Ravenswatch cover
Ravenswatch screenshot
PC PS5 Series X Steam
Genre: Hack and slash/Beat 'em up, Adventure

Ravenswatch

Ravenswatch 1.0 is coming out September 26th



Greetings, Ravens!

What a big day! Passtech Games & Nacon are delighted to announce the official release date for Ravenswatch 1.0. After over a year of Early Access, we’re excited to share this next step for our beloved game.

Ravenswatch 1.0 will come out on Steam on September 26th, 2024.



Check our Release date announcement trailer:


That’s right! The Witch Baba Yaga will be the final challenge for the Ravenswatch. Some heroes mention this witchy figure in their memoirs; did you catch it?

Ravenswatch will also be released on consoles a few months after the PC release, just enough time to pass certifications on those platforms.

If you’ve missed our previous announcement, we unveiled Carmilla - the 9th hero to join the Ravenswatch! She will join the rest of the cast on September 26th as well. Learn more in our latest news:

https://store.steampowered.com/news/app/2071280/view/4236284539313000160

https://store.steampowered.com/app/2071280/Ravenswatch/

- The Passtech Team 🍉

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Carmilla will join the Ravenswatch in version 1.0!



Greetings, Ravens!

Excited news today! As you just saw in the title of this blog post, we’re announcing the last hero joining the Ravenswatch in version 1.0: Carmilla!

You may wonder who she is, so take a look at our video presentation of this enigmatic dhampir:



NOTE: Work in progress visual and audio feedback, general HUD/UI, and specific to Carmilla

Congratulations to those who guessed we were making a Vampire character or even Carmilla (you were not many!)

You all know the very famous figure of Count Dracula from Bram Stoker's novel. Our version of Carmilla is inspired by the Irish short story from Joseph Sheridan Le Fanu. The Gothic novella predates Dracula and was one of the first vampire fiction released in 1872.

Original illustration of Carmilla by David Henry Friston

Separated from the love of her eternal life in the war against darkness, Carmilla now fights to extinguish those she holds responsible for destroying her happily ever after. She is a dhampir, a day-walking vampire, drinking blood to strengthen her powers while taking care to control the monster within. Carmilla is physically fast and ferocious - her wit also has fangs.

In Ravenswatch, Carmilla is described as a bewitching woman, torn between humanity and vampire savagery. She embodies the vampire fantasy and she can build up unnaturally strong abilities with BLOOD.



Carmilla’s gameplay is unique and oriented towards resource and risk management. Some ABILITIES generate BLOOD that can be used to fuel other ABILITIES. But keep track of how much blood you possess as using BLOOD when you don't have any will consume HEALTH instead.



She’s a tricky character that you’ll have to get used to, particularly her blood management mechanic. But once you get the hang of it, she’s ruthless!

We hope you enjoyed this short presentation of Carmilla, the next hero to join the Ravenswatch!

Carmilla will be available to play in version 1.0, and we cannot wait to see you try this new hero!

Stay tuned because we’ll soon have more information to share about the full release of Ravenswatch. Perhaps even in a few days at Gamescom for the 2024 Future Games Show… 🤭



- The Passtech Team 🍉

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Passtech Games Discord Ravenswatch Twitter Passtech Games Twitter Ravenswatch Subreddit Passtech Games Twitch Passtech Games Website

Version 1.0 on the way! - Dev Diary #10



Greetings, Ravens!

It’s already our tenth Dev Diary! Boy, we’ve got things to say! Thanks for taking the time, as always, to read our deepest thoughts on the development of Ravenswatch in Early Access.

We’re taking the necessary time to polish and balance the game's overall experience before launching Ravenswatch in version 1.0. But that doesn’t mean we can’t show what we’re working on! Let’s dive in, shall we?

Leaving Early Access soon


Ravenswatch’s Early Access is coming to an end! After over a year, we’re getting ready to launch the game in version 1.0 in the coming months.

There is no date to reveal yet, but be sure you’ll be the first to know when the information is out.

In preparation for our 1.0 release, we plan to adjust Ravenswatch’s pricing on Steam on August 1st. Ravenswatch will then be at its final price of $24.99. We’re giving you this information a little in advance so you still can grab Ravenswatch at its Early Access price until then - even better, as we have a discount of 25% off running starting today! It’s time to tell your friends!

https://store.steampowered.com/app/2071280/Ravenswatch/

If you purchased Ravenswatch during Early Access, the price increase will not affect you.

Stay tuned for the release date reveal!

What can you expect of version 1.0?


A new Hero joins the Ravenswatch!


The long-awaited new playable character of the Ravenswatch will make their debut in version 1.0. We’re still keeping their identity a secret a tiny bit longer, but we thought, why not share some stuff about their personality?



Oh, and by the way, we’ve NEVER seen their name suggested in all the forum posts, messages, and topics we’ve read - Although some of you have come pretty close! Now that’s a pretty good hint…

Skins or “Outfits”


If you've played the game recently, you may have noticed the Skins section in the Book menu. Version 1.0 will bring “Outfits” unlockable behind specific (and sometimes hidden? 😈) conditions!

We cannot resist showing you a tiny glimpse of the many outfits Heroes of the Ravenswatch will get to wear:





Endgame


And the thing we want to talk about the least because we want to keep as many surprises as possible: the ending!

Just know that we’re working on an epic encounter with the FINAL BOSS of Ravenswatch, the one that even makes Scarlet tremble as a wolf. We'll be properly introducing this charismatic figure in due time.

A lot more is coming with version 1.0. To name just a few: achievements, endings for each character’s memoirs, more stats at the end of run results screen, and YES - the display of crit chance and crit damage stats in the HUD:



We’re taking this opportunity again to thank every member of this community! Your support exceeded our expectations, and we could not have gone through this Early Access without it. We look forward to sharing Ravenswatch 1.0 with every one of you and new players!

- The Passtech Team 🍉

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Ravenswatch Hotfix (DX12 Error 0X80070057) - Version 0.17.05

Ravenswatch Patch note (Economy) - Version 0.17.04



You’ve been heard, Ravens!

After reading your feedback on our latest patch, it became clear that some of our changes were not welcomed by the community. We hear you and this patch will address the main issue reported by players: the economy.

While our intentions were never to put a strain on players, we recognize that this drastic change was not in line with the community’s expectations (and ultimately our own).

By adjusting the economy, we were hoping to pivot the narrative of accumulating too many Magical Objects during a game, as we mentioned in a previous Dev Diary. We now understand that this solution was not adapted and fair to players.

Having looked at the videos, data, and feedback from the Avalon update, we felt that players were looking for a significantly greater challenge on the higher difficulties of the game (hence why we hadn't made any changes to Adventure mode). It's safe to say that our impression was wrong! If players want an even more challenging experience with the Nightmare Difficulty, our main focus should be around the Custom Game Mode modifiers and changes on specific combos from now on, as pointed out by some members of the community here.

Thank you for raising concerns and sharing your thoughts during this development process! We’ll keep on monitoring new feedback on the other balancing changes and adjust if necessary 👍

Also, we’re going live TODAY at 5 PM CEST (in about 45 minutes) on Twitch to chat about this patch and play some runs, so join us!

>> Follow our Twitch channel not to miss any of our Devstreams <<

Read the detailed patch note below:

PATCH NOTE 0.17.04 (June 28th, 2024)


🐦 = Community additions, suggestions, reports

General Balancing


  • 🐦 Economy: Removed the Economy change on the increase of Dream Shards costs in higher difficulties (back at what it was before)
  • 🐦 Hope Diamond: Now grants +50% Dream Shards (from +100%)
    Design Note: Often pointed out by the community as a systematic trigger for overpowered combos, we have weakened the Hope Diamond item in more reasonable proportions. We will closely monitor the effects of the previous patch as well as these two changes.

- The Passtech Team 🍉

Ravenswatch is still 25% off until July 11:

https://store.steampowered.com/app/2071280/Ravenswatch/

New Roadmap





Social Channels



Passtech Games Discord Ravenswatch Twitter Passtech Games Twitter Ravenswatch Subreddit Passtech Games Twitch Passtech Games Website

Ravenswatch Patch note (Voice Chat and Balancing) - Version 0.17.03



Greetings, Ravens!

Today we have a small surprise for you! It’s a big patch (or mini update?) with tons of balancing improvements and even the first version of a key feature requested for months by the community: the Voice chat!

If you’re curious about why we changed this or that, you can read our latest Dev Diary where we shared our thoughts on the Fall of Avalon update and more on balancing:

https://store.steampowered.com/news/app/2071280/view/4166471407166057648

By the way, we’re doing a Devstream tomorrow at 5 PM CEST on our Twitch channel! Come ask your questions and watch us get revived repeatedly 🙌

>> Follow our Twitch channel not to miss any of our Devstreams <<

Last thing: Ravenswatch will be on sale today at 7PM CEST during the Steam Summer Sales! Grab it for you or your friends for 25% off until July 11:

https://store.steampowered.com/app/2071280/Ravenswatch/

Let’s dive into the patch note!


PATCH NOTE 0.17.03 (June 27th, 2024)


🐦 = Community additions, suggestions, reports

TL;DR:



Because we know our patch notes are lengthy ones and you probably just want to play, here’s a “too long, didn’t read!” summary just for you:
  • Voice chat is here!
  • Many improvements in VFX, decors, and UI
  • Faster Teleportation animations
  • Chapter 3 balancing
  • Heroes balancing
  • Crit Chance balancing
  • Economy balancing in higher difficulties
  • Quests balancing
  • Lots of fixes

Read the detailed patch note below:

New features



⚠ Note: In the preparation of version 1.0, some interfaces have been modified to welcome the changes of the full release. Things like Skins/Outfits are displayed but not available in this version of the game (they cannot be unlocked as well, navigation is greyed out). Some interfaces can feel wonky because of it. Take it as a little teasing of what’s coming!
  • 🐦 Voice chat: Vocal chat is finally here!
    • Voice chat is disabled by default, you can activate it in the Options menu
    • Settings can be updated in the Audio tab: Open Microphone, Push-to-Talk, Muted, and Disabled
    • Push-to-talk is bindable in the keyboard section. Not available for Pads yet
    Note: Beware, this is a very early version of the Voice chat and social features that we have in mind. A lot of quality-of-life options are missing and will be added for version 1.0. We’re launching it today to start collecting feedback and bug reports so that we’re ready for the full release!

General improvements


  • Health bars: Visualisation for Enemies health bars has been improved
    • Bar length is smaller or larger, depending on the enemy's pool health (Small, Regular, or Elite)
    • Mini-Bosses now display a Boss health bar at the top of the screen
    • The Boss health bar now displays their status effects
    • The Bleed damage now has feedback on the health bar
    • Some hero animations now affect their health bar’s height to avoid overlapping with the 3D model
  • 🐦 Teleportation : Cinematic reduced from 6 to 4 seconds.
    Note: Teleporting could feel a bit sluggish at times, so we tweaked the timing to avoid players feeling stuck for too long during the landing animations.
  • Compendium: Some changes in the layout of the Heroes’ Compendium
    • The Abilities section is moved to the top-right of the page
    • Talents' disposition is changed to better showcase their categories
    • New PAD button to navigate through pages
  • VFX: Added some particle effects to guide players to unrevealed Teleporters and Health Fountains
  • Matchmaking: Now displays if another lobby is available for matchmaking (when choosing Difficulty modes in the Multiplayer section)
  • Avalon: Decors and VFXs for Avalon (Enemies and Environments) have been polished

Heroes adjustments



Design Notes: Crit chance tended to provide more power than intended due to certain talents or Magical Objects providing significant amounts of it. We have harmonized certain values ​​so that synergies based on critical hits remain interesting but comparable to others in terms of power.

In the same way, certain Talents allowing you to launch other abilities "for free" have been adapted to maintain a reasonable level of power given the very high level of synergy they provide.


  • General:
    • VFX for all Final Talents have been polished
    • Heroes maximum level is now set to 20
    • XP required to get levels 9 and above has been slightly increased
  • Scarlet:
    • Increased orientation speed when using ‘Double Strike’ for more precise aiming
    • ‘Shadow Strikes’ now gives +0.5% crit chance per objective (from +1%) and now has an x30 objective count (from x25)
    • ‘Murderous Intent’ now grants 2 Combo Points (from full) and makes Defense last 20%/25%/30%/35% longer (from a fixed duration)
    • ‘Energy’ now increases crit chance by +4%/+5%/+6%/+7% per combo point spent (from +4%/+6%/+8%/+10%)
    • ‘Explosive Rush’ Special now deals 40%/50%/60%/70% damage (from 100%/125%/150%/175%)
  • The Pied Piper:
    • 🐦 Rats can now deal Critical Hits and use Crit Chance and Crit Damage from their owner
    • ‘Spinning Solo’ crit chance set to +40%/+50%/+60%/+70% (from +55%/+70%/+85%/+100%)
    • ‘Chorus’ now correctly takes into account attack frequency reduction when combined with ‘Low Notes’
    • 🐦 ‘Sound Barrier’ effect is now correctly triggered when Defense is cast from Special with ‘Sforzando’ Talent
  • Beowulf:
    • 🐦 ‘Breath of Fire’ now triggers the ‘Crimson Fire’ effect correctly
    • 'Blazing Runes’ crit chance set to +40%/+50%/+60%/+70% (from +50%/+60%/+70%/+80%)
    • Adjusted hitbox of ‘Fiery Slash’ (wider from before)
    • 🐦 ‘Bladestorm’ extra spins now keep Beowulf intangible
    • Improved Ultimate 1 Wyrm “AI” so it targets enemies closer to where Beowulf is
  • The Snow Queen:
    • ‘Snow Storm’ Ultimate effect now lasts 10s (from 20s)
    • Fixed ‘Snow Ball’ size reset bug when multiple snowballs are thrown
    • Fixed ‘Snow Ball’ that didn’t deal damage to Tumors or Dream Crystals
    • Special now correctly takes into account specific damage modifiers (like Jack of Diamond Card)
  • Aladdin:
    • Attack’s damage increase from Enchantment set to +60% (from +50%)
    • Enchanted Jinn’s crit chance per enchantment set to 10% (from 20%)
    • Power Wish improved by ‘Wondrous Wishes’ now also deals with extra stagger
    • Changes on Special Wish loots :
      • Silver Bullets: +3 DMG (from +5)
      • Four-Leaf Clover: +3% Crit Chance (from +5%)
      • Whetstone: +10% Crit Damage (from +25%)
  • Melusine:
    • ‘Aftershock’ damage set to 40%/50%/60%/70% (from 50%/60%/70%/80%)
    • 'Spring Water’ healing per wave set to 2/2.5/3/3.5 (from 4/5/6/7)
    • Fixed ‘Water Bubble’, now correctly blocks Undead Hogs’ hook attack
  • Geppetto:
    • 🐦 Dummies can now deal Critical Hits and use Crit Chance and Crit Damage from their owner
    • ‘Laser Eyes’ dummies’ attack will now be used only on targets within a 12m distance
    • ‘Overclock’ stagger per hit set to 3 (from 5)
  • Sun Wukong:
    • Clones from Ultimate 1 can now deal Critical Hits and use Crit Chance and Crit Damage from their owner
    • Jindou Yun (Power) stagger dealt after the first hit is now proportional to the distance covered before each strike (between 5 and 30 / from 30)
    • Reduced stagger dealt by ‘Stone Monkey’ reflects attacks to 1 (from 10)
    • Fixed the UI quest progression that refreshed between Chapters for ‘Thirst of Immortality’

General balancing



Design Notes: The rebalancing of the game's difficulty mainly concerns the difficulty levels higher than "Adventure" mode. We tried to adjust these based on an observation: experienced players easily accumulate a lot of items, mainly thanks to the Sandman rework during the Avalon update. In addition, the Stars of Fate (rerolls) have much more value for these players than anticipated, because they allow them to seek out specific combinations of Talents and magic items more easily.

We have therefore chosen to make economic management progressively more difficult and to review the number of Stars of Fate (rerolls) that can be found in the game so that managing dream fragments/rerolls offers a real dilemma to seasoned players.

The "Nightmare" difficulty, extreme in principle, has also benefited from special adjustments to prevent the previous settings from making it too frustrating.

Note that we will, of course, continue to receive feedback regarding the difficulty, and that this update will allow us to keep adjusting it until the 1.0 release of the game (and even after!)


  • General:
    • Economy: Costs in Dream Shards are now higher in higher difficulties (Adventure: No change, Twilight: +20%, Darkness +40%, Nightmare +80%)
    • Nightmare Difficulty: XP malus set to -30% (from -40%)
    • Nightmare Difficulty: Enemies extra damage set to +20% (from +25%), enemies extra health set to +10% (from +15%)
  • Enemies:

    Design Notes: Players' ability to inflict stagger on enemies can increase significantly from one chapter to the next (mainly due to Talents and additional ability charges the player can obtain) but enemies were not scaling correctly to this. Elite enemies and (optional) Bosses now have a shake value adjustment to ensure their relevance in Chapters 2 and 3.

    Note: Standard enemies are not affected by this change! (Standard Crabs in particular ^^)


    • General:
      • 🐦 Reduced Chapter 3 enemies damage scaling according to difficulty (Adventure: -15%, Twilight: -10%, Darkness: -5%, Nightmare: No change)
      • Elite enemies & Boss stagger resistance now scales with Chapter (+20% on Chapter 2, +50% on Chapter 3)
    • Faceless Master Nightmare (Chapter 2): Base HP set to 350 (from 400)
    • Claws Master Nightmare (Chapter 3):
      • Base HP set to 300 (from 400)
      • ‘Bed of Spikes’ projectile speed and shot frequency are increased when enraged
      • 'Grasping Claws' ability radius is bigger when enraged
      • 'Corrupted Orb' ability changes :
      • The orb now follows Heroes for a short duration after being spawned (instead of instantly)
        In multiplayer, orbs are launched in different directions
      • Orbs now explode randomly after being spawned or if the boss is staggered (instead of exploding on impact). A feedback warning has been added when the orb is about to explode)
      • The orb deals damage overtime when passing through Heroes
      • The explosion radius is bigger if the boss is enraged
    • Boss Witches:
      • Boss Witches now have more health and deal more damage
      • Boss Witches are now bigger
    • Priest Cultists: Fixed heal calculation, now properly scaled for each Chapter
    • Wolves: 'Double Slash' (Dire/Alpha wolf) hit timing is slightly shorter
    • Bestial Gargoyles: 'Heavy smashes' are now harder to avoid
    • Crone Witch: 'Poison Apples' now explode when striking them
  • Pigs’ Quest (Dark Hills):
    • Pig Houses health set to 1500 (from 2000)
    • Waves of enemies are now capped (around 6 to 9 depending on player numbers)
    • Straw House: Less Elite enemies on the second wave
    • Wood House: Fewer enemies on the second wave
    • Stone House: Less Elite enemies on the first wave, fewer enemies on the second wave
  • Sinbad vs. the Cyclops Quest (Storm Island):
    • The Cyclops regains 15% of its health after eating a hero
    • The Cyclops gains STRENGTH for 15 seconds after eating a prisoner
  • Morgan against the Dullahan Quest (Avalon):
    • Base Health of the Tree is set to 500 (from 750).
    • The Dullahan spawns more adds (Skeletons and Skulls)
  • Magical Objects:
    • 🐦 Tooltips: Fixed some wrong or missing tooltips on Magical Objects
    • Unicorn Horn: Unicorn Horn collection effect set to +50 DMG while under a REGENERATION effect (from +20)
    • Dragon Hide: Dragon Hide collection effect set to 40% of ARMOR value as DMG (from 20%)
    • Reduced Cooldown: Raven Wing, Raven Skull, Raven Beak, and Raven Claw now all reduce their respective ability cooldown by 25% (from 20%)
    • Tamatebako: Tamatebako now grants 2 Stars of Fate (from 3)
    • Raven Effigy: Raven Effigy now grants +1 Charge to Power and Special (not to Defense anymore)
    • Oni Mask: Oni Mask now grants +15 DMG per Cursed Object and -15 VITALITY per Legendary Object (from +20/-10)
    • Golden Coat: Golden Coat of Chainmail now clamps damage taken within 1 second to 50% (from 30%)
    • Holy Grail: Holy Grail now heals a fixed amount of health (10) instead of a percentage of max health. Amount scales with the current Hero Level.
    • Queen of Hearts: Fixed ‘Queen of Hearts’, now deactivated during cinematics
  • Sandman: ‘Star Fragment’ now grants 1 Star of Fate (from 2)
  • Grimoires:
    • ‘Chapter on Luck’ now gives +6%/+9%/+12% Crit Chance (from +8%/+12%/+16%)
    • ‘Chapter on Astronomy’ now gives +2/+3/+4 Stars of Fate (from +4/+6/+8)
    • ‘Chapter on Dreams’ now gives 120/180/240 Dream Shards (from 150/225/300)
  • Altar of Heroes: Base XP gain from XP reward set to 750 (from 500)

Fixed issues


  • 🐦Crone Witch: Fixed the Teleport from the Crone Witch that made the Grimoires fail
  • Holy Grail: The ‘Holy Grail’ Magical Object effect should not heal the Tree of the Morgan against the Dullahan quest
  • Localization:
    • 🐦 Fixed the names of newly discovered Talents that did not appear in the Rewards screen in Japanese
    • 🐦 Fixed the Italian localization that overlapped the Custom Mode’s Score

Thank you for sharing your feedback, videos, and suggestions on Ravenswatch! All of this is extremely helpful for us to keep updating and balancing the game.

We hope you enjoy the new Vocal chat feature, even though it is still a very early version of it. Looking forward to your feedback to make it better and more stable!

Stay tuned for more info on version 1.0. in our next Dev Diary.

- The Passtech Team 🍉

New Roadmap





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The Madness of the Fall of Avalon update - Dev Diary #09



Greetings, Ravens!

Wow, it’s been a hectic month! We’re glad today to take some time to retrospect on the Fall of Avalon update that came out last month, as well as to chat about our short/medium-term plans for Ravenswatch.

But first and foremost, how are you doing? :)

We’ve got quite a bit of things to tackle in this dev diary, here’s a summary of the subjects you can read about in detail below:
  • Crazy positive response to the Fall of Avalon update, thank you!
  • Reacting to feedback and data from the community
  • What do YOU think of the Custom Game Modes?
  • Balancing patch incoming?
  • What about version 1.0?

The Madness of the Fall of Avalon Update


I think “Madness” pretty much sums up everything about the Fall of Avalon update. The content, the reception, the numbers, the balancing (😈)... We thought BIG with the update and BIG we received!

The Fall of Avalon update is the largest iteration ever made to Ravenswatch’s Early Access and we didn’t even plan it this way.

Triple-i Showcase



We were approached by our friends at Evil Empire for the Triple-i Initiative, and seized the opportunity to make a big boom! After all, the Fall of Avalon update was already shaping up to be the bulkiest of our Early Access, so it was the perfect opportunity to introduce Ravenswatch to new people. We knew that many players were also waiting for more content before finally taking the plunge into Reverie's nightmares, and we were delighted to see players' positive opinions on the update.

We enjoyed the event very much (soooo many cool games were revealed) and we hope you did too. You can see the full replay here:



Madness in numbers!



With 5,940 concurrent active players the week of the launch, the Fall of Avalon update is simply our greatest release since the beginning of the Early Access! We know that it can look pale compared to some recent successes on Steam, but that’s still a very impressive number for our small team, and for a game that has been in EA for more than a year. And the icing on the cake was going from Mostly Positive to Very Positive on the overall score of the game on Steam! The team is very proud and grateful, thank you all!

Many of you also joined us on Twitch for the official Fall of Avalon update showcase. It was a great moment that we loved sharing with you. If you're curious about the format, you can find some of the replays (Q&A, interviews, gameplay) on our YouTube channel, or follow us on Twitch to not miss the next ones!



Looking at the data & balancing matters


Here’s a cool infographic of in-game stats, dating back to this month:



Custom Game Modes



There's one subject that doesn't stand out in this infographic, and that's Custom Game Modes! Here's a short video explaining this new feature, which we shared at the AG French Direct this week:

https://youtu.be/_NVT6QtLZ_Y

With the additions of Custom Modes and Challenges, we aimed to give a breath of fresh air to players who wanted to rediscover the game from a different angle. They make Ravenswatch more accessible for new/chill players, let you test out some funky combinations, and can also provide an extra challenge for hardcore players.

What do you think of Custom modes? Our in-game stats show that 13% of games (of all difficulty levels) use at least 1 Game Modifier, and we think that's already a pretty cool number! We'd love to hear more opinions on the matter so that we can improve the system and add new modifiers. If you've got a bit of time to spare, here's a questionnaire you can fill out.

Did we talk about Madness already?



On the topic of balancing, we’ve spent a considerable amount of time reading your feedback, watching videos and live streams, and checking our data. We spotted quite a few interesting things!
We're happy with the balancing for the "Adventure" difficulty mode. The game is globally more fun to play because it’s more permissive.


We did note, however, that Avalon's enemies were oversized in terms of damage, and were very hard on players arriving at Chapter 3. A rebalancing of their damage according to the difficulty modes is planned. On the same note, and for a healthier feeling of progression within a run, the Master Nightmares in Chapters 2 (Faceless) and 3 (Claws) are also oversized in terms of resistance. This is harder to notice, as there are currently too many ways to "break" the game. But for players who don't make builds optimally, these bosses are too powerful.

Balancing with your feedback



Our main takeaway from watching your videos and studying your feedback is that access to Magical Objects is too important in the game: players are picking up more objects than we estimated (especially in the higher difficulties, or for hardcore players who know the game's meta inside out). The result is a feeling of power that greatly exceeds the game's level. It's also combined with the fact that players have too many ways of controlling the game's RNG (with the abundance of rerolls) and that build synergies (talents, power-ups, items…) that should be exceptional to do aren't all that exceptional. This detail detracts greatly from the game's replayability, as it becomes too easy to reproduce epic situations and feel overpowered. We feel that we’ve lost a little of the challenge in the game's higher difficulties.

A more minor issue is the fact that there are major imbalances in the crit chances and crit damage builds. This results in certain build configurations literally flying in terms of damage figures that unbalance the game dramatically 😄

There you go! We got a bit candid here in our analysis of the feedback received from the Fall of Avalon update. We hope you enjoy this kind of design-nerd talk as much as we do, and that it helps the community understand the changes we make in the balancing of the game. Currently, we’re testing out a few solutions to improve the feeling of being “overpowered” without sacrificing the fun and satisfaction of going crazy with the builds. As mentioned before, we quite like the current challenge of the Adventure mode so we’re looking more into having an economy that complexifies the other difficulty modes. We’ll share more on this matter when we’ll be confident about our changes!

Road to 1.0



Now what? It’s already been a month since the release of the Fall of Avalon update.

Most of the team has been focusing on version 1.0 and the console versions, and this has become our priority. We want to focus all our efforts on finishing this Early Access development by providing the community with a polished final experience.

We've got lots of ideas to implement and lots of player suggestions to incorporate, so it's going to take some time. Don't worry if we become a little quieter and less regular in releasing content/patches, we’ll share our progress along the way. We are considering releasing a balancing patch in the coming weeks, but that would slow down our 1.0. progress, so we're still debating the idea! Stay tuned for that!

Here’s a reminder of our plans for the full release of Ravenswatch:
  • Final confrontation against a special someone…
  • A new Hero joins the Ravenswatch!
  • Achievements
  • Skins
  • Vocal chat
  • Consoles: PS4, PS5, Xbox One, Xbox Series, Nintendo Switch
  • And more we’re hushing for now…

Check our updated Roadmap below:



That is it for today’s Dev diary, we hope you enjoyed this long read. You can always ask your questions or share your feedback on the Steam forums or our official Discord. Talk to you soon!

- The Passtech Team 🍉

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Servers are back online! - Ravenswatch

UPDATE 28/04, 9:20AM CEST: Online servers should be back online! We're going to monitor the situation, let us know if you run into new issues.

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Greetings, Ravens!

Our online servers are currently down.

The team is doing its utmost to fix the issue and get the servers back online. We're sorry for the inconvenience and we will keep you posted once it's back up.

Solo is not affected and runs can resume.

Thank you for your patience,

- The Passtech Team

Ravenswatch Hotfix (Localization, Online fix and Launch Crash) - Version 0.17.02



Greetings, Ravens!

We have another hotfix today for the missing localization of our Fall of Avalon update, as well as a fix for a crash at the launch of the game, and a potential fix for a connectivity issue. Read the patch note below for more details.

Hotfix 0.17.02



Fixed issues


  • Added localization for German, Spanish, Korean, Portuguese, and Russian
  • Fixed a crash that occurred at the launch of the game
  • Potential fix for the "Unable to join party (Authenticator disconnected. Call login before using the UsersApi" online issue

Known issues


  • No code in the lobby may occur for some players: please reach out here on our Discord server if you’re encountering this issue
  • The ‘Hungry Grass’ Magical Object effect doesn’t work if the ‘Black Lotus’ Magical Object is equipped
  • The ‘Balor’s Eye’ Magical Object doesn’t properly work with abilities that don't directly hit enemies (examples: Scarlet and Geppetto’s bombs)
  • Cinematic issue after killing the Cyclops for peers
  • A sound of healing is played when the custom modifier “Dried up fountain” is selected
  • Witches can sometimes disappear for Peers before they die
  • Softlocks are possible if getting disconnected in co-op while in the inventory
  • Softlocks are possible if the player is disconnected while on the Abandon pop-up box
  • A crash can occur when changing the texture quality (from low to high) during a run
  • A crash can occur on the Steam Deck while returning to the lobby

Thanks again for the outpouring of love for this new update! The team is beyond happy with your feedback and we're already working on the future of the game :)

Stay tuned for more info on version 1.0.

Ravenswatch is still 30% off until April 29:

https://store.steampowered.com/app/2071280/Ravenswatch/

Social Channels



Passtech Games Discord Ravenswatch Twitter Passtech Games Twitter Ravenswatch Subreddit Passtech Games Twitch Passtech Games Website

- The Passtech Team 🍉

Ravenswatch Hotfix (Localization and Multiplayer Crash) - Version 0.17.01



Greetings, Ravens!

We're pushing this hotfix quickly after the release of the Fall of Avalon update to resolve a crash occurring in Multiplayer, as well as adding some missing localization.

Hotfix 0.17.01



Fixed issues


  • Added localization for Simplified Chinese, Traditional Chinese, Italian, Polish and Japanese
  • Fixed a crash that occurred while playing in Multiplayer

Our next patches will take care of


  • Missing localization for German, Spanish, Korean, Portuguese, and Russian.
  • Crash that occurs when launching the game

The team is more than happy to see you all enjoy the Fall of Avalon update! We've been having fun watching your streams and videos.

There's nothing better than to see your reactions to the new content and features! We've also started reviewing your feedback and we're taking good notes of your suggestions, keep them coming!

Ravenswatch is still 30% off until April 29:

https://store.steampowered.com/app/2071280/Ravenswatch/

Social Channels



Passtech Games Discord Ravenswatch Twitter Passtech Games Twitter Ravenswatch Subreddit Passtech Games Twitch Passtech Games Website

- The Passtech Team 🍉