark text in combats.
  • Raised volume for “Mellenath” music.
  • Fixed quest “The Eye of the Stone” being allowed to progress by dropping the required item from Stonechair’s golem.
  • Fixed Lileah’s skill “Vaizmil’s Grace” VFX terminating earlier than the intended duration.
  • Fixed “Earthquake” skill VFX occasionally showing dust clouds way below the intended position, also fix debris from a previous cast reappearing briefly upon a new cast right after cooldown.
  • Fixed introduction scene for “Akidaan” boss not playing at nighttime.
  • Fixed patrolling guard in “Tirothas” daytime getting stuck into player interacting with the “Infested Minds” quest NPC.
  • Moved stationary guard directly in front of companion at “The Sentinels” daytime.
  • Reworked several texts, improving wording and fixing typos
  • “A Merryspindle Shortage” can now be completed in a non-linear fashion to better match its design intent.
  • “King of the Swamp” won’t hide its world map quest markers as they were stated in the quest dialogue.
  • Resting will now cleanse the player from any debuff (i.e. poison).
Stay legendary!
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,409
Location
spite
Full release coming Octobeer 30th


Hello Champions!

We’ve been working on Alaloth for years, and it’s been one hell of a ride! We’re just a small indie team, a family business really, and we’ve faced some serious challenges along the way. We’ve dealt with the loss of one of our founders, survived the Avellone storm, a flood, a publisher who vanished, and a partner who walked away from its contract, leaving us to fight tooth and nail to keep going. But we did it. We pushed through every obstacle to bring a game to life that’s over 100 hours of unique gameplay, with a beautiful community behind it, and a promising future ahead. After a fruitful Early Access period where we gave 110% and did everything we could to make the game bigger and better, the time has finally come: Alaloth is coming out with its full 1.0 release on October 30, 2024!

And starting next week, we’ll begin unveiling all the new features, improvements, and surprises coming your way with 1.0. We’re beyond excited to share what we’ve been cooking up, thanks to all your amazing feedback. We’re not saying it’s been easy, but we're proud of what we've built, with no help, no marketing, no support, and less than 10 people on the team, all pouring our hearts into this project.

The game has grown bigger than we could have ever dreamed, and all we could do was keep working, hoping to get through the tough times. For now, we’re just going to take a moment to soak it all in. We'll be back before you know it!

Stay legendary, share the love!

Alberto & the Alaloth team
played some bits, had some fun but still waiting for full release to avoid potential burnout from playing Early builds too much...
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,140
Here's everything you need to know about the journey!
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Hello Champions!

Over the coming weeks, we'll be providing details on what to expect from the full release. But for now, we want to take a moment to reflect on the incredible journey we've been on since the game first entered Early Access, allowing new players and people willing to jump in after the recent announcement, to have all the info needed about what we did during the development Let’s take a step back to Spring 2022. It was a pivotal moment for us. After some challenging months dealing with some of the worst people on the planet, we were finally able to regain full control of Alaloth. This was a critical turning point, allowing us to refocus on our original vision and reconnect with you, our passionate players. It wasn’t easy, but it marked the beginning of a new chapter. That renewed sense of freedom and ownership fueled the updates that followed. In this topic, we’ll list each Major Update, highlighting the changes, improvements, and community-driven feedback that have helped shape the game into what it is today. With each new release, we learned, grew, and adapted, always striving to deliver a better experience.

TRYING TO CREATE A UNIQUE CONCEPT FOR A NICHE

Explaining what Alaloth is has always been one of the hardest parts of the job. We knew we were aiming at two different audiences within a genre that has its own niches. The idea was simple: bring 3D mechanics from modern action RPGs into an old-school isometric view, with world-building inspired by great classics like Infinity Engine games and cool stuff from the '90s. We had issues with the claim that the game is ideally somewhere between Baldur's Gate and Dark Souls, but still, this was the most common takeaway from user and press reviews. However, being 'in between' never meant being either Baldur's Gate or Dark Souls. It means creating a unique experience, heavily inspired by BG in terms of world-building, lore, isometric view, and mood, while drawing from modern souls-like games for hard-to-master, skill-based combat. This is what we originally envisioned and pitched!

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The most common quote from people playing Alaloth. PCGamesN even threw in some D&D comparisons, and that’s when we knew we were done, in the best possible way!

LAUNCHING THE GAME INTO EARLY ACCESS

We couldn’t share too much at the time, but now we can give you at least some context. We were forced to launch during the Summer Sale (the worst time of year) but it was a choice made to avoid bankruptcy, thanks to our amazing biz partner, who still drops suggestions for indie teams around. Pro tip: don’t listen to people with no real experience in development, publishing or successful launches, even if they say to have a lot of money. We lost 20.000 wishlists in a few months, possibly a unique scenario in the entire world of gaming. We had to rebuild momentum in just two weeks before launch, following months of silence and zero communication.

Thankfully, we secured a spot at Guerrilla Collective, worked hard, and despite everything, the launch went well. Alaloth was among Steam's Top Grossing games for the first two weeks, which gave us a much-needed breath of fresh air. Unfortunately, being forced to rush things did have consequences. For example, we had to choose between shutting down or including a few basic QoL features for a proper PC launch. While we managed to get mouse and keyboard support in, it was only partial at launch, which led to a number of bad (but justified) reviews that didn’t help us, despite positive feedback from the community and players. But we had a plan. With some cash in our bank account, we went into emergency mode and set up a schedule for the whole Early Access phase, which we initially planned to last about 12 months. We've delivered everything in just half of the time and that's what we've achieved so far. Check out this list!

MAJOR UPDATE N.1 - STRONGHOLDS
https://store.steampowered.com/news/app/919360/view/3378282860045230569
MAJOR UPDATE N.2 - WINTERWRATH
https://store.steampowered.com/news/app/919360/view/3648510249337999460
MAJOR UPDATE N.3 - DRAGONHOLD
https://store.steampowered.com/news/app/919360/view/5358762517220787013
MAJOR UPDATE N.4 - LOREBOUND
https://store.steampowered.com/news/app/919360/view/3685684605312614134
MAJOR UPDATE N.5 - SKYLIGHT
https://store.steampowered.com/news/app/919360/view/3862463748006596238
MAJOR UPDATE N.6 - CHRONICLES
https://store.steampowered.com/news/app/919360/view/4168717862258977934
MAJOR UPDATE N.7 - BLOODLUST
https://store.steampowered.com/news/app/919360/view/4201376568931678664
MAJOR UPDATE N.8 - FORGEMASTERS
https://store.steampowered.com/news/app/919360/view/6502721146241513967

As we've mentioned many times, not only did we have a backup plan for the funds we were supposed to receive that suddenly vanished, but we also reinvested every single dollar to improve the game, making it one of the biggest indie RPGs around, with data to back it up. Plamen has grown into a vast world with nearly 300 locations to explore, more than 450 NPCs to interact with, and over 200 quests. Even after hundreds of hours of gameplay, new content continues to emerge, with an evolving world that changes over time. We still remember when Chris Avellone delivered the very first document with the draft of the world back in 2018: the pantheon, the companions, and a timeline of events that have been iterated on for years to become what they are today.

COMMUNITY MATTERS

Another hot topic has always been Community Management, and it's worth explaining how we've handled it as a small team. We've tried to respond to every review, good or bad, and every piece of feedback on all platforms: from Steam to Reddit, Facebook, Twitter, and so on. Studios and publishers usually have dedicated teams handling this on a daily basis. Here, everything is managed by a single person, wearing multiple hats: directing the game and the company, posting updates, and even creating graphic assets for social media [and much more]. We've always been open to criticism, and bad reviews are a foundation to build upon. However, we've also been very clear about our approach to responding: we don’t follow the always-right policy typical of big publishers and corporations. Anyone can say they think the game is bad,no problem. But no one is allowed to make statements that are simply untrue. In such cases, they'll get a proper response.

890fb125379491f5a4650a13dcfdd74674669e2c.png

Just a reminder about the game running perfectly on Steam Deck. We've spent a lot of time optimizing it following our community willing to play the game on the go!

'I don't like the game' is perfectly valid. 'I don't like the game because this feature is missing' when the feature is actually there, will get a clear explanation from us. This is important because people could get the wrong idea about the game, that offers a 100+ hour single-player campaign, highly replayable with emergent content even after hundreds of hours. We've always been polite in our responses, explaining things as best we can. Without a dedicated marketing budget or a full team focused on this, reviews are the only tool we have to build organic visibility, and we genuinely care about them, as we care about the people who support us by playing the game.

Some have said we beg for reviews, but that's simply how it works. The best way to get reviews from people who enjoy the game is to ask them to consider leaving one, while those who want to give a thumbs-down tend to do so very quickly. So, with 1.0 on the way, if you are enjoying the journey, please consider this. It's the most useful thing to support the team. Once again, we would like to kindly remind our wonderful community that if you wish to support the ongoing development of the game, there are numerous ways to get involved through our social initiatives. We've recently announced The Guild[www.gamerainteractive.it] and Keepers Program[www.gamerainteractive.it], as well as Connect & Collect initiative. From sharing your gameplay experiences on social media and participating in our community forums, to contributing directly via our support platforms, every bit of engagement helps us continue to enhance and expand the world of Plamen!

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Join the community, get rewards!

Just follow us on our social media platforms: Steam, YouTube, Twitch[www.twitch.tv], and join our Discord server[www.discord.gg]. As we reach specific follower thresholds on each platform, we'll unlock exciting giveaways for our entire community. Once again: the more followers we amass, the greater the rewards become!So spread the word, rally your friends, and join us as we embark on this thrilling adventure together.

RELEASING JUST ONE DAY BEFORE DRAGON AGE? NO, WE’RE NOT MAD

Simply put: Veilguard is a Triple-A game, playing in a different league. The next update and the full release will be delivered in one single strike, and our goal has always been to release a top-quality game. With no external support, no marketing budget, and all activities handled in-house, we weren’t able to launch earlier than the date we’ve chosen. Releasing a day before or after Dragon Age, or even a week later, would essentially make no difference for us. Additionally, there will be several indie releases and Path of Exile in November, so the situation remains the same. What might seem like a bold move is actually quite simple reasoning: RPG fans will likely be browsing the store for Dragon Age around that time, and while many will talk about DA, some might stumble upon a large indie RPG,priced at half the cost, heavily inspired by the same games that inspired Bioware itself. This could certainly pique buyers' interest.

Moreover, our wishlist numbers are looking good. Perhaps not as big as a high-budget production, but we’re approaching 200k. Hopefully, not all of these players will be waiting exclusively for DA. Wish us luck! [There’s even a very personal reason behind the choice of October 30th, but that’s a story of love and friendship we’ll share another time. No spoilers for now!]

ARCANE ARTS ANYONE?

Over the next month, we aim to update you at least once per week with the things we’re working on. While the game content can now be considered complete, a massive Day 1 update will be the final content drop, packed with tons of exciting features that have been requested along the way. This will be a new Major Update, introducing these new elements alongside the biggest round of polish we've ever done.

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With the introduction of Valestrum, we’ve gradually woven sorcery into the game. With the 1.0 release, things are about to get even more magical!

Subscribers and Keepers will have early access to this build for testing before we share it with the press and content creators. We’ll provide a dedicated topic with all the details regarding the launch, new bundles, and our long-term plans, which include the Moonstone Pass (name is a work in progress, but we love it!). The Moonstone Pass will cover a full year of post-launch activities, including free updates and DLC. Rest assured, our dedication remains unchanged, and you can expect us to continue working on the game for a long time.

Prepare for a few patches coming up in the next few days. We’ll be fixing some minor issues while starting to prepare for the launch, pushing various updates that will serve as the foundation for the big day!

Stay legendary. share the love!
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,140
A first glimpse of what to expect with the full release!
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Hello Champions!

We've been listening to all your feedback over the years, and this last update before 1.0 launch, reflects both our vision and your passionate voices. It’s a blend of Alaloth’s signature melee combat and highly requested changes, bringing a fresh twist to spell users, professions, and much more. We're excited to share what you can expect from the full release! Let’s dive in!

A BRAND NEW MAGIC SYSTEM

The biggest highlight of the 1.0 is the long-awaited magic system overhaul. While we’ve always stayed true to Alaloth's roots, grounded in visceral melee combat, the demand for a broader and deeper magic experience from our community has been impossible to ignore. You asked for a richer handling of magic and spell users, and we are ready to deliver. The rework isn’t just a simple tweak, it’s a complete transformation of how magic is used in the game. This required us to rethink the lore and mechanics to ensure balance and consistency within Alaloth’s world. Spellcasting will become an essential and thrilling part of the game, with each magic-using class now feeling unique while still respecting the brutal melee-focused combat that fans love.

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A mage draped in flowing robes... finally!

We’ve introduced a variety of magic-focused classes that bring their own flavor of combat and spellcasting. Each class has been intricately designed to mesh with Alaloth’s systems without overshadowing the tactical melee combat the game is known for. You can expect an Alaloth-twist on traditional spellcasting—magic in our world is as deadly and precise as swordplay.

NEW WAYS OF POWER AND PROFESSIONS

Along with the magic overhaul, we’re introducing two brand-new Ways of Power: the Way of Elements and the Way of Arcane, while also reworking the existing Way of Arms, Way of Power, and Way of Gods. These changes bring a new level of depth to character progression, offering expanded paths for exploration and a broader range of gameplay options. The Elementalist profession has been retired, replaced by four distinct mage professions tied to the lore of Valestrum, introduced in the Chronicles Update. These mages specialize in manipulating elements, each following their own unique orders. The new Way of Arcane includes the Arcanist, joined by three other professions: the Warlock, deeply connected to black magic, demons, and summoning, the Runemaster, a specialist in runes and sigils, and the Mystic Warrior, who is not a typical mage but a fighter enhancing their combat abilities with arcane powers.

b0d03bf06221a02b7412555eb4d4d6cd2e2ace27.jpg

The world of Alaloth is expanding with new professions that bring fresh ways to enhance your journey. Stay tuned to know more, revealing their unique strengths and how they will shape your adventure!

Notably, all four Ways now have four professions instead of the previous three. The reworked Way of Arms, Way of Nature, and Way of Gods maintain their structure but feature fresh stuff. The Way of Arms has seen a major overhaul, introducing more versatile combat options with a refined Warlord, an Archer (replacing the Marksman), the Rogue (focused on stealth), and the Berserk (focused on brute force). Guardian's skills are now used by other professions. For the Way of Nature, we’ve kept the Warden while adding the Bonder, a type of nature mage, alongside the Druid and Ranger, both connected to nature in their own distinct ways. The Way of Gods remains similar to its original form but now includes the Shaman, with their deep connection to spirits.

With the introduction of so many spellcasters, we initially considered adding mana alongside stamina. However, for balance and consistency, we decided to replace Stamina with Focus, which now governs both physical skills and spellcasting abilities, keeping the system streamlined and intuitive.

DYNAMIC SCALING FOR SKILLS AND SPELLS, GRANDMASTERS REWORKED

In addition to the rework of ways and professions, we are going to introduce a dynamic scaling system for skills and spells, ensuring they grow alongside your character's development. Key characteristics like duration, damage, and effects now scale based on the progression of your character's Stats. When you acquire a skill, it becomes scalable across three different tiers, with options to invest 1, 3, or 5 Stat Points to enhance its power. Each profession has a dominant Stat that significantly influences its skills or spells, for instance, Strength for the Way of Arms, but other stats can also affect skills and spells in varied ways. Wisdom will be added.

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Skills in Alaloth now scale directly with your stats, ensuring that every choice matters more than ever. Fine-tune your build to unlock your full potential!

This flexibility ensures that while each profession remains focused, there's room for customization and consistency across the broader system. Grandmasters will serve as micro-hubs for each profession, allowing players to train passive skills and access class-specific items. As champions of their craft, they will act as both mentors and gatekeepers for your journey through the game. We’ve refined their role to ensure each Grandmaster feels like a critical part of your development in Alaloth.

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Train your passive skills and gain access to exclusive class-specific items, tailored to enhance your mastery: new Grandmasters are here!

POST RELEASE ROADMAP AND EXTRA DETAILS

We want to assure you that the full release is just the beginning. We’re committed to supporting Alaloth post-launch, with future updates and content planned. From additional lore to new features, this is a journey we’ll be on together for a long time to come. With this update, we’re primarily highlighting the major changes the Arcane Arts will bring at launch, but that’s just a part of the massive Day 1 patch to expect. Arcane Arts will include a comprehensive round of iteration on every aspect of the game to ensure a proper 1.0 release, along with a ton of extra additions we’ll be sharing in the coming weeks. You can look forward to new quests, NPCs, items, weapons, armors, and more. Before launch, we’ll also give details about what’s next, including a DLC plan that’s ready, alongside a massive volume of free content to be released from day one and continuing into the next year. Additionally, we’ll be providing more information about localization and special bundles available at launch.

f14381e9e7222c9aa64acf11f2b973725360cccc.jpg

Our new roadmap will cover upcoming bundles and exclusive details about Moonstone Pass, with planned DLC on the way and a ton of free updates!

We can’t wait for you to experience all that the full release has to offer. Alaloth has grown into a truly unique indie RPG, and we are incredibly proud of what we’ve achieved. October 30 is just around the corne, prepare your blades, hone your magic, and get ready to step into Plamen like never before. Once again, we would like to kindly remind our wonderful community that if you wish to support the ongoing development of the game, there are numerous ways to get involved through our social initiatives.The Guild[www.gamerainteractive.it] and Keepers Program[www.gamerainteractive.it], as well as Connect & Collect initiative. From sharing your gameplay experiences on social media and participating in our community forums, to contributing directly via our support platforms, every bit of engagement helps us continue to enhance and expand the world of Plamen!

Just follow us on our social media platforms: Steam, YouTube, Twitch[www.twitch.tv], and join our Discord server[www.discord.gg]. As we reach specific follower thresholds on each platform, we'll unlock exciting giveaways for our entire community.

Stay legendary. share the love!
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,888
Location
Le Balkans
I bought it ages ago, when it first entered EA, played for about an hour and uninstalled.
Seemed like a bad console port (start menu recommended using a controller instead of k&m) also there were many typos.
Will give it a go once the 1.0 hits, the updates seem nice, but who knows...

Will post impressions
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,140
Many years, countless stories, one moment...
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Hello Champions!

This is it. Writing this feels different, it’s so personal, more than anything I've shared before. Tomorrow, Alaloth finally leaves Early Access, and while it’s a big milestone for our studio, it’s also the end of a chapter that means everything to me. This journey started not 7 years ago, but in the ‘90s when I was just a kid, entranced by D&D, spending hours in the worlds we built with nothing but dice and imagination. Those early adventures, the endless maps, and characters scribbled on scraps of paper, they’re all in Alaloth, brought to life in ways I never could have imagined back then.

For the past 7 years as indie dev, Alaloth has been a constant, mixing the creation of our world with the whirlwind of real life. Through the development of this game, I’ve experienced every emotion: the ups, the downs, and the moments that make you who you are. There’s been loss and grief, incredible happiness, and some of the hardest challenges I’ve faced. This journey demanded more than just development skills, it took everything i had.

We’re proud of what we’ve achieved as a team: Alaloth has turned into something far beyond what i ever thought possible. It’s grown into a huge game, with hours upon hours of content, the result of a relentless drive and passion. Even now, it’s hard to believe we’ve created something of this scale and depth, something that people around the world can experience. But even as we step out, know that this isn’t the end, we’re here to keep expanding this world, building more stories, and making this fantasy realm everything it was meant to be.

And personally, this moment couldn’t be more profound. Two months ago, I became father, welcoming a new baby into my life. So, here I am, at 45, managing late nights, early mornings, and the final stretch of launching this game I’ve lived and breathed for years, after 24 years in a industry i still love, despite the shit we had to deal with on the way.

It’s midnight here, and I’d planned to have this out earlier, but there was just more work to do. It was supposed to be a different update, sorry, but tonight, it felt right to set aside the work and just share what this moment means.

Alaloth will launch at 7PM CET tomorrow. We’re here, still working on those final touches, knowing they’re worth it. Thank you all for being here, for believing in this world we’ve built, and for coming with us on this journey.

See you then.

Share the love!
Alberto
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
639
Graphics and atmosphere look very nice and "competent". But I hope it will not focus on combat because:

1) It appears absolutely repetitive and boring
2) It's action combat and I don't like it
 

SixDead

Scholar
Joined
Dec 31, 2017
Messages
393
Location
Castillo de huesos
After this, there will be only one unreleased* game with Avellone's involvement - Burden&Command
*of those games that were anounced, pre-cancelation
 
Joined
May 31, 2018
Messages
2,893
Location
The Present
The steam reviews are encouraging. I particularly liked this one:
Product refunded
I really wanted to LOVE this game. The look, art style, presentation... It was everything I was yearning for. Unfortunately, it is far too difficult for me. This may not mean it's difficult overall - I'm probably just too ♥♥♥♥ for it. Which sucks because I've been wanting something like this for a long time.

Very promising. I've been eyeing this for awhile and am strongly considering purchase.
 

Inec0rn

Educated
Joined
Sep 10, 2024
Messages
224
I've played this less than an hour in early access quite a time back, there is heavy inspiration from Moonstone on Amiga (which is why parked playing it until a full release).
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,140
Arcane Arts is available now, 1.0 release shifted by a few days!
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Hello Champions!

It's me again, Alberto, Game Director of Alaloth.

This update was supposed to be very different, but as you probably noticed, we had some issues with the 1.0 launch that is not happend yet. So here I am, as usual, trying to explain things with full transparency.

Essentially, everything was ready for the planned release on the 30th, but an issue surfaced regarding the store availability of the new DLCs announced for launch, tied to the new bundles for the various Deluxe, Gold, and Ultimate editions of the game. For a development team, especially a small team like ours, planning is essential, and much rides on the launch moment and the following weeks. Not having several offers available for users would have been extremely problematic resource-wise, and unfortunately, we couldn't get support from Valve in time due to the time zone difference. We're talking about a pretty trivial issue, just a checkbox, that unfortunately caused cascading problems, leading us to this update.

So, what are we talking about, practically? Game owners would have noticed that on the 30th, a substantial update was available, which was, in fact, Arcane Arts, initially planned as a Day 1 update. This update was essentially the first part of a more extensive two-part update that would constitute version 1.0 of Alaloth in its entirety and the second part would have been released in minutes along with the official announcement. For this reason, owners found the empty link to the announcement in the in-game news hub, which was never posted due to the issues just discussed. The 1.0 version, therefore, wasn’t rolled out in full, but rather only the first part of the work was released, derived from last week's testing with players and the press[. By the way, the first Metascore that arrived yesterday was a fantastic 8.5/10, which started the day off well...

f14381e9e7222c9aa64acf11f2b973725360cccc.jpg

The issue was related to the Moonstone Pass and Ultimate Pack availability at launch


Among the options available, we considered reverting the work and rolling the game back to Forgemasters [October 10 build], waiting for Valve and then proceeding. This would have caused save issues and confusion, especially among new users, so at this point, we opted for a different solution: to release Arcane Arts anyway and hold back the second part of the update, considered the definitive release to pass into 1.0, for a new release date that we're currently identifying. We’re not talking about months, of course, but rather a few days, which aligns with the post-launch activities already planned for November, with press reviews happening as well

This doesn't mean, of course, that Arcane Arts wasn’t ready for launch, but taking advantage of this challenging situation, we’re trying yet again to turn an incident into something positive, as we've always did. A few extra days will allow us to resolve the store and DLC issues, and for Day 1, we'll be able to include a few things that were initially left out and planned as post-launch free updates. We’re deeply sorry for all this, and in the spirit of transparency that has always set us apart, we're here with explanations. Not having missed a deadline in 2 years before and having this silly issue on the day we’ve been so eagerly awaiting is quite disheartening, but shit happens.

I’m so sorry for the team that worked so hard to be ready, only to be held back by a mistake that’s probably on me. It’s tough to wear 10 different hats on little sleep and remember to check a small box while juggling 200 other tasks, coordinating with dozens of people, and a newborn.

Thank you for your understanding. In the coming days, we'll be detailing things that were initially planned for the days following the launch, and as always, you can find us, day and night, on Discord.

Arcane Arts changelog [which is massive] is already available in-game and we'll post it here soon, along with a detailed breakdown of the update explaining some design choices we've made even considering the feedback we've got from the community during the last week of testing on our internal branch.

Send some love to us, we really need it!

Alberto
 
Joined
May 31, 2018
Messages
2,893
Location
The Present
I bought this and loaded it up last night out of curiosity. I played maybe 30 minutes. First impressions of the combat tutorial are good. Melee combat is satisfying. It plays very similarly to Chivalry 2, but top-down isometric. The graphics are nice but it does have the "floaty" Pillars of Eternity vibe where the character appears above the scenery. Lots of budget slide show exposition early on. Character creation is entirely about RP features such as looks, alignment, race, etc.. There is no stat or ability selections at creation. You're making a mechanically blank slate which will then be advanced once you're in the game. The story doesn't seem remarkable. Battle of the Gods spilled over into the mortal realm and BBEG demon is making their move during the chaos. Collect the four MacGuffins and slay the monster. One aspect that mixes it up, is that you have the option to compete with champions of the 3 other kingdoms to collect these macguffins.

The open world appears huge and well thought out. Overall, I'm getting strong D2 vibes but with sharper and move evolved action combat. What I expected D3 to be and could have been if the souls games didn't claim the mantle. I will report back after I've leveled up a bit and am able to chew into the character advancement.
 
Joined
May 31, 2018
Messages
2,893
Location
The Present
I'm still loving the combat. It's lethal but fair. The game is challenging in the best way. Enemy AI could be improved a bit, but it works. I am trying not to rely on kiting too much, but it's very effective with my default polearm. The reach is excellent. I can pre-empt enemy attacks, often stunning or disrupting them while they approach. The heavy attack also has a good swing that can hit clustered enemies. Dodging feels good, but I'm having trouble judging my character's hit-box. It causes me to be more flighty than I want to be. I would like to use blocking more, but you still take damage when you do. I'm not certain if this is only because I'm not using a shield or if there are other factors involved. This also contributes to prioritizing mobility highly.

I haven't leveled up yet. While I have resolved several quests, I haven't lived to fulfill them. Zones have one way in and one way out. You have to complete the zone in order to leave. They are corridors of battle. I don't care for this and it will probably wear on me. I'd be fine if enemies respawned. The option to leave would be really nice. If you don't survive the zone and get respawned, any progress or quests you completed while there will be reset. Combat is demanding, so it's already tough to simply make it to the miniboss in top-shape. Bosses are tough and have mechanism to heal. Attrition is not on your side. You have to be bold, but they will absolutely wreck you. You cannot access you inventory while in a combat zone. Your live and die by the loadout you entered with. I'm not appreciating this either. Your only respite will be a health shrine which is typically placed deep into the zone.

Due to all of this, I've still never leveled up, lol. From what I've seen of the talent trees, all characters will be Warrior + X. The slow acquisition and presence of cooldowns signals it will be a long road to being able to rely primarily on spells. The talents you acquire have ranks to them, but it's not yet clear how those ranks are gained. It appears like it might be through use and attribute advancement. How attributes are advanced is also unclear.

I'm still getting my head around it, but there are some things this game does really poorly. I don't like the UI. It's not merely that it is obviously intended for console. It's very spread out and slow to navigate. Inventory management is bleh and it carries over into weak interaction with the few merchants & vendors I've used thus far.
 

Harthwain

Arcane
Joined
Dec 13, 2019
Messages
5,504
The story doesn't seem remarkable. Battle of the Gods spilled over into the mortal realm and BBEG demon is making their move during the chaos.
I do like how they managed for the story to sound epic and heroic, despite the simple premise. It kind of remind me of the old school RPGs.

Apparently the release was supposed to happen in October [30th], but some Steam "tech issue with DLC" (more precisely: "DLC/bundles including new Deluxe/Gold/Ultimate Editions") stopped the release from happening. It will launch a "couple of weeks" in "November". I will wait and see how the gameplay holds until then (very few videos right now, probably because of the holdup) and I am hoping for the release discount as well.
 

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