Added the new quest “Blood of Baga” featuring a new boss fight, exclusive to orc players after completing “The Hunt”.
Added gatherable notes and letters scattered throughout the world and pointing to the Grandmasters locations, each one with unique lore.
Changed
Now the player must earn the required amount of experience points to reach the next level. One XP is earned for each FA claimed: levels 1-8 require 1 XP, 9-16 require 2 XP, 17-20 require 3 XP, for a total of 36 FA claimed to reach max level. With this update existing save files will be automatically respec in order to align with the new level progression.
Hardcore mode will now apply a different set of buffs to summons in the player’s party rather than the same debuffs applied to the player.
Now successfully completing wandering fights in the world map will no longer decrease the equipment durability.
Raised time window for “The Hunt” celebration and quest from a week to a month.
Reworked dialogues of “The Hunt” to better connect it with Blood of Baga.
The arena training ground in Hashak will no longer be accessible at night time.
Rebalanced HP scaling of enemies and companions as the player levels up.
Add the “Letter of Passage” item as reward for the quest “The Iron Shoals”.
Fixed
Fixed upper tabs titles in various GUI to react with mouse interaction in a larger area, rather than requiring precise hovering on the text characters.
Fixed loss of equipment durability from leaving a FA through alternate ways other than conquering it or dying.
Fixed issue with “Seathread” FA not unlocking the final chest when the boss is killed too quickly.
Fixed issue with world map pawns not always initiating combat when engaged near a kingdom border.
A complete revamp of progression, significant combat balancing and much more!
Hello Champions!
Following the first two free post-launch updates, Wyrmwood and Rogue Waves, we’re excited to release something much bigger: the Sigil Update. A milestone update that brings major changes under the hood, reshaping how Alaloth: Champions of The Four Kingdoms plays at its core. Sigil focuses heavily on revamping key systems, reworking numbers, and rebalancing the entire experience. But don't worry, there’s plenty of new content too: quests, items, weapons, armor, and new characters are all part of the package. However, the most significant change comes with a complete overhaul of the leveling system and enemy scaling. When Alaloth first launched, the level cap was just 4. It then increased to 10 during Early Access and reached its intended final state with 1.0: 20 levels. Over time, players have shared valuable feedback about the difficulty curve, steep and punishing at first, but flattening out as progression continued. Given the scale and depth of the game, and how much the experience varies based on each player's playstyle, finding the right balance has always been a challenge. That’s why we’ve implemented a new tiered leveling system. This change allows for a more balanced and rewarding curve: smoother in the early hours, more consistent in the mid-game, and increasingly challenging toward the end.
Alaloth 1.1 is here!
We've also redesigned enemy scaling from the ground up. Previously, enemies would scale in predefined steps based on specific skill unlocks, but their stats were still tied to a system built around a 10-level cap. With 1.1, we’ve introduced dynamic scaling, creating more meaningful encounters throughout the entire journey, all the way to the final battle. Of course, all saves will remain fully compatible, but skills, traits, and proficiencies will need to be reassigned
Alongside these major changes, Sigil also brings a wide range of quality-of-life improvements and fresh challenges, crafted to support both new players and veterans returning for more. We can’t wait for you to dive in and experience the new systems for yourself.
First of all, a massive thank you for the incredible feedback we’ve received following the Rogue Waves update! Your continued support and detailed suggestions help us push Alaloth even further, and it’s thanks to your dedication that we’re shaping a better experience patch after patch. We’re happy to confirm that work on Sigil, our next major free update and version 1.1 of the game, is progressing smoothly, with a release locked in for June. Sigil will include a long list of QoL improvements inspired directly by your feedback, a rework of core systems [like leveling and durability], and of course, brand-new content to further expand the vast world of Plamen, now bigger and more ambitious than we ever imagined. Today’s update, however, focuses on some long-awaited features we mentioned shortly after full release: the official launch of Alaloth: Tales and, by popular demand, the arrival of Steam Community Items!
TALES FROM THE FOUR KINGDOMS
The first chapter in a four-part series exploring the legends, heroes, and dark secrets of Alaloth's world. The journey into myth begins here.
We’re proud to unveil the first release in the Alaloth: Tales series, four narrative volumes of around 70 pages each, bringing to life the stories of iconic characters, unsung heroes, and legendary events from the lore of Plamen. These tales dive deep into the history of the kingdoms, revealing the personal struggles, alliances, betrayals, and turning points that helped shape the world you explore in-game. These volumes offer a new lens on the land’s complex legacy. The stories are penned with the same love and care we’ve poured into the game’s development, crafted to be experienced both as standalone adventures and rich lore companions to your journey. The Lore Bundle is live to get all the four books at a special price!
We know many of you have been waiting for this, and we’re excited to announce that Steam Community Items are now available! From emotive emoticons and detailed profile backgrounds, to unique trading cards and a shiny badge set, you can now deck out your Steam profile with exclusive Alaloth flair. Every piece has been handcrafted to reflect the game’s distinct visual identity, with art that channels the dark, gritty atmosphere of Plamen and the heroes who roam its lands. Whether you're a collector, a lore lover, or just want to show off your allegiance to your favorite kingdom, there's something in this collection for everyone. Claim your treasures, trade with fellow Champions, and show the world you were there when legends were written.
A brand-new set of profile rewards to celebrate the world of Alaloth. Collect badges, backgrounds, emoticons, and trading cards inspired by the game’s rich lore and epic heroes.
EXPLORE PLAMEN LIKE NEVER BEFORE USING OUR BRAND NEW WIKI!
In a world where ancient powers stir and every choice may shape the fate of kingdoms, knowledge is more than power, it’s survival. The Alaloth Fandom Wiki has grown into a sprawling archive of all things Plamen, lovingly crafted and expanded by the community itself. Though the work is still ongoing, it has already become an essential companion for both new champions and seasoned adventurers alike. Within its pages, you’ll find a massive wealth of content, detailed quest walkthroughs, lore-rich character bios, breakdowns of game mechanics, and full overviews of companions, classes, factions, and more. If you're ever in doubt about a certain path, seeking a specific NPC, or trying to build your best avatar, the answers are likely just a page away.
Plamen has been updated with The Iron Shoals with Rogue Waves. Next?
And if you're looking to roam the lands with confidence, don’t miss the interactive map of Plamen, a powerful tool to pinpoint locations, uncover secrets, and plan your journey across the kingdoms and beyond. But this isn’t just a place to read, it's a place to contribute, collaborate, and be part of something bigger. Every champion who’s walked these lands has a story to tell or insight to offer, and the wiki is open to all who wish to share their knowledge. From uncovering hidden dialogue paths to documenting rare encounters, your discoveries can light the way for others! So whether you're delving into the depths of Karak-Hohn or hunting dark truths in Edherest, let the Wiki be your trusted grimoire. The world of Plamen is vast, but together, we map the unknown.
As always, more is coming, and we’ll have a lot more to share soon about Sigil and what lies beyond. Until then, thank you once again for walking this path with us.
The Iron Shoals await! Discover a new kingdom of tides, trade and treachery...
Hello Champions!
We’re thrilled to announce the launch of Rogue Waves, a new free update for Alaloth: Champions of the Four Kingdoms. This exciting addition introduces a brand-new non-kingdom location: The Iron Shoals. Located in the Sea of Solitude, this archipelago is governed by sailors and pirates who follow an ancient code of honor. For years, a regent has kept the Shoals safe by working with the kingdoms, but the tides of change have brought new challenges. While the pirates still carry the spirit of their swashbuckling past, their actions have become more regulated, focused on contract work and keeping the peace. However, a new threat looms in the form of Vexx, a bloodthirsty pirate whose attacks on the commercial routes between Baga and Edherest have jeopardized the safety of The Shoals and its people. The stage is set for new adventures, and it's up to you to navigate these treacherous waters.
The Iron Shoals: new lands, new legends!
WHAT'S NEW IN ROGUE WAVES
The update brings a wealth of new content for players to explore. First and foremost, Driftcove, a new city hub, awaits those brave enough to venture into the Sea of Solitude. This small city port is the gathering place for the sons of Lauron, where pirate crews and sailors alike converge. To begin your journey to Driftcove, head to Windscar at night, where a quest giver will point you in the right direction. Once there, you'll find new quests leading to thrilling boss fights, alongside fresh items, rewards, and challenges. In addition to this, new timelines and smaller quests will be available on the continent, and a wealth of new entries will be added to the Codex, expanding the lore and world-building of Alaloth. We've also been hard at work fixing minor bugs and iterating on items, weapons, and stats to ensure a balanced and engaging experience, especially during endgame content. Some mobs have received stat adjustments to improve combat balance and make fights feel even more rewarding.
Driftcove, a new city hub available with unique vendors
THE SIGIL UPDATE WILL BRING ALALOTH 1.0 IN JUNE
With Rogue Waves setting the stage for exciting new adventures, we're already thinking about the future. One of the ideas under discussion is the possibility of naval battles, which could offer a new layer of gameplay. While it’s still early in the planning stages and no promises have been made, we’re excited about the potential this could bring. More immediately, we're focusing on Alaloth 1.1, scheduled for release this summer. This massive update, Sigil, will include brand-new content, feature enhancements, and some of the most-requested improvements from our community. We’re aiming for a June launch, and the launch of Sigil will coincide with the announcement of a major DLC expansion that we can’t wait to share with you! Stay tuned for more details as we continue to shape the world of Plamen! Newcomers to Alaloth can find all the help they need in the massive official wiki we're actively updating, as previously announced: from class guides to lore and mechanics, it's all on Fandom at this link.
Last but not least, Alaloth is now 30% off to celebrate this new release, don't miss the chance to join us in this journey! Check the latest changelog and stay legendary!
Share the love! Alberto
CHANGELOG
Added
New region available in the southern part of the map: “The Iron Shoals”.
New boss fight: with Captain Vexx and Queen Molt.
New locations: Driftcove, Tidegnash, Seathread.
New items: Ironshoal Cutter (craftable), Pirate's Spear, Husksplitter, The Corsair's Crown, Smuggler's Wick, Grog, Driftcove Rhum, Stormskin Raiment (craftable), Compass
New quests added
Added a new achievement: Guybrush Threepwood
Loc tweaks
Changed
Equipped gear bonuses to world map speed on specific terrains will now be applied without requiring an equipped mount.
Iterated stats and values for a great number of mobs.
Fixed
Fixed visual issues with skills for “Vorund” and “Martum Fanatic” enemies.
Fixed camera jittering when using screen aspect ratios wide enough to contain the whole scene.
Today we want to confirm the arrival of a brand-new free update, coming to Steam and GOG on May 5. This update is called Rogue Waves, and it brings a fresh, exciting chapter to the game.
In Rogue Waves, we’re introducing a whole new non-kingdom: The Iron Shoals. An archipelago located to the south of the known world. This new area is a place of mystery, danger, and opportunity, and it’s the perfect backdrop for your next set of adventures. At the heart of The Iron Shoals lies Driftcove, a bustling outpost that is a place of intrigue and conflict, with factions, pirate crews, and merchants all vying for power and control. You’ll find plenty of new quests here, new NPC, items and enemies, and you’ll face a massive new challenge in the form of a giant boss encounter!
A view of Driftcove, a place for smugglers, merchants, mercenaries and...pirates of course!
In the meantime, we’ve also just released a patch yesterday with a few minor tweaks, some bug fixes, and a rebalancing of difficulty to make the experience even smoother for everyone. We’ve listened to your feedback, and the adjustments should offer a better flow and challenge in certain areas of the game. Additionally, we’re excited to announce that Russian and Chinese localizations have been added to the game!As we mentioned earlier, both languages are being iterated with the help of their respective local communities, and we’ll be updating them regularly to ensure that translations are as accurate and polished as possible.
ALALOTH WIKI ON FANDOM
We’re also incredibly happy to announce that we’re officially working on a community-driven wiki for Alaloth over on Fandom! Many of you have been asking for this for a while, and we’re thrilled to finally get started on it. The wiki is still a work in progress, but we’ve already made great strides, with answers to tons of questions now available, ranging from recipes to the locations of companions, la ton of lore to be checked, quests, guides to skills and professions and more. You can find it here.
Join us on Discord and check #official-wiki channel to know more about the initiative!
We know that this is something the community has been waiting for, and we’re committed to making sure it’s as useful and comprehensive as possible. Though still heavily in development, a lot of key information is already live, and we’ll continue polishing it in the weeks ahead. Originally, Fextralife was supposed to host the wiki back in the day, but unfortunately, that didn’t work out. Now that the game is out, we’ve assembled a small task force to make sure the wiki becomes a valuable resource for everyone. Expect many more updates and improvements as we continue to expand it.
SPRING NEWS AND SUMMER SPRINT
I want to express mydeep gratitude to the incredible Alaloth community. From the very beginning, this game has been a labor of love, and none of it would have been possible without the amazing support we’ve received from so many of you. Whether it’s your feedback, your enthusiasm, or simply sharing your experiences with us, you’ve helped shape the game into what it is today. However, I also need to address something that’s been on my mind. Recently, it’s become increasingly apparent that dealing with certain individuals has been a challenge. Toxicity, while unfortunately common in any space, can become a draining experience for a developer. As much as I care about the game and its community, there have been moments where trying to balance open, transparent communication with staying healthy has been difficult. As a dev, I’ve always believed in responding to everyone, whether it’s praise or criticism, because I care. I care about your thoughts, your suggestions, and your concerns. But, in the midst of this, I recognize that things haven’t always gone as smoothly as I would have hoped.
Adding new Ways of Power and reworking magic classes has been the biggest change so far, following the huge amount of requests of our players, willing to play a full caster. We've created something to make them happy and still keep our original vision alive!
Some discussions spiraled into a loop where we were accused of not being able to handle criticism. That was never the case. From day one, we’ve built this game on feedback, constantly striving to improve based on what you tell us. But, yes, sometimes, I let things get to me, and perhaps I could have handled situations differently. But still: this the meaning of caring. So, moving forward, we’re going to make some changes in how we engage as a team. We’ll be adopting a different approach to responses, focusing more on improving the game and less on getting caught up in endless debates. Our goal is simple: to listen to your constructive feedback and build the best game possible. I apologize if our past approach sometimes seemed misguided or inconsistent. Let’s hit the reset button, start fresh, and focus on what matters most: the game and how we can continue to make it better for all of you!
OTHER COOL STUFF
Amidst all the work and updates, we have some incredible news to share that really highlights just how far we’ve come as a team. Alaloth: Champions of the Four Kingdoms was honored with the GOTY Award as the Best Italian game at DStars 2025, which is a huge recognition for the hard work we’ve put into this project. But that’s not all: Gamera Interactive also won the Studio of the Year Award!These are incredible milestones for us, and we’re incredibly proud of what we’ve accomplished so far.
The DStars Awards celebrate the best Italian games, studios and professionals since 2019
And if that wasn’t enough, we’ve also completed our first publisher sale on Steam, which is a major achievement for a micro-team like ours. We're hard at work not just on new content, but also iterating on systems to improve your experience. We're focused on raising up our Steam average, ensuring that every update brings meaningful improvements and new features. Stay tuned for more! If you are enjoying Alaloth, always consider to drop a review: it is the best way to support us! Have a great weekend!
From design philosophy to behind the scenes decisions that shaped the game!
Hello Champions!
When I first thought about creating Alaloth, I knew we wanted to offer something special. This wasn’t just about building another RPG, it was about crafting a world with depth, challenge, and soul, inspired by the classics I grew up playing. As we approach the first DLC announcement, we thought it would be the perfect moment to tell a few stories, not only about the game itself but about the incredible journey behind its development. From the creative inspirations that shaped its brutal, beautiful world to the obstacles we overcame along the way. Alaloth was born from a love for hardcore RPGs, blending classic inspirations with a fresh approach to challenging combat and deep world-building. To celebrate how far we’ve come, we’re diving into two special updates. This first one will take you behind the scenes into the development, inspirations, and evolution of Alaloth. The second will focus on in-game secrets and details you may have missed!
N.1 - A LOVE LETTER TO THE CLASSICS: RPG, BOOKS AND MOVIES
Alaloth is the culmination of years of rich, personal adventures that have shaped its very foundation. The inspiration draws heavily from the creator's childhood, starting with Dungeons & Dragons and expanding through decades of exploration in both gaming and storytelling. It’s not just a game, but a tribute to the beloved classics that defined an entire generation. You’ll find echoes of Lord of the Rings, as well as the raw grit of Conan, the whimsical magic of Willow, the legendary romance of Ladyhawke, and the dark allure of Stormbringer. The influence of games is undeniable too: countless hours spent in Daggerfall, the first "endless" game, and Ultima Online, the expansive experience that left an indelible mark. Baldur’s Gate and classic TSR titles on the Amiga also played key roles, along with the influence of Moontone and Rolemaster, offering deep worlds to explore and immerse in.
Everything started here. Of course.
N.2 - HOW A GOOD IDEA IS THE KEY TO STANDING UP
When you're a small indie team, self-funding your project, you need to find a way to stand out in a sea of games backed by larger studios with bigger resources. It’s about carving out your own niche and building something that resonates in that space. That’s why we decided to create a game that blends the world-building, lore, and depth of classic isometric RPGs with the action-packed, skill-based combat of modern Soulslike games. Think of it as Baldur’s Gate and Dark Souls having a baby: this unique combination was a major payoff, with our player base often referencing this blend as one of the most appealing aspects of the game. While most developers tout the uniqueness of their titles, we’re not trying to reinvent the wheel,it's tough to do that in such a crowded market. But we did manage to craft something new: a unique experience that stands apart. You could call it "Alalike," and it’s unlike anything else out there.
Creating a unique game: the only way to stand out among the big guns...
N.3 - HANDCRAFTED, NOT PROCEDURAL
At its core, this game is built on a foundation of handcrafted design, but it doesn’t shy away from the benefits of procedural generation. While the world and characters are meticulously crafted to tell a cohesive story, there’s a very small layer of randomly generated content, such as bounties, that adds variety and replayability. This mix allows the game to feel both personal and dynamic, offering new challenges with every playthrough while keeping the soul of a handcrafted experience intact. The decision to go with pre-rendered visuals was a production-wise choice driven by the size and scope of the team, and by the studio’s position in the market. It wasn’t about shying away from innovation, it was about strategically focusing on art and atmosphere rather than competing with the tech-heavy giants pushing standard AA Unreal-like visuals. By leaning into pre-rendered elements, the team was able to create a visually distinctive world that stood out, providing a more unique experience rather than just another tech-driven spectacle.
A world like no other: Alaloth offers one of the biggest, most immersive living worlds ever created in an indie RPG!
N.4 - BUILT WITH THE COMMUNITY
Even though we were initially forced into Early Access due to challenges with our previous publisher and a disappointing venture capital partner, it turned out to be the best decision we could have made. Early Access allowed us to engage directly with the community, listen to feedback, and shape the game in ways we hadn’t initially imagined. We've released over 120 patches, 9 free updates, and added hours of content to a single-player campaign lasting 100 hours, all while building one of the largest game worlds ever created by an indie team, bigger than games like Pillars of Eternity, Baldur’s Gate, and others made by industry giants. Alongside these updates, we set up various community activities to further involve players in shaping the world of Plamen. By participating in daily activities on our Discord and social media, players not only contributed their ideas and feedback, but also earned rewards for their engagement.This constant two-way communication has been instrumental in ensuring that Alaloth stays true to its core while growing and evolving with the support of the community.
Just one of our many community-driven initiatives!
N.5 - CHRIS AVELLONE
We’ve been incredibly fortunate to collaborate with has been instrumental in ensuring that Alaloth stays true to its core while growing and evolving with the support of the community.
Just one of our many community-driven initiatives!
N.5 - CHRIS AVELLONE
We’ve been incredibly fortunate to collaborate with Chris Avellone, one of the most influential game designers and writers in videogame history. Chris was instrumental in the first iteration of Plamen, creating the timeline, developing the companions, and crafting the first atlas, which has been iterated upon many times since. His work remains the foundation of everything we’ve built, providing a solid framework that continues to shape the world and narrative of the game.
Simply one of the greatest RPG writer of all time!
N.6 - A UNIVERSE BUILT TO GROW
Dragonlance was a key inspiration for Alaloth, particularly in terms of structure and IP building. Much like how Dragonlance grew into a massive franchise with rich lore, novels, and other media, Alaloth was crafted with a similar vision in mind, creating a universe that can expand across different platforms. We’ve already begun this journey with , one of the most influential game designers and writers in videogame history. Chris was instrumental in the first iteration of Plamen, creating the timeline, developing the companions, and crafting the first atlas, which has been iterated upon many times since. His work remains the foundation of everything we’ve built, providing a solid framework that continues to shape the world and narrative of the game.
Simply one of the greatest RPG writer of all time!
N.6 - A UNIVERSE BUILT TO GROW
Dragonlance was a key inspiration for Alaloth, particularly in terms of structure and IP building. Much like how Dragonlance grew into a massive franchise with rich lore, novels, and other media, Alaloth was crafted with a similar vision in mind, creating a universe that can expand across different platforms. We’ve already begun this journey with Alaloth: The Tempest, a prequel comic that’s out on the market, and the expansion doesn’t stop there. Books are coming soon, with a novel nearly ready for publication, and we have many more exciting projects lined up: , and the expansion doesn’t stop there. Books are coming soon, with a novel nearly ready for publication, and we have many more exciting projects lined up: Chants of Heroes is already available for pre-order here. The goal is to build a world that’s not just limited to a game, but a universe that fans can explore through stories, comics, and more, ensuring that the Alaloth world grows alongside its passionate community.
Expanding an IP the right way,staying true to its roots while exploring new frontiers. Who knows… maybe even on Netflix?
N.7 - OUR DESIGN'S JOURNEY OF VALIDATION
From the very beginning, it was incredibly tough to pitch the game vision to publishers and to the team. We started with the unique idea of bringing 3D action combat in iso camera, an idea that many felt might not resonate with the broader market. As a result, we lost some people along the way, as they believed the game wasn’t going to succeed or that it wasn't worth pursuing. But as we continued to build, the feedback we received was overwhelmingly positive, proving we were on the right path. On a daily basis, we saw players connect with the world, the lore, and the mechanics, validating that we had created something unique. Alaloth may not be a game for everyone, but we’ve succeeded in crafting exactly what we envisioned: an experience that stands out in the RPG landscape. This journey has been further validated by recognition from industry figures and awards, including winning Best RPG and Best Game Direction at the . The goal is to build a world that’s not just limited to a game, but a universe that fans can explore through stories, comics, and more, ensuring that the Alaloth world grows alongside its passionate community.
Expanding an IP the right way,staying true to its roots while exploring new frontiers. Who knows… maybe even on Netflix?
N.7 - OUR DESIGN'S JOURNEY OF VALIDATION
From the very beginning, it was incredibly tough to pitch the game vision to publishers and to the team. We started with the unique idea of bringing 3D action combat in iso camera, an idea that many felt might not resonate with the broader market. As a result, we lost some people along the way, as they believed the game wasn’t going to succeed or that it wasn't worth pursuing. But as we continued to build, the feedback we received was overwhelmingly positive, proving we were on the right path. On a daily basis, we saw players connect with the world, the lore, and the mechanics, validating that we had created something unique. Alaloth may not be a game for everyone, but we’ve succeeded in crafting exactly what we envisioned: an experience that stands out in the RPG landscape. This journey has been further validated by recognition from industry figures and awards, including winning Best RPG and Best Game Direction at the Nyx Awards, or Best Visual Excellence at , or Best Visual Excellence at Reboot Blue, with jurors like Fumito Ueda and Patrice Desilets praising our work. Alaloth got more than 20 international awards, 6 front cover on printed press [something unique for an indie game] and has been nominated among Best RPG and Best Coop games on Metacritic in 2024.
Nothing better than see your idea validated by people playing the game!
N.8 - A MICRO TEAM OF SURVIVORS
Our team is small but mighty. We’re a micro team of passionate individuals who’ve fought through adversity together, whether it’s the global pandemic, navigating toxic partners relationships, and overcoming the challenges of a legal battle with a VC firm. , with jurors like Fumito Ueda and Patrice Desilets praising our work. Alaloth got more than 20 international awards, 6 front cover on printed press [something unique for an indie game] and has been nominated among Best RPG and Best Coop games on Metacritic in 2024.
Nothing better than see your idea validated by people playing the game!
N.8 - A MICRO TEAM OF SURVIVORS
Our team is small but mighty. We’re a micro team of passionate individuals who’ve fought through adversity together, whether it’s the global pandemic, navigating toxic partners relationships, and overcoming the challenges of a legal battle with a VC firm. We’ve faced it all, and each trial has only strengthened our bond and determination. We may be small, but our resolve is fierce, and our shared vision propels us forward every day, no matter what obstacles arise. During the peak of production, our team was a small but passionate group of about 20 dedicated individuals. As we moved through the challenges of Early Access, the team was reduced to just 5 people, all of whom gave everything they had to bring the vision of Alaloth to life. Now, with the game out, we’re thrilled to be expanding the team, welcoming new talent, and working on exciting new projects that will take Alaloth to the next level. Along the way, we made an important choice to prioritize work-life balance, establishing a full remote work structure since COVID and adopting a 4-day workweek. This shift has helped keep our team healthy, motivated, and focused, allowing us to maintain a sustainable pace without sacrificing the quality of the work
We started as a family business in a small room, growing to a team of 18 before COVID. Since launching in Early Access, a core team of 6 has handled everything remotely!
N.9 - THE IMPORTANCE OF A LONG TERM VISION IN DEVELOPMENT
At the heart of Alaloth is our unwavering commitment to a long-term vision. Unlike many other indie projects that are often focused on quick returns or short-term milestones, we’ve always seen Alaloth as a long-term investment, not only in terms of game design but also in terms of the technology and tools we've built. From the very beginning, we set out to create something that could grow and evolve far beyond its initial release, and we’ve invested heavily in creating a foundation that will support future content, expansions, and updates.
Yes, we want to make isometric RPGs forever—classic inspirations, modern execution, and no compromises.
N.10 - POST LAUNCH COMMITMENT
Even after the full release, our commitment to Alaloth and its community remains stronger than ever. Since launch, we’ve continued to push updates, , and each trial has only strengthened our bond and determination. We may be small, but our resolve is fierce, and our shared vision propels us forward every day, no matter what obstacles arise. During the peak of production, our team was a small but passionate group of about 20 dedicated individuals. As we moved through the challenges of Early Access, the team was reduced to just 5 people, all of whom gave everything they had to bring the vision of Alaloth to life. Now, with the game out, we’re thrilled to be expanding the team, welcoming new talent, and working on exciting new projects that will take Alaloth to the next level. Along the way, we made an important choice to prioritize work-life balance, establishing a full remote work structure since COVID and adopting a 4-day workweek. This shift has helped keep our team healthy, motivated, and focused, allowing us to maintain a sustainable pace without sacrificing the quality of the work
We started as a family business in a small room, growing to a team of 18 before COVID. Since launching in Early Access, a core team of 6 has handled everything remotely!
N.9 - THE IMPORTANCE OF A LONG TERM VISION IN DEVELOPMENT
At the heart of Alaloth is our unwavering commitment to a long-term vision. Unlike many other indie projects that are often focused on quick returns or short-term milestones, we’ve always seen Alaloth as a long-term investment, not only in terms of game design but also in terms of the technology and tools we've built. From the very beginning, we set out to create something that could grow and evolve far beyond its initial release, and we’ve invested heavily in creating a foundation that will support future content, expansions, and updates.
Yes, we want to make isometric RPGs forever—classic inspirations, modern execution, and no compromises.
N.10 - POST LAUNCH COMMITMENT
Even after the full release, our commitment to Alaloth and its community remains stronger than ever. Since launch, we’ve continued to push updates, [TAG-108]including the free Wyrmwood Update[TAG-109], which introduced fresh content for everyone. We've also added localization for several languages, including Italian, German, French, Spanish, Portuguese, Polish, and Turkish, ensuring that players from around the world can enjoy the game in their native languages. But we’re not stopping there. We’ve promised a ton of free content moving forward, with regular updates planned. The roadmap for future free updates will be shared alongside the announcement of exciting DLC content coming in 2025, along with the long-awaited console release. We’re committed to providing players with ongoing experiences, new features, and a vibrant world that grows with them.
The adventure is far from over, more awaits in Plamen after the release of Wyrmwood, our first post launch update!
Our next update will dive into the cool in-game content you may have missed! Stay legendary and share the love!
Alberto
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, which introduced fresh content for everyone. We've also added localization for several languages, including Italian, German, French, Spanish, Portuguese, Polish, and Turkish, ensuring that players from around the world can enjoy the game in their native languages. But we’re not stopping there. We’ve promised a ton of free content moving forward, with regular updates planned. The roadmap for future free updates will be shared alongside the announcement of exciting DLC content coming in 2025, along with the long-awaited console release. We’re committed to providing players with ongoing experiences, new features, and a vibrant world that grows with them.
The adventure is far from over, more awaits in Plamen after the release of Wyrmwood, our first post launch update!
Our next update will dive into the cool in-game content you may have missed! Stay legendary and share the love!
Fixed regression bug occurring whenever a cutscene starts after a summon has already been removed; this could cause side effects like in Skygate where the barrier was not properly deactivated.
Fixed an issue with Polish language causing the game to stall when attempting to show plurals.