Updated world map, a new kingdom, localization and more!
Hello Champions!
We're excited to announce that Skylight is the next step in our journey, as one of the options originally detailed in our shared roadmap on Steam. The decision to go forward with Skylight was made after careful consideration of all aspects currently in progress. We appreciate your support and value your feedback, of courses. The scheduling of our updates is closely aligned with critical business discussions with publishers and new partners for the full release, the console version and many other things we hope to share in fulll as soon as possible. All of this will enable us to bring the Alaloth experience to a wider audience, ensuring that the game's growth remains aligned with the needs and desires of our community and with our long term vision.
THE LUMINOUS TRIARCHY
This update is set to illuminate a new chapter within the world of Alaloth, introducing The Luminous Triarchy, a theocratic kingdom, and delving deep into the lore of the Shield Bearers and the sacred religion of Plamen. During the summer we've been deep in the trenches, making some serious upgrades behind the scenes. Our coding wizards, Federico and Marco, have been working their magic on the game's foundations. We're talking about fine-tuning the nitty-gritty, from the internal pipeline to the codebase itself. This means a smoother, more epic experience for all of you. You might have noticed we've slowed down a bit on the patches [just 70 or such...]. No worries, though! It's all part of the plan. We're juggling a bunch of exciting tasks at once, so we've decided to go for bigger updates rather than a flood of small hotfixes. Trust us, it's going to be worth the wait.
Gleamreach, where the clergy and the old houses of Edherest rule with the help of the Shield Bearers!
Prepare yourselves for an odyssey filled with new quests, formidable adversaries, and awe-inspiring locales waiting to be explored. The update promises to challenge even the most battle-hardened champions. Furthermore, the update will usher in various system enhancements to further refine your gaming experience. Stay tuned for more details as we venture forth into this new realm! No ETA yet but we can confirm that we are aiming to be out in November the latest!
ABOUT LOCALIZATION
As many of you are aware, localizing a vast game like Alaloth, now boasting an updated word count of over 350,000 words, is an extensive endeavor. The costs involved are significant, and we've been exploring partnerships to ensure that players around the world can enjoy the game in their native languages. Over the past month, due to overwhelming demand, we've initiated the integration of tools that promise to streamline the localization process. These tools not only aim to assist potential partners but also provide an opportunity for us to manage the translation effort internally, if needed.
German!
Spanish!
We're pleased to share that a suite of these localization tools will be available hopefully available with the new year. Currently, we're conducting internal tests to guarantee the quality of the translations. It's important to note that while these tools greatly facilitate the process, the translation itself won't be automated. A substantial amount of work on glossaries will be required to ensure accuracy.
The exciting aspect of this development is the potential to make Alaloth accessible to players in a multitude of countries, not limited to key territories. At the moment, we're focusing on Italian localization with a dedicated internal team, because testing tools starting with our native language helps to speed-up the process, of course. Following this, we'll be setting our sights on other languages.
FALL 2023
We've got some seriously exciting plans in the works for the future of Alaloth. While we can't spill all the beans just yet, we wanted to give you a little taste of what's coming! We've been doing some serious brainstorming over here, and we wanted to be upfront with you. We considered a modest price adjustment for the game, but after much deliberation, we've decided to stick with the current pricing for a while more. Right from the get-go, many of you reached out, asking how you could support us, even proposing donations. We've always been incredibly moved by your generosity, but we wanted to make sure it was a two-way street.
So, we've been hard at work setting up a program for all you amazing souls who've expressed a desire to lend a hand. We're a bit behind schedule on this, but soon enough, you'll have the chance to help us with the development process. We're going to dive into all the details here, on our Discord and through other channels, so keep an eye out for updates! We can't thank you enough for being such a fantastic community.
Your questions, our answers: all you need to know about the next steps!
Hello Champions!
We hope you had a chance to read our latest update here on Steam, announcing the AMA and sharing a new roadmap for Alaloth: Champions of The Four Kingdoms. Our Game Director, Alberto Belli, spent the past week fielding your questions, providing insights into the world of Plamen and about the long term plan for the game. We're thrilled to have had this opportunity to directly engage with you. We'd like to extend our deepest gratitude to all of you for your fantastic questions. Your curiosity and passion continue to be the driving force behind our creative process. Keep an eye out for more exciting news on the horizon, as we've returned from a few interesting meetings with ideas that promise to take your Alaloth experience to new heights. September brings with it a sense of transition and planning for the future. Your ongoing support and feedback are instrumental in shaping the journey ahead.
Thank you for being an essential part of this adventure. We're eager to share even more with you in the days to come.
You can find all the questions and Alberto's detailed answers on both our Steam board or Discord server. It's a treasure trove of information, shedding light on the intricacies of the development. Both topics will be updated with other answers in the next 48 hours!
Also, don't miss the chance to get Alaloth at a special price this week!
It's been an electrifying whirlwind since our return from the incredible journey that was Gamescom. Just imagine: a sea of eager faces, gamers like us, sharing in the excitement, the possibilities, and the sheer energy that only an event like this can bring. As a studio, we were in the thick of it, engaging in discussions, forging new bonds, and experiencing a tidal wave of positivity during the meetings we had. We have met old and new friends, and had a good time talking about what's coming-up next for the game. The enthusiasm, the passion, it was all so overwhelming and inspiring! Our time in Germany wasn't just about soaking in the excitement of the event: it was about rolling up our sleeves and delving deep into the future of Alaloth. Our business meetings were like forging steel, focused on our full release, a monumental step for us and the game. Here's where things get really interesting. As we march towards this, we're also setting our sights on a realm beyond our current borders. Yes, you guessed it, we're talking about the console release! It's a leap that's as thrilling as it is challenging, always considering our commitment to the PC version that stays as the priority of course.
Opening Night Live. Would be nice to relase during such events...
We're gearing up for something special, something that has you written all over it. We're talking about an upcoming AMA session, a direct line to our development team. We want to hear your burning questions, your thoughts about our future plans, the roadmap ahead! We're opening the doors wide on Discord [direct link to the #ask-me-anything channel just clicking here] and Steam [thread at this link], giving you a chance to be a part of our journey, to shape things right alongside us.
We launched into Early Access with promises, and guys, have we delivered. In just six months, we've stayed true to our word, unleashing almost all the contents scheduled for 12 monts [no Arena yet but it's on the way!]. We said this many times but we have put it into an infographic to summarize the year together. Your support,it's what's kept us moving forward, driving us to create an ever-evolving world of adventure. Our development cauldron is bubbling with ideas. What's next? Well, that's where things get hot. We're in the workshop, working tirelessly to forge content that's yet to take its final shape. Could it be free updates, or perhaps daring DLCs? Nothing is set in stone now but the idea was to give you an overview of the project, including what's still in early stage [right now, is more about creating stuff we love and then find a connection to justify it in-game, lore-wise]. Your feedback, your voices, they're the compass guiding us forward, helping us decide what's next.
Download the image to avoid cuts from the preview on Steam and get all the info you need
And speaking of the path ahead, we're exploring new horizons. What does that mean, you ask? Well, it means that we're considering different ways to ensure the ongoing journey of Alaloth. This could involve adjusting price point [we didn't yet but again, free updates cant' last forever], exploring fresh content offerings, and more. The thing is, whatever we do, we're doing it with the community firmly in our hearts. Your trust, is the foundation upon which all these grand plans are built. We're eagerly looking forward to the AMA, a chance to connect, share, and talk together. Our epic journey isn't ending; it's evolving, growing, expanding, much like Plamen itself.
Meanwhile, we have released two patches in the last two days. Take a look!
Companion party will now persists throughout each play session to cut down party setup time [note that input engagement will still need to be carried out each time].
Changed
Improved archers AI estimate of obstructions to the target before attempting the shot: now there will be less occurrences of AI shooting in vain against a wall/obstacle before reaching the target.
Multiple new quest notifications now merge, displaying up to six at once.
Narration books shown upon first entering a scene will no longer trigger a Codex Unlock notification for the relative location entry, which will be also treated as read right away.
Event log is now mutually exclusive with Free Mode.
Heart of the Winter dice set renamed to Heart of Winter.
Fixed
Fixed typos in tutorials.
Fixed 3D sounds orientation consistent with the camera view.
Fixed broken bark in Goldport night time.
Fixed an overlap between tracked quest UI and item notification UI when using an ultra-wide resolution.
Fixed occurrences of Codex Unlock notification being triggered more times than actual new entries to read.
Fixed Codex name for all sanctuaries.
Fixed an edge case that could make Vorastel sessions misbehave.
Fixed a bug that prevented the current kingdom heraldic to update up until the first kingdom change.
Fixed Free Mode marker hints not showing up.
Revised hints deployment while in World Map to better state the available inputs in each mode.
Fixed co-op UI not showing the correct player input sprite after input engagement.
Dive into a world of legends, history, and mysteries!
Hello Champions!
We are thrilled to announce the much-anticipated Lorebound update for Alaloth: Champions of The Four Kingdoms is finally available. This update is dedicated to enriching the game's lore, providing you with a deeper and more immersive experience in the world of Plamen. You can expect a tapestry of history unraveled before you. Ancient stories will be unveiled, allowing you to learn about the rise and fall of empires, legendary heroes, and the events that shaped the realms. Embark on thrilling new quests that focus on uncovering the secrets and mysteries of the kingdoms. Engage with new intriguing characters and face moral dilemmas that challenge your understanding of the lore. Let's take a look at the new features!
UNVEIL THE SECRETS OF PLAMEN
Depending on your reputation, completed quests, companions hired, and even the calendar date, narrative sequences will unlock when you step foot into a specific place, revealing previously undiscovered details of the story. Your actions in the kingdoms matter more than ever, as they directly influence the timelines you encounter. Embrace the consequences of your choices as you venture through the realm, shaping the narrative in profound ways. Witness the impact of your deeds, reflecting the unique path you have carved in the world.
No spoiler but yeah, with Dragonhold we've introduced dragons and wyvern. That's your personal one!
Discover new layers of lore and untold tales. The more you explore, interact, and engage with the world, the more the story will unfold, rewarding your curiosity and sense of adventure. The dynamic nature of these sequences ensures that each playthrough is distinct and offers fresh revelations, encouraging you to dive back into the game for unique storytelling experiences. Through timelines, you'll witness the unfolding of key moments with cinematic flair, deepening your connection to the game world and its inhabitants. Forge your legend in Plamen and unlock the mysteries that lie beyond every step you take.
BECOME A VORASTEL MASTER
From tavern regulars seeking a friendly match to esteemed nobles seeking the thrill of high-stake bets, gamblers are scattered throughout Plamen, ready to test their luck against you playing Vorastel. Vorastel is a fast-paced and engaging dice game designed to be both accessible to newcomers and challenging for seasoned players. The rules are simple yet engaging: you'll play with three six-sided dice, each displaying numbers from 1 to 5, along with a unique symbol. The primary goal is to reach a total score of 50 points across your dice rolls.
Challenge gamblers all around Plamen and seize the opportunity to amass captivating dice sets!
Different gamblers, different bets, different dice sets to unlock. And unique rewards!
Strategically choose when to take risks and when to play conservatively to accumulate points and inch closer to victory. Whenever you roll the dice and collect three identical symbols, you achieve a Vorastel victory, instantly claiming the entire pot. As you participate in Vorastel matches and triumph over your opponents, you'll not only claim the winnings but also gain recognition in Plamen. Your victories will earn you a reputation as a skilled Vorastel player, and as you climb the ranks, more challenging opponents will seek you out.
UPDATED WORLD MAP
In a significant leap towards enhancing your gaming experience, Lorebound brings a remarkable transformation to the world map. With a 25% expansion, the map now boasts more room to accommodate future content updates while creating ample space for your exploration endeavors. This expansion not only unveils a plethora of new places waiting to be discovered in the future, but also grants access to a host of fresh visual effects, immersing you further into the game's universe.
Here we are, ready to fill the map with new locations, FA, quests...
ATLAS AND QUICK ACCESS TO LOCATIONS
One of the most requested features from you guys! To facilitate navigation through this expanded world, we've introduced the Atlas of Plamen. With an extensive alphabetical listing of every location the game offers, the atlas empowers you to effortlessly find specific spots in mere seconds and you'll have the freedom to drop custom markers onto the map, perfect for outlining your own objectives.
Every single location is listed Mount & Blade-like
Once you've visited a city, you can unlock spawn points for taverns, throne rooms and points of interest
Venturing further into the spirit of the update, we've orchestrated a significant reshuffle of NPCs across cities and points of interest all around Plamen. This strategic repositioning not only aligns with the game's rich lore but also introduces a diverse array of minor houses and clans to the fold. As you navigate the world, you'll encounter more fitting barks and engaging dialogues that mirror the ever evolving state of the game world. This transformation, accompanied by an extensive round of dressing for nearly every location, ensures that every corner you explore feels dynamic, authentic, and brimming with narrative depth.
MISC IMPROVEMENTS, GAMESCOM AND MORE
Delving into the rich lore of the game, we've meticulously proofread almost all texts, improving the quality of quests and dialogues. Through this process, we also managed to streamline word count for future localization endeavors. Stay tuned for more exciting news about our localization efforts, with Gamescom poised to be a pivotal moment for these developments. Furthermore, our dedication to perfecting gameplay continues as we unveil iterations to the item system. Specifically, we've iterated a bit the parry mechanism, placing emphasis on shields. Now, shields excel at defending against stuns and offer distinct advantages tied to the game's lore. As we've already said, we are near to have the biggest round of fix for items in a while, but these fixes ensure a more cohesive and engaging experience while waiting for the full cake [a ton of stuff to be added that need testing]. Our team is ready for a new trip to Germany, where we'll be engaging in captivating meetings to discuss console versions of Alaloth. These discussions promise to infuse fresh perspectives as we set our sights on the highly anticipated 1.0 release.
Just a few random things we are busy with right now. Casters anyone?
Puzzles. We love puzzles!
Once we're back from our journey, we're diving right into action. We're hosting a brand new AMA session with our dedicated development team. Get ready to delve into the intriguing details of our next steps, as we unveil all updates currently in the works. Yes, you read that right: there's more than just one on the horizon. We're committed to enhancing your experience, and we can't wait to share our progress with you. The journey ahead is packed with adventure, and we're honored to have you by our side. Your feedback and support continue to drive us forward, and we can't wait to reveal what's in store. Get ready for a thrilling ride, there's no better time to be a part of the community. Changelog to follow, see you in-game!
CHANGELOG
Added
Added 50+ timelines
Added voice overs for Hero Books
World map expanded by 25% to prepare next updates
Added voice overs for different NPC all around Plamen
Added quick access to sub-locations (i.e. a tavern or a throne room) from the World Map. Sub-locations need to be accessible and visited at least once
Added Vorastel dice game, gamblers NPCs to play with and unique dice sets to collect
Addedd new achievements
Added secondary NPCs in Boatman Hut
Added narrative barks and secondary NPCs in Na’Nardur
Added narrative barks and secondary NPCs in The Sentinels
Added narrative barks and secondary NPCs in Mayfalls
Added narrative barks in Fal’Thalas
Added narrative barks in Knife Ears
Added narrative barks and NPCs in Na’Sharak
Added narrative barks and NPCs in Coldwood
Added narrative barks and NPCs in Windscar
Added Minor Deities to Codex
Added Minor Houses to Codex
Added new loading tips
Added new loading screen arts
Added new heraldics in char creation for Legacy Mode
Added Atlas of Plamen. While in Free Mode in World Map, players will now be able to pin a custom marker anywhere on the map and have a compass pointing to it with the chance to find locations on map in a faster way
Changed
Moved various geographic elements in the world map following the new size
Moved Idaris’s Sanctuary closer to Goldport
Idaris’s Shrine next to Baystone moved to the early sanctuary’s position
Moved locations Sholunarr, further into east side of the map
Moved location The Golden Palace
Moved location Tyl’Nar
Moved location Vanril’s Falls
Moved location The Tyrant’s Grave
Moved location The Infernal Pits
Moved location Kima The Volcan
Moved location Skull Rock
Changed Na’Sharak POI into a city, moved closer to Gholuk
Changed Sholunarr POI into a city
Changed Rockstarn POI into a city
Changed Windsca rfrom POI into a city
Added heraldic to Mountain Hand
Added heraldic to Arrowtooth, moved closer to Gashak
Moved Maraika’s Shrine south from Gholuk near to Vhoken’Mahl
Changed spawn of enemies in Hammerhaven
Changed spawn of enemies in The Citadel
Reduced visual size for swords sabre, cutlass, falchion, falcata
Enabled keyboard remapping for more menu actions: Skip / Compare / Mark all read (default ‘T’), Filter / Headgear (default ‘V’).
Updated player barks for locked access to FAs giving hints about the location
Dialogues from engaging pawn fights in the world map will now be in italic style when not used in first person to enhance narrative
Updated travel option texts for Griffin, Gates, Dragon to better indicate the destination of choice
Updated location info in world map for Na’Sharak, Windscar, Dragonhold
Removed sub entry for Goblins in codex
Removed Lore Character Zoran The Shade from Windscar daytime
Removed companions from Muh’Raazh
Changed Gashak main location’s name The Unchained to Titan’s Wrath
Changed Edhenen sub location’s name The Griffin Keep to Valendor
Added narrative bark and new dressing to the alchemist in Military Camp
Changed bark of secondary NPC near fireplace in Windscar’s tavern
Changed heraldics worn by orc guards in Arrowtooth
Changed heraldics worn by orc guards Na’Nardur
Changed heraldics worn by orc guards Gashak
Changed heraldics worn by orc guards Vhoken’Mhal
Changed heraldics worn by orc guards Ballek’Mhal
Changed heraldics worn by orc guards Na’Kazkadden
Changed heraldics worn by orc guards Na’Sharak
Moved QG Shamobth, the Beast in Arrowtooth daytime near the blacksmith
Changed clothes of miners NPCs in Mountain Hand to lighter colors
Moved NPC for boat travel in Baystone daytime near the tavern, added secondary NPCs and barks
Moved The Dragonsire quest objective to a more suitable spot in Mayfalls
Swapped some NPCs in Mayfalls with Balmont knights.
Changed guards’ armor near king in Goldport throne room.
Changed dialogue with NPC for boat travel in Goldport daytime.
Moved Na’Sharak scene transition to a more suitable place
Changed heraldics worn by Windscar guards
Revised item values for rings, shields, weapons and armors
Fixed
Fixed respawn rates of pawns in world map not speeding up along with the game world when the player is moving
Adjusted hitbox for Vadok’Tar being too small compared to the actual body
Fixed a bug triggered by a companion reviving another
Fixed a bug causing fewer NPC barks to play than intended
Fixed daggers getting an unintended increase attack range when not being used in dual wield with another dagger
Fixed rest cost in taverns increasing when discounts for the player are in place
Fixed being unable to complete the final reputation quest of a kingdom when the special boss reputation quest is still in progress
Reduced SFX volume for worker NPCs sweeping the ground
Fixed steps SFX for NPCs in Goldport at nighttime
Fixed steps SFX for NPCs in The Sentinels
Adjusted cropped tutorials images in Codex view
Adjusted animation/positioning of a few guards in Military Camp daytime
Moved secondary guard NPC in Mountain Hand”tavern to reduce contrast and back-shining with the blue light source in the room
Fixed a bug that prevented input from co-op players to correctly discount the game’s context
Fixed a bug that prevented merchants to correctly deploy the right marker hint while objective of a quest
Crimes of the Exiles will now be gatherable in both day and night layout (it was missing from the daily layout)
Before leaving for Gamescom, some fresh news for you all!
Hello Champions!
You might have noticed the silence in our communication over the past month. With the excitement of Gamescom drawing near, our halls have been abuzz with preparations and plans to create an unforgettable experience. Amidst this whirlwind, a familiar tale unfolds: what was intended as a mid-size update, akin to our quiet intentions, has transformed into a grand journey, as has been the case with each of our previous updates.
Lorebound is now almost ready, prompting us to share some fresh news before we depart for Germany once again. As you know, Lorebound will focus on the lore and RPG aspects of the game. It marks the first installment of a series, delving into the history, legends, characters, and heroes of Plamen. While our exploration into uncharted lore continues, we've also heeded the feedback from our community. Numerous quality of life improvements have been thoughtfully integrated to ensure that your time spent in the game is as smooth and enjoyable as possible. A new round of fixes and improvements will be added as well, following recent iterations we had, making items, weapons and armors way more balanced!
While we won't unveil all, prepare for a fresh look in our locations and a new dice game to ignite your adventure in the upcoming update!
Our initial goal was to release Lorebound in July. However, true to our tradition, we're delivering much more than initially planned, and after much effort, we're finally happpy with what we've achieved. Although there's no fixed release date yet, this week is pivotal for our scheduling. Don't be surprised if Lorebound goes live by the end of the following week. While we can't make promises due to Baldur's Gate ongoing testing, this update holds great significance for us. It serves as a foundational step towards preparing for the updates to come. If, by chance, we aren't able to release before Gamescom, we may shift the launch to the first week of September [busy with the event of course]. Rest assured, we'll present a comprehensive roadmap detailing our current endeavors: a plan brimming with the multitude of contents we're diligently working on.
As we prepare for Gamescom, discussions about the full release, console journey and future are on the horizon. Your support empowers us as we meticulously evaluate scenarios, working tirelessly to ensure the best outcomes. Stay tuned for these thrilling developments!
Enemy champions can now be re-rolled during character creation when in Competitive Mode.
Changed
Destructible objects will no longer show a poise bar when damaged/locked.
Changed stocks for enchanters in Goldport and Na’Nardur.
Main Menu music track has been changed.
Fixed
Fixed a bug with Drolnaks’ arms, causing them to stay too close to the body.
Fixed a bug causing characters stun/knockdown animations not playing out if triggered at the same time of a poise break.
Fixed name of destructible pillars in Temple of Virtues.
Fixed quest giver for the time-limited quest “The Hunt” in Hashak not spawning after the 1st in-game year: now will keep to spawn each year until the quest has been accepted.
Fix an occasional glitch with melee attacks’ trail visual.
A full year of adventures, combat, and exploration in Plamen!
Hello Champions!
Today marks a special day in the journey of Alaloth as we celebrate the one-year anniversary of our Early Access launch. We want to express once again our deepest gratitude to each and every one of you for your incredible support, feedback, and enthusiasm. Your dedication has been instrumental in shaping the game and driving us forward. In our previous open letter from our Game Director, we highlighted our commitment to delivering the best possible experience. Today, we want to share some exciting news regarding what lies ahead. We are diligently working on a new roadmap that will outline our plans for the upcoming months. You have been updated on the way about on-going discussions we are having right now with a bunch of new possible partners. You even know that after the happenings of the last year we've mentioned in the open letter, we are very cautios about next steps. For sure, we prefer to prioritize the quality of our game [and the quality of life of our team] over rushing its release. Also, taking into consideration the recent release of Diablo, the summer, Baldur's Gate on the way, as well as a crowded September window, we have made the decision to go on with the EA for a while more, sharing plans with you all in the next weeks.
Nothing is changing of course: you are going to receive a huge amount of new stuff as usual, patches and new features following your feed. We're focusing right now on proof reading and on rewriting part of the dialogues to facilitate the localization process later on, reducing a bit the word count and improving quality of the text. The team is fully committed to Lorebound, our next Major Update, filled with lore-related contents to make your RPG experience bigger and better. We are on this, yes, but we are even working on what's coming up next. Ehodran should be the next big thing along with itemization and a new rework of the leveling sys [up to 20!] but we are still defining how to move on with future updates, DLC and so on. More info to follow,
Once again, we extend our sincerest thanks to each and every one of you for your incredible support, loyalty, and trust in us. The community has been an invaluable source of inspiration, and we are honored to have you by our side. Together, we will continue to shape Plamen into a truly legendary experience.
Last but not least: Steam Summer Sale now and we have the biggest discount ever to celebrate the anniversary: 60% off, 9.99$/€. What else to start your journey in Plamen?
We are close to a significant milestone in the epic journey of Alaloth. It has been almost a year since we embarked on the Early Access phase, and what a tumultuous year it has been! This is a different update, way more personal than the others and it’s just from me, Alberto/Edacar79, Game Director and creator of the game world. I’ve started dreaming about all of this back in the days: I would say that all started with D&D and an Amiga 500, in 1989, when the summer was all about this. No internet, no social media, a completely different world. I'm turning 44 today and it seems like years passed in a blink of an eye, with a young me writing down notes from pen & paper modules and videogames i was playing, being used 30+ years later in a RPG available worldwide and hitting the console market soon. I wanted to take a moment to reflect on the challenges we've faced and the incredible resilience of our team: 18 amazing people at its peek, a small group of 7 worth an army today. As the one behind our social channels, Steam page, Discord, every review response, and many other activities beyond game dev [which is still the fun part of the job], I can say with pride that we have channeled our emotions into fuel for innovation, our setbacks into stepping stones towards success. Alaloth has become more than just a game to us: it has become a symbol of perseverance and a testament to the power of our passion.
Back in 2016, we've rented our first office in Rome: 6 squared meters, 2 laptops and a board...
...no air conditioning and bills paid selling some jewelry and personal savings. Worth it!
Directly from 1994, my first English notes ever to play Rolemaster and a Karameikos map
In 2022, the road to Alaloth's release was filled with obstacles and complexities that tested our mettle. We encountered issues that threatened to derail our progress. It was a time of uncertainty and frustration, but amidst the chaos, we remained steadfast in our dedication to delivering the game you deserved. And we deserved as well. During this arduous period, we experienced a significant turning point when Gamera Interactive, the studio behind the game, had the chance to take back the publishing rights for it. I cannot delve into the details surrounding this, we never did, but what you obviously already know is that it marked a new chapter in our development journey. We embraced the change and carried on, determined to forge our own path.
However, the challenges did not end there. We found ourselves entangled in a battle against a venture capital entity that had pledged its support but ultimately endangered our financial stability in the moment of need, when we were ready to push the game by ourselves self publishing it. This struggle pitted a small indie developer like Gamera against an opponent always ready to say around how much it's cool helping devs, despite the fact that their track record says way different things [just check the internet and do some math]. But through sheer determination and the unwavering support of our families, we managed to weather the storm. We've lost people on the way, not being able to offer them new contracts, we've risked bankrupt twice in a few months, we've been forced to launch during the worst period of the year, during sales, rushing things. We had to face health issues, we had to backup with our personal money to avoid waisting years of work and preserve the people that poured their hearth into the project. We have spent endless nights trying to find a way to survive, after a pandemic and many other problems completely out of our control. For all of this, i can say that we are now fighting tooth and nail to reclaim what is rightfully ours, to ensure that justice prevails. The legal dispute is in progress since months and despite this, we've delivered almost 60 patches and 4 Major Updates since June 2022, with Lorebound on its way and more or less four times the content originally scheduled for the Early Access, released in nearly 6 months. We are reinvesting all the money coming from sales, to make Alaloth bigger and better.
Despite the fact that we have been forced to launch during the Summer Sale 2022, the game did well being in Top Grossing on Steam 2 weeks after launch. I had to squeeze marketing and PR in an always-running digital press tour before June 30 but at the end the game launched with 130.000 wishlist and it helped a lot
Dragonhold is the fourth and latest Major Update available since EA launched. We've added more than 30 hours of gameplay through updates and released more than 60 patches with improvements and fixes, following users' feed
Now more than ever, we are asking for your support to spread the word about this small team of survivors, trying to deliver the always-dreamed RPG experience. Tell about the game to your friends, share it on social media, follow us, talk about this in communities. We are still pretty sure that a proper full release could be massive, considering how many people joined us on the way, with just me jumping here and there on streams and forums trying to let the world know about this crazy hybrid between an old school and a modern action RPG [which is something we had to discuss so many times during the last 12 months]. The game is huge now, one of the biggest indie production around considering contents in, with more and more players with 100+ hours under their belt [and some crazy guy from Spain topping 600! Kudos Zao!]
GamesCom 2022 has been a moment to slow down a bit, with the release of the first Major Update, Strongholds, and nearly 20 patches already released. Our booth in Germany with our friend Josh, Rick and Giulia, former Producer of the game and love of my life: In the face of immense challenges, she stood tall as the bastion of strength for all of us.
So, my fellow adventurers, as we are preparing to celebrate this anniversary together, let us remember the trials we have overcome and the strength that resides within each of us. We owe a debt of gratitude to you, our incredible community, for standing by us, for your unwavering support and belief in our vision. Alaloth: Champions of the Four Kingdoms would not exist without you. As we move forward, know that we remain committed to delivering a unique craft of love. We will continue to listen to your feedback, refine the game, and provide updates that elevate your experience.
I was looking for a professional pic of myself but at the very end, after 22 years in gaming, i still have to take a proper one. So, Starbucks in Guildford, for the win!
Thank you for being a part of this: together, we will conquer the challenges that lie ahead and shape the destiny of Plamen! The future is bright, and we are eager to share it with you. More to come by the end of the month: time to talk about plans for the full release and what's comin' up next!