A brand new scenario featuring three new bosses, several new enemies, multiple new objective types, and a completely different environment from anything else you’ve seen in FS:R. Featuring four distinct wings, including FS:R’s first internal cells, navigating the Dungeon Maze will require you to complete multiple encounters to open the path forward. These encounter rooms feature new objectives - from capturing, holding, and defending crystals to facing off against hundreds of spiders while destroying their egg sacs. En route to your objective you’ll evade traps, batter down fortified doors, and if you have a keen eye, discover hidden treasure. All of this culminates in a final showdown with the Warden - a multi-stage boss fight that’s our most complex, difficult, and epic to date.
The Beta for this new scenario is live today with Update 1.1, and you’ll be able to read about it much more in depth with our latest FS:R newsletter releasing later this week!
Art
Dungeon Maze Assets
The Art team has completed a major effort in populating the Dungeon Maze with new walls, ceilings, and assorted smaller props. This includes a major lighting and set dressing pass for beautification - though lighting may be tweaked slightly in the future.
In addition to the Dungeon Maze itself, a background scene and skybox were constructed for Dungeon Maze to clearly illustrate the differences from our other zones.
New model for some spider variants.
FX
New Ability FX
With the addition of many new NPC types (including Elites and Bosses), we’ve also added new VFX to make their abilities stand out. From the Soul Reaper to the Skeleton Commander, you’ll see a lot of new VFX popping!
Graphics Options
Added in graphics options for adjusting anti-aliasing quality, along with being able to toggle V-sync
Audio
New Dialogue
Dungeon Maze comes with a whole set of dialogue, including from new bosses like the Warden and Soul Reaper. We’ve also added some new lines to the Towers of Vigrith scenario.
Additional SFX
Our Audio team has been creating a whole slew of SFX for new abilities, new events, and updating outdated SFX. Listen to the audioscape and let us know how you like it!
Menu SFX
We’ve also completed a pass on audio in the assorted menus of the game, especially the Equipment and Rune Mod selection menus. Background music and SFX have been altered to more easily show what menu you’re in.
Gameplay
New NPCs
Dungeon Maze is host to three brand new bosses, each with their own mechanics, attack patterns, and models.
Added new boss, ‘the Soul Reaper’. The first Jailer standing in your path, this dastardly dual wielding death dealer siphons health from enemies that stand too close to his sweeping strikes.
Added new boss, ‘the Dead Caller’. - The Dead Caller. The demented mistress of the Dungeon Maze’s inner depths utilizes varying runestones to protect herself, weaken her enemies, and even reflect damage dealt. Not to mention the many minions at her beck and call.
Added new boss, ‘the Warden’. One of Hel’s fiercest generals, he’ll stop at nothing to prevent your escape attempt. Fight through the officers at his beck and call and the thousands of guardsmen eager to lock you back up.
In addition, we’ve also added a variety of Elites that will show up in this and other scenarios.
Added ‘Forsaken General’ enemy type. Leading their fellow undead from the front, these commanders are relentless in their pursuit. They’re immune to knockback and crowd control effects, so running away isn’t an option!
Added ‘Plague Bearer’ enemy type. Far larger than the hordes of mindless dead that they call their cousins, you’ll need patience and a lot of firepower to bring them down.
Added ‘Skeleton Commander’ enemy type. Leading from afar, the Skeleton Commander will be a thorn in your side until you deal with it. This master marksman summons archers, deals high damage from a distance, and lays deadly traps when enemies get too close.
Added ‘Broodmother’ enemy type. The largest and eldest of the spiders we’ve seen so far, the Broodmothers swarm Champions with hundreds of their children in tow, eager to tear you apart.
New Scenario
The Dungeon Maze scenario is a brand new addition to the current scenario lineup - escape from Hel’s labyrinthine fortress while slaying swarms of undead! Dungeon Maze comes with a variety of new objectives, enemies, and doors to smash down! While we still consider Dungeon Maze to be in a Beta state, there’s a lot for you to discover in-game.
Match Size Balancing
We’ve tweaked the math behind matches to balance them a bit better for different numbers of players. This includes damage and defense buffs for Champions, as well as extra lives in the Towers of Vigrith scenario at lower player counts.
Bug Fixes
Completed a number of assorted SFX fixes, including playing the wrong SFX and playing SFX at the wrong volume.
Fixed some unintended behavior on boss NPCs, causing them to play animations incorrectly.
Fixed Intel ARC GPUs not being able to run the game.
Fixed startup issues for certain laptops, due to a false reporting of their specs.
Update 1.0.4
Champions
Bjorn
Attack damage increased for both basic attacks and the Ground Slam ability.
Aella
The Heartseeker attack has been made reworked. It will now always explode instead of requiring an enemy to be on fire to trigger. In addition, it will do extra damage to enemies that are on fire or frozen.
The stun effect on Fearless Scream will now only last 1.5 seconds on bosses. This ability will still have a 5 second stun for non-boss enemies.
Yuki
The damage for Yuki's Whirlwind attack has been slightly increased.
Yuki's Shadow ability now only provides 80% damage production, down from 100%.
Jalb
Shield Bash damage has been increased.
Using both the Retaliate and Fortify abilities together will no longer provide a player with 100% damage reduction. The damage reduction from both of these abilities combined is now capped at 75%.
Retaliate's retaliatory damage has been updated to return more damage to bosses without bonus multipliers.
Gwen
Gwen's spear projectile attack has received an increase to damage and an added splash damage effect.
Gameplay
When respawning or reviving, Champions will now be immune to all damage and will not be targeted by enemies for a short time. This effect remains in place even when attacking an enemy. While this existed in some form before, it was less noticeable and the protection it provided players respawning was not sufficient.
The speed of stamina regeneration for sprinting has been slightly increased.
The Healing Rune usable item has been buffed and now restores health at the same pace as the Healing Pool points of interest.
The following temporary changes from Hotfix 1.0.3 have been reverted.
When starting alone in a scenario enemy health has been reduced by 14% and enemy damage was reduced by 40%
When starting with 2 players in a scenario enemy health has been reduced by 10.5% and enemy damage was reduced by 30%
When starting with 3 players in a scenario enemy health has been reduced by 7% and enemy damage was reduced by 20%
When starting with 4 players in a scenario enemy health has been reduced by 3.5% and enemy damage was reduced by 10%
All games: Players start with 3 of each rune
The following temporary change from Hotfix 1.0.2 has been reverted.
Matches of 4+ players in both the Arena and Towers of Vigrith scenarios will start with three lives.
The reverted changes were quick balance fixes that have been addressed in other ways with Update 1.0.4.
Scenarios
New tree LOD models have been added that should eliminate flickering and increase performance in tree-heavy areas across both scenarios.
Towers of Vigrith
Increased drop rate of Rune pick-ups prior to the North Tower phase in the early game.
Increased Tower and Pools health based on starting player count across matches.
Increased Tower health regeneration when tower buttons are activated during boss fights.
At lower player counts, when a pool is lost during the pool phase, nearby Dishonored Dead will begin to pursue players instead of objectives. This will make it easier for 1-3 players to defend them if one is lost.
For both the West and South Tower combat phases, the total number of elites is now capped based on starting player count. Spawn rates and times have been adjusted for all player counts.
During the final wave, the number of elite enemies has been capped based on player count - this cap goes away once the final fire giant spawns.
Arena
Changed how many elite enemies can be active at once for different player counts.
Health of Towers and Pools has been increased at lower player counts.
Difficult sub-waves that could trigger randomly will no longer do so at lower player counts. These include the poison fog, fire meteorite, and ice meteorite waves.
Settings
Damage numbers will now be displayed by default. They can still be toggled to hidden in the Settings menu under 'Show Combat Text'. The current setting will not change for existing users but will default to on if you return to default settings.
The 'Mute All' function will now persist in menu after reopening it.
Art
Updated VFX for boss and elite spawns.
Updated VFX for character spawns.
Updated VFX for Surtr's abilities.
Updated Death Priest Projectile VFX.
UI
Tooltip added to XP bars to tell players how much XP they have.
Escape menu updated to include the player as part of the match lineup.
Updated the Champion Mods/Rune Mods banner styling.
Pressing ESC in the Emote/Weapons/Skins menu now closes the menu.
Performance
Improved frame rates when many entities are present.
Improved issues with highly variable frame rate for some users.
Bug Fixes
Fix for showing victory and objective icons in the wrong UI position while dead.
Fix for an issue displaying the 'Ghostly' variant of Gwen’s Horn.
Fix for Towers of Vigrith scenario ending if all players are downed while they still have lives remaining.
Fix for keybind mapping text 'key already bound' overlapping with itself.
Fixed an issue with the player not showing up in the ESC party menu if they failed to connect to Vivox.
Fix for the wrong Champion abilities shown during the 'waiting for connections' state.
Fix for the auto run icon repeating.
Fix for Frost Giant dialogue that wasn’t audible.
Fix for an activities error occurring during rapid fire single player matches.
Improvements for the stretching of XP Potion buttons.
Improvements to client correction of projectiles after a network update.
Fix for players getting stuck in queue after a match.
Fix for groups getting stuck in a bad state if two groups invite the same person at the same time.
Fix for overlapping Champion Selection SFX.
FS:R Inaugural Livestream this Friday on Twitch
Hey folks! We'll be going live for our first ever FS:R livestream on Twitch this Friday, April 19th. Tune in to chat with the devs and hear us talk about future content for the game.
1.0.3 Hotfix
When starting alone in a scenario, enemy health has been reduced by 14% and enemy damage has been reduced by 40%.
When starting with two players in a scenario, enemy health has been reduced by 10.5% and enemy damage has been reduced by 30%.
When starting with three players in a scenario, enemy health has been reduced by 7% and enemy damage has been reduced by 20%.
When starting with four players in a scenario, enemy health has been reduced by 3.5% and enemy damage has been reduced by 20%.
In all scenarios for all player counts, Champions will now start with 3 each of the major Rune types - Health, Shield, and Damage.
1.0.2 Hotfix
Set initial number of lives per player to 3 in the Arena scenario at all player counts.
Set initial number of lives per player to 3 in the Towers of Vigrith scenario at all player counts. Previously, this was only the case for player counts of 1-3.
Final Stand: Ragnarök Newsletter #17 - Version 1.0
Team Tidings
Our 1.0 update for Final Stand: Ragnarök is now live! We’ve been working for the past few months to get everything ready for this update, and we’re thrilled to finally share it with you. This includes a lot of polish and updates to existing content (check out the new looks for our zones and Champions) and quality of life improvements to help the game run more smoothly. Take a look down below for more details!
State of the Build: Update 1.0
Map Beautification
Our Environment team has been hard at work polishing our current zones for the 1.0 release! We’ve got a number of changes to both the Towers of Vigrith (formerly ‘Horde') and Arena scenarios, which we’ll cover below.
The Towers of Vigrith scenario has been updated with an expansive new background and skybox. On top of these changes, we’ve been adding terrain props and environmental variety for more visual interest while defending the Towers of Vigrith from Hel! In addition, we’ve made improvements to the aesthetics of the health and mana pools, making them stand out a bit more from the background as places of import.
Arena has received a lot of attention on various terrain materials, helping improve the visual flow of the level. And just to show we’re not playing favorites, we’ve given a facelift to the health and mana pools in this scenario as well.
Champion Updates!
We’ve transitioned all of our current Champions to their new V2 models! This overhaul affects their base skins and all future skins, and allows us to iterate on any future cosmetic work much more quickly and efficiently.
In addition to the updates made to each Champion’s model, we’ve implemented several balance changes. This includes updated recharge times for ultimate abilities, ultimates now using mana, and an assortment of other small tweaks which you can read about in the Release Notes section below.
Quality of Life Improvements!
Over the course of our development of FSR 1.0 we’ve been working on a number of new systems that should improve a player’s general quality of life. The most major of these are the new Reporting and Muting system, allowing players to address bad actors in-game. If you run into a troublemaker or ne’er-do-well, simply click on their name in the game’s menu in order to report them so we can take care of it. We’ve also improved the UI for better flow and readability, added additional UI info for shielded NPCs (such as Slozas), and various smaller tweaks here and there.
Release Notes: Update 1.0
Major Features
XP Potions
We’ve introduced new XP potions for both Champion and Season XP. The Champion XP potions can be purchased now, while Season XP potions will go live with the upcoming Season Pass.
Reporting and Muting Features
We’ve implemented a system for reporting and muting bad actors in-game.
Art
Map Improvements
The current scenarios, Towers of Vigrith (formerly Horde) and Arena, have been updated with better set dressing, terrain reworks, and a new skybox on Towers of Vigrith.
Champion V2 Models
We’ve updated all Champions to use new V2 models. These are reworks of their skins to match the new base meshes we’ve been working on. So flex those muscles and check them out!
FX
Freeze and Burn VFX
As part of a series of visual updates, we’ve changed the “burning” and “frozen” FX applied to both Champions and NPCs for better visibility…and to look way more epic.
Audio
Wwise Update
We took the opportunity to update the version of Wwise (our audio engine) we currently use. While there’s outwardly nothing this impacts, it gives us access to more tools on the audio-side for future developments.
Soundbank Optimization
A major overhaul of soundbanks has been completed, massively improving their memory utilization. Players should see big improvements to their memory usage in-game due to this change.
Voice Acting for Dialogue
The biggest change players will hear would be new voice acting for all dialogue on both Horde and Arena. Our team contributed their voices to Final Stand: Ragnarok’s characters, bringing new life to the dialogue!
Assorted Other Audio Updates
In addition to the above, we have some other smaller audio updates for Champion Selection, SFX volume tweaks, and other miscellaneous areas of our soundscape. You may notice that Aella’s bow in particular sounds a bit more powerful with each arrow loosed.
UI
Store Item Tabs
We’ve added additional item tabs to the store for supporting several new item types - Sprint FX, Portraits, and XP Potions.
NPC Health Bar Shielded Status
An improvement to the final bosses has landed, which gives their health bar a special “shielded” status to clearly show their nigh-invulnerability while shielded.
General UI Updates
A variety of our UI pages have been given a visual update. This includes Season Pass UIs, the Match Summary, Champion Equipment selection, Rune Mods, and more.
Gameplay
Assorted Champion Balance Changes
We’ve implemented a number of balance updates to Champions. The most major of these impacts Champions’ ultimate abilities - they now have different cooldown times per Champion and require Mana to activate.
Bug Fixes
Fixed a bug where occasionally Champions would go straight into dead state instead of down.
Fixed a bug where the scenario summary page might not show the correct amount of XP.
Fixed some cases where alert stars were not created for rewards obtained through a quest.
Fixed a bug which caused the UI to fetch the player's profile many times.
Champion damage boosts are now applied correctly across all layers.
What's Next?
With our 1.0 release of Final Stand: Ragnarök, we’ve completed our core content and are looking toward expanding it going forward. While we have a lot of future content in development right now, we’re particularly excited for a new scenario we’ve been hinting at the past few updates! This will be our first zone set indoors, with the Champions venturing deep into Hel’s territory. Stay tuned for more news on when players will be able to enter the Dungeon Maze!
Final Note
And that wraps up everything we have to cover for our 1.0 release. With our new map edits, Champion changes, and quality of life updates, there’s a lot to enjoy right now. Not to mention, we have a new scenario to look forward to in the coming months! As of this writing, 1.0.1 has shipped, and you can read more about the hotfix here. Keep an eye for more updates coming soon!
If you’re looking for other Champions to play with, you can check out the FSR Discord server here.
We’ll see you on the battlefield, Champions!
1.0.1 Hotfix
Resolved an issue where a party leader responding to two invites at once could cause grouped players to be split apart.
Resolved an issue that caused the queue to become stuck after players finished a match.
The End of the Nine Worlds Begins Now!
Welcome to Final Stand: Ragnarök!
We hope you brought plenty of popcorn and other crunchy snacks, because what you are going to see during Early Access deserves tasty treats! Just imagine a game where any rational number of players can join in a PvE battle against thousands of enemy units (17 different NPCs) - and staring back at you is Final Stand: Ragnarök. As we move through Early Access, we’ll be not only building out the core game (which you see now), but also adding additional modes/maps, different size matches for you to play in (we’re starting at 5 players per match until we get enough customers to increase the player count) along with, of course, our version of the ever-popular Season/Battle Pass. FYI, a match will autostart after 3 minutes, regardless of the number of people that are in the matchmaker. Please keep in mind that the autostart/autoscaling system is still in its infancy. It works, but it won't be as much fun or challenging until the end of the match. That is something we intend to keep working on. And please, as to livestreaming FS:R, please don't do so with less than a full match, and especially not solo. While we want people to begin livestreaming in the near future, we ask that you don't do so yet. The difference between a 10-player match and a solo match, are night and day as not only is the autoscaling code very early in development, but some of the Champions' abilities are meant to combo off other Champions abilities and the the status of the NPCs. So pretty please with sugar on top, give us another couple of versions, and some time to bring in more players, before you do so, thanks!
We are an independent studio that was not backed by any publisher or outside investor, and this is a truly Early Access game. So please keep that in mind, when you wonder why we don’t have this thing or that thing yet. By the way, as players, you will always see our next planned update posted on our subforum here on Steam once a new version is released - so you will know what’s coming next for us. We hope that you like what you see!
And with that, the hardworking team at CSE are thrilled to present the beginning of the end of the Nine Worlds. Welcome to our game, and our world. We thank you for giving us the chance to earn your support! Please keep in mind that we didn't launch this game with any marketing yet, we want to get a couple of more versions in and feeedback from you folks before we do that.
P.S. If you’ve played games with Horde modes, ours is just a wee bit different. Also, don’t ever expect to see pay-to-win DLC, paid random lootboxes, or anything like that in FS:R. We kinda hate that stuff.