Ravenbound cover
Ravenbound screenshot
Genre: Role-playing (RPG), Adventure

Ravenbound

Live developer Q&A - 4th May 2023

Hey Vessels,

This week, we'll be hosting another live developer Q&A over on our Discord server.

The event will happen on Thursday, 4th May at 15:00 CET!

This is a chance for the community to hang out with our team and chat about things related to our guests' field of expertise or about Ravenbound in general.

🎙️ Our guests this week are Steacy(Product Owner), Simon (Lead Game Designer) and Emil (Creative Director)

📝 Drop any questions you have in the replies, or head over to the #⁠questions channel in the server

This event will be recorded and transcribed for those who aren't able to make it.


We hope to see you there!

Dev Q&A: Summary & Highlights


In the first Ravenbound Q&A on the 27th of April 2023, we welcomed CM Althalus, Tomas (Game Director), Johan (Gameplay Coder) and Andreas (Executive Producer). During the Q&A we answered a bunch of questions sent in from the community - make sure to join us on Discord if you have any questions you want to see answered!




What are the main inspirations for Ravenbound?



It's super inspirational to work on a roguelite set in an open world. It's a very interesting challenge in many ways and I think a lot of us get going creatively from that sort of challenge.
In terms of games that inspired us, Slay the Spire, Risk of Rain 2 and Cult of the Lamb are some of the biggest inspirations for the roguelite part. The combat team looked at Nier Automata and Devil May Cry for the style - the look and feel, and many many other games for other elements of the combat.




Do we have any plans for more ways to incentivize exploration outside of combat?



Looking at the open world, it's one of the key focuses going forward. As a team, we're super excited about the future of this project, and the open world aspect is something that we're really eager to expand upon. We're a division of Avalanche Studios, so we have a lot of open world games under our belt. But, we can't necessarily rely on how we did it before. So that’s the challenge and what's cool about it, how do you make an open world for a roguelite? We have some exciting ideas around how to create an open world that essentially keeps tying back into that core loop and also adds elements of exploration and different activities.

We're trying things on paper and prototyping to find that key element that still keeps the core of a roguelite, that’s something we're hard at work trying to figure out and hopefully you get to try it soon.

Releasing a game is always a scary thing, a lot of people are gonna play it and have opinions, they’ll test it and discover there's bugs and whatnot. But it's also very valuable because we get a lot of insights, as well as a chance to test our own assumptions about what makes the game fun and what makes you tick.




Is performance a top priority? How are we using crash and performance statistics to create a better experience? And how are we prioritising performance in that way?




All of the crash reports that are sent in provide super valuable information, as we get to see where the code went wrong. And it's been the number one thing the code team is working on because we, as gamers, know the frustration of a game crashing a lot.

According to our statistics about our metrics and crashes, we have fixed about 70% of the crashes – we have 70% fewer crashes now than at launch, roughly. It still doesn't look good enough, but we have made at least significant improvements.




What is your intended player to boss scaling? If you’re happy with the current power scale between the player and the boss, then, are there more ideas that you’re working on to make boss combat more engaging, or more rewarding?



We’ve personally experienced this - when we’re playing the game seriously and thinking we’re doing well, only to get to the boss and the scaling is way different and we fail the run. It’s frustrating, and we know that it's an issue. The balancing has to work together with the open world and with the bosses, and we’re always asking questions - can we extend the amount of moves they do? Can we change the timing, or windows? These are all different things we're looking at. If we can change, maybe more how you interact with it, instead of scaling it with numbers – can we scale other elements instead? So getting us more levers that we can pull to get that balance to a good place is something the combat team is pretty invested in right now.

We want to add that we're not a big team. It's not an excuse, it's more that it affects the way we have to work or the way we want to work. When we look at combat aspects, for example, we might have areas that we want to change or make better based on community feedback, and we're trying to look, in parallel, to other areas to see if we can hit more birds with one stone. So, we're trying to look at opportunities where we'll fix it like this, and also introduce a bit of variation to other areas that need it. There’s a lot of crossover when we talk about how to fix a design element.



…Just based on what you said there, how many times a day do people make puns with the saying “two birds with one stone”?



Andreas: There's a lot of bird jokes flying around.




Are there any easter eggs lurking around that no one has uncovered yet?



Tomas: Would we say if there were? I feel like that would spoil it.

Johan: I know there's certain ones I haven't seen yet.




Are there any improvements that we're looking to do for the traversal systems? Specifically, Raven form.



We've added over 100 more Raven Towers in the upcoming patch. However, this does mean we're not addressing that demand to immediately go into Raven mode. There are a lot of reasons why we haven't just flipped that switch yet and it ties into future plans and designs too.

With a lot of these things, there's a balancing act going on, where making some changes now would actually impede some of the things we want to do down the line. So, we added more towers, because we understand it's not fun to have to travel a lot of terrain to get to that tower.

One thing that we can admit to having missed is that there are places where there's a height variation. So if you look at it top down, it looks like there's a raven tower quite close to you. But when you factor in that it's at the top of a mountain and that you're standing at the bottom of them…That’s quite problematic. So that’s what we’re addressing currently.

We have tried having the game in pure bird mode, where you can change at any time. That's something we did earlier in development where you can just click a button and off you go. And that sounds great! But then we found that you lost the sense of the scale of the world, you lost the sense of walking somewhere and finding something along the way. And you lose some connection to the world when you're a bird all the time, because then you go to a camp, fly, kill, the camp, over and over again. And there are no opportunities for us to add something exciting that's gonna lead you somewhere - and for the future, we want to do that sort of stuff. So, I think it is fun in the short term, because bird mode is great. But I mean, just having that all the time can lose the specialness in it, it's like eating cotton candy all the time.




Anything else we want to talk about on the topic of traversal?



We're doing a lot of stuff for on ground traversal. I think when we're talking about looking at the open world, of course, that's where a lot of that additional content is gonna go. So again, it's also what we kind of want, we want you on the ground, not in the air constantly. And it's our responsibility to make that more fun than it currently is.



What was the hardest or the most difficult part of developing Ravenbound?



Tomas: The hardest thing is also in a way, the most exciting thing. And that's getting a roguelite in an open world. That's been incredibly hard, and we haven't hit every beat on it, which is why we're still doing things and fixing things.

There aren't a lot of open world roguelites out there. And so, it's difficult to find that immediate reference.You can, of course, find a lot of roguelites and a lot of open world games, and then you realise you can't just sort of willy-nilly start picking from both and slapping them together. It’s a really interesting design challenge. Like we mentioned before, we're not a huge team, so it's quite an ambitious game in many ways and there may be areas that could have been solved by throwing more bodies at it, but we don't have that. So we need to find other ways to address issues. So that's been challenging for sure.

Andreas: When making a game, there's a lot of things you can do. People have good ideas, for sure, you can have this or that feature, but you need to prioritise and you need to test them out, and you need to actually make them and then you realise, wait a minute, this doesn't work because of reasons X, Y, Z. That process of always wanting to do more than you can do, that's a constant and hard thing to deal with.



Are there any particular builds that you find super fun or interesting that people may not be aware of yet?


Johan: Usually when I play, I like to try something weird. Like, can I do something where I transform my weakness into bleeding into another thing, for example, a bunch of status effects stacking on top of each other. But I think one thing that is really undervalued is Multistrike. We have a trait that lessens your damage but gives you a bunch of Multistrikes, which means you crit more. If I just want to win, I go for max Multistrikes.

Andreas: I would rather experiment and die than going for the optimal build.

Tomas:I didn’t play many roguelites before I came into the project, I had to get over that initial strangeness of, I'm just gonna die and die. So I'm still approaching it like that, I’ve had runs that are like, this is going nowhere and fast. And then suddenly, you get that moment where you pick up a different piece of kit that just gels with the other, like your relics you go, oh wait, this is actually shaping up nicely. That's a really cool feeling, I love those moments.

Johan: By the way, a small tip, always have a bit of luck. It always pays off.



Was there a reason for there not being any voice acting in the game? Or is it something that we're still looking at? Is that something we're even able to talk about yet?



Tomas: For voice acting, it's a thing that's come up multiple times. Our hesitation has been, again, we're a small team. If you have voice acting in one part of the game you need to consistently keep at it. When you add more to that part of the game, you need to then also add all the new voice acting and make sure you have all of that running. So it compounds the amount of work. And we want to be quick with being able to add content, new features, things like that first and foremost.

As fans of games, yes, we can all see the benefit of having full fantasy voices. We all love it as an idea. It's more of a question of how do we distribute our resources?

Johan: Speaking as a coder, if you only have text, then you can be very flexible with it and we can make changes as we wish. But then, with voice acting, it's going to be very hard to generate changes around that. So it'd be like we're closing a door on some things, and we're not really prepared to close that door yet.

Tomas: To kind of jump back, we talked about how this might be the first full on 3D roguelite in an open world attempt. As a team we're super protective of that, I think we want to own this concept, because we're the first ones to sort of attempt it in this way, at least. So we're very committed to making it make sense, especially in areas where maybe we haven't gotten there all the way yet. And we've sort of made a promise here with regards to the open world that we’re incredibly passionate about actually delivering it in a fuller way than we have so far. So there's a lot of focus on that area.




Do we have plans for speedrun focused features? Is speed running something that you consider that should be part of this game?



Johan: I just want to say that one of the most fun experiences I've had was speed running against Simon (Lead Designer). We were like, okay, how quickly can we get to the Betrayer? It’s something I still remember as a great experience. So I can say personally I love speed running in general.

Tomas: It's not one of our main focuses right now, but if we can package it into challenges? That's something we have plans for. Are they concrete plans yet? A little bit here, not so much there. Sorry, to be vague.

Andreas: Speed running is clearly a roguelite feature, with the open world you will not speed run really, you want to take your time and explore and perhaps roleplay, right? So yes, it should be possible to speedrun. That said, it was never going to be the main focus.




If you had to pick one individual thing about the world, like an animation, or a feature or something else you’d like to call out, what would it be?



Andreas: I think the most fun is finding the synergies, the cards and how they play into each other and strategize around those. I really enjoyed that.

Johan: For me, it's something that's not gonna be noticed. I'm very proud of the work I've done on the loot system. A bunch of cool magic happens behind the scenes, and there’s also the luck element, and we try to not make it too repeatable, we try to have a rarity system, but then a bit of luck still affects it. All of that mixed together, I think is really cool. But maybe to others it just seems like “it's a video game, it should do that.”

Tomas: I'm gonna go with a cop out answer again, prepare to go boo. I'm super excited about something that's coming up that's not in the game yet. And I'm not not just trying to be a teaser trailer for it. It's actually part of what Johan is talking about. It's kind of a device that synergizes with a bunch of other things. I'm very excited about it not just because of my personal involvement in it, but seeing our designers grab an idea like that and then improve on it. That's more my general perspective as director, seeing the team achieve this stuff is the absolute coolest.

Johan: Sorry, I'm just gonna say that the best attack is the heavy axe, heavy attack where you spin like a beyblade, I think that's the best animation we have.



Speaking of Spin to Win actually, a while ago, there was a bit of a discussion going on Discord, because people had found some very specific ways to optimise a dual sword build, where you would basically just spend your entire game doing whirlwind attacks. How do you feel about when the community finds those ways of doing things? Is that entertaining or frustrating to see?



Tomas: It's great. When you create something, you have an idea what it is, but then somebody else takes it and you realise, whoa okay, there's more than I knew when I was making it. We’re not going to catch every single permutation of the card synergies. So it's really cool when you see something that maybe we hadn't seen internally.

Johan: But to complicate that perspective, there might be a case of a totally broken build that's only going to be better than everything else always. That makes the game worse, not fun. So in that case, like, no. But most of the times when people come up with weird things that we haven't thought about, yeah, it’s great!

One thing we've seen, and we left in, is if you do an attack while you're in the air, you keep your momentum. So then you can do a trick to keep the speed higher than running while you're on the ground. So you can get to a Raven Tower quicker. And that's something that we asked ourselves, is that a bug? But no, you just get there quicker if you do this tricky thing. And we kept it in.



There are some interesting changes to hatred coming in the next patch. It's a really important part of how Ravenbound functions but I do think that some of the changes that are coming up are going to be quite fun to see how everyone reacts to them, at least.




Tomas: We’re looking at the hatred system quite a bit. But we don't hate the system.

Johan: Hatred is a key thing that came out of mixing open world and roguelite. That is us trying to figure that out, because if we didn't have it, that would mean it's only open world and if the hatred is too punishing, then it's only a roguelite. It’s the thing that tries to solve that combination, but we didn't make it nice enough. Maybe it's a bit too harsh and that's why we're trying to figure it out. We're not done tweaking it.



Was there any piece of player feedback that you found surprising, or that you really thought was super interesting?



Johan: In a way, the hatred system for me is that. Hopefully, I don't put myself into a bad spot but I've done a lot of the code on the hatred system. We knew it was punishing. But then seeing how people reacted to it, and what they tried to avoid and then actually seeing how people play with it, it was quite a big change and for me, and I was able to take a step back and think, okay, maybe I need to work on how to explain things, how things are being done. So that was a big eye opener to see how the community approached it, and how they reacted to it, compared to what we thought while playing it ourselves.

Tomas: Generally, when we look at all the feedback, we do a lot of squinting to identify the problem areas. Then we'll take that problem area and try to work it into all the things that we know about the systems and where we can make effective changes that don't break other things, and so on. So generally that's how we treat it, I would say, as opposed to maybe a one to one, this person would like this to be changed in this particular way. And you can't always react to that specifically, because people don't know how it all connects under the hood. Also, it's not the community's job to solve this game. It's our job and responsibility to fix it in a way that makes everybody feel like their feedback has been addressed.

Johan: For example, the bird mode - we talked about people wanting infinite bird mode. Seeing that feedback, we didn’t just give players bird mode. Instead, looking at the feedback we realised it’s not fun being on ground. Okay, so that’s the issue, and we should make that fun, because we know the other issues we're gonna cause if we give infinite bird mode, that's not fixing the real problem. We take those insights and find actionable stuff to do based on them.

Tomas: Through a player’s frustrations, we can see that we actually haven't onboarded them correctly, or we haven't explained the system correctly, They're inadvertently "playing the game wrong", like they're trying to play in a way where it's not set up to be that way and it's our fault that they ended up there. So then we start looking at how we can make sure that we funnel them into the game in a way where it's fun.

Andreas: That's exactly what I would say. What I underestimated the most, was that we didn't explain certain parts of the game in a good enough way. We have our work cut out for us to do that.

Tomas: It's making a roguelite and open world. We're gonna get people that come from open world games, with all the assumptions they have about open world games. Have we been clear enough about what the open world means in this game? Maybe not. So we're working on it.


Any final words as we finish the Q&A?



Andreas: Apart from a big thank you, I think I've said earlier in this Q&A that it's scary to release a game, but also very beneficial to get people playing and learning ourselves what you're doing with our game, and how we can take it forward. So a big shout out to all of you for that.

Johan: It's really fun to see you guys finding the game, what is fun or not, getting all the feedback, and us being able to develop more on that and focus in the areas where we get the most impact.

Tomas: I agree. The community is now everything since we're live. It's super important to us, and it’s been fun.




Please add any questions you’d like answered in the next Q&A in the replies or in #questions on our Discord server. We’re aiming to do these Q&A's regularly and the next one will be tomorrow, May 4th, at 15:00 CET!


Live developer Q&A

Hey Vessels,

This week, we'll be hosting Ravenbound's first ever live developer Q&A over on our Discord server.

The event will happen on Thursday, 27th April at 15:00 CET!

This is a chance for the community to hang out with our team and chat about things related to our guests' field of expertise or about Ravenbound in general.

🎙️ Our guests this week are Johan (Gameplay Programmer), Andreas (Executive Producer) and Tomas (Game Director).

📝 Drop any questions you have in the replies, or head over to the #⁠questions channel in the server

This event will be recorded and transcribed for those who aren't able to make it.


We hope to see you there!

Patch 1.0.2 is now live!

Greetings Vessels,

We’re back with another patch for Ravenbound! This patch lays down some important groundwork for addressing a few of the key issues we’ve seen discussed in our community spaces on Steam and Discord.

This patch is the first in a series of patches targeted at addressing the concerns in our community - we have more patches coming focused on some of the key points of concern among the community, along with constantly improving stability and fixing bugs. We expect the next of these patches next week.

Firstly, we wanted to address the difficulty spike introduced in the last patch and how this has affected the gameplay experience. In this patch, we’ve made some wide-reaching changes to enemy damage primarily targeted at bringing the game’s difficulty in line with our targets and making Tier 1 fights feel more balanced and accessible to players.

We’ve also implemented a Hatred tracker to help players better understand how accumulating Hatred affects Bosses & Elites as you progress. This is part of our mission to make the Hatred mechanic less nebulous and easier to understand and master.

We've received feedback about the difficulty in reading enemy attacks, particularly the Utlagi during Tier 1. In response, we've overhauled their attacks with a focus on improving readability, ensuring a more consistent combat experience when fighting these groups.

To better prepare players for the challenges they’ll face against the Wardens, we’ve based the revamped Utlagis attacks on those of the Wardens. We hope to create a smoother difficulty curve by giving extra opportunities to learn Warden attack patterns, while maintaining the challenge that Wardens pose.

We’ve also addressed the changes to Grey Health introduced in the previous patch. We’re mostly happy with the adjustments to Grey Health, but we’ve seen that it may be unbalanced in certain scenarios. By reducing incoming damage, we aim to make the game more forgiving.

Full details of all of these changes are listed below - read on to learn exactly what’s included in this update!



Hatred Tracking



We’ve added a hatred tracker to the Hand Screen to display how much more powerful Elites and Bosses have become in each run. This will update as you pick up more hatred in a run, and should make it easier to understand the tradeoff between power for you and powering up your opponents.

Utlagi have been updated



  • Each human Utlagi type now only features 1 Armor set each, but have been updated to stand out much more from each other
  • Utlagi attacks have been completely reworked to be based on the Wardens using the same type of attacks and weapons. This is intended to better prepare players for those tougher boss encounters.
  • Human Utlagi have been updated to make their attacks easier to read, and the weapon they wield should have a greater impact on how they engage with the player




Card Balance Changes



Relics


Shards of Clouded Glass


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Multistrike Chance while below 50% HP[/td][td]N/A[/td][td]50%[/td][/tr][/table]

Talon of Luck


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Passive Luck[/td][td]21%[/td][td]N/A[/td][/tr][tr][td]Temporary Luck Increase on Critical Hit[/td][td]N/A[/td][td]32%[/td][/tr][/table]

Gem of Unreleased Fury


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Weapon Damage Increase[/td][td]50%[/td][td]20 (flat)[/td][/tr][/table]

Weapons


Lucky Arms


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Passive Luck[/td][td]N/A[/td][td]25%[/td][/tr][tr][td]Temporary Luck Increase on Critical Hit[/td][td]50%[/td][td]N/A[/td][/tr][/table]

The Mad Frenzy


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Critical Hit Chance[/td][td]N/A[/td][td]45%[/td][/tr][/table]

Armor


Expertly Reinforced Armor


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Armor[/td][td]5[/td][td]7[/td][/tr][/table]

Trait Balance Changes


Painbringer


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Status Effect Potency Increase[/td][td]50%[/td][td]35%[/td][/tr][/table]

Calculating


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Weapon Damage Increase while Surging[/td][td]300%[/td][td]250%[/td][/tr][/table]



Hatred Tier 1 Adjustments


While we want Ravenbound to provide a challenging experience, our goal is for the first difficulty level to be manageable. This should include a fair share of setbacks and deaths, but each defeat should serve as a learning opportunity, allowing players to come back stronger. Currently, the game's difficulty may prevent some players from even learning boss patterns. With these changes, we hope more players will experience progress, leading to deeper understanding and increasingly successful runs.

TL;DR - we’ve reduced damage from most enemies and bosses at Hatred Tier 1 by roughly 20% across the board.

Fire Warden (2H Axe)


1st fight


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]30[/td][td]24[/td][/tr][tr][td]AOE Attack Damage[/td][td]20[/td][td]16[/td][/tr][tr][td]Heavy Attack Damage[/td][td]40[/td][td]32[/td][/tr][tr][td]Whirlwind Attack Damage[/td][td]25[/td][td]20[/td][/tr][/table]

2nd fight


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]30[/td][td]32[/td][/tr][tr][td]AOE Attack Damage[/td][td]40[/td][td]32[/td][/tr][tr][td]Heavy Attack Damage[/td][td]60[/td][td]48[/td][/tr][tr][td]Whirlwind Attack Damage[/td][td]40[/td][td]32[/td][/tr][/table]

3rd fight


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]75[/td][td]60[/td][/tr][tr][td]AOE Attack Damage[/td][td]75[/td][td]60[/td][/tr][tr][td]Heavy Attack Damage[/td][td]100[/td][td]80[/td][/tr][tr][td]Whirlwind Attack Damage[/td][td]75[/td][td]60[/td][/tr][/table]

Sky Warden (2H Sword)


1st fight


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]30[/td][td]24[/td][/tr][tr][td]AOE Attack Damage[/td][td]20[/td][td]16[/td][/tr][tr][td]Heavy Attack Damage[/td][td]45[/td][td]36[/td][/tr][/table]

2nd fight


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]45[/td][td]36[/td][/tr][tr][td]AOE Attack Damage[/td][td]45[/td][td]36[/td][/tr][tr][td]Heavy Attack Damage[/td][td]57.5[/td][td]46[/td][/tr][/table]

3rd fight


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]100[/td][td]80[/td][/tr][tr][td]AOE Attack Damage[/td][td]75[/td][td]60[/td][/tr][tr][td]Heavy Attack Damage[/td][td]150[/td][td]120[/td][/tr][/table]

Earth Warden (Dual Axes)


1st fight


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]20[/td][td]16[/td][/tr][tr][td]AOE Attack Damage[/td][td]30[/td][td]24[/td][/tr][tr][td]Combined Attack Damage[/td][td]40[/td][td]32[/td][/tr][/table]

2nd fight


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]25[/td][td]20[/td][/tr][tr][td]AOE Attack Damage[/td][td]35[/td][td]28[/td][/tr][tr][td]Combined Attack Damage[/td][td]50[/td][td]40[/td][/tr][/table]

3rd fight


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]40[/td][td]32[/td][/tr][tr][td]AOE Attack Damage[/td][td]65[/td][td]52[/td][/tr][tr][td]Combined Attack Damage[/td][td]80[/td][td]64[/td][/tr][/table]

Ice Warden (Dual Swords)


1st fight


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]20[/td][td]16[/td][/tr][tr][td]Combined Attack Damage[/td][td]30[/td][td]32[/td][/tr][tr][td]Thrust Attack Damage[/td][td]30[/td][td]24[/td][/tr][tr][td]Whirlwind Attack Damage[/td][td]25[/td][td]20[/td][/tr][/table]

2nd fight


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]25[/td][td]20[/td][/tr][tr][td]Combined Attack Damage[/td][td]50[/td][td]40[/td][/tr][tr][td]Thrust Attack Damage[/td][td]35[/td][td]28[/td][/tr][tr][td]Whirlwind Attack Damage[/td][td]40[/td][td]32[/td][/tr][/table]

3rd fight


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]40[/td][td]32[/td][/tr][tr][td]Combined Attack Damage[/td][td]80[/td][td]64[/td][/tr][tr][td]Thrust Attack Damage[/td][td]65[/td][td]52[/td][/tr][tr][td]Whirlwind Attack Damage[/td][td]75[/td][td]60[/td][/tr][/table]

Spirit Warden (1H Sword and Shield)


1st fight


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]25[/td][td]20[/td][/tr][tr][td]Heavy Shield Barge Attack Damage[/td][td]30[/td][td]24[/td][/tr][tr][td]Thrust Attack Damage[/td][td]40[/td][td]32[/td][/tr][/table]

2nd fight


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]32.5[/td][td]26[/td][/tr][tr][td]Heavy Shield Barge Attack Damage[/td][td]40[/td][td]32[/td][/tr][tr][td]Thrust Attack Damage[/td][td]50[/td][td]40[/td][/tr][/table]

3rd fight


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]60[/td][td]48[/td][/tr][tr][td]Heavy Shield Barge Attack Damage[/td][td]70[/td][td]56[/td][/tr][tr][td]Thrust Attack Damage[/td][td]80[/td][td]64[/td][/tr][/table]

Vittra


Standard Vittra


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]25[/td][td]20[/td][/tr][tr][td]Soar (Lunge) Attack Damage[/td][td]35[/td][td]28[/td][/tr][/table]

Vittra Tempest


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]25[/td][td]20[/td][/tr][tr][td]Soar (Lunge)[/td][td]20[/td][td]16[/td][/tr][/table]

Betrayer


Betrayer Fist


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]75[/td][td]60[/td][/tr][tr][td]Left Foot Stomp Damage[/td][td]75[/td][td]60[/td][/tr][tr][td]Right Foot Stomp Damage[/td][td]75[/td][td]60[/td][/tr][tr][td]Spam (Repeated) Attack Damage[/td][td]50[/td][td]40[/td][/tr][/table]

Betrayer Mace


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]100[/td][td]80[/td][/tr][tr][td]Left Foot Stomp Damage[/td][td]75[/td][td]60[/td][/tr][tr][td]Right Foot Stomp Damage[/td][td]75[/td][td]60[/td][/tr][/table]

Betrayer Mace Spikes


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]100[/td][td]80[/td][/tr][tr][td]Left Foot Stomp Damage[/td][td]75[/td][td]60[/td][/tr][tr][td]Right Foot Stomp Damage[/td][td]75[/td][td]60[/td][/tr][/table]

Draugr


Draugr Barbarian


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]18[/td][td]14.4[/td][/tr][tr][td]Jump Attack Damage[/td][td]5[/td][td]4[/td][/tr][/table]

Draugr Champion (Sword and Shield)


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]40[/td][td]32[/td][/tr][tr][td]Soar (Lunge) Attack Damage[/td][td]50[/td][td]40[/td][/tr][/table]

Draugr Champion (2H Sword)


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]40[/td][td]32[/td][/tr][tr][td]Soar (Lunge) Attack Damage[/td][td]50[/td][td]40[/td][/tr][/table]

Draugr Warrior


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]25[/td][td]20[/td][/tr][/table]

Häxa


Häxa Apprentice


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Lightning Ball Damage[/td][td]15[/td][td]12[/td][/tr][tr][td]Lightning Strike Damage[/td][td]20[/td][td]16[/td][/tr][/table]

Elder Häxa (Magician)


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Lightning Ball Damage[/td][td]40[/td][td]32[/td][/tr][tr][td]Lightning Strike Damage[/td][td]60[/td][td]48[/td][/tr][/table]

Elder Häxa (Staff)


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]20[/td][td]16[/td][/tr][/table]

Hulder


Standard Hulder


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]25[/td][td]20[/td][/tr][tr][td]Extended Attack Damage[/td][td]30[/td][td]24[/td][/tr][tr][td]Slam Attack Damage[/td][td]20[/td][td]16[/td][/tr][/table]

Hulder Crownmother


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]40[/td][td]32[/td][/tr][/table]

Tuftir


Tuftir (Dagger)


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]15[/td][td]12[/td][/tr][/table]

Tuftir (Spear)


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]15[/td][td]12[/td][/tr][tr][td]Jump[/td][td]5[/td][td]4[/td][/tr][/table]

Troll Brawler


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]Fist: 55[/td][td]Fist: 44[/td][/tr][/table]


Elder Troll


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]100[/td][td]80[/td][/tr][tr][td]Left Foot Stomp[/td][td]50[/td][td]40[/td][/tr][tr][td]Right Foot Stomp[/td][td]50[/td][td]40[/td][/tr][/table]

Youngblood Troll


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]Club: 35[/td][td]Club: 28[/td][/tr][/table]

Utlagi


Utlagi - Ulvar (Wolf)


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]Dual Axe: 25[/td][td]Dual Axe: 20[/td][/tr][tr][td]Shield Attack Damage[/td][td]Sword and Shield: 5[/td][td]Sword and Shield: 4[/td][/tr][/table]

Utlagi - Simlar (Deer)


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Base Damage[/td][td]Dual Axe: 12.5[/td][td]Dual Axe: 10[/td][/tr][tr][td]Shield Attack Damage[/td][td]Sword and Shield: 5[/td][td]Sword and Shield: 4[/td][/tr][/table]

Utlagi - Human


[table equalcells="1"][tr][td][td]Previous[/td][td]New[/td][/tr][tr][td]Default Attack Damage[/td][td]Dual Axe: 10x2[/td][td]Dual Axe: 14x1[/td][/tr][tr][td]Shield Attack Damage[/td][td]Sword and Shield: 5[/td][td]Sword and Shield: 4[/td][/tr][tr][td]Slam Attack Damage[/td][td]Two Handed Sword Slam: N/A[/td][td]Two Handed Sword Slam: 10 (New)[/td][/tr][tr][td]Default Attack Stagger Impact[/td][td]Dual Axe: 10x2[/td][td]Dual Axe: 50x1[/td][/tr][tr][td]Slack Attack Stagger Impact[/td][td]Two Handed Sword Slam: N/A[/td][td]Two Handed Sword Slam: 200 (New)[/td][/tr][/table]



Bug Fixes


We spent a lot of effort during this patch cycle on some systems behind the scenes that were causing issues across the board. While you likely won’t see a lot of that work immediately, it will set us up for a more stable experience in future as we continue to develop Ravenbound. This effort direction does mean that this list of bug fixes is shorter than we’d like, but we’re confident this decision will give us better results in the long term.

Tutorial


  • Resolved an issue where enemies bodies were invisible, with only their head and arms showing
  • Resolved an exploit where players could skip parts of the tutorial and remove the ability to drain cards
  • Resolved an issue where a tutorial enemy didn’t die after performing Guard Break, causing some players to be unable to progress the tutorial


Challenges



  • Resolved an issue where it was not possible to complete the seventh Fighter of Svali challenge due to a placeholder card


There are also numerous stability patches for various issues that were causing crashes. We can’t list all of these here, but we’ve addressed some of the high frequency issues, and we’ll continue to address more of these with each patch. If you do crash, please send in a report - they really do help!

Other Miscellaneous Changes


  • Improved Attack Telegraphs for regular Vittra, Draugr Shield and Sword, and Draugr Dual Axe
  • Enemies knocked down by Perfect Guard can now be Staggered while in that state.
  • Guard Health increased from 80 to 100
  • Energy Gained on Charged Attacks increased
  • Blacksmith prices increased by 12 Coins across the board
  • Increased the window for Primary Dodge Attack by 4 frames for Player Dual Sword


Post-Launch Survey

Hey Vessels,

We've had some incredible feedback from the community so far, and we're continuing to listen and look for more information. Whether you're a current player, no longer a player or still considering the game, we'd love for you to have your say by answering a few questions.


It shouldn't take more than 10 minutes to complete, so if you have a moment, you can find our Launch survey here.

Thank you for all your input and discussions so far, we'll have more updates for you all very soon.

Hotfix 1.0.1.1

Greetings Vessels,

We’ve pushed a hotfix that will address a couple of pressing issues that arose after the previous patch.

Our main goal with balance changes is always to ensure the game is balanced overall, but more importantly, we want you to feel powerful while enjoying the challenge.

Your feedback on the changes is loud and clear, and we’re still evaluating the impact of our most recent round of balance adjustments. We’ve included a couple of minor adjustments to balance in this hotfix and focused on ironing out some of the more impactful gameplay issues we’ve encountered since yesterday’s patch, and we’re continuing to review balance options going forward. Please look forward to our future patches as we refine the game based on your comments.


Balance Changes



We’ve made some changes to Multistrike, increasing the chance of the effect being triggered and reducing the mana cost for the Legendary Relic.

Mantle of Braided Gales



[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Mana Cost

[/td]
[td]9[/td]
[td]8[/td]
[/tr]
[tr]
[td]Multistrike[/td]
[td]35%[/td]
[td]40%[/td]
[/tr]
[/table]

Cloth of Inspired Winds



[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Multistrike[/td]
[td]20%[/td]
[td]25%[/td]
[/tr]
[/table]

2nd Warden



Following the changes of the last patch, a clear first step for us was to make the 2nd Warden more accessible. For now, the health of the 2nd Warden has been reduced by 10%.




Bug Fixes



UI



  • Fixed an issue where UI elements could get stuck to the screen during interactions


Legacy



  • The changes made to the end of run scores pushed in the last patch caused a bug which led to players no longer receiving Legacy until much later into runs. This issue has now been fixed.









Hotfix 0.2

Greetings Vessels,

We’ve pushed a hotfix that will address a couple of pressing issues that arose after the previous patch.

Our main goal with balance changes is always to ensure the game is balanced overall, but more importantly, we want you to feel powerful while enjoying the challenge.

Your feedback on the changes is loud and clear, and we’re still evaluating the impact of our most recent round of balance adjustments. We’ve included a couple of minor adjustments to balance in this hotfix and focused on ironing out some of the more impactful gameplay issues we’ve encountered since yesterday’s patch, and we’re continuing to review balance options going forward. Please look forward to our future patches as we refine the game based on your comments.


Balance Changes



We’ve made some changes to Multistrike, increasing the chance of the effect being triggered and reducing the mana cost for the Legendary Relic.

Mantle of Braided Gales



[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Mana Cost

[/td]
[td]9[/td]
[td]8[/td]
[/tr]
[tr]
[td]Multistrike[/td]
[td]35%[/td]
[td]40%[/td]
[/tr]
[/table]

Cloth of Inspired Winds



[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Multistrike[/td]
[td]20%[/td]
[td]25%[/td]
[/tr]
[/table]

2nd Warden



Following the changes of the last patch, a clear first step for us was to make the 2nd Warden more accessible. For now, the health of the 2nd Warden has been reduced by 10%.




Bug Fixes



UI



  • Fixed an issue where UI elements could get stuck to the screen during interactions


Legacy



  • The changes made to the end of run scores pushed in the last patch caused a bug which led to players no longer receiving Legacy until much later into runs. This issue has now been fixed.









Post Launch Patch Notes

Greetings Vessels,

It’s our first post launch patch and we have some balancing improvements to share with you. We received a lot of feedback about the randomness in some stats negatively affecting the player experience, so we’ve been tweaking the game’s RNG in order to add an element of predictability to your experience in Ravenbound. We’ve also made some updates that will hopefully improve the difficulty curve as you progress through your runs.

This patch primarily focuses on stability fixes to crashes, bug fixes, and balance changes. Alongside these key areas of focus, we’ve also taken a lot of feedback from our awesome community to help guide us. The changes that we’ve made to the various Wardens in particular are heavily inspired by discussions we’ve seen across our Discord server.

We've also received lots of additional feedback since launch about various aspects of the gameplay experience - we are listening, and we’re keeping very detailed notes on everything you’re telling us! The team is hard at work addressing pain points and feature improvements, so expect lots of additional updates based on your feedback in future!

Read on to learn exactly what’s included in this update.





Players Stats & Damage



We've updated the way damage is handled in the game to improve the impact of Surge and Frenzied as players progress in the game. Previously, Surge and Frenzied didn’t multiply in scale with other stats that increased damage, and we’ve altered this so that Base Damage is now multiplied by Increased Weapon Damage. Due to these changes, several cards related to Weapon Damage have been updated and Multistrike has also been altered to no longer heal the player or apply any stagger.


As a result, the game experience should feel more predictable and rewarding, with better damage scaling.


End of run score



We have completely overhauled the End of Run screen. Players will now receive scores on the following:

  • Elites Killed – Rewards Legacy based on the number of Elite enemies killed
  • Tears of Hatred Cleared – Rewards Legacy based on each cleared Tear
  • Boss Damage Dealt – This stat reflects the amount of damage dealt to bosses
  • Bosses Obliterated – Bosses will count as Obliterated if killed within 30 minutes of the start of a run


Dev comment: These changes aim to better reward actions that progress the game while offering an extra challenge for players who want to play quickly.

Damage Numbers



Damage numbers and the text displayed for effects & conditions have received a visual overhaul – critical hits, effects and conditions should now stand out and be easier to read.


Grey Health



Each weapon type has been given a flat value controlling Grey Health regained when an enemy is hit. Previously, this was a percentage of damage dealt, but now it’s directly tied to weapon attack and doesn’t scale excessively as you progress in the game. This should also make HP recovery feel more predictable, particularly in the early game.

[table equalcells="1"]
[tr]
[th]Weapon[/th]
[th]Health Regained Per Hit[/th]
[/tr]
[tr]
[td]2H Axe[/td]
[td]6[/td]
[/tr]
[tr]
[td]2H Sword[/td]
[td]7[/td]
[/tr]
[tr]
[td]Twin Axe[/td]
[td]3[/td]
[/tr]
[tr]
[td]1H Sword & Shield[/td]
[td]5[/td]
[/tr]
[tr]
[td]Twin Sword[/td]
[td]4[/td]
[/tr]
[/table]

Enemies




In order to create a smoother difficulty curve, enemy camps and Wardens have been updated to align with player power progression. Once players have defeated the first Warden, enemy camps and open world bosses will scale in difficulty. Similarly, all Wardens have been balanced to reflect this, and the Tomb of Gales (First Warden) will hopefully feel less punishing to new players. These changes should address the sudden spike in difficulty, and help players have a better idea of what to expect when facing the next Warden.

Late-game enemies are no longer stagger resistant. Enemies will now receive a temporary stagger resistance buff once recovered from being staggered. In order to represent this, the enemy’s Stagger’s bar will remain filled until they’ve recovered from it.

Other Miscellaneous Changes



  • Blacksmith prices have been significantly reduced
  • The damage reduction provided by Armor has been increased, leading to ~10% increased damage reduction at 100 Armor








Bug Fixes



UI, HUD




  • UI scaling on wide resolutions has been improved. Some minor issues may still persist - if you encounter any, please let us know!
  • Inventory screen scaling for 21:9 resolution has been improved
  • Incorrect dialogue boxes no longer appear briefly while talking to NPCs
  • Grave tooltips have been adjusted to prevent accidental card selection
  • “Guardians of the Morning Frost” side quest now has a proper description
  • The timing of the player graves’ tooltip has been adjusted to prevent a situation where players were accidentally selecting a card



Combat, Weapons, Enemies



  • Häxa Elder boss magic attacks should now be more precise
  • Starting weapons and armor can no longer be obtained when empowering fragments



Cards, Relics, Etc.



  • “Captured Flame” relic now provides the correct Focus gain
  • “Decomposing Glove” relic now properly changes the duration of the spored effect
  • “Raumr’s Essence” Drainer Damage proc is now consistent
  • The chance of fragments spawning in unreachable areas has been reduced



Misc



  • Fixed an instance where players were able to leave the tutorial area without having completed it
  • Closing the game in the area where you start your runs no longer prevents receiving an Adventure Quest
  • Healing Vendor now responds appropriately when the player attempts to heal with full health
  • The second platform in the tutorial elevator no longer disappears after reaching the top
  • Fixed numerous bugs related to character momentum, clipping, and sinking







Balance Changes



Cards




Numerous changes have been made to cards, including changes in rarity and Weapon Damage. Overall, this should result in a power increase for players. Relics have also undergone similar changes.

Raumr’s Essence Drainer


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Rarity[/td]
[td]Common[/td]
[td]Rare[/td]
[/tr]
[/table]

Greataxe of Echoes


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Rarity[/td]
[td]Common[/td]
[td]Rare[/td]
[/tr]
[tr]
[td]Base Damage[/td]
[td]26.4[/td]
[td]29.7[/td]
[/tr]
[tr]
[td]Mana Cost[/td]
[td]6[/td]
[td]7[/td]
[/tr]
[/table]

Dusk’s Thunderbolts


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Base Damage[/td]
[td]18.2[/td]
[td]19.6[/td]
[/tr]
[tr]
[td]Mana Cost[/td]
[td]6[/td]
[td]5[/td]
[/tr]
[/table]

Razorgate


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Rarity[/td]
[td]Common[/td]
[td]Rare[/td]
[/tr]
[tr]
[td]Base Damage[/td]
[td]31.2[/td]
[td]32.5[/td]
[/tr]
[/table]

Lucky Arms


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Rarity[/td]
[td]Rare[/td]
[td]Common[/td]
[/tr]
[/table]

Longsword of Tempests


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Base Damage[/td]
[td]36.4[/td]
[td]33.8[/td]
[/tr]
[tr]
[td]Mana Cost[/td]
[td]6[/td]
[td]3[/td]
[/tr]
[/table]




Attacks


We’ve adjusted various weapons to bring their power in line with each other. The main focus here is to ensure that no one weapon is preferable or more powerful than the others, and that players can find equally rewarding play styles with each.

Two Handed Axe


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Primary Attack 1[/td]
[td]Base Stagger Impact: 25[/td]
[td]Base Stagger Impact: 15[/td]
[/tr]
[tr]
[td]Primary Attack 2[/td]
[td]Base Stagger Impact: 25[/td]
[td]Base Stagger Impact: 15[/td]
[/tr]
[tr]
[td]Primary Attack 3[/td]
[td]Base Stagger Impact: 30[/td]
[td]Base Stagger Impact: 20[/td]
[/tr]
[tr]
[td]Secondary Attack 4[/td]
[td]Damage: 1.1[/td]
[td]Damage: 1.2[/td]
[/tr]
[tr]
[td]Secondary Attack 5[/td]
[td]Damage: 1.2[/td]
[td]Damage: 1.28[/td]
[/tr]
[tr]
[td]Secondary Attack 6[/td]
[td]Damage: 1.3[/td]
[td]Damage: 1.37[/td]
[/tr]
[/table]

Two Handed Sword


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Primary Attack 1[/td]
[td]Base Stagger Impact: 30[/td]
[td]Base Stagger Impact: 25[/td]
[/tr]
[tr]
[td]Primary Attack 2[/td]
[td]Base Stagger Impact: 30[/td]
[td]Base Stagger Impact: 15[/td]
[/tr]
[tr]
[td]Primary Attack 3[/td]
[td]Base Stagger Impact: 30[/td]
[td]Base Stagger Impact: 25[/td]
[/tr]
[/table]

Twin Swords


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Primary Dodge Attack[/td]
[td]Focus Gain: 1[/td]
[td]Focus Gain: 0.5[/td]
[/tr]
[/table]

Twin Axes


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Secondary Attack 1[/td]
[td]Base Stagger Impact: 30[/td]
[td]Base Stagger Impact: 25[/td]
[/tr]
[tr]
[td]Secondary Attack 2[/td]
[td]Base Stagger Impact: 30[/td]
[td]Base Stagger Impact: 15[/td]
[/tr]
[/table]






Open World Enemies



We’ve tweaked a few of the enemies you’ll meet in camps around the Ávalt, with the goal of equalising power across camps of the same difficulty level. With these changes, it should be easier to read the power of each enemy.

Draugr Barbarian



[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Base Health[/td]
[td]545[/td]
[td]700[/td]
[/tr]
[tr]
[td]Base Damage[/td]
[td]15[/td]
[td]18[/td]
[/tr]
[/table]


Hulder (Ranged)


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Base Health[/td]
[td]1500[/td]
[td]2500[/td]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]2[/td]
[td]1.75[/td]
[/tr]
[/table]
Note: this stat refers to the amount of times needed to trigger a ‘normal’ stagger before the enemy falls.

Hulder (Melee)


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Base Damage[/td]
[td]Default Attack: 30[/td]
[td]Default Attack: 25[/td]
[/tr]
[tr]
[td]
[td]Extended Attack: 30[/td]
[td]Extended Attack: 40[/td]
[/tr]
[tr]
[td]
[td]Slam Attack: 30[/td]
[td]Slam Attack: 20[/td]
[/tr]
[tr]
[td]Stagger Impact[/td]
[td]Default Attack: 80[/td]
[td]Default Attack: 40[/td]
[/tr]
[tr]
[td]
[td]Slam Attack: 80[/td]
[td]Slam Attack: 150[/td]
[/tr]
[/table]

Utlagi - Human


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Stagger Impact[/td]
[td]Two Handed Axe: 25[/td]
[td]Two Handed Axe: 20[/td]
[/tr]
[tr]
[td]
[td]Two Handed Sword: 20[/td]
[td]Two Handed Sword: 25[/td]
[/tr]
[/table]

Utlagi - Ulvar (Wolf)


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Base Health[/td]
[td]500[/td]
[td]700[/td]
[/tr]
[tr]
[td]Base Damage[/td]
[td]Dual Axe: 15[/td]
[td]Dual Axe: 25[/td]
[/tr]
[tr]
[td]
[td]Sword and Shield: 15[/td]
[td]Sword and Shield: 25[/td]
[/tr]
[tr]
[td]
[td]Two Handed Axe: 20[/td]
[td]Two Handed Axe: 25[/td]
[/tr]
[tr]
[td]
[td]Two Handed Sword: 20[/td]
[td]Two Handed Sword: 25[/td]
[/tr]
[tr]
[td]Stagger Impact[/td]
[td]Dual Axe: 10[/td]
[td]Dual Axe: 50[/td]
[/tr]
[tr]
[td]
[td]Sword and Shield: 35[/td]
[td]Sword and Shield: 100[/td]
[/tr]
[tr]
[td]
[td]Two Handed Axe: 25[/td]
[td]Two Handed Axe: 100[/td]
[/tr]
[tr]
[td]
[td]Two Handed Sword: 20[/td]
[td]Two Handed Sword: 100[/td]
[/tr]
[/table]


Utlagi - Simlar (Deer)


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Base Health[/td]
[td]500[/td]
[td]700[/td]
[/tr]
[tr]
[td]Base Damage[/td]
[td]Dual Axe: 20[/td]
[td]Dual Axe: 12.5[/td]
[/tr]
[tr]
[td]
[td]Sword and Shield: 20[/td]
[td]Sword and Shield: 17[/td]
[/tr]
[tr]
[td]
[td]Two Handed Axe: 25[/td]
[td]Two Handed Axe: 20[/td]
[/tr]
[tr]
[td]
[td]Two Handed Sword: 25[/td]
[td]Two Handed Sword: 20[/td]
[/tr]
[tr]
[td]Stagger Impact[/td]
[td]Dual Axe: 10[/td]
[td]Dual Axe: 15[/td]
[/tr]
[tr]
[td]
[td]Sword and Shield: 35[/td]
[td]Sword and Shield: 70[/td]
[/tr]
[tr]
[td]
[td]Two Handed Axe: 25[/td]
[td]Two Handed Axe: 40[/td]
[/tr]
[tr]
[td]
[td]Two Handed Sword: 20[/td]
[td]Two Handed Sword: 50[/td]
[/tr]
[/table]


Open World Enemies Group Composition



We’ve added some new group compositions to the camps around Ávalt, along with tweaking the difficulty rating of some existing camps. Some of these were slightly out of line with the amount of power we wanted them to have, so this should help to balance the power level of camps with the same difficulty rating.

Draugr



[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Difficulty - 3 Warriors[/td]
[td]Medium[/td]
[td]Hard[/td]
[/tr]
[tr]
[td]Difficulty - 2 Warriors (New)[/td]
[td]N/A[/td]
[td]Medium[/td]
[/tr]
[/table]

Vittra


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Difficulty - 2 Vittra[/td]
[td]Medium[/td]
[td]Easy[/td]
[/tr]
[tr]
[td]Difficulty - 2 Vittra Tempest[/td]
[td]Hard[/td]
[td]Medium[/td]
[/tr]
[tr]
[td]Difficulty - 2 Vittra Tempest, 1 Vittra (New)[/td]
[td]N/A[/td]
[td]Hard[/td]
[/tr]
[tr]
[td]Difficulty - 2 Vittra, 1 Vittra Tempest (New)[/td]
[td]N/A[/td]
[td]Hard[/td]
[/tr]
[/table]


Open World Bosses



We tweaked the health pools of a couple of our open world bosses to make sure they align with the level of challenge we want to create.

Troll Elder


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Base Health[/td]
[td]15,000[/td]
[td]25,000[/td]
[/tr]
[/table]

Häxa Elder Sky


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Base Health[/td]
[td]10,000[/td]
[td]15,000[/td]
[/tr]
[/table]






Boss Fights



As we mentioned earlier, all Wardens have been rebalanced. These changes should make it a bit easier to understand the difficulty of each Warden, while making the first Warden (the Tomb of Gales) slightly less punishing for new players. We’ve also heavily tweaked Stagger resistance across all Wardens, which should make fights feel a bit fairer and give the player extra chances to punish downtime from the Warden!

Fire Warden (2H Axe)


1st Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]1.5[/td]
[/tr]
[/table]

2nd Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]1.75[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.25[/td]
[td]0.15[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]8,000[/td]
[td]12,000[/td]
[/tr]
[tr]
[td]Default Attack Damage[/td]
[td]50[/td]
[td]40[/td]
[/tr]
[tr]
[td]Default Attack Stagger Impace[/td]
[td]130[/td]
[td]90[/td]
[/tr]
[tr]
[td]AOE Attack Damage[/td]
[td]50[/td]
[td]40[/td]
[/tr]
[tr]
[td]Slam Attack Damage[/td]
[td]75[/td]
[td]60[/td]
[/tr]
[/table]

3rd Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]2[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.5[/td]
[td]0.3[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]18,000[/td]
[td]25,000[/td]
[/tr]
[/table]

4th Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]2[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.6[/td]
[td]0.45[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]20,000[/td]
[td]30,000[/td]
[/tr]
[tr]
[td]Whirlwind Attack Damage[/td]
[td]50[/td]
[td]40[/td]
[/tr]
[/table]

5th Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]2[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.85[/td]
[td]0.6[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]25,000[/td]
[td]35,000[/td]
[/tr]
[/table]

Earth Warden (Dual Axes)


1st Fight



[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]1.5[/td]
[/tr]
[/table]

2nd Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]1.75[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.5[/td]
[td]0.15[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]6,000[/td]
[td]10,000[/td]
[/tr]
[tr]
[td]Default Attack Damage[/td]
[td]30[/td]
[td]25[/td]
[/tr]
[tr]
[td]AOE Attack Damage[/td]
[td]40[/td]
[td]35[/td]
[/tr]
[tr]
[td]Combined Attack Damage[/td]
[td]60[/td]
[td]50[/td]
[/tr]
[/table]

3rd Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]2[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.5[/td]
[td]0.3[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]15,000[/td]
[td]20,000[/td]
[/tr]
[/table]

4th Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]2[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.6[/td]
[td]0.45[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]18,000[/td]
[td]25,000[/td]
[/tr]
[/table]

5th Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]2[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.75[/td]
[td]0.6[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]20,000[/td]
[td]30,000[/td]
[/tr]
[/table]




Spirit Warden (1H Sword and Shield)



1st Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]1.5[/td]
[/tr]
[/table]

2nd Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]1.75[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.25[/td]
[td]0.15[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]6,000[/td]
[td]10,000[/td]
[/tr]
[tr]
[td]Default Attack Damage[/td]
[td]40[/td]
[td]32.5[/td]
[/tr]
[tr]
[td]Heavy Shield Barge Attack Damage[/td]
[td]50[/td]
[td]40[/td]
[/tr]
[tr]
[td]Thrust Attack Damage[/td]
[td]60[/td]
[td]50[/td]
[/tr]
[/table]

3rd Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]2[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.5[/td]
[td]0.3[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]18,000[/td]
[td]20,000[/td]
[/tr]
[/table]

4th Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]2[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.6[/td]
[td]0.45[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]20,000[/td]
[td]25,000[/td]
[/tr]
[/table]

5th Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]2[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.75[/td]
[td]0.6[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]25,000[/td]
[td]30,000[/td]
[/tr]
[/table]




Ice Warden (Dual Swords)


1st Fight
[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]1.5[/td]
[/tr]
[/table]

2nd Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]1.75[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.25[/td]
[td]0.15[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]6,000[/td]
[td]10,000[/td]
[/tr]
[tr]
[td]Default Attack Damage[/td]
[td]30[/td]
[td]25[/td]
[/tr]
[tr]
[td]Combined Attack Damage[/td]
[td]60[/td]
[td]50[/td]
[/tr]
[tr]
[td]Thrust Attack Damage[/td]
[td]40[/td]
[td]35[/td]
[/tr]
[tr]
[td]Whirlwind Attack Damage[/td]
[td]50[/td]
[td]40[/td]
[/tr]
[/table]

3rd Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]2[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.5[/td]
[td]0.3[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]15,000[/td]
[td]20,000[/td]
[/tr]
[/table]

4th Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]2[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.6[/td]
[td]0.45[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]18,000[/td]
[td]25,000[/td]
[/tr]
[/table]

5th Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]2[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.75[/td]
[td]0.6[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]20,000[/td]
[td]30,000[/td]
[/tr]
[/table]



Sky Warden (2H Sword)


1st Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]1.5[/td]
[/tr]
[tr]
[td]Impact Depletion[/td]
[td]25[/td]
[td]15[/td]
[/tr]
[tr]
[td]Impact Depletion Pause Time[/td]
[td]5[/td]
[td]4[/td]
[/tr]
[/table]

2nd Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]1.75[/td]
[/tr]
[tr]
[td]Impact Depletion[/td]
[td]25[/td]
[td]15[/td]
[/tr]
[tr]
[td]Impact Depletion Pause Time[/td]
[td]5[/td]
[td]4[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.25[/td]
[td]0.15[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]8,000[/td]
[td]12,000[/td]
[/tr]
[tr]
[td]Default Attack Damage[/td]
[td]30[/td]
[td]25[/td]
[/tr]
[tr]
[td]Combined Attack Damage[/td]
[td]50[/td]
[td]45[/td]
[/tr]
[tr]
[td]AOE Attack Damage[/td]
[td]50[/td]
[td]45[/td]
[/tr]
[tr]
[td]Heavy Attack Damage[/td]
[td]65[/td]
[td]57.5[/td]
[/tr]
[/table]


3rd Fight

[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]2[/td]
[/tr]
[tr]
[td]Impact Depletion[/td]
[td]25[/td]
[td]15[/td]
[/tr]
[tr]
[td]Impact Depletion Pause Time[/td]
[td]5[/td]
[td]4[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.5[/td]
[td]0.3[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]18,000[/td]
[td]25,000[/td]
[/tr]
[/table]

4th Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]2[/td]
[/tr]
[tr]
[td]Impact Depletion[/td]
[td]25[/td]
[td]15[/td]
[/tr]
[tr]
[td]Impact Depletion Pause Time[/td]
[td]5[/td]
[td]4[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]20,000[/td]
[td]30,000[/td]
[/tr]
[/table]

5th Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]2[/td]
[/tr]
[tr]
[td]Impact Depletion[/td]
[td]25[/td]
[td]15[/td]
[/tr]
[tr]
[td]Impact Depletion Pause Time[/td]
[td]5[/td]
[td]4[/td]
[/tr]
[tr]
[td]Stagger Impact Resistance[/td]
[td]0.75[/td]
[td]0.6[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]25,000[/td]
[td]35,000[/td]
[/tr]
[/table]




Betrayer


1st Fight


[table equalcells="1"]
[tr]
[th]
[th]Previous[/th]
[th]New[/th]
[/tr]
[tr]
[td]Accumulated Impact Tolerance Multiplier[/td]
[td]1.25[/td]
[td]1.5[/td]
[/tr]
[tr]
[td]Impact Depletion[/td]
[td]400[/td]
[td]20[/td]
[/tr]
[tr]
[td]Impact Depletion Pause Time[/td]
[td]5[/td]
[td]4[/td]
[/tr]
[tr]
[td]Base Health[/td]
[td]30,000[/td]
[td]60,000[/td]
[/tr]
[/table]

2nd & 3rd Fights


  • Added scaling based on starting difficulty




And after that long read, we'd like to thank all our players for your comments, reviews and feedback. We're really enjoying reading you all discussing strategies and sharing your wins and losses with each other. Make sure to join our Discord community if you'd like to share run records and clips, discuss the game and share your feedback, and be notified of any future events!

See you in Ávalt.

A Note From the Team, Hotfix and Upcoming Patch

The day is finally here! Ravenbound has taken flight worldwide and we have already seen thousands of you playing, streaming, tweeting, chatting as you discover all the perils Ávalt has in store for you.

After years of hard work, months of community collaboration, and untold hours of bug fixing, tweaking, and updating, we are so happy to put Ravenbound in your hands and let you loose. And while we may have taken a pause yesterday for a much deserved celebration (full of mead and cheering and prop weapons we liberated from the MoCap room), we hit the ground running today to continue working on polish and improvements to make your experience the best one possible.

To say we couldn’t have done this without you, the community, is only scratching the surface. The closed betas and the Steam Next Fest Demo gave us the opportunity to hear from you directly about what matters, and what makes your lifetimes in Ravenbound as exhilarating and engaging as possible. We’ve been busy (very busy) since the Demo ended in February, making changes and cleaning up the game to prepare for its release into the wild. Many of these changes probably aren’t obvious, but they’re all important improvements that give you a more seamless experience overall.

Additionally, while we likely would have worked on getting in changes up until the night before launch if we were allowed, sleep is important. And also, there is a very important backend process for quality tests and final checks that means we needed to lock the game build before the game released and save some things for another update. All that said, we want to highlight some of the things we’ve done since Next Fest and what more about what we’ve got in the pipeline.

In total we made over 150 bugfixes and improvements since the Demo build during Steam Next Fest. These ranged across almost every department on the team, from UI & Progression, to Combat, to Audio, and more.

Tears of Hatred
We made some overall improvements to Tears of Hatred to make sure they were easier to spot and keep track of on your screen as you’re exploring the world in Raven flight or on foot. We also fixed several instances where the mana could disappear if you left the Tear. In addition, there were some less noticeable adjustments made to visuals and audio, enemy behavior and spawning, and general gameplay which should make your spelunking a bit less treacherous and more consistent.

Enemy and Combat
There were some occasions where enemy AI could lose targeting or overtly dodge - sometimes dodging out of locations and ending up healing up as if you left. A lot of updates were made to boss fights - from damage balancing to frustrating behavior (for example, Wardens will no longer escape their Arena in rare cases). We also added improvements to stagger, such as being able to see stagger bars on bosses. Overall, we cleaned up 38 bugs and quality of life issues.


Audio bugs
We had some nasty audio bugs to tackle. For example, during the Häxa Apprentice fight, the lightning ball SFX continued to play after the effect had stopped. Similarly, the sound of one of the bridges leading to a Warden would play on a constant loop.You were quick to let us know how those bugs were, understandably, driving you mad. Although they were hard to reproduce, we ironed out as many as we could for launch and have more fixes lined up for the next patch.

Gameplay
We fixed a bunch of bugs and improvements to keyboard and mouse controls and remapping, including some added settings options for camera handling. You may also notice the Raven’s Talon behaves a bit more intuitively (or perhaps not, in which case just trust us on this one) and consistently.

Other high priority fixes were any known issues where cards, traits, and challenges didn’t work or unlock things as described. In total, we cleaned up over 50 issues and bugs relating to gameplay not otherwise mentioned above.

And we’re just getting started.

Today’s Hotfix and Upcoming Patch
Although we had a hard stop on what we were able to add to the game in time for launch, we never stopped working on improvements. Today, we released a hotfix that addresses one of the most occurring crashes. And we are finalizing a robust patch that has even more bug fixes as well as balance changes we’ve made based on both feedback from you and player behavior we’ve seen in game since Ravenbound went live. Once this patch is tested and good to go, we’ll let you know when you can expect to see that update ready for download and exactly what’s included.


In the meantime, keep sharing your thoughts, streams, content, and memes with us in Discord and on social channels (tag #Ravenbound to make sure we see it). We’ll see you in Ávalt!

Developer Stream Rebroadcast

Greetings Vessels!

We made it to release day!! To celebrate, we be hosted a developer stream over at Systemic Reaction's channel.

This time, there were two guests from the dev team: Brook Chometsky, Lead Combat Designer and the return of Jonas Wallin, the Lead Animator.

We talked about their work in Ravenbound and gave away keys during the live stream, but if you missed it don't worry! We'll also be doing a giveaway in Discord soon.

Hope to see you there!