Here's everything you need to know about the journey!
Hello Champions!
Over the coming weeks, we'll be providing details on what to expect from the full release. But for now, we want to take a moment to reflect on the incredible journey we've been on since the game first entered Early Access, allowing new players and people willing to jump in after the recent announcement, to have all the info needed about what we did during the development Let’s take a step back to Spring 2022. It was a pivotal moment for us. After some challenging months dealing with some of the worst people on the planet, we were finally able to regain full control of Alaloth. This was a critical turning point, allowing us to refocus on our original vision and reconnect with you, our passionate players. It wasn’t easy, but it marked the beginning of a new chapter. That renewed sense of freedom and ownership fueled the updates that followed. In this topic, we’ll list each Major Update, highlighting the changes, improvements, and community-driven feedback that have helped shape the game into what it is today. With each new release, we learned, grew, and adapted, always striving to deliver a better experience.
TRYING TO CREATE A UNIQUE CONCEPT FOR A NICHE
Explaining what Alaloth is has always been one of the hardest parts of the job. We knew we were aiming at two different audiences within a genre that has its own niches. The idea was simple: bring 3D mechanics from modern action RPGs into an old-school isometric view, with world-building inspired by great classics like Infinity Engine games and cool stuff from the '90s. We had issues with the claim that the game is ideally somewhere between Baldur's Gate and Dark Souls, but still, this was the most common takeaway from user and press reviews. However, being 'in between' never meant being either Baldur's Gate or Dark Souls. It means creating a unique experience, heavily inspired by BG in terms of world-building, lore, isometric view, and mood, while drawing from modern souls-like games for hard-to-master, skill-based combat. This is what we originally envisioned and pitched!
The most common quote from people playing Alaloth. PCGamesN even threw in some D&D comparisons, and that’s when we knew we were done, in the best possible way!
LAUNCHING THE GAME INTO EARLY ACCESS
We couldn’t share too much at the time, but now we can give you at least some context. We were forced to launch during the Summer Sale (the worst time of year) but it was a choice made to avoid bankruptcy, thanks to our amazing biz partner, who still drops suggestions for indie teams around. Pro tip: don’t listen to people with no real experience in development, publishing or successful launches, even if they say to have a lot of money. We lost 20.000 wishlists in a few months, possibly a unique scenario in the entire world of gaming. We had to rebuild momentum in just two weeks before launch, following months of silence and zero communication.
Thankfully, we secured a spot at Guerrilla Collective, worked hard, and despite everything, the launch went well. Alaloth was among Steam's Top Grossing games for the first two weeks, which gave us a much-needed breath of fresh air. Unfortunately, being forced to rush things did have consequences. For example, we had to choose between shutting down or including a few basic QoL features for a proper PC launch. While we managed to get mouse and keyboard support in, it was only partial at launch, which led to a number of bad (but justified) reviews that didn’t help us, despite positive feedback from the community and players. But we had a plan. With some cash in our bank account, we went into emergency mode and set up a schedule for the whole Early Access phase, which we initially planned to last about 12 months. We've delivered everything in just half of the time and that's what we've achieved so far. Check out this list!
As we've mentioned many times, not only did we have a backup plan for the funds we were supposed to receive that suddenly vanished, but we also reinvested every single dollar to improve the game, making it one of the biggest indie RPGs around, with data to back it up. Plamen has grown into a vast world with nearly 300 locations to explore, more than 450 NPCs to interact with, and over 200 quests. Even after hundreds of hours of gameplay, new content continues to emerge, with an evolving world that changes over time. We still remember when Chris Avellone delivered the very first document with the draft of the world back in 2018: the pantheon, the companions, and a timeline of events that have been iterated on for years to become what they are today.
COMMUNITY MATTERS
Another hot topic has always been Community Management, and it's worth explaining how we've handled it as a small team. We've tried to respond to every review, good or bad, and every piece of feedback on all platforms: from Steam to Reddit, Facebook, Twitter, and so on. Studios and publishers usually have dedicated teams handling this on a daily basis. Here, everything is managed by a single person, wearing multiple hats: directing the game and the company, posting updates, and even creating graphic assets for social media [and much more]. We've always been open to criticism, and bad reviews are a foundation to build upon. However, we've also been very clear about our approach to responding: we don’t follow the always-right policy typical of big publishers and corporations. Anyone can say they think the game is bad,no problem. But no one is allowed to make statements that are simply untrue. In such cases, they'll get a proper response.
Just a reminder about the game running perfectly on Steam Deck. We've spent a lot of time optimizing it following our community willing to play the game on the go!
'I don't like the game' is perfectly valid. 'I don't like the game because this feature is missing' when the feature is actually there, will get a clear explanation from us. This is important because people could get the wrong idea about the game, that offers a 100+ hour single-player campaign, highly replayable with emergent content even after hundreds of hours. We've always been polite in our responses, explaining things as best we can. Without a dedicated marketing budget or a full team focused on this, reviews are the only tool we have to build organic visibility, and we genuinely care about them, as we care about the people who support us by playing the game.
Some have said we beg for reviews, but that's simply how it works. The best way to get reviews from people who enjoy the game is to ask them to consider leaving one, while those who want to give a thumbs-down tend to do so very quickly. So, with 1.0 on the way, if you are enjoying the journey, please consider this. It's the most useful thing to support the team. Once again, we would like to kindly remind our wonderful community that if you wish to support the ongoing development of the game, there are numerous ways to get involved through our social initiatives. We've recently announced The Guild and Keepers Program, as well as Connect & Collect initiative. From sharing your gameplay experiences on social media and participating in our community forums, to contributing directly via our support platforms, every bit of engagement helps us continue to enhance and expand the world of Plamen!
Join the community, get rewards!
Just follow us on our social media platforms: Steam, YouTube, Twitch, and join our Discord server. As we reach specific follower thresholds on each platform, we'll unlock exciting giveaways for our entire community. Once again: the more followers we amass, the greater the rewards become!So spread the word, rally your friends, and join us as we embark on this thrilling adventure together.
RELEASING JUST ONE DAY BEFORE DRAGON AGE? NO, WE’RE NOT MAD
Simply put: Veilguard is a Triple-A game, playing in a different league. The next update and the full release will be delivered in one single strike, and our goal has always been to release a top-quality game. With no external support, no marketing budget, and all activities handled in-house, we weren’t able to launch earlier than the date we’ve chosen. Releasing a day before or after Dragon Age, or even a week later, would essentially make no difference for us. Additionally, there will be several indie releases and Path of Exile in November, so the situation remains the same. What might seem like a bold move is actually quite simple reasoning: RPG fans will likely be browsing the store for Dragon Age around that time, and while many will talk about DA, some might stumble upon a large indie RPG,priced at half the cost, heavily inspired by the same games that inspired Bioware itself. This could certainly pique buyers' interest.
Moreover, our wishlist numbers are looking good. Perhaps not as big as a high-budget production, but we’re approaching 200k. Hopefully, not all of these players will be waiting exclusively for DA. Wish us luck! [There’s even a very personal reason behind the choice of October 30th, but that’s a story of love and friendship we’ll share another time. No spoilers for now!]
ARCANE ARTS ANYONE?
Over the next month, we aim to update you at least once per week with the things we’re working on. While the game content can now be considered complete, a massive Day 1 update will be the final content drop, packed with tons of exciting features that have been requested along the way. This will be a new Major Update, introducing these new elements alongside the biggest round of polish we've ever done.
With the introduction of Valestrum, we’ve gradually woven sorcery into the game. With the 1.0 release, things are about to get even more magical!
Subscribers and Keepers will have early access to this build for testing before we share it with the press and content creators. We’ll provide a dedicated topic with all the details regarding the launch, new bundles, and our long-term plans, which include the Moonstone Pass (name is a work in progress, but we love it!). The Moonstone Pass will cover a full year of post-launch activities, including free updates and DLC. Rest assured, our dedication remains unchanged, and you can expect us to continue working on the game for a long time.
Prepare for a few patches coming up in the next few days. We’ll be fixing some minor issues while starting to prepare for the launch, pushing various updates that will serve as the foundation for the big day!
Mark your calendars, Alaloth is leaving Early Access next month!
Hello Champions!
We’ve been working on Alaloth for years, and it’s been one hell of a ride! We’re just a small indie team, a family business really, and we’ve faced some serious challenges along the way. We’ve dealt with the loss of one of our founders, survived the Avellone storm, a flood, a publisher who vanished, and a partner who walked away from its contract, leaving us to fight tooth and nail to keep going. But we did it. We pushed through every obstacle to bring a game to life that’s over 100 hours of unique gameplay, with a beautiful community behind it, and a promising future ahead. After a fruitful Early Access period where we gave 110% and did everything we could to make the game bigger and better, the time has finally come: Alaloth is coming out with its full 1.0 release on October 30, 2024!
And starting next week, we’ll begin unveiling all the new features, improvements, and surprises coming your way with 1.0. We’re beyond excited to share what we’ve been cooking up, thanks to all your amazing feedback. We’re not saying it’s been easy, but we're proud of what we've built, with no help, no marketing, no support, and less than 10 people on the team, all pouring our hearts into this project.
The game has grown bigger than we could have ever dreamed, and all we could do was keep working, hoping to get through the tough times. For now, we’re just going to take a moment to soak it all in. We'll be back before you know it!
A whole new crafting sys, new items and much more!
Hello Champions!
We are thrilled to announce the release of our latest update, Forgemasters! This update is the culmination of countless hours of work, dedication, and feedback from our amazing community. Crafting has always been an essential part of Alaloth, and with the ever-growing list of items and content added on the way, we knew it was time to give it the love it deserves. When we first envisioned Alaloth, our goal was to create a world where players had complete freedom from the start. The game’s rich crafting system was designed to let you forge your own path, with every item and resource readily accessible as you ventured across the lands. However, as the game has evolved, so has the need for more depth and refinement in crafting. The Forgemasters update brings a complete overhaul to the system! We’ve introduced new recipes, rebalanced existing ones to align with the latest drops from mobs, and added a range of new reagents and materials for you to discover. Whether you’re crafting powerful weapons, sturdy armors, or reliable shields, you’ll find that everything has been fine-tuned for better balance between quest rewards and the items you can craft on your own.
SHOW ME YOUR GOODS!
The update brings significant improvements to crafting, enhancing the existing system without changing its core mechanics. The new items introduced in Bloodlust as drops from various mobs have been integrated into many crafting formulas, enriching the possibilities for players. We’ve revisited and rebalanced all existing recipes, fine-tuning the numbers for every craftable item in the game to create more consistency across sets. This update provides a more coherent approach to reagent gathering by aligning certain materials with specific regions, encouraging exploration and adding purpose to the light farming already present in the game. We’ve also introduced new gear sets, adjusted creature drops across Plamen, and refined the game’s economy, making the crafting experience more rewarding and interconnected.
Old recipes, new possibilities! The reworked crafting system revisits classic recipes, now enhanced with newly added items for greater consistency and smoother crafting experiences
THROWMASTERS
We’re also excited to introduce the Throwmasters, a new class of specialized vendors focused on ranged combat. These skilled artisans offer a variety of bows, throwing knives, and other essential gear for ranged classes. We’ve carefully balanced their stock to fit seamlessly with existing vendors, ensuring a coherent in-game economy. For example, a lone ranger-style Throwmaster in the wilderness might carry not only weapons but also food supplies, recipes, potions, and herbs. On the other hand, a city-based Throwmaster will have a different selection tailored to urban needs. Additionally, some Throwmasters, with numbers set to grow, can craft various types and tiers of bows, as well as unique weapons
Throwmasters are focused on ranged combat, are scattered across the world. Look for the target-like icon above their heads to spot them and stock up on all your ranged gear needs.
The number of Throwmasters is set to increase in the next update! These vendors will not only be more common but will also be able to craft unique, powerful items tailored for ranged combat.
ISOMETRIC RPG SALE
Along with the release of Forgemasters, we’re happy to announce that we've joined the Isometric RPG Sale, a special event organized by our friends at META, dedicated to all things isometric RPG. We’re thrilled to be part of this event, especially after our recent collaboration on a special bundle with Pathfinder: Wrath of The Righteous. The sale will run for a full week and is particularly important as it’s the last chance to grab Alaloth at a heavily discounted price. Once the event ends, Alaloth will see a slight price adjustment, which will reflect the final price leading up to the game’s full release. We’re aligning this new price with other similar games in terms of content, following Steam’s recommendations and community feedback. During its development, Alaloth has received over 100 patches and 8 significant content updates, adding dozens of hours to an already massive 100+ hour campaign available since EA launch. So, we want to give everyone a heads-up: this is the final opportunity to purchase the game at a significant discount before version 1.0 is released, after which discounts will adjust accordingly.
Humbled to share the stage with so many amazing RPG!
INDIEMANIA
Speaking of announcements, we’re thrilled to share that Gamera Interactive will be participating in Indiemania, the biggest indie showcase of the summer, broadcast by IGN from September 12th to 14th. During the event, we’ll be unveiling a brand-new trailer packed with crucial information about our final sprint toward launch. This is an event you won’t want to miss as we get closer to the release of Alaloth and all the exciting news we’ve been waiting to share with you.
Here we are, joining the biggest indie event of the summer!
SUPPORT US
Once again, we would like to kindly remind our wonderful community that if you wish to support the ongoing development of the game, there are numerous ways to get involved through our social initiatives. We've recently announced The Guild and Keepers Program, as well as Connect & Collect initiative. From sharing your gameplay experiences on social media and participating in our community forums, to contributing directly via our support platforms, every bit of engagement helps us continue to enhance and expand the world of Plamen!
Just follow us on our social media platforms: Steam, YouTube, Twitch, and join our Discord server. As we reach specific follower thresholds on each platform, we'll unlock exciting giveaways for our entire community. Once again: the more followers we amass, the greater the rewards become!So spread the word, rally your friends, and join us as we embark on this thrilling adventure together.
Changelog here for you all as usual!
CHANGELOG
Added
New crafting recipes for weapons, armors, shields
New items available
New vendors: Throwmasters, specialized in ranged weapons and selling unique equipment
Changed
Updated lootables in Tyl’Nar, Moonvale, Solemnwood, Brystead Lookout Tower and Lornwood.
Lush Grass has been renamed to Ironvine and its description has been changed accordingly.
Destructible objects will no longer trigger the killcam.
Talons of The Beast and Soulrender Blades are now Unique weapons.
Updated rarity of some crafting materials
Changed Black Pearl description
Vendors will now accept only a subset of items each (i.e. blacksmiths aren’t interested in purchasing trinkets or rings and so on).
Vendors have their gold capped: they’ll regen it over time.
Vendor wealth will now be shown when in a vendoring context.
Revised Stash UI to streamline filtering between macro categories of items.
Bows, throwing knives are now being sold by Throwmasters.
All craftables have had their reagents revised.
Fixed
Fixed Harpy’s sleep effect not interrupting attacks of affected targets.
Fixed Lorian’s skill “Mercy Shot” bolt floating above the target position when unable to damage it: now the bolt will continue flying straight in such scenarios.
Fixed missing steps SFX when moving with the standard bow attacks.
Crafted armors weren’t applying the full set of additional attributes granted by their crafting material.
Fixed typos and reworked texts
Fixed a bug that could leave the AI in an invalid state following a “Support” or “Defend” command.
Crafting the future of Alaloth with a new massive update!
Hello Champions!
We hope you've been enjoying the Bloodlust as much as we enjoyed bringing it to life. It’s been a pivotal release for us, significantly enhancing the gameplay experience and ramping up the fun factor for everyone exploring Plamen. We're thrilled with the positive feedback and are more motivated than ever to keep pushing forward. Now, onto the next exciting chapter! It's no secret that we've been hard at work on our crafting system, and we’re excited to announce that the new update, Forgemasters, will be out by the end of the month. Normally, it takes us 3-4 months to roll out major updates, especially those involving key systems. However, Forgemasters has been in the works behind the scenes for a while, so we were able to finalize it quickly after Bloodlust. As with any major update, Forgemasters will stand strong on its own but also will mark the beginning of something even bigger on the horizon.
Also, we know many of you are eagerly awaiting the big announcement we've been teasing about the future of the game. We're pleased to confirm that this announcement will be made in September. While we can’t reveal too much just yet, trust us when we say that everything will make sense once soon. All the dots will be connected, and we'll be 110% focused on delivering what’s next. But first, we’ll be taking a short break next week before heading to Gamescom and PAX to recharge and get ready for what’s coming.
ALALOTH PATHFINDERS
On a related note, we’re incredibly proud of the partnerships we’re setting up with some amazing friends in the industry. One highlight is our bundle with Pathfinder, a fantastic game that celebrates the spirit of D&D during its 50th anniversary, developed by Owlcat Games and published by META. A huge milestone for a license that’s inspired so many of us. Being part of this celebration is truly priceless and one of the reasons we’re here today. You can buy Alaloth and Pathfinder: Wrath of The Righteous at a special price right now!
Once again, we invite you to follow us on Steam, YouTube, Twitch, and join our Discord server. As we reach specific follower thresholds on each platform, we'll unlock exciting giveaways for our entire community. The Guild awaits!
TIME IS A GENTLEMAN
Lastly, we wanted to briefly touch on something from the past. Back in 2022, when we regained publishing rights for Alaloth, we didn’t go into detail about the circumstances surrounding the studio and the game. While we’re not revealing anything new today, we thought it was the right time to share an article by CD-Action, the biggest Polish video games magazine. The article is about our former publisher and for what we know, it is just the first of a long serie. Again, it’s all about connecting the dots...
Fixed a bug that prevented the reward from “The Tale of Volkar The Brave” from being granted upon completing the step requiring to conquer "Soul's Cage” Fighting Area.
Now “Divine Shield” and “Arcane Shield” skills will also nullify poise damage if the received attack ends up not damaging the user.
Changed player’s“Mighty Blow”, Caine’s “Purge of the Ver’Quintiss”, and skills for enemy champions Ayagesh, Thil’Vineil, Ballawold, Dok-Decah; now if the attack hits nothing, a wave will shoot forward damaging enemies in a short distance.
Moved hirable Isadanae from Naledzir’s tavern to outer area The Furnace.
Iterated values for a large number of weapons.
Updated lootables in Solemnwood, Councilkept and Gates of Mourning.
Fixed
Fixed issue with player input at world map loading potentially breaking UI and combat audio.
Crafted armors weren't applying their material’s attributes fully.
“Valador” will now correctly show up in World Map sublocation picker.
Introducing a significant visual overhaul to combat, new loot, and much more!
Hello Champions!
As announced, we are excited to unveil Bloodlust, our new major update! Our team has worked tirelessly to bring you this latest addition, and we couldn’t be happier with the outcome. Bloodlust is not just a standalone release: it marks the beginning of a much larger journey that will culminate in our next major update. It focuses on a visual revamp of combat, enhancing the overall gameplay experience with stunning new visuals and smoother mechanics. Additionally, this update includes a comprehensive rework of lootables, enemies' behaviors, and economy systems. This is a massive undertaking, involving nearly the entire team checking numerous numerical values to be iterated upon. It will continue throughout the lead-up to the release and beyond. We believe these changes will provide a more engaging and rewarding experience for all players and we are still actively iterating all of this. While this may not be our largest update in terms of new content, it stands out as our most significant iteration yet. We've thoroughly tested every aspect, but there might still be minor issues like incorrect values or visual quirks here and there. If you encounter any of these, please report them to us so we can address them promptly. That's the short trailer we have prepared, which offers a glimpse into what Bloodlust has to offer. Just read on to know more about the update!
DYNAMIC DISMEMBERMENT
It is now an accessible feature, allowing players to gruesomely disable enemies through various means such as severing legs, arms, heads, and other limbs in case of non-humanoid mobs. The mechanics are balanced to reflect the size and anatomy of each foe, preventing unrealistic actions like beheading dragons. Players can expect intense, bloody visuals on-screen as combat unfolds. Additionally, gameplay enhancements include revised features that grant immunity to bleeding for non-bleeding enemies like demons or golems, adding strategic depth to encounters with these formidable adversaries.
Limbs will be accurately severed upon weapon impact. This ensures a highly realistic and immersive combat experience, with precise and dynamic dismemberment physics
RANGED ATTACKS
In response to community feedback, we've expanded our melee-centered game to include ranged combat options with throwing knives and bows, with crossbows on the horizon. Each weapon type features distinct cooldown mechanics: throwing knives offer rapid attacks, while bows deliver slower shots that can stun adversaries. These additions introduce new dynamics to gameplay, particularly in managing ranged threats and adjusting aggro strategies. This update maintains our core vision while accommodating player preferences for diverse combat styles, enriching tactical choices and enhancing the overall experience of engaging enemies at range.
Knives are faster, bows are slower but can even stun enemies!
NEW ITEMS, WEAPONS, REAGENTS AND REWORKED LOOT TABLES
Reworking the loot tables constitutes the most substantial aspect of our ongoing efforts, demanding meticulous attention as we systematically reassess each and every item within the game. This comprehensive undertaking serves as the cornerstone for a broader overhaul of our crafting system, a process that promises to introduce significant changes. With the recent introduction of numerous new reagents dropping from enemies, the loot dynamics have been greatly enriched. Items gathered from defeated foes now aggregate in the final chest, compelling players to make thoughtful decisions regarding inventory management, particularly in light of weight considerations where mounts play an integral role. Furthermore, Fighting Areas have undergone extensive enhancement, incorporating a diverse array of items aimed at smoothing the initial learning curve for new players without compromising the inherent challenges posed by our combat mechanics. No way you can rush the game, but a wealth of resources awaits discovery, including an expanded repertoire of cooking recipes designed to deepen the gameplay experience. While our focus remains on refining the smithing mechanics, the integration of these new reagents will be finalized in the weeks ahead, ensuring a seamless transition while maintaining what is in-game right now.
SUPPORT US
We would like to kindly remind our wonderful community that if you wish to support the ongoing development of the game, there are numerous ways to get involved through our social initiatives. We've recently announced The Guild and Keepers Program, as well as Connect & Collect initiative. From sharing your gameplay experiences on social media and participating in our community forums, to contributing directly via our support platforms, every bit of engagement helps us continue to enhance and expand the world of Plamen!
Look for gamerainteractive on social networks and follow us, it takes a few clicks!
Hust follow us on our social media platforms: Steam, YouTube, Twitch, and join our Discord server. As we reach specific follower thresholds on each platform, we'll unlock exciting giveaways for our entire community. Once again: the more followers we amass, the greater the rewards become!So spread the word, rally your friends, and join us as we embark on this thrilling adventure together.
COMING UP NEXT
Currently, our development efforts are focused on finalizing the new crafting system, with particular attention to refining filters and optimizing economic aspects. Concurrently, we're dedicated to enhancing the Competitive Mode, aiming to elevate enemy champions to proper boss status, complete with unique boss battles. Additionally, we're introducing new enemy types that actively pursue players, adding depth and intensity to gameplay. Numerous quality of life improvements and community-requested features are also in the works, aimed at enhancing overall player experience. Looking ahead to our next major update, we're committed to delivering something significant very soon, announcing something great in a few weeks, and officially starting our [indie] PR machine, hoping to get support from you all! Talk about the game if you are enyjoing it, post on social networks, leave a review here [or on GOG!] and share the love!
Changelog here for you all as usual!
CHANGELOG
Added
Added new items, reagents, weapons.
Reworked loot tables: all enemies have now ad-hoc loot that will be rolled upon being killed and accrued in the booty chest.
Rushing to the chest without killing enemies and/or gathering items will yield almost no reward.
Added Ranged weapon slot for bows and throwing knives: these items can now be found within the gameworld.
Marksman skills will now require a bow to be equipped in the Ranged slot.
Added alternative VFX and/or dismemberment to enemies upon death.
Added Killcam upon player kill of the last enemy in combat.
Added new lootables in various FAs: Windcrest Heights, Volkar’s Tomb, Tyrant’s Grave, The Neverwood, The Citadel, Temple of Virtues, Stonechair, Skygate, Silvermoor, Rot Finger, Moonvale, The Majestic Fields, Lornwood, Krazurag, Hammerhaven, Glittering Peaks, Duvalian Sewers, Dham-Dhorun, Conclave of Greenheart, Cleaverock, Brystead Lookout Tower, Abbey of The Illuminated.
Changed
Now all items looted and dropped in FA will be found in the final chest instead of being stored directly in the player inventory; quest items and quest rewards will still be stored into the player inventory.
Now gathering extra items will trigger a relative item notification immediately upon equip; extra items being replaced for new ones will no longer trigger any item notification.
Now extra items equipped from companions and being replaced for new ones will be sent to final chest instead of being lost.
Changed various lootables with container props to display a generic name instead of the contained item or none at all.
Swapped pad input between extra item (now RB on Hold) and throw knife (now RT tap) actions.
Swapped Goblin Warrior’s weapon from axe to mace.
Swapped Hobgoblin’s weapon from greataxe to greatsword.
Swapped Ratkin Footman’s shield with a different one.
Reduced max number of enemy “Saurian” spawned in fights with pawns encounters on map.
Changed blood VFX of various enemies.
“Food Dressing” can now be bought from all food vendors.
“Orb Of Chaos” is now exclusively sold by enchanters.
Companions of a different alignment will now be always available and interactable, new dialogues have been added for them in this scenario.
Revised economy values.
Booty chest will now allow moving items back and forth from inventory instead of requiring to drop them.
Fixed
Fixed arrows occasionally dealing damage to PC even when should have been blocked.
Fixed missing reward for quest “Safe Passage”, weapon “Cragcrab” will be retroactively granted in the stash chest if quest is already completed.
Fixed Frostfang enemies displaying unintended/incorrect body features.
Fixed quest “A Merryspindle Shortage” to display the proper location hints when in World Map.
Fixed some voiceovers not playing along their bark text in combats.
Raised volume for “Mellenath” music.
Fixed quest “The Eye of the Stone” being allowed to progress by dropping the required item from Stonechair’s golem.
Fixed Lileah’s skill “Vaizmil’s Grace” VFX terminating earlier than the intended duration.
Fixed “Earthquake” skill VFX occasionally showing dust clouds way below the intended position, also fix debris from a previous cast reappearing briefly upon a new cast right after cooldown.
Fixed introduction scene for “Akidaan” boss not playing at nighttime.
Fixed patrolling guard in “Tirothas” daytime getting stuck into player interacting with the “Infested Minds” quest NPC.
Moved stationary guard directly in front of companion at “The Sentinels” daytime.
Reworked several texts, improving wording and fixing typos
“A Merryspindle Shortage” can now be completed in a non-linear fashion to better match its design intent.
“King of the Swamp” won’t hide its world map quest markers as they were stated in the quest dialogue.
Resting will now cleanse the player from any debuff (i.e. poison).
A new massive update on its way and a summer full of surprises!
Hello Champions!
Just returned from Reboot Develop in Croatia, we've had the final meetings to draft the roadmap for the last part of our epic journey. The anticipation is palpable as we gear up for the next big update, dropping no later than June! But this time, we're keeping the details close to our chests: no teasing, just a massive surprise waiting to be unveiled alongside the update. Summer is upon us, heralding a season of events and announcements. And we're pulling out all the stops to ensure Alaloth finds its place on the main stages, where we can share the future of our beloved RPG with you. You know the story, and to be honest, we're doing our best to secure a proper launch of version 1.0. The launch we didn't have the chance to do back then, dealing with the worst people in the industry, who almost killed our studio and business. Being as small as we are, it's very hard to wear ten different hats every day, but the fire is still burning, and the support we've received along the way has been the reason why we didn't fall, despite some very tough times. Alaloth sustained the studio since its EA launch, but of course, it's time to move on and raise the bar, delivering what we've always envisioned since we started thinking about it, in a small room in a shared space back in 2016. We are human, and we are incredibly happy about what we've achieved so far, but we have to say, we're tired and need to take a step forward in this adventure, as devs. Thank you for being the lifeblood of our studio.
Back to next steps: let's not keep you in the dark about what's to come! Brace yourselves for a brand new crafting system, a feature we've been eagerly anticipating since a while. Plus, get ready for updates and tweaks to the combat system and a slew of other exciting features as usual: new quests, chars, weapons, items, enemies, areas and much more. You may have noticed our ongoing proofreading marathon, a labor of love aimed at making localization a breeze. We've already trimmed the word count from a hefty 400.000 to a sleek 345.000, with our sights set on hitting 300k without compromising quality. Because making Alaloth accessible to all is just as important as the adventure itself. In the meantime, gear up for all of this by seizing the opportunity to grab all DLC for the game right now, available at an incredible 50% discount! Also, 500 handcrafted Limited Edition War Chests will be back in stock again soon!
We're thrilled to announce a new initiative designed to rally our community's support, just following the recent kick-off of both The Guild and Keepers Program. At the heart of this initiative lies our shared passion for this magic workd and our dedication to seeing it flourish. Without the luxury of a hefty marketing budget or a dedicated PR team, we've always relied on the unwavering support of our incredible community. And now, as we prepare for the summer, we're calling upon you once again to stand beside us.
Look for gamerainteractive on social networks and follow us, it takes a few clicks!
Rules are simple: follow us on our social media platforms: Steam, YouTube, Twitch, and join our Discord server. As we reach specific follower thresholds on each platform, we'll unlock exciting giveaways for our entire community. The more followers we amass, the greater the rewards become! Your support means the world to us, and together, we can amplify our social presence and ensure that Alaloth receives the attention it deserves. So spread the word, rally your friends, and join us as we embark on this thrilling adventure together.