Exciting News Regarding the Upcoming Adventure Update
[p]A month has passed since my last post, so I though it is time for a sign of life. I am happy to announce that the Adventure Update is finally taking shape and getting closer to release! While I don't have a firm release date yet, I am planning to launch a public beta around mid-July. Make sure to join my Discord to get access.[/p][p]Feature-wise, the update is nearly complete, but I still need to do some internal testing and add more variety to the three new dungeon types. Creating enough variants for each dungeon is proving to be a time-consuming (and sometimes tedious) task.[/p][p]That's why I've decided to release the beta once I have reached a minimum viable number of dungeon variants for meaningful testing.[/p][p]This way, you will get early access to the new content, and your feedback can help shape the final form of the update, while I am busy adding all that juicy content. Thanks for your patience and support.[/p][p]In case you haven't already make sure to check my last post which teases some of the epic new features and additions coming with the long-awaited Adventure Update.[/p][p][/p][p][dynamiclink href="https://store.steampowered.com/app/1546090/RAIDBORN/"][/p]
First Look at Raidborn's Most Ambitious Update Yet
The Adventure Update is still deep in development, but I wanted to give you a first glimpse of what's on the horizon. This is probably the most ambitious update I've worked on so far, packed with new dungeons, enemies, mechanics, and a tighter, more rewarding gameplay loop.
This is a big one, and it'll take time to get everything polished and ready. While there is still a lot of work to do, this sneak peek should give you a taste of the exciting changes ahead. For more regular updates, join the Discord!
🏰 New Dungeon Types
From murky swamps to pirate-infested coves and hidden forest strongholds, prepare to delve into three brand-new dungeon types. Each brings its own flavor, threats, and loot to uncover.
💀 New Enemies & Abilities
Four completely new enemy types are being introduced, each with their own set of classes. On top of that, more enemies will receive unique abilities, like the new concussion bomb throwing of the Pirate Officer. Here is a glimpse on other enemy variants:
The Stone Golem, a heavy-hitter that's slow but dangerous. Bring a blunt weapon!
The Pirate Officer, throws concussion bombs that can blind you. Watch your positioning!
The Drowned Mariner, a new undead foe that turns the battlefield into a poisoned sea.
📈 Smarter Enemy Distribution
Say goodbye to enemy types vanishing at higher levels. Stronger enemy variants allow for more consistent rotation and a wider range of foes throughout your entire playthrough.
👑 Legendary Enemies & Loot
Face new named mini-bosses with unique abilities and guaranteed legendary drops. Fight them. Fear them. Farm them.
🗝️ Legendary Chests
High risk, high reward. These new chests come with a twist. Deadly traps, tough locks, and the best loot in the game (if you manage to open them).
🛠️ Engine Update
The game engine has been upgraded, resulting in improved performance, bug fixes and better visuals, especially when it comes to lighting, sky and fog effects.
There is much more to come, but I won't reveal everything just yet. Stay tuned for more, and make sure to join the Discord for regular dev news.
Epic Anniversary Event Now Live
🎈 Raidborn launched into Early Access exactly two years ago. That's two years of slaying monsters, conquering dungeons, and building something epic together. Thank you for being a part of it. To celebrate, I've prepared a fun in-game event for you.
✨ A group of mysterious bards has gathered in the city of Everband to perform an epic live concert. Visit before April 29th, when the event ends, and experience a night of unforgettable entertainment right at the marketplace stage. Raise your tankard high and revel in the joyous atmosphere of celebration.
🎁 Register for free DLC and receive the secret code, to also embark on a quest to obtain Raidborn's legendary five-piece equipment set. Only available until 29th of April when the event ends (or if you bought the Founder's Pack DLC).
Adventure Update Introduction: New Dungeons, Enemies and More
It is time to present what is planned for the upcoming seventh major update now called Adventure Update. This update will bring more variety to the game in form of new dungeons, enemies and mechanics. Something many players have eagerly been waiting for.
Development of this update starts today and will likely take 3-4 months. Stay tuned for more information and details as progress is made.
Please Note: For regular development updates please join the Discord. Features with a leading ? are optional. They might be cut if they don't fit into my vision or the development schedule.
Additions:
New Dungeon Type
New Minor Dungeons
New Enemy Types
? Legendary Enemies
? New Dungeon Events / Mechanics
Improvements:
Level Generator Improvements
? Engine Update
? Visual Improvements
? Performance Improvements
Patch 2025.01.30 Now Live
Patch 2025.01.30 now live. Here is what changed:
Improvements:
Removed outpost limit by adding two more rooms
Added detailed outpost production display to ledger
Added buff percentage to architect description
Added buff percentage to tavern description
Made mercenary error notification more descriptive
Increased interaction glow strength
Changed loot to economy setting
Balancing:
Decreased the cost of the workshop
Decreased the cost of the alchemy lab
Decreased the gold cost of most facilities
Increased production efficiency of most crew members
Clamped number of items goblins can steal
Prevented maps from being stolen by goblins
Added more initial building material
Improved effect of architect
Fixes:
Fixed some crew members not working correctly
Fixed building material getting purged from surplus when building
Fixed incorrect calculation of outpost expansion cost
Fixed blacksmith showing alchemist notification in outpost desk
Fixed a number of typos
Hotfix 2025.01.26 Now Live
Hotfix 2024.09.28 now live. Here is what changed:
Fixes:
Fixed rare error with Commander Reynald not being interactable
Fixed typo in crafting tutorial message
Removed automated bug report for controllers because it caused issues
Fixed outpost expansion gold cost not taking into account expansions that are currently under construction
Fixed Soul Extractor from not being able to be crafted
Added controller input delay for menus to prevent accidental interaction
Fixed outdated game setting files resulting in crashes/display errors
Sanctuary Update 2025.01.25 Now Live
Build and upgrade your outpost, hire a crew, enjoy an expanded crafting system and the revised main quest. All this an more is now available with the release of the long-awaited sanctuary update (formerly known as Update 6).
Here is the full list of changes:
Base Building:
Replaced player cabin with outpost
Added bedroom facility
Added ability to sleep to heal and forward time
Added equipment displays to bedroom
Added loot displays to bedroom
Added treasure chests to bedroom
Added quarters facility for crew members
Added alchemy lab facility for alchemy
Added garden facility producing plants
Added trading post facility
Added ability to order specific items
Added builder guild facility
Added workshop facility for crafting
Added blacksmith facility
Added tavern facility
Added chapel facility
Added builder guild facility
Added ability to order building material
Added laboratory facility
Added runeforge facility for enchanting
Added explorer guild facility
Added outpost tunnels for quick access
Added outpost surplus chest
Implemented build menu
Added lumber, stone, and metal resource items
Crew System:
Added crew recruits to city
Added alchemist for potion production
Added herbalist for garden nurturing
Added pawnbroker for selling valuables
Added architect for better construction
Added mercenary for looting
Added blacksmith for crafting ingots
Added craftsman for crafting items
Added runesmith for crafting runestones
Added cartographer for making maps
Added priest for gathering souls
Implemented crew recruit dialog menu
Added crew member NPCs to outpost
Intro Overhaul:
Completely rebuild intro level
Increased size of intro level and added much more detail
Added ambient NPC to intro level
Added more hidden treasures and items to intro level
Rewritten intro quest dialog
Rerecorded intro quest voice over
Added workbench to player quarters
Added new objective to intro quest for crafting
Added drunk effect
Renamed Sir Rainald to Commander Reynald
Improved Commander Reynald mesh
Changed Commander Reynald giving player potions
Implemented player and NPC teleporting events
Added new segments and events to intro quest
Removed letters and mailbox
Main Quest Overhaul:
Permanently moved Aurelia to outpost
Rewritten main quest dialog
Refined story and pacing
Added new twist to the story
Rerecorded main quest voice over
Added 23 new quest stages
Improved and added quest descriptions
Implemented ritual mechanic
Implemented soul extraction mechanic
Added soul essence item
Added soul extractor item
Crystal Hearts & Possession:
Changed crystal heart to be invulnerable while minions are summoned
Changed appearance of crystal heart depending on its vunerability state
Added counter attack dealing possession damage when in invunerable state
Added four possession stages
Added attack speed debuff possession stage
Added protection debuff possession stage
Added damage debuff possession stage
Added notifications for possession stages
Crafting Overhaul:
Separated crafting into alchemy, smithing and upgrading
Added smithing workbench
Added alchemy workbench
Added anvil for upgrading
Added upgrading menu
Added scrapping menu
Added ability to scrap equipment
Removed upgrade kits
Removed static limit from upgrading equipment
Added power limit for upgrading equipment
Added increasing cost with each consecutive upgrade
Added mastery requirement for upgrading equipment
Changed upgrade level indicator
Enchanting Mechanic:
Added runeforge anvil for enchanting
Added runestone items for each enchantment
Added 21 new enchantments
Added ability to enchant equipment
Added ability to disenchant equipment
Implemented enchanting menu
Dungeons & Loot:
Added loot affinity mechanic
Added common plants affinity
Added rare plants affinity
Added crafting materials affinity
Added building materials affinity
Added legendary affinity
Removed banes from quest dungeons
Added legendary dungeons
Added banes to legendary dungeons
Implemented new map item
Added common plants map
Added rare plants map
Added crafting materials map
Added building materials map
Added legendary map
Changed dungeon discovery notification to show affinity
Added chance for boss enemies to drop equipment
Skills:
Changed equipment upgrading skills
Changed smithing mastery skill to reduce upgrade cost
Added enchanter skill tree
Added enchanter skill to unlock runeforge
Added enchanter skill to increase soul extractor durability
Added enchanter skill to gather more soul energy
Added enchanter skill to disenchant equipment
Added enchanter skill to decrease cost of enchanting
Added craftsman skill to unlock forge
Added craftsman skill to scrap equipment
Removed some craftsman skills
Added alchemist skill to unlock alchemy lab
Removed some alchemist skills
Added skill to increase max combo point
Changed assault skill to increase two handed armor damage
Changed carnage skill to one handed bleeding damage to assault tree
Added move speed skill to rage mode tree
Removed combo gain skill from rage mode tree
Removed parry stamina damage skill from counter tactics tree
Added ability to reflect parried projectiles
Added skill to reflect parried projectiles to counter tactics tree
Moved skill to increase combo decay time to counter tactics tree
Added skill to increase critical chance while the combo is peaked to carnage tree
Removed skill to increase critical chance from carnage tree
Additions:
Implemented ability to deposit items in the outpost chest
Added active effects display in character menu
Added possession value to character stats
Added teleport system to city
Implemented new selection popup
Added building materials to city tower chest
Added outpost tutorial
Added crew tutorial
Added runestone tutorial
Improvements:
Added ability to sell non-unique quest items
Implemented automatic bug report feature
Improved controller compatability
Made unrecognized controllers fall back to xbox controller layout
Added color indication to combat challenge objective descriptions
Changed crafting menu tabs to icons
Changed unread notes notification to be more clear
Added grass to upper district city hall
Replaced flowers in city to fit the grass
Changed health and stamina stats in character menu showing current and max value
Removed wealth bane because it wasn't very fun
Changed crafting menu to show value of resulting item
Increased max possible locations on the map
Added hand icon for usable misc items
Added ability to faster increment count slider with controllers
Made parry faster and more responsive
Increased cap for crafting cost display to 999
Improved combat challenge variety
Changed save game format for better compatability in the future
Implemented more safety measures for save game loading and saving
Revised static quest framework
Improved skill descriptions
Updated possession tutorial message
Updated intro tutorial messages
Updated crafting tutorial message
Updated parry tutorial message
Balancing:
Rebalanced equipment upgrade costs
Increased enchanted equipment upgrade cost
Increased and rebalanced quest rewards
Decreased max possible attack speed
Decreased mind bane possession damage
Decreased pestilence bane disease damage
Increased power attack speed
Increased power attack damage and armor penetration
Increased XP gain from high level enemies
Rebalanced enemy damage and health values
Increased hunger disease damage
Increased Behemoth attack range
Decreased stun time of enemies
Increased combo gain with bow
Increased blade and bolt arrow yield
Increased blade and bolt arrow damage
Rebalanced crafting costs
Increased forge hammer durability
Rebalanced armor protection value
Decreased effect of wealth protection enchantment
Increased valuables sell value
Decreased other items sell value
Slightly increased required level XP
Increased gained XP in early game
Increased skill book rarity
Increased knowledge tome rarity
Significantly increased trap damage
Significantly increased parry damage
Significantly increased parry stamina damage
Changed plant double drop skill to be chance-based
Decreased time to kill creatures for combat challange to 5 seconds
Slightly increased stamina costs
Increased effect of Intimidating enchantment
Removed arrows from quest rewards
Rebalanced gift box prices
Increased stealth damage for bows and one handed weapons
Assets:
Added new outpost architecture
Added facility icons
Added construction sounds
Added sleeping sound
Added blessing sound
Added new furniture meshes
Added new prop meshes
Added new dummy mesh
Added notice board mesh
Added surplus chest mesh
Added trading desk mesh
Added alchemy workbench mesh
Added new door meshes
Added new king npc mesh
Improved Commander Reynald mesh
Improved bucket mesh
Improved blood splat texture
Improved map texture
Added new blood explosion particle effect
Added crystal counter attack sound
Added enchanting sound
Added disenchanting sound
Fixes:
Fixed compass marker of quest givers not updating
Fixed incorrect calculation of upgraded equipment stats
Fixed higher level chests not spawning
Fixed bugged equipment drop chance
Fixed alchemical enchantment not working
Fixed bug with quest givers not talking to the player
Fixed overflowing text and incorrect font sizes
Fixed alchemist skill to improve potion sell prices not working correctly
Fixed blacksmith skill to improve crafting resources sell prices not working correctly
Fixed weapon remains not disappearing from corpse loot
Fixed being able to pick up invalid items
Fixed shields getting unequipped when loading a new scene
Fixed player equipment having interaction glow
Fixed npcs sometimes getting stuck while sheating or unsheating weapon
Fixed npc markers not at their actual position when ragdolled
Fixed damage screen effect stuck sometimes
Fixed being able to pick up invalid items
Fixed incorrect calculation of health skill buff
Fixed incorrect projectile reflection direction
Fixed parry damage not having a physical force
Fixed some weapon meshes
Fixed quest menu info not scrolling with controller
Fixed dialog zooming stutter
Fixed falling back to wrong default language
Disabled main menu button hover scaling
Fixed boss disappearing sometimes when you load a dungeon
Sanctuary Update Countdown: Base Building, Crew System, Enchanting and More
The Sanctuary Update (formerly known as Update 6) will release on Saturday January 25, 2025, and I've prepared something special to make the wait more exciting.
Visit the Countdown Page to explore the epic new features that await you, including Base Building, Crew System, Enchanting, and more. New posts will unlock every day leading up to launch, so don’t miss out! There's so much to discover.
Winter Sale RAIDBORN Gameplay Stream
Watch 30 minutes of pure unedited RAIDBORN Gameplay.
Enough of wasting precious time by walking eternal distances and engaging in endless dialogue? Want to get to the fun part quickly? Say no more! RAIDBORN should be right up your alley.
RAIDBORN is a straightforward first-person fantasy action RPG featuring procedurally generated dungeons and quests. Plunder a treasure-strewn world, upgrade your gear, level up your skills, and hurl yourself into intense combat.
Update #6: Enchanting, Main Quest Overhaul and Revised Looting
Adventurers, prepare yourselves! UPDATE 6 is coming closer, and it’s not just big – it’s huge. This update redefines core aspects of the game, bringing many new features, enhanced systems, and deeper gameplay.
Reminder: Grab the game while it's still on sale and enjoy all the new features coming with this update, scheduled to launch soon.
Make sure to check out the previous post for a deep dive into the exciting new base building and crew system.
Enchanting
There will be a new runestone item for every enchantment in the game. These mystical items can be found as loot or extracted from already enchanted equipment. However, before you can begin enchanting, you'll need to construct the new Runeforge facility, which holds the enchanting anvil.
Using the enchanting anvil, you can imbue your equipment with runestones or disenchant items to recover their runestones. As shown in the screenshots, this system introduces a new resource. Souls are integral to enchanting and will also play a significant role in the main quest.
The Runeforge also includes a slot for a runesmith, a specialist who can craft runestones for you. Combined with the revamped upgrade mechanic, this enchanting system gives you unprecedented control over your gear.
Dreaming of turning a rolling pin into the most powerful weapon in the game? No problem. Determined to defeat the final boss with a rusty two-hander? Go for it. The choice is entirely yours.
Crafting Overhaul
Crafting is now separated into different workstations, which are unlocked by building their corresponding facility. Besides the enchanting mechanic, the most relevant change will be the new equipment upgrade mechanic. Instead of being limited to only 1-3 ugrades per item, you can now upgrade any equipment up to a specific power maximum.
That means even the worst novice-level sword can hold up in late game, if you are willing to invest the necessary resources, which will increase with every consecutive upgrade.
This makes upgrading more flexible and serves as an immersive solution for players who want to keep a specific item for its visual appearance. On the other hand, finding higher-level gear is still useful because it will cost less to upgrade them initially.
Another nice addition is the ability to scrap equipment, which makes sense because you will find more equipment in loot now. On top come smaller changes, balancing adjustments and a revised crafting skill tree.
Main Quest Overhaul
The main quest enhancements I planned for the upcoming update added up quickly, so that I think its more of an overhaul by now. I have almost completely rewritten the dialog and added some new elements to make the story a little more interesting. Honestly still nothing to write home about, but I never intended Raidborn to be a story game.
I also significantly increased the length of the main quest. Before there was 10 stages, now there is 26. This doesn't nessecarily mean the main quest will take that much longer, but still longer.
So here are some details on how the main quest changed mechanically. Instead of the letter you originally receive from Aurelia she will be right at your outpost at the beginning of the game and task you to gather resources and set up a laboratory in your outpost. This will help new players to get more smoothly into the game, instead of having to face a crystal heart right away.
Having the laboratory is not only way more immersion, but also brings gameplay changes. Aurelia will need to hold rituals to track further crystal deposits. Those rituals come with a new resource and gameplay mechanic I won't spoil yet.
Revised Looting
I will introduce a new system I call loot affinity. Each dungeon that appears has a chance to have a loot affinity for a specific kind of resources. For example crafting resources or plants. This dungeon then will guarantee to drop a reasonable amount of the specified item group. This allows you to strategicly decide what dungeon to go next to get the items you need.
This will go hand in hand with the dungeon discovery system, which is part of the Explorer Guild facility you can build in your outpost. Once you hired a cartographer you can task him to discover dungeons of a specified loot affinity. This gives you even more control over your looting experience.
On top of that come smaller additions to make looting more fun and exciting. This includes better loot drops from bosses and legendary loot dungeons, boasting with rare loot items, like skill books, equipment and the new runestones (more about that soon).
If you are interested in more regular news, make sure to join my Discord.