New languages added, official translations in progress!
Hello, Champions!
Today, we want to share some exciting news and updates about localization for Alaloth: Champions of The Four Kingdoms. First and foremost, we want to emphasize something important: throughout Early Access, and since the very beginning, we’ve always delivered on what we’ve promised, often exceeding expectations. From bigger updates to more refined features, we’ve consistently aimed to go beyond what was initially planned. With 1.0 launch, we've received a lot of messages about supposed promises we never made regarding localization, which, for a moment, almost made us drop everything, because health comes first. Back in time, we announced that with version 1.1 we would have supported three official languages. No more. That is to be crystal clear
However, we also recognized that waiting for full localization might be challenging for players eager to experience the game. That’s why we started taking interim steps to help everyone enjoy the game while we work on both official and community-driven translations. Localization has been one of the most requested features from our community, and we’ve worked hard to explore ways to make it a reality.
To make this possible, we’ve integrated DeepL, a machine translation tool, as a starting point for localization efforts used by many indie studios all around the world. This approach serves two purposes: it allows players to begin exploring Plamen in their own language while also paving the way for both professional and community-based translation efforts. Over the past few months, we’ve reworked our tools, restructured data, and made changes in Unity to enable this process. These adjustments weren’t easy, but they were necessary to create a solid foundation for localization. Looking ahead, our use of this tool, will continue to bridge the gap while we roll out official localizations and enable community-based efforts. While machine translations are helpful, we want to be upfront about their limitations. They cannot fully replicate the depth, immersion, and atmosphere we’ve worked so hard to create. However, they serve as an excellent foundation for community groups to refine and build upon.
Italian is the first language officially supported by the game. It was expected to be released with 1.1 but thanks to Language Pack Italia, we have been able to release it right now!
To facilitate community-based translations, we’ll provide tools all the necessary tools, so players can create and share their own translation add-ons. We’re also seeking volunteer coordinators for each language to lead these efforts. Coordinators will work with us on the beta branch and play a vital role in organizing teams, reviewing translations, and building glossaries to improve accuracy.
Given all of this, Spanish, Brazilian Portuguese, German, and French are now available in the latest build! In addition, we are happy to announce that Italian translation has been completed and it is available as well as the first official one. The Italian localization was made possible thanks to the incredible work of Language Pack Italia, a team of skilled professionals, including AxeeGaza, FreeMont Dataris, and Tutankamon, who have worked on titles like Pathfinder, Throne and Liberty, and SpellForce. We’re thrilled to have their expertise elevate Alaloth for Italian-speaking players. The guys are hanging out on Discord [check #italiano] to get your feedback and tweak things as we go. If you spot anything that feels off or have suggestions to make the translations better, drop by and let them know. We've even set up channels for different languages, so you can chat in your preferred one!
We're adding Polish and Turkish soon, while working on Chinese and Russian. Even our ML tool needs a bit of rework to handle special characters!"
For those interested in customizing their experience, we've created a how-to guide for modifying localization files locally. This way, we can work together and even help turn fan-made translations into official ones, just like we did with the Italian localization.
We are incredibly proud of the progress we’ve made and excited about what lies ahead. Localization is a huge undertaking, but thanks to the support of both professionals and our passionate community, we’re confident we can make Alaloth accessible to even more players around the world. We’re entering slow mode for Christmas, taking a short break while working on minor tweaks over the holidays. The team will be available for urgent fixes, of course. In the meantime, we’ve taken the chance to tweak the game following your feedback since release, with this update.
From enemy AI to weapon balancing, economy adjustments, and performance improvements, we’ve made several changes. Check the changelog for details! We’ll also share our 2025 roadmap by year’s end, with the first new content arriving in February. New updates and content will continue to be added as usual, while official communication about the upcoming DLC will arrive soon.
Happy Christmas!
CHANGELOG
Added
Added translations for IT, FR, DE, PT-BR, ES. Option to change the game language can be accessed from the Main Menu under “Settings - General Settings”. Note that Italian language could be considered as an official one, other languages are actually supported by a ML tool and will be iterated on the go. Check “Localization Info” for details.
Changed
Talents for “Mystic Warrior” and “Ranger” professions are now classified as Skills instead of Spells.
Tweaked multiple skills descriptions.
Increased the scaling of enemies’ health based on player level.
Reworked loot tables of Shellclaws and Crawlers.
Changed various dialogues, adding better hints regarding the quests they’re connected to.
Hardcore Mode now also influences Magic Damage.
Balance changes to all the Two-handed weapons.
Fixed
Fixed narrative timeline for Baystone potentially locking the player save on the boat scene.
Fixed barks in war rooms scenes.
Fixed trinket “Vessel of Old Marks” not applying its effect.
Fixed various typos and wording issues.
Fixed text for Arcanist Grandmaster in Codex to the proper location where he is found.
Fixed crafting process unable to gather some equippable types of reagents from the stash.
Adjusted in-hand placement of various magic staffs.
Added the entry “Combat Conditions” in the Codex Tutorial/Combat section.
Added More Info section to several Talents in the Ways of Power view in order to make it easier to understand the effects of certain conditions, buffs and debuffs.
Changed
Critical Chance and Critical Damage Bonus are now shown as a single value each in the Character Recap screen.
Fixed
Fixed equippable items with MaxHp bonuses being abusable to recover health by repeatedly equipping them in safe zones. Now upon equip/unequip of such items the current amount of hp will not be changed if not to clamp it down to a lower value of MaxHP.
“Invisibility” duration was not discounting its rank.
Fixed issue with some abilities’ magic projectiles not receiving damage buff/malus active on the caster.
Fixed Critical Chance, Critical Damage bonus not showing up in character recap screen.
Fixed some vendors unintentionally selling a limited quantity of items.
Fixed issue with GOG Galaxy builds not notifying achievements unlocks more than once per session; note all unlocked achievements were still unlocked upon relaunching the game and loading a save.
The wait is over! The biggest Indie RPG awaits you!
Hello Champions!
We’re excited to announce that Alaloth 1.0 is out now on Steam! It’s been an incredible journey, and we couldn’t have done it without your support. While we’re crazy busy with the launch, we’ll be available nonstop over the next 48 hours to check in on the game and see how everyone is experiencing it.
Stay tuned for a detailed post-launch roadmap for 2025, where we’ll reveal details of what's coming up next! We’ll also introduce a plethora of free content, including localization support for multiple languages arriving with update 1.1.
We did it!
As always, we’re committed to supporting the game fully with regular updates, fixing any issues at lightning speed and listening to your feedback for future improvements. Expect new modes, mobs, quests, NPCs, and so much more! For now, let’s focus on the release and celebrate this milestone together! Your support, feedback, and passion have shaped the game into what it is today. Whether you’ve been with us since day one or just joined the adventure, we are endlessly grateful. Thank you for believing in us, in Alaloth, for sharing your thoughts, and for championing our vision.
The world of Plamen still holds many stories to tell, and we’re excited to continue expanding and improving the game with your input.
Let’s cut straight to the chase. You probably saw that emotional post already, so I won’t repeat myself here. But let’s be honest, nothing’s changed in terms of feelings. If anything, these last three extra weeks have cranked things up even more.
You see, we thought we’d be wrapping things up, basking in the glow of a job well done. Instead, we were hit with a curveball, a problem we couldn’t even fix ourselves. Classic, right? So, once again, we had to pivot, rework, and improvise a whole bunch of plans that we had poured sweat and tears into. But, hey, silver linings. These three weeks gave us the clarity we needed to refine everything and get ready for a launch that is now, drumroll, literally one click away. Seriously, I just have to push a button.
Can't wait!
Of course, because the universe loves a bit of drama, I got hit with a fever from hell over the last couple of days. But, guess what? Here we are, as always, ready to roll. And like the big fancy studios, I've even made a worldwide launch times graphic! Plamen is ready to welcome all RPG lovers, with a little extra love for the veterans (you know who you are!) while giving a nod to the younger crowd who live for DPS stats, builds, and kill counts! As soon as 1.0 drops, we’ll be sharing more details about our post-launch plans for 2025. We’re excited to give you a glimpse into what’s coming next, including more updates, content drops, and everything else we’ve got planned for the future! Keep an eye out!
We know the wait has been longer than expected, but we finally have a new release date for Alaloth: November 21. Unfortunately, we’ve just received a final answer from Valve regarding our Moonstone Pass plans, and it’s not the outcome we hoped for. As a result, our post-launch strategy has changed: there will be no Moonstone Pass, Gold and Ultimate Editions available on Day 1. Only the Deluxe Edition, which includes the Ultimate Pack, will be available at launch.
Steam restricts Season Pass availability to selected partners because it is technically a pre-order, and for smaller indie studios like us, an additional review is required to verify our ability to deliver future content. Although this policy is meant to protect users, and we think it's great, it’s not actually clearly mentioned in Steam’s documentation, so we only discovered it one click away from release. Our store page for The Moonstone Pass has been approved by mistake, according to Valve. As a result, this last-minute issue disrupted our original plans.
Deluxe Edition includes the Ultimate Pack with in-game goodies, unique items, and tokens for use in our shop. Also available separately.
Unfortunately, neither our willingness to share our pipeline, nor the enormous number of updates released during Early Access, nor our constant direct communication with the community was enough to unlock the situation. No one to blame, Steam has always been supportive in the past, but it was a tough blow for us. Our Moonstone Pass was intended to include two new DLCs as a core part of our post-launch content strategy. Now that it’s unavailable for the time being, we’ll adjust our roadmap. The Moonstone Pass was designed for paid DLCs, but our 2025 roadmap is packed with free content too, which we’ll detail right after 1.0 release. Expect tons of new additions as usual: NPCs, items, weapons, quests, locations, and all the details on localization.
Meanwhile, brace yourselves, Alaloth 1.0 is finally coming!
Improved control over player attacks direction when using a pad without a locked target.
Comparing items while in a vendoring context will try best-effort to match the current selection instead of disabling itself.
Removed “buy all” while in a vendoring context as the same functionality is being provided by the standard “buy” flow.
Changed the “loot” flow to allow for quantity picking.
Updated worldmap pawn dialogues.
Fixed
Fixed issue with melee skills breaking when used immediately after a ranged weapon attack.
Fixed issue with Necromancer perk “Sadism” effect never being triggered on a killing blow, removed trigger from kick attacks and updated effect description.
Fixed edge case where the starting equipment wasn’t being persisted following character creation.