Full support on the way soon but hey, it works already!
Hello Champions!
Just a quick post following feedbacks we received in less than 24 hours since launch. As you know, we already released an Hotfix fixing a major issue related to cut-scenes and clips [codecs related]. By the way, we decided to go on with a new update to clarify a bit the mouse & keyboard stuff because a lot of people is discussing here and on Discord. We read around "this game doesn't support mouse & keyboard" which is not correct at all. The mouse is elegible to be used by the game as an input source to perform actions when the mouse & keyboard layout is active. Normally this layout is automatically enabled when the game detects input from a keyboard/mouse device, and in the same fashion the pad layout is enabled when the game detects input from a gamepad device.
Currently, the mouse can be used to perform some combat actions (heavy and light attack, target locking, zoom in/out), and scrolling in some scrollbar UIs.
Mouse cursor is not available for any interaction with UI or combat. Currently it is not possible to use the in-game remap functionalty for mouse & keyboard to move mouse actions on keyboard, or viceversa.
A lot of people is enjoying the game using the currently supported set-up for mouse & keyboard functionality .
Is it the best set-up for mouse & keyboard? No, it's not. Are we going to improve it? Yes, we are. Roadmap with next steps will be shared next week and this is one of the most important fix to do on our side. So why we decided to go like this? Well, as you know, we had to rush almost every single release-related activity since we've got publishing rights back and we decided to go out as soon as possible with EA, bringing on the table a playable game with tons of contents since D1. We decided to put contents on prio, considering this is not a simple work, planning to improve the support on the way and releasing something working, anyway . So we can confirm that mouse & keyboard setup does work now even if not state-of-the-art and we are going to offer full mouse support soon, so don't despair fellows PC players!
Hope this helps, news on the way soon [and a new Hotfix on its way later on today!]
Hotfix live and a few info to get the best from your feed and bug report!
Hello Champions!
This update should have been posted tomorrow to be honest. It should had been something like The Day After or such and it was scheduled with a very different idea in mind. Someone says that life is what happens when you are busy with plans and of course it is so damn true. Long story short: we've been literally overwhelmed by questions, reports, comments etc. following the launch. We didn't expect this kind of reaction and we are super happy about this. Anyway, great powers mean great responsability [cit. once again], so the celebration moment we set for the evening, turned into the very first iteration with the community for our game. And it was amazing. Positive reviews are coming in but we can say that we are even happy of bad reviews so far, because everyone confirmed, in a way or another, that what we had in mind is real and working when playing. And this is amazing. Of course there is a lot of work to do but releasing has been like breathing fresh air after years closed in a room with no windows [to be shared with an idiot roommate...but this is a different story]. So first thing first: we've fixed a few bugs following reports [you can find the changelog below] but we are here to ask for extra help as we already did before launch. Let's clarify a few things again than: we are sincerely humbled by the love we received these days, and we hope to gather feeds on how you are going to hold our game from now on.
Anyway, as a small team, it can be challenging to keep an eye on multiple platforms at the same time and for this reason we strongly recommend posting feedbacks and bug reports on our official Discord server. We promise you that all the threads posted there will be read. We also pay close attention to the board here [so use this topic in the future] but we cannot guarantee that we will see bug reports elsewhere. Once you are in Discord, look for #bug-report channel in the Early Access section.
The build you are playing features a debug tool that allows you to take a dump of any issue you could experience. Just press F5 anytime something weird happens. This is going to create a file into your PC, allowing us to fix it asap. The file is stored here: %USERPROFILE%/AppData/LocalLow/GameraInteractive/Alaloth/Dumps
AppData could be an hidden folder, if you can't find it immediately.
Please refer to the same channel for any bug-related issue. You can find two more channels to post your feeds in but even suggest the features you would like to see implemented on the way.
We know that not everyone is happy to jump on Discord but we need a place in which we can store and list the files you are going to upload through our debug tool.
CHANGELOG
- Fixed Teleporting Dodge bug
- Fixed Faster than Light quest bug
- Clips blocking players in the title menu when running the game are now working properly.
- Sleeping costs in tavern are now ok
- Repair All Cost is now fixed
- Scales of the Saurian armor is now rare as it was supposed to be
- Dark Knight Armor removed from blueprint of Goldport Blacksmith as inteneded
- Food vendor in Goldport now properly interactable [dialogue to be fixed in next Hotfix]
- Abarneth the Unknown no more in T POSE in Gashak tavern
- Vendors stocks updated
Most important fixes done are in bold. We are setting manually every single vendor stock in the game to give the best consistency among lore, char, places and so on. Luckily we found a way to fix clips not working well and preventing someone from running the game properly. It was on Unity side, version-related issue. Now everyone can play properly! Expect more tomorrow. 3AM now here, let us sleep for a few hours before going back to work.
Stand ready, Champion, and prepare to fight for Plamen!
Hello Champions!
We did it, what a rush! People everywhere can now hopefully enjoy [and break!] the game we've poured our hearts and souls in since years, now. We've fought for the game we had in mind and we've always tried to push something new and always pitched Alaloth as something in between old-school masterpieces and modern action games. "The very first isometric souls-like" we said back in 2018. The idea was to have 3D mechanics working in some way with Infinity Engine-like visuals and we can say that we are happy of the result now. It is not finished yet, lot of work has to be done, polishing is needed and that's why we are here launching EA but the game is completely playable, featuring way more features than what we originally thought and some more will be added in the next months. We already told you about our story, no need to repeat it once again. It's time to celebrate here. It will be for a few minutes only and then we'll be back at work, because the first days will be crucial. But hey, we are going to cry all the tears we have, thinking to all the issues we had to face on the way. Everytime we've been hit, we decided to go on. We've risked bankrupt, we had to deal with death and health issues, met people that nearly killed our dreams and our business but at the end we've gone through a pandemic too and we are here. We are closing a cycle today, starting a new one. Again, just give us a few minute to enjoy and take a look to our EA Launch Trailer here. For bug reports and EA related how-to, go here and follow the instructions. Please help us share the word about the release!
Next steps: a full roadmap of the things we are going to put in-game in the next weeks, a detailed list of known issues, lore and tech related updates. Join us on Discord and tell us about your experience!
We've just uploaded a new build and we're testing it right now. This will be the one we are planning to use for launch, even if we are working right now on a bunch of small things we are going to put in as soon as possible, with the chance to have all of this in before clicking the magic button. Anyway, this is just a quick update to inform you about what's going on here on Steam tomorrow. As we already confirmed, 9AM PST/6PM CEST is when the game will become available. As we said yesterday, we had a very last minute greenlight from Steam for all the contents to be sent out, so we had to speed-up things to put in place all the social-related stuff and all the necessary things needed to push the release at its best. If you want to help us, share the love as much as possible and join us on Discord to celebrate. We may be updating the board here with useful info many time during the day, so keep an eye on new topics from time to time. Alaloth - Champions of The Four Kingdoms is priced 24.99$/€ and it will be 20% off for a week. If you want to support development [as many of you asked!], we are going to release 3 DLC packs along with the game and from 9AM PST/6PM CEST, a Supporter Edition Bundle will be available for everyone, including the game, the Supporter Pack with in-game cosmetic goodies, our amazing OST and a massive Artbook!
Important note: buying the Supporter Edition Bundle, the Supporter Pack or any DLC, you are firstly and foremost showing your support for the development of Alaloth - Champions of The Four Kingdoms and for us, the developers. All the packs will be priced 9.99$/€ but the Supporter Edition Bundle will be 30% off and with the discount applied on the main app, you are going to get a ton of cool assets to fully enjoy the world of Plamen!
Supporter Pack
That's the real badge to prove your support to the team! We have put in a unique armor set [one for each race of course], that allows you to slay in style wearing our studio colors. To take your first steps in-game, you'll be provided with a few extra money, a couple of gems, an Orb of Chaos [the item used to respec] and some potions. Moreover, you'll get two fancy adds for your stronghold: your personal pet Nikan, a wolf, and a unique piece of furniture [a magic globe to show to your elven friends. if any]. You'll get a special role on Discord and some extra privileges in our server, that we'll be detailed later on during the year. All the in-game stuff will be available in your stash of course. Last but not least, 11 UHD wallpapers will be included for your desktop!
The Official Soundtrack of Alaloth - Champions of The Four Kingdoms captures the mood of the huge world in which the game is set and every single track is based on the lore of each in-game location. The OST features nearly 4 hours of in-house composed music on 6 discs with more than 170 music tracks with loops and stand-alone epic themes, inspired by the four different playable races. Believe us, the work done with sound has been amazing, kudos to our Sound Designer Edoardo that took care of everything. This is one of the biggest OST available on Steam and it's epic!
This book will feature concept art showing the evolution of the different characters within the world of Plamen, starting from the first design, all the way to the final product. The artbook contains pages filled with concept arts of all our different characters, key arts, story boards, portraits, envs and so much more! A huge beautiful collection of concept arts, 3D arts and 2D arts from the team that brought Plamen to life. Once again, we thought about what's the offer for this kind of content and we can proudly say that our Artbook is one of the biggest available on Steam, with more than 200 pages of contents. Kudos to the art team and all the amazing artistst we've worked with.
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.
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!
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!
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!
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!
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!