Alaloth: Champions of the Four Kingdoms cover
Alaloth: Champions of the Four Kingdoms screenshot
PC PS4 XONE Switch Steam Gog
Genre: Role-playing (RPG), Strategy, Adventure, Indie

Alaloth: Champions of the Four Kingdoms

Release time confirmed!



Hello Champions!

We had a very busy Tuesday setting-up things for the launch: while writing this update [10PM], we’ve just received confirmation from Valve about the release window [ahem…], which is confirmed at 9AM PST/6PM CEST here on Steam! Just one more thing we had to rush, in this endless challenge but hey, we did it! As you all know, we had to squeeze 15 months of marketing and PR in one month plus we had to spit blood to fix all the prod-related issues at the same time. Believe us, managing so many things in a few days is not easy at all for a small team! Tons of assets needed before submitting, press chasing, questions to answer, Discord, socials. But you know what? This is great. The green button is popped-up in our dashboard and pushing it will probably make us all cry tears of joy on Thursday. So, two to go and that’s the story: we have many different updates ready to be published [lore, tech, misc cool stuff] and of course we have a roadmap to share for the next months [we are going into details of in-progress stuff almost on weekly basis, anyway]. We build twice per week usually, and we are going to add content on the way while fixing and debugging, keep going like this. How to manage all of this? Well, once again we invite you on our Discord server.This will be the direct line with the team. We have just created an Early Access section with different channels for you to help us with bug reports, personal feeds and even suggestions for the team. We’ll be listening and evaluating any feature request from the community! We've always had this idea of participative design [inspired by our friends at Amplitude we visited before the pandemic] and we can’t wait to know your thoughts about how a game like Alaloth could be shaped in the next months. A list of known issues will be provided at launch along with all the information to report bugs [a tool for this will be included with the D1 release]. We have been poked by many of you asking for a way to support development, a way to send us money and so on and we can say we are humbled by all of this. Thank you so much, we can't really believe something like this could happen. For that reason and for everyone who wants to give us an extra support, we are going to release a Supporter Pack and a Supporter Bundle at launch , we’ll go into details tomorrow hopefully. By now, if you want to support us, just share the love for a project made by a passionate group of devs. The random drop of the day is the Credits Theme from our amazing OST: nearly 4 hours of in-house composed music. As we said, details tomorrow, but we hope it helps with the mood.



-2, brace yourself!

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All the answers and a 12 minutes sneak peek!



Hello Champions!

The week is almost over and we are only five days to EA release now! The game is officially going through Valve's review process right now and we are probably going to build just one more time before June 30, to properly test the last stuff we are going to put in before launch on Monday. The last days have been completely on testing quests and key sys once again and we are focused on loots, vendors stocks and special events at the moment, working on Excel and iterating numbers. Last Monday, we've hosted an awesome AMA session on our Discord server and we received so many questions that we had to take some extra time to answer to everyone. Thank you so much for your interest in our game!

We've created a topic on our board here, with a full recap of the event. There is a lot to read, check it out and if you have anything else to ask, just poke! In the meantime, we've been interviewed by one of the most important Italian outlets yesterday, that asked us for new gameplay for the feature. We just uploaded the video on our YouTube channel! The video has been recorded playing our mid-week build and shows the first 12 minutes of a dwarven champion of Karak-Hohn. We've skipped the tutorial section but you can take a look at Khunden-Hohn [the dwarven capital], Khuamun [home of The Mining Syndicate] and Volkar's Tomb [a fighting area full of undead]. It didn't go well but this is just how our Producer decided to start her journey in Plamen. Remember you'll be able to do whatever you want since the very beginning of your journey! Next week will be crazy, brace yourself and take a look at Tholin in action here!



If you have questions about the topic, post it in the comments or poke us on Discord!

Stay tuned!

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Join us on Discord and ask questions directly to the devs!



Hello Champions!

We wrote a bit about the upcoming Early Access release here and as promised, we are going to host an AMA session later on today! We will be live for around 2 hours at 9AM PST/6PM CEST and whether it is a question about the roadmap, the gameplay or what is our fav junk food to eat while doing stuff...fine! No question will be avoided! We are collecting questions both from this topic here on our Steam board and from the AMA dedicated channel on our Discord server.

Oh, and if you haven't already, make sure to wishlist our game!

See you later!

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Next steps and some useful info while waiting for June 30



Hello Champions!

What a great weekend with the Guerrilla Collective showcase, with the announcement of the Early Access release date for Alaloth – Champions of The Four Kingdoms! We had a few super crazy days to match the deadlines and be sure that everything was perfect for such an amazing moment for the whole team but, hey: June 30, 2022 is the day and we can’t wait to open the gates of Plamen to players from all around the world, being finally able to explore the huge world we’ve built. We took a short break on Sunday, checking confs and chilling but there are just few days left before the big one, so it’s time to speed-up things a bit and enter pre-release mood.

First of all, we want to thank all the people joining us, asking things, wishlisting the game [numbers are booming, lot of love for you all] and we want to give you an overview of what is going to happen before the launch. Being a small team, there are just two people taking care of community and PR-related topics, while dealing with the day by day activities of the studio, so forgive us for being a bit slow in answering. To make things easier, we invite you once again to join our official Discord server where we are going to set-up ad hoc channels to gather feeds about the EA, report bugs and to propose ideas and features to be put in-game. There will be topics on our board here on Steam too, but what we are trying to do is just to simplify the flow for both the team and the community. We are almost 24/7 on Discord and we can answer questions in real time there and this will be crucial especially after the launch, with people playing the game. We’ll do our best to be fast on both sides but still, give us a few time to organize the work properly [hiring!].

Considering the huge amount of questions we’ve received, we are going to run a new AMA session on Discord next Monday, June 20 9AM PST/6PM CEST. Please check this post here to know more about this and send us your questions as suggested, to help the team answering topic by topic, the proper way.

Anyway, the most important thing now is giving a bit of context about the Early Access choice we’ve made, as we’ve anticipated on Saturday. We announced EA back on May 30, with a gameplay trailer following the long silence with almost no updates in months. We consider the end of April as a fresh restart for the project, but it has always been intended as a restart more on the marketing and PR side than on the development side. The development never stopped, even if we had to face many issues on the way.


Just a random shot to keep the dwarven mood we choose with the cover image...

Taking back publishing rights for Alaloth, we had to sit down and put all the pieces together, biz-wise. Just to make things simple to understand for everyone: we had two scenarios to choose from, at time. Scenario 1: rush a bit to finish the game, release it, give the game to one of the many publishers willing to jump in and bring it on consoles, and move on with a bunch of money in our bank account. Scenario 2: continue investing our money in development to fulfill the original vision we had for the game. To be even clearer: we would have been in the position of attending the Guerrilla Collective going for a full release Q3/Fall, and nothing would have changed for players. Money for us, consoles ports to be done by someone else, no pressure and easy life after ages of stress that costed us a lot, even in terms of health. But when we looked each other in the eyes, the questions were:

why should we put ourselves in that position, losing control once again on things that we are able to handle in what we truly think is the best way for the success of the game?

why taking 3 or 4 months to finish something that is already completely different in terms of scope from what we’ve planned at the very beginning, that grew and evolved ?

what about taking all the necessary time to iterate with our community, gather feeds and raise the bar, instead?

A few people was rightfully asking why we’ve decided to go Early Access after such a long time…well, let us be clear and 100% direct once again: this is not an Early Access made to grab money and try to fill our pockets with an all-in move.
This is not an Early Access where you are going to find T-pose chars, game breaking bugs or missing features. The game we had in mind at the very beginning, is already in, fully playable, but lacking polishing and balancing. Point is: this is not the same game anymore, this is something bigger we would like to finish in an even better way, putting in all the stuff we had to sacrifice during the dev journey, when the plan was completely different as the contexts in which we were working.


...and one more to show the in-game camera in the same area, Khunde-Hohn, the dwarven capital!

This is why we decided to go Early Access, planning tons of cool stuff we are going to detail in the next days with a dev roadmap, including all the things we are working on now, that are coming later this summer and beyond. This is also why we decided to go out with a very low price that is not going to change with the full release [with a 20% discount at launch], despite the huge number of contents on the way. Of course, we are talking about something to be finished yet [dealing with balancing, loots, vendor stocks and such right now] but as we just said, you can expect all the features originally intended working since June 30. Just consider what is wrote in the store page for what is in and what is going to be put in the near future. We are very sorry of not providing loc and full [English] dubbing from the start for example, but again, plans were different and we'll do our best to put in as much contents as possible to make Alaloth an unforgettable experience. Hopefully with your help. These are the fundations of a huge fantasy universe we are willing to expand as much as possible, with your support too. Expect full transparency from us, no secrets, full access to on-going stuff. This is what we always had in mind and this is what we can finally do.

If you have questions about the topic, post it in the comments or poke us on Discord!

Stay tuned!

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Alaloth's Early Access release is almost upon us!



Hello Champions!

The Guerrilla Collective showcase is still going on but, hey, if you are reading this, you already know the big news! We've promised a surprise announcing our presence at the show and here we are: we're excited to invite you to craft your own story in the world of Plamen with the Early Access release of Alaloth - Champions of The Four Kingdoms on June 30, 2022.

We are going to provide details of what's going on in the next weeks, including a full development roadmap and insights about in-game contents we are working on for the launch and beyond. We are over the moon now as a team. When we've got back publishing rights in April, we took a few time to put all the pieces together to figure out the best options to release Alaloth. We thought this was the best one and we are going to give you all a bit of contest, data and info on why we have decided for the EA like this.

A new massive update is going to be released very very soon. Be right back than, just leave us a moment to realize and enjoy. Thank you for the love and support! If you've missed the new trailer, check it out here!



If you have questions about the topic, just post in the comments or poke us on Discord!

Stay tuned!

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One week until the showcase!



Hello Champions!

E3 may be canceled but June is still super hot! The Guerrilla Collective will take place on Saturday, June 11 starting at 8AM PST | 11AM EST | 5PM CET and we are thrilled to announce that we are part of the show! It is going to be awesome, bringing together many of the hottest developers and publishers from around the world once again. Tons of indie gems, gameplay, announcements and much more on the way! What about Alaloth than? No spoilers but... a massive surprise is on the way and you can't really miss the live stream, which is going to be part of IGN Summer of Gaming and will be co-hosted by a huge numbers of digital outlets and contents creators from all around the world!

We are probably going to go live on Twitch to comment in real time so if you want to pass by and say hello, just follow Gamera Interactive here. A full schedule of live sessions will be available soon [sorry for the delay, crazy weeks ahead!].

If you need a reminder, don't miss the official newsletter by the GC team. Just one week until the indie party starts! Can't wait!

If you have questions about the topic, just post in the comments or poke us on Discord!

Stay tuned!

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Brace yourself, summer is coming!



Hello Champions!

First of all, sorry for being late with the update but Steam was not so much collaborative today. Trailer was scheduled for 2PM CEST since a while and we decided to go on with it despite the fact that we should had a synch between the video and this new feature. Not an issue anyway, all good now and here we are with this new gameplay trailer live after a couple of weeks of very intense work. You can see the world, the chars, the env, the mood and a bit of combat. We've decided to move on with no UI for the video, because it was a sort of fresh start for us. The beginning and the end at the same time, looking at the old stuff that press and influencers used for the last 2 years when talking about the game. The most impornant thing is that we've a release window now and believe us, it makes all the difference for a team working on a product for such a long time. A lot of people is asking about two main things already: final release date and Early Access. We can't go in details now but we can confirm that we'll answer both things at the same time in a few time. As we already said many times recently, the last month has been about squeezing 1+ year of no comm in last minute showcases, presentations, interviews...while working on the biz side at the same time, setting-up things properly to be prepared for the summer. Not easy but we handled it somehow. Since now on, updates will be ever more frequent and we're 110% focused! If you didn't yet, check the new trailer here! Share it, share the love and prepare to explore Plamen!


If you have questions about the topic, post it in the comments or poke us on Discord!

Stay tuned!

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A new trailer and much more on the way!



Hello Champions!

As you probably noticed, we just refreshed our Steam page a bit, uploading a bunch of new in-game shots from the latest build we delivered in the morning. Shots come along with a brand new key art, showing a new Alaloth too: he wears a mask now and it's way more lethal than before! We had a rework of the boss here time ago and we were planning to share this since a long time. This is just one of the many things we've iterated on the way, both tech & lore related. As we said recently, there is so much stuff to show after the long silence that we literally spent last weeks trying to figure out the best scenario to send out everything with a ratio, while dealing with all the biz-related stuff that is directly connected with the release of the game. Well, we can say that despite the fact that we had to squeeze in just a couple of weeks, work usually done in months, we have finally an idea of the next steps that we'll bring us to the day in which we are going to push the green button. The plan is not complete 100% but hey, the path is set and it's like fresh air for us.


Just a random shot of the overview map of Na'Nardur, the orcish capital

First of all, we've just done with the new trailer. Yes. It is a 2.30 clip full of love and stuff but the most important thing is that we are going to announce the release window with it. Details about the final release date will follow. May 30 is the day, trailer will be out by that date so...next Monday! Please don't ask about the final release date: we'll have an official one very very soon, a few cool things are in progress and the final decision needs further consideration on our side. We can't wait to say more and we encourage you all to join us on Discord to get in touch directly. We are going to use it as main source for lore related stuff to share, because we realized it's pretty impossible to go on with Steam updates for each cool little thing we've created. This means we are going to go on with tons of updates here but they will be dedicated to major systems, major features and such. If you want to know more about the story of a very unique secondary char or clan or location [given that we are going to put as much as possible in terms of contents here], you'll find all this stuff on our channels. AMA on the way too and a full schedule of streaming sessions on Twitch as well. We've unofficially shown gameplay already, the idea is to go on with almost daily sessions while polishing stuff. All of this happening starting from the next month Follow us on Twitch too. Pass by and say hello to Alberto screaming at the wiki while spotting the latest known bug of the game codex!


If you love RPG and you are from the '80s you know what this is

Last but not least: June will be interesting as well! Alaloth - The Tempest will be released in bookstores, comic shops and online digital outlets by our partner, Edizioni BD, which handles the international licensing too. This means that the comic will be available both in printed and digital versions across EU and US soon [from June 1 on]. The comic is a stand-alone adventure set in Plamen that introduces the world of Alaloth - Champions of The Four Kingdoms and it's our first licensing deal in place to push our universe on different media. The amazing cover is from the Eisner-nominee Simone Di Meo and Marvel artist Alessandro Cappuccio [Moon Knight, Fantastic Four] drawing the full volume [112 pages]. Moreover, the game has been selected for WN Conference Instanbul '22 and will be showcased during the show, competing for the best indie title awards. We didn't attend events since a very long time and we can't wait to be back in action.



Next steps: a massive artbook [250+ pages], novels [ready!], an amazing OST [3+ hours in-house made], and much more. We'll have time to talk about this and yes, we have plans for Limited Edition[s], retail and all the things that we had in mind at the very beginning of this journey. Talking with many cool people willing to jump in and help right now.

If you have questions about the topic, post it in the comments!

Stay tuned!

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Learn more about the events shaping the game world



Hello Champions!

Following what we said with the Spring 2022 Update and the latest post with a big summary of all the info available so far for Alaloth, we are here today to talk a bit about how the map and the calendar work in our game.

We are going to give you a taste of Plamen’s topography along a bit of gameplay-related info! As you know, there are four huge areas in Plamen [the kingdoms] with the end-game area in the middle [The Fifth Kingdom, the area where Alaloth is trapped, by lore]. It is really important to keep in mind that you can move wherever you want since the very beginning and different terrains mean different travel speed: don’t expect to cross a dwarven mountain chain as swiftly as you would with a small elven forest, and the more you get away from roads, the more trouble you shall find on your way. Monsters, wandering merchants, wandering units from other clans and houses and other champions are constantly moving on the map, so always plan your route to your destination to prevent dangerous encounters. Defeating brigands is surely a way to get some loot and some juicy bounty, yes, but without resting in some bed your wounds won’t certainly recover. You have the chance to set your camp on the way. You are constantly being notified by events happening anyway and you can access a log tracking all the key moments you should be aware of. You'll be able to use mounts and mounts will be crucial in many different ways: you can increase the size of your inventory and of course take advantages of riding many different beasts! We'll have horses of course but each race will have its own racial mount to use and specials will be unlocked with reputations and quests. Bears, wolves, battle goats but even a griffin could be an option for the best warriors! We'll go in details very soon wheh talking about vendors in one of the next updates!



The passing of time and the calendar are key elements of the gameplay too. We've built the world of Plamen with the idea of creating an ever-changing world and basically we've created different phases that are going to change things during the playthrough in many different ways. Alaloth becames stronger and stronger in each phase, mobs spawning on the map will be way more deadly and new dangers will pop-up from The Fifth Kingdom, making things very difficult. Night and day cycle is a thing: we'll have different spawns on map but even different layouts for each place you are going to visit. If you enter a city during the day, you'll have access to shops, you can enter the royal palace or meet NPC that are going to be somewhere else by night. Shops will be closed, few locations not accessible and so on. Even quests avaialble will be different of course. So don’t forget to visit cities and points of interest in different moments as there are many things happening only when the sun rises-up or goes down: you can find exotic merchants coming from other kingdoms sellinq unique items or weapons and remember that rogues and thieves feel better doing their stuff covered by the darkness...


Entering Westwall during the day...


...and by night

We have 10 months, 30 days each and while you can imagine every race has its own holidays and festivities [which will bring unique NPC appearing as the aboive mentioned merchants for example], crossing the sky is one thing that everyone shares. Moon phases are indeed important and someone says that the biggest secrets will be unveiled only at full moon [Moonstone anyone?]. A few recently asked if the time passing should have an impact on the quality of runs, because thought about being forced of playing with a timer on top of his head, withouth a way to go at his pace and enyoy so let's clarify this one more time: the phases of the world are strictly connected to Alaloth and nothing more. So, simply, the world became more dangerous in each phase. There is a difference between the single player campaign and the competitive one but it's not related to these phases but to the presence of other champions competing for the same objectives. This makes each run unique, because when you play competitive, the other champions are randomically rolled at the beginning, they are 40 and they have different behaviors. So, someone could be more aggressive, some other could be more passive and this is the way the player will be affected in terms of gameplay. To enter the end-game artifacts have to be collected. If another champion has one of the artifact, at some point you'll have to hunt him/her in order to complete the game. If you have artifacts, any of them can decide to hunt you for the same reason. The world will go on on its own in the back so it's really about the strategy adopted, the other champions and the combination of both things while playing. But again: this is only when competitive mode is selected. Even these aspects will be detailed with the next updates!

We are going to speed-up things dropping some lore related content by Friday the latest, we still have to introcude the companions, the coop, items, crafting, enchanting, skills and other cool stuff!

If you have questions about the topic, post it in the comments!

Stay tuned!

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All the info you need in one place

Hello Champions!



As promised in the Spring 2022 Update, we are going to drop here a bunch of misc updates originally scheduled in a different moment of the last year. Before doing that, we thought that a bit of recap was necessary, considering the huge number of questions we’ve received in the last months. To avoid any possible confusion, we are going to summarize here all the info already shared, adding comments on what is changed and what’s happened in development lately. Almost 1 year ago we hosted an AMA session on our Discord channel and highlights were published in this topic. Looking back at it one year later, made us thinking about the huge work done since than but we are happy to have kept our vision alive, despite a few changes we did following feeds from QA and testers. This update should work as a sort of guide to understand in full what Alaloth is and what is not.

WHY YOU DIDN’T GIVE US NEWS FOR MONTHS? WHAT’S HAPPENED?

We are not going to comment this. We apologized for the lack of updates on our Steam page and always tried to do our best to inform the community of what was going on. The Spring 2022 Update contains all the info on what’s coming next. Past is behind, future ahead and we are doing 110% to recoup the time lost without interacting with people and players waiting for the game.

OK, GOT IT. SO, WHAT ABOUT THE GAME? AN ISOMETRIC SOULS-LIKE? WHAT DOES THIS MEAN?

The idea has always been trying to put a few cool 3D mechanics in a isometric game. We thought there is nothing like this on the market. Souls-like ref has always been about a combat sys that will be hard to master but very satisfying once you’re done with it.

SO WHAT? IT IS A SOULS-LIKE, IT IS DIABLO, IT IS A CRPG?

It is Alaloth, we are trying to stay in between old school classics and modern action RPG. When you see the game running, mind flies to good old times but there is no tactical pause so you have to be good with the pad to kill stuff. And staying in between past and present, is something we’ve tried to reflect in any aspect of the game. We have two kind of players we’re talking with here: the first one, is the one skipping every single line of text and caring about his build only, skills and fights. The second one is the one taking his time enjoying every single dialogue around, trying to pick up lore details to connect all dots. We are trying to make both of them happy, leaving the freedom to play the game both ways. Anyway, to take 100% from it, hardcore players should play a bit with quest and lore related stuff around and old school players will have to master combat anyway. We are just trying to “force” this in a funny way for both .



YOUR MAIN GOAL IN ALALOTH?

In Alaloth, you embody a champion who is willing to set free the continent of Plamen by the evil and overwhelming presence of Alaloth himself, a mighty demigod trapped in a limbo and willing to come back to the mortal realms to rule them all. To do so, you will be required to recover four light shards that open the gates of The Fifth Kingdom, his domain. These shards pop in a random way each run and can be found in many locations spread around the world [Fighting Areas].

CAN YOU FREE ROAM IN THE GAME WORLD AND DECIDE TO WHAT TO DO AND WHEN?

Yes, you are completely free to do whatever you want since the very beginning. The Main Quest is just Alaloth-related. You need to kill him to complete the game. Anyway, there is nothing set for you to do so. You can just decide to explore Plamen, do your stuff, meet NPC, do other quests or starts claiming Fighting Areas looking for shards to access the endgame. The player is free to navigate and explore Plamen the way he likes most since the start of the journey, choosing to prioritize the main quest, secondary ones or to just see what’s next. At the beginning of the development, Alaloth was supposed to be played one way only, facing 3 other champions coming from the kingdoms the player didn’t choose running after shards as you, fighting you. We have 40 different champions representing each house and clan in the game, rolled every time a new session starts. Everyone with unique skills, drops and behavior. Anyway, while testing the game and collecting feeds, we decided to work on a brand new mode introducing a full single player campaign to be enjoyed the classic way. We are talking about two different ways to play. In both cases the more the time pass the more Alaloth’s rage and power increases. Spawns became way more dangerous with each of this phases.



DIFFERENT DIFFICULTY LEVEL THAN?

There is no difficulty level even though playing in the competitive mode will result in a more challenging experience, with the addition of the 3 enemy champions hunting for shards and/or the player. Enemy champions will have their own behavior that can be aggressive, balanced or defensive, they will claim dungeons as you do and might even fail. Single player mode is advised for those players who don’t want to have a timer on their heads and for those completionists who want to be sure to be able to complete every quest available on their playthrough. The game is designed to be played in competitive mode at least once for every race. As already said, you are basically free to move wherever you want since the very beginning so it's really about how good you are with the pad. Some areas are more dangerous than other but will be completely accessible since the very first moment.

THE WORLD IS HUGE. HOW IT IS REACTING TO YOUR ACTIONS?

Yes it is. Each kingdom has its own capital city, a major one, five minors. We have hundreds of interactable chars to talk with and to get quests or find precious clues to survive Plamen and its dangers. One of the key element of the game is the calendar. According with it, the world is going to change with NPC popping-up time by time, events happening all around the world, timed quests, new mobs , new challenges. And if you hear a wolf howling, well, it’s just the full moon [and it is very important…]

WHAT CHANGES BETWEEN ONE PLAYTHROUGH AND ANOTHER?

Playing a different mode, race or alignment will result in a different experience, with new paths and rewards. That’s why it is required to play multiple runs to achieve and experience all the game content, not to mention enemy champions in competitive mode will be randomized every new game, with the ones you won’t match as enemies placed around the world and able to give you precious info about their lore and how to face them and many other dangers. Make sure to talk to every single one to unlock all their codex entries and know even more about the most known characters of Plamen. Same stuff could be experienced with a difference approach from different races…



WHAT’S THE IMPORTANCE OF MY ALIGNMENT AND HOW DOES IT AFFECT MY PLAYTHROUGH?

Alignment is indeed a very important choice you will make when creating your champion: it will determine whether your champion will be able to be joined by certain companions or not and will unlock you certain missions or outcomes instead of others.

WHAT ABOUT COMPANIONS? HOW DO I HIRE THEM AND WHAT ARE THE CONDITIONS?

Companions are the base for an AI or multiplayer local coop and can be found all around the game world. Every one of them has his lore and his goal in life: if yours is very different from theirs, they will not join your party anyway. Once you hire a companion, this will follow you until the end, giving you military help in the dungeons and the chance to accept their special quests, which will strengthen the bond between you. Remember you won’t be able to bring more than 2 companions in the battle with you, so each time choose wisely the combination of them that’s more useful for the specific dungeon.

HOW DOES MULTIPLAYER WORK?

Alaloth supports local coop up to 2 additional players that can join the game while taking control of your companions (if unlocked). Remote Play is supported and works even if your friends don’t own the game. Couch coop anyone? The only thing you need to do is inviting a friend as you open the game or send them the link to join you.



COMBAT SYSTEM?


Alaloth’s combat system is real-time action based, you can have an edge by fighting exploiting enemies’ weaknesses while still remaining always fair. The system is structured to allow the player to avoid every single incoming attack with a perfect execution. There will often be ways to use game knowledge and make smart plays that will put you in a favorable spot more than any reflex.

WHAT’S THE IMPORTANCE OF THE LORE IN ALALOTH?

Alaloth wants to be a really immersive experience at 360° degrees, where the setting and the lore are key factors to feel part of a unique place, designed to stimulate the player to explore and understand from the most ancestral stories to the more recent secrets and palace intrigues. The game is part of a cross-media collection of works, including novels and comics to come, and playing the game you will have an exclusive view of this coherent vibrant world, characterized by a gritty atmosphere and a complex balance between kingdoms and houses. Tons of cool little details hidden in single dialogues or places are waiting to be spotted

HOW DOES THE PROGRESSION WORK IN THE GAME?

Your champion is going to improve his capabilities by learning up skills upon completing Fighting Areas. Not only that: you will be able to choose which stats you want to increase and build your champion your way. There are also traits points you can spend to acquire special abilities like more proficient trading, cool down reduction on certain skills or better riding skills. Remember that knowledge is power: you can gain additional stat points by reading until the end the Hero Books, which tell the stories of the most iconic people ever lived. Find them all to become relentless.

WILL I HAVE THE CHANCE TO RESPEC MY SKILL POINTS?

During your journey in Alaloth you have a chance to pick up a special item: The Orb of Chaos. Use it to any altar in a sanctuary to pray to the gods to change your destiny, giving you new talents and forgetting your old ones. That will allow you to respec any skill point, but also stat points and traits. However, you will find other ways to respect you char on the way.



WHAT ABOUT REP SYSTEM, CRAFTING, ENCHANTING, MOUNTS OR TECH STUFF LIKE SAVES OR SUCH?

Following this new update, we are going to dig into any single game feature as already announced in the Spring 2022 Update. Moreover, key outlets all around the world are playing the game right now so many of these features will be explained in extensive features popping-up in a few time. All the things listed here are in and there is much more to say about the game.

DAMN, SO MUCH STUFF! TRIPLE A VIBES

Nope. And this is important to remember. We have always been humbled to the compared to big guns by press and players but Gamera Interactive is not Obsidian nor Larian or such. These studios are for sure our main inspiration and we can say we have some good friends around in the RPG scene but Alaloth is first of all a self-funded craft of love made by a team of 18 [at its peak], that gone through the storm in the last 2 years and survived a pandemic and many many other issues that probably would had killed 95% of the indie studios around. For sure, we will have a never seen before Post Mortem listing all these events! We can easily say that the whole team gave a Triple A effort and have a Triple A passion but games are made with money and budget and we are still talking about an indie product that represents the first step in a massive world we are going to expand in the future.

RELEASE DATE?

We have a release window in mind and we are putting all the pieces together right now, following feeds and being finally able to schedule things on our own. We are actually evaluating any possible scenario, considering new partners jumping in, console versions for the future and an internal roadmap we want be sure to follow, considering future updates of the game, DLC and such. Even the price point is still under discussion as well as Limited Edition[s], retail, loc and so on. Anyway, we would say that summer is on the way, lot of major PR events are happening. And this is when announcement take place usually. Again, just let us understand which is the best options for the final sprint, considering that we need to get traction back after a very long silence.

Have a great week-end!


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https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/