It's almost time: The patch 1.3 “The Flesh Rises” is approaching.
We've been working hard on it over the last few weeks and are looking forward to showing you the new content soon and bringing Drova to a worthy conclusion! You'll even have the chance to play the patch before release. We want to invite you to an open beta! The main purpose of the open beta is to help us find and fix any bugs that we may have overlooked. We also want to get your feedback early so that we can incorporate it into the release!
The open beta for the patch will start next Wednesday, March 12, 2025 on Steam. More information on how you can participate and what the patch contains will be posted here on Steam and on our Discord on Wednesday!
To shorten the time until then, we've also brought you another YouTube video. The topic this time: "How do we deal with bugs?" Feel free to ask more questions in the comments so that we can answer them in the future.
Also, part of our team will be at the GDC! We would be delighted if you came to visit us. You can meet us there from March 17th to March 22nd.
We wish you a nice weekend and are looking forward to the Open Beta with you :)
Patch 1.2.4 is live + Mac OS ARM version is available!
Hello,
we fixed some minor issues with this new version and for all mac users, we now provide an universal version for drova which should run native on both chipsets types of macs (ARM and Intel). If you have any question or issues with the version just use the forum here on steam or join the discord to contact us.
You can see the full changelog below.
Best, Johannes
Changelog:
General
* [Mac OS] We now provide an universal version for drova which should run native on both chipsets types of macs (ARM and Intel). * [Mac OS] Slighty performance improvements because we switched to the il2cpp backend * Fixed a softlock with Farlan on the expedition, when brawling him earlier in the game, running away and never talking to him again
Changes/Tweaks
* Tweaked hitboxes of Root Circle, Root Cone and Fiery Shout * Reduced a collision issue when brawling near the exit of the Remnants mine * Showing Oscars traces only when being on that quest * Replaced an old torch in a Nemeton house * Farlan and Eugen can now teach talents/skills just before entering the Red Tower * Boris note is no longer lootable after returning it to avoid quest bugs
Fixes
* Fixed Aldos quest to be finishable in later chapters * Fixed a dialog error on Georgefarm when finishing the quest Afrin quest earlier * Fixed dialog errors with Harvey/Jennifer in chapter 1 after they get banished * Fixed a bug where Teigen walks through a closed door * Fixed a bug where Aldo leaves his cage when brawling with Ebru * Fixed some places where Misty Step could be used to teleport between cliffs * Fixed Fawini dialog when looting coins too early * Fixed a few render errors of objects in the world * Fixed some obstacles/colliders in the world * Fixed some typos
Patch 1.2.3 is live
Travelers of the Otherworld!
We have just released patch version 1.2.3. It contains small bug fixes, which you can read about below.
We have a format called Behind the Pixels. There we will upload a new episode every Sunday and answer your questions about Drova or game development (video is in German, but with English subtitles). https://youtu.be/-V4XCseVMjw This time it's about modding and game development. We are working hard on our next patch 1.3, which will be released at the end of March.
Have fun with Drova and have a nice weekend, Just2D ________________________
Changelog
Finally, here's a list of other bug fixes, balancing changes and the like that we've done in the context of this update:
Soft- and Deadlocks
Fixed a case where items could not be given to Adalgis for the quest
Fixed a bug were Doro doesn't move to Nemeton during the quest
Changes/Tweaks
Tweaked all hit boxes and timings on humanoid melee attacks
Improved pathfinding of Leshens
Fixes
Fixed aggro behaviour sometimes triggering through walls
Fixed worms sometimes healing themselves while being in combat
Fixed a bug where the door for missing weapons quest was not opened in time
Fixed a bug where Ivera moves back and forth
Fixed NPC journal entries when using letters that are not included in English alphabet
Fixed Jagged Knife not actually causing proper bleed damage
Fixed a bug when dragging & dropping of abilities on themselves in the spell panel
Fixed Bady not regenerating health after fighting him
Fixed a bug where a new character was loaded after dying without autosave being active and never saved manually yet
Fixed a case where water creatures in the moor left the water
Fixed lots of typos
Fixed lots some obstacle colliders in the world
Hotfix 1.2.2.1 is Live
Hello,
we fixed some smaller issues.
Fixed freeze during then dialogue with jendrick when chopping wood with him
Added some missing English and France
Removed Unity splash screen when starting the game
Best, Johannes
Patch 1.2.2 is live
Dear travelers of the Otherworld,
We have just released the patch version 1.2.2 in which we mainly fixed bugs. Below you'll find the change log.
If you are interested in having a custom statue of yourself added to the game, we currently have a challenge going on. You can find more information and rules on our Discord for that.
We have now started working on the next (and last) big content Patch 1.3 (The Flesh Rises). We are very much looking forward to the patch and hope that it will round off Drova.
Have fun with Drova, Just2D
________________________
Changelog
Finally, here's a list of other bug fixes, balancing changes and the like that we've done in the context of this update:
Soft- and Deadlocks
Soft- and Deadlocks
Fixed a bug where player could get stuck in dialog with Irmina after brawling her
Fixed bug where player could avoid Asmus in the beginning
Fixed dialog with Jendrik when chopping wood that caused the dialog to freeze
Fixed a bug where cutscene with Jendra in the deep mine didn't trigger properly
Fixed bug where Karotte has wrong dialog when expedition is about to start
Fixed a bug where Cay stopped finding truffles
Changes/Tweaks
Increased light area for certain Spark colors
Increased space for map names
Improved tooltip for food buffs
Improved NPC behavior before the Nemeton arena fights start
Improved jump behavior of hostile Froglets
Improved aggro ranges/behavior on bandits
Adjusted dialog when betting on arena fights to make it more clear when/how to bet
Improved how NPCs in a group move to avoid pinning players in a corner
Improved hit boxes on some bear attacks
Improved hit boxes on some boar attacks
Improved hit boxes on some harpy attacks
Fixes
Fixed Teigens crime behavior in chapter 1
Fixed some bugs with destroyable spider eggs
Fixed a sound bug when inspecting Aldos traces
Fixed a bug with Kolinas equipment after the "Missing" quest
Fixed a bug in the "Rats!" quest where a condition was triggered at the wrong place
Fixed a bug on Primeval Forest Town statue puzzle where other items could be removed from inventory again
Fixed a bug that caused Drivanius fight to not work properly
Fixed Josi to not walking through walls sometimes
Fixed brawl behavior with Kendrick in the weapon cave
Fixed Jeans crime behaviors after expelled from Nemeton
Fixed block direction on Leshen life steal attack
Fixed Doros brawl behavior after she reaches the farm
Fixed a bug with buff durations after saving/loading
Fixed respecc potion to not cause animals to be lootable again
Fixed an issue when giving 2000 coins to Boris for his vote
Fixed a quest with Delani when progressing to later chapters
Fixed quest with Lobo where player could return the quest multiple times
Fixed Elgars position when chapter 4 begins
Fixed Heniks location in journal after helping him in the moor
Fixed a bug where Kilian doesn't get moved by the elevator
Fixed a bug where arena announcements were wrong after loading a savegame
Fixed a bug where NPC participants couldn't enter the arena
Fixed lots of typos
Fixed lots of obstacle colliders in the world
Hotfix 1.2.1.2 is Live!
Hello,
we got many reports about some issues currently in the game.
Fixes Asmus is not teaching you after joining nemeton
Fixes some crashes during the sequence with jendrik in the beginning
Fixes compatibility with some mods
Best, Johannes
Hotfix 1.2.1.1 is Live!
Hello,
we fixed some issues with this hotfix.
Fixed that with an old save some bandits (west of the ruin camp) didn't appear and one of them has a key. (You probably need to wait for some time 10-15mins until the bandits will appear)
Fixed that the PS button icons were shown on steam deck. (Shoulder buttons are still wrong)
Fixed getting dmg when blinking and having thorn cetus equiped
Fixed that some hair accessoirs were visible when wearing a helmet
Fixed that the loading symbol was visible for too long
Have a nice weekend. Best, Johannes
Hotfix 1.2.1 is Live!
Hello,
there was one cave southwest of nemeton which you coudn't enter. You was stuck in an endless loading screen. We fixed this with this Hotfix.
Best, Johannes
The Insane Patch 1.2 is here!
Greetings, travellers of the Otherworld!
The year is coming to an end, and looking back it definitely was the best year for our studio since its foundation. Drova's release was a great experience and the following months after were a huge source of joy. It's been extremely motivating for us to read all of your feedback and thoughts about Drova and we're looking forward to a future of developing games together with you, our community. But now it's finally time! We've been hard at work for the past two weeks to be able to now present to you our second major Content Patch. We proudly present to you Version 1.2, the "Insane Patch". We're very excited (and slightly nervous) to see your reactions to the additions and changes!
As usual, we've prepared an Update Video for you as well. The spoken language is German (as usual) but English subs are available.
The Insane patch
This Update is mainly about our new difficulty, "Insane", and the new Save mode, "Hardcore". Both are completely new additions to the game that will offer new possibilities to experience the world of Drova.
The "Insane" difficulty is for those players who feel like they've already mastered what Drova had to offer on "Classic" and are yearning for a more difficult challenge. It's been important to us to not just skew around some numbers to increase enemy HP. We also integrated new behaviors and attacks for known enemies that were not in the game previously.
The Save mode "Hardcore" is an iteration of the mode "Iron". It's a special challenge mode in which your character is not allowed to die - once you do anyway, your save will get changed to the "Iron" mode automatically. This will be applicable to both classic and insane difficulties.
To be able to play any of these new modes you'll have to start a new game- In the character creator you'll now have the choice between the difficulties Explorer, Classic and Insane. It is not possible to change your difficulty from a lower one to Insane nor from Insane to a lower during the game.
When starting the game, you'll be asked for your save mode of choice. Next to "Classic" and "Iron" you'll now also be able to choose "Hardcore".
Challenges
To properly celebrate the occasion, we came up with something special: Starting from today, there'll be two special challenges running. The first players able to master them will receive a special role in our discord and will be put into the game itself in the form of a statue in the Remnant's camp.
Challenge 1 - No Hit Run Whoever manages to beat the game first without their character being hit one singular time will be the proud bearer of the title "The Invulnerable". But be aware! Just a single scratch, and you're out! You'll have to choose either Classic or Insane difficulty for this, Explorers may not enter the fray. Save mode doesn't matter. No reloading previous saves!
Challenge 2 - Insane Hardcore Whoever first triumphs over death and insanity will be known forthwell as "The Invincible". Everyone can have a go at it, but only the fiercest warriors in all of Drova will have a lick of a chance. This challenge asks to be the first player to beat Drova on Insane difficulty and Hardcore save mode.
Both of these challenges come with some stipulations, naturally:
The entire run will need to be given to us in video form.
The game timer must be visible for the entirety of the run. We've added one in the options, in the “interface” subsection. When active, the time will be visible in the top right of your screen.
The use of mods that change the game experience is disallowed, especially the cheat console, excluding translation mods. If you’re still having any uncertainties or doubts concerning mods you are using, feel free to ask us directly.
After finishing the game having beaten a challenge, you'll have to send us your corresponding save files. This can be done, on PC, using the Bug-Report feature on the F2 key.
Apart from these handful of things, feel free to use all your knowledge and skills gained in your adventures through Drova to be able to master the challenges at hand.
We're looking forward to seeing your attempts and are excited to see how long it'll take until the winners emerge!
Insane Difficulty
The Insane difficulty will prove to be a challenge even to those that have already explored every nook and cranny of Drova, putting to test their mastery of skill. Behaviors of most enemies have been reworked to create new challenges. From the getgo, your character receives 30% and gives out 20% less damage. You will, however, also be offered settings to further modify these values to customize the game further to your liking.
New Enemy Attacks
In the new difficulty a bunch of enemies have learned a few new tricks to surprise you with. This will of course mix up the battle and cause some new situations to occur.
The Stone crusher follows the player while continuously hitting the ground- you should better keep a safe distance away!
The magically changed spiders are now able to channel their energy to buff themselves- making them doubly as dangerous in impending attacks!
The red Froglings will try to get as close to you as possible to catch you in the explosive force of their own bodies. Better keep away to not also be torn apart!
These were just a few examples for the new attacks enemies will use, but there are plenty more. Have fun discovering them!
General Changes
We've received plenty of feedback from you, our players, on a multitude of platforms over the past few weeks. Taking your wishes and ideas to heart, we've decided to implement a few more general changes that'll influence all difficulties. Here are some we'd like to put to your attention:
New Snaptor variants
To make the riverbed Snaptors more exciting and interesting to fight we've decided to add some more variants to their flock.
The blue Snaptor is a new edition to both normal and insane difficulty, while his green sibling only appears in Insane. Both of these variants have unique attacks that discern them from their kin.
Rework of the Bandit camp
The bandit camp in the north west of Drova has been expanding by adding another cave that's got good use as storage space for, well, whatever a bandit's heart may desire.
New Armor
Since most players seem to spend most of their time in Chapter 1, we've thought about how to improve the armor progression after the long ebb following the leather armor. We've decided to add the new, stronger Heavy Leather Armor to remedy this.
Food Buff Rework
Since food loses its potency in the late game, we've been thinking about ways to make it more useful in the long run. Food will now heal 1-3 life every 4 seconds while losing 1-3 charges depending on the dish. This should make the healing effect significantly more noticeable even at higher levels.
________________________
Changelog
Finally, here's a list of other bug fixes, balancing changes and the like that we've done in the context of this update:
Tweaks/Changes
Added two new achievements for Hardcore and Insane
Added blue Snaptor variant
Added an additional harder fight with Bady after teaching the player
Added a new armor that bridges the gap between leather armor and first faction armor
Added new options to disable fog and rain
Added new option to display playtime in the corner
Changed behaviour when enemies are leaving the combat
Added a screen effect when being hit by the dirt throw of Digpig
Added a new cave at the bandits camp in the north-west
Added new rooms to the ruin on the Knoll in the Floodplain Forest
Added stagger animation to the young waterrat
Added new environmental hazard to the moor
Added prevention to autosaving in the challenge cave with the two golems
Added aiming indicators to some range attacks of enemies
Removed damage reduction from Blackflames when wearing the Gladiator armor
Bloodfly no longer trigger traps on the floor
Added autosave area before the traps in the bandit mine
Reduced audio clutter in moor areas when frogs and Bloodfly are fighting each other
Removed some mud zones from the Riverbed
Moved pickaxe in the Deep Mines to make it easier to find
Gras weapon is no longer lootable from below the cliffs
Balancing
Changed damage calculations to always deal at least 1 damage
Stamina cost of Unarmed Kick increased from 20 to 33
Critical damage multiplier of Unarmed Strikes decreased by 50%
Strength scaling of Unarmed Strikes decreased by 15-30%
Green Frogling Mortar attack spread increased
Magic Vision duration increased from 120 to 300 seconds
Placement of ambush enemies iterated
Ring of Blood healing reduced by 25%
Expanded the ruins basement on the knoll of the floodplain forest
Expanded the bandit camp in the mountains to the north
Root trap poise damage reduced from 50 to 5 per tick
Tinker's Revenge bonus damage reduced from 100% to 50%
Crow's Feet bleeding damage reduced by ~50%
Changed needed materials and prices for Acid Bombs, Bear Trap, Crows' Feet, Cluster Trap and Cluster Bomb
Reduced duration of hitbox with axe attacks
Reduced duration of hitbox of Charge
Fixes
Fixed a bug where the weapon set indicator wasn't updating in the HUD
Fixed some teleporter positions when using trap doors
Fixed a bug where traps disappeared from the world
Fixed Leyna going throught the void
Fixed a dialog option with Ede (was selectable twice)
Fixed that you can fight the bodyguard of Fawini if you kill Fawini and keep him alive
Fixed missing Baltus position in the journal
Fixed an edge case where the bandits on the road to the Pit don't want money from you
Fixed a state where you couldn't start a fight with some bandits
Fixed some situations where Owain triggered a cutscene from the wrong position
Fixed a bug where sheeps started to attack enemies
Fixed some equipment was not lootable from NPCs
"Treasure: Floodplain Forest" can be maked as garbage now
Fixed buff icon of Shadow Fragment
Fixed some shadows of room fading in the mine in the Riverbed
Fixed a bug that caused the water to be red in the world
Fixed movement speed of strong bear
Fixed a bug where the ring at the end of the quest "Sticky Fingers" was not removed
Fixed lots of collider issues in the world
Fixed lots of small graphical issues in the world
Fixed lots of typos
Hotfix 1.1.5 is live!
Hello,
we fixed two annyoing bugs with this hotfix.
Best, Johannes
Changelog * Fixed soundglitch in the morbid moor * Fixed softlock in the red tower