What's in store in 2024 for Ravenswatch? - Dev Diary #06
Greetings, Ravens!
Here we are again with another Dev Diary update! We’ve got many things to talk about before the end of the year, so let’s jump in!
But just before! We've made a vlog out of this written Dev Diary! It's shorter but with even more concept arts. Let us know if you enjoy this format and if we should continue it!
Connection issues status
We've already tackled many of the network issues since the beginning of the Early access, but some online problems remain and are harder to track down and eliminate. We want to make our thinking and process clear, so here's a little transparency on what we're working on and what we have identified:
When players are having trouble establishing a connection in P2P together (because of firewalls, VPNs, location, etc.), our server creates a relay between them. We believe that it's this relay that creates packet losses and leads to extensive delays, intangible enemies, disconnections, and more.
We released a hotfix to our latest update, revolving around general connection issues in co-op. Read about it here: https://steamcommunity.com/games/2071280/announcements/detail/3879350083351937884
While working on a more immediate solution, we have also decided to switch our current service provider, so we can better distribute this relay across the world and benefit from a more stable solution. We expect it to be a big structural change, so we want to make the transition as smooth as possible and it takes a little bit of time. This will help with all the general issues related to delays, disconnections, and high PINGs.
We'll keep you updated on this matter along with our progress.
Stats Sun Wukong
It’s already been a month since the release of the Sun Wukong Update! We’ve got some fun stats and facts about the new hero, let’s have a look:
Sun Wukong was picked for 269 546 runs since he was made available! But over 700 000 deaths were counted, that’s almost 3 deaths per run! (We see you struggling with the Yang stance haha).
Altar of Heroes
As requested by the community for a long time, we’ve started working on a new Activity that will let players revive fallen Heroes or buy extra Revive Feathers. We’ll share more details in our next Dev Diary as we’re hoping to release this new feature in our next Update, planned for Q1 of 2024!
Here’s a little glimpse at our visual research for this highly anticipated altar:
Work in progress concept art
It’s something we’re sure will be deeply appreciated, especially after we add the third and last Chapter of Ravenswatch which will increase the overall length of a run.
Chapter 3
It’s still early to talk about the third Chapter of Ravenswatch, as it’s expected to be released for Q2 of 2024, though we thought it would be nice to share our progress on this future big addition to the game!
The third and final Chapter of Ravenswatch will bring a whole new map to explore, new enemies, one new themed quest, and a new Master Nightmare to defeat. Much like Storm Island, it will be a challenge to complete as you’ll have to cross both the first and second Chapters of the game to reach the final one.
Right now, we’ve set the layout and level design of this new map, as well as a few enemies that are currently being animated. The mood of this Chapter will be even darker and gloomy, with a never-ending Nightmare invasion. Here are a few concept arts to pique your curiosity (we don’t want to show too much too early):
Work in progress concept art
Work in progress concept art
Work in progress concept art
Community Questions
Are you planning more content after 1.0.? YES, we are considering making Ravenswatch a live service game after its release in version 1.0. To be honest, we’re still thinking about how that would look like, but we want to keep the game alive for as long as possible, depending of course on what the players want.
We will probably launch a poll/form in a couple of months, to gather some information about what YOU would like to see out of the game once the Early Access is complete.
Vocal chat for online Co-op? YES. It’s part of the second major iteration we’re anticipating for the matchmaking system that was released last update. We’ll add more co-op features, like a Kick button and more Co-op info in the HUD, for example. The vocal chat is a priority, as we understand that communication is key for success in Ravenswatch.
Remove the timer? YES & NO. That’s a tricky one… Obviously, some people don’t love it. But there’s also a lot of players that enjoy it. We’ve twisted and turned the problem in every way possible, but for us, the limitation of time is part of the core gameplay of the game. Having that pressure, and making decisions because of it, is the experience we designed for Ravenswatch.
Now, we can understand players want to explore the whole map (like a true RPG) or that it contributes to the difficulty of the game. We’re keen on balancing the difficulty as we make patches during this Early Access, but we’ll also make custom modes available for those who want to get rid of the timer (and more) and enjoy the game differently. The custom modes will let you dabble with many customizable settings, giving you the chance to tailor your own experience.
Christmas at Passtech Games!
As the team is getting ready to take a well-deserved holiday break, Passtech brings Christmas to the studio! We celebrate the whole day with good food, presents opening, games together, and even a brainstorming session on our next game after Ravenswatch 👀
🌟 We wish you all Happy Holidays! 🌟
It’s also Christmas on our social media! We’re currently running contests on both Twitter and our Discord server to win keys and awesome prizes for the holiday. Join the Discord now for a chance to win, or follow us on Twitter to get all the details!
Ravenswatch Patch note (Matchmaking) - Version 0.15.03
Greetings, Ravens!
Here's a small matchmaking improvement patch before the end of the year. This should help us find teammates more easily as you can launch a run whenever you want while in search of players now! More improvements to the matchmaking system are planned.
Our next diary (coming next week) should reveal more about our plans for 2024 and give you a sneak peek at what we're currently working on 👀
:: Hotfix 0.15.03 ::
Improvements
Matchmaking: You can now start a Run even if the lobby is not full. Choose ‘4 players’ in the matchmaking settings and wait for 1, 2, or 3 players before launching a game. Note: More improvements will be made to the Matchmaking system, like choosing any Difficulty, having a kick button or a vocal chat, and more.
Localization: Fixed some Simplified Chinese localization errors.
Currently investigated issues
Desynch / Random disconnection issues
High PINGs
Our next Major update in Q1 of 2024 should bring improvements on those reported issues. Stay tuned.
We're back with a quick hotfix (is it still hot if the update has been out for a week?) on Online connections between players. We wanted to thank you for the amazing reception of our latest update, The Sun Wukong Update. We're so glad that you enjoy this new character and the matchmaking system! The game is sitting currently at 82% recent positive reviews, that's wonderful and the team really appreciates your feedback.
Anyway, here's a little recap of the hotfix and our current investigated issues, with full transparency:
:: Hotfix 0.15.02 ::
Fixed bugs
Online: Fixed a bug related to P2P connections. May improve your experience if the online co-op has worsened since The Sun Wukong Update (0.15.01)
Currently investigated issues
Desynch / Random disconnection issues
High PINGs
We've already tackled many of the network issues since the beginning of the Early access, but some online problems remain and are harder to track down and eliminate (starting to sound less like debugging and more like hitman-related stuff...). We want to make our thinking and process clear, so here's a little transparency on what we're working on and what we have identified:
Why it has trouble working: When players are having trouble establishing a connection in P2P together (because of firewalls, VPNs, location, etc.), our server creates a relay between them. We believe that it's this relay that creates packet losses and leads to extensive delays, intangible enemies, disconnections, and more.
Our first move, more immediate: We've located the issue with the relay, so our short-term move is to try several possible solutions to prevent more problems from happening. We're hoping this will help to create a more stable experience for co-op runs, especially with delays and intangible enemies. This patch is a first step towards those solutions. But this is not a miracle solution, so we do not believe we should stop there, as it won't help with the high PINGs people are reporting. We're also working on a more long-term solution, detailed below.
Our second move, asap: We will change our current service provider, so we can better distribute this relay across the world and benefit from a more stable solution. We've made some good progress with Epic Online Services (EOS) in the last few weeks and we are currently testing the integration of this new tech. We expect it to be a big structural change, so we want to make the transition as smooth as possible. This will help with all the general issues related to delays, disconnections, and high PINGs.
We'll keep you updated on this matter along with our progress. Our next patch will revolve around the improvements we are making with the matchmaking system, thanks to your feedback and reports.
The Steam Awards are here, it's time to pick your favorite games of the year.
Greetings, Ravens!
The Steam Awards are coming up, and we need your help! If you liked Ravenswatch, you can nominate it for the "Better With Friends" Award!
There are some games out there that just aren't the same when you play by yourself. Maybe you need to have a friend to watch your back. Maybe you need to have a friend that you can stab in their back. Either way, fun is awaiting those who gather friends together play this game.
The Sun Wukong update is now available for free on Steam! We are so happy to release this new Major update for Ravenswatch, which includes a whole new and unique playable Hero, a matchmaking feature, and more! Check our roadmap down below to follow the development of the game.
To celebrate the new update, Ravenswatch is also 15% off on Steam!
Watch the Sun Wukong Update trailer
Summary
A CURSED CROWN,
A GOD TURNED MORTAL,
THE MONKEY KING JOINS THE RAVENSWATCH!
A new hero joins the Ravenswatch: Sun Wukong! + Unique Talent: Yin and Yang stances + Unique Ability kit + 17 Talents + 2 Ultimate Abilities
Online Matchmaking
Pings on the map
Difficulty modes Overhaul
New options: Pause timer during choices, screenshake...
And more!
Read the full patch note here: https://store.steampowered.com/news/app/2071280/view/3807291946733085879
Get the Update
Update the game for free on Steam right now to start playing with Sun Wukong and get a ton of other new content for Ravenswatch!
Ravenswatch is currently 15% off on Steam until November 21th, don't miss it:
Ravenswatch Patch note - Sun Wukong Version 0.15.01
Greetings, Ravens!
The newest addition to the Ravenswatch is here! Sun Wukong joins the Ravenswatch in the latest update of our Early Access game. Take a deep dive into the patch note down below to see all the new content and changes.
You can watch our Update trailer here:
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:
A new hero joins the Ravenswatch: Sun Wukong!
Matchmaking system
Pings on the map
Difficulty modes Overhaul
Three Little Pigs’ quests changes
Tentacle Master Nightmare nerf
New Options: Pause the timer when choosing stuff...
Read the detailed patch note below:
:: PATCH NOTE 0.15.01 (November 16th 2023) ::
🐦 = Community additions
New features
A new hero joins the Ravenswatch: Sun Wukong + Unique set of abilities + 2 Ultimate abilities +17 Talents: Stone Monkey, Thirst of Immortality, Supreme Polarity, Way of Awakening, Sprint, Celestial Pillar, Stick Twirl, Airbender, Ringing Beads, Resonance, Mantra of Balance, Thundercloud, Mind Fortress, One-inch Punch, Frost Tiger, Fiery Dragon, Divine Palm
Matchmaking system: Connect with players for quick matches + Find teammates + The layout for the lobby has been reworked
Pings on the Map: You can now ping anything on the map while in Co-op to indicate to your teammates the next objectives
Difficulty modes Overhaul: 4 levels of difficulty are now available instead of 10 Design Notes: We chose to reduce the number of difficulties for multiple reasons, but essentially because the multiplayer aspect of the game, especially with the introduction of public matchmaking, works way better if people can easily group and play together in a given difficulty. It also makes each step of difficulty really significant rather than adding minor modifiers that sometimes didn’t feel impactful enough. ‘Adventure’ is similar to the former ‘Normal’ mode where ‘Nightmare’ is even harder than the previous ‘Nightmare 9’. ⚠️ Note: Please note that the progression on Difficulty levels has been reset with this overhaul. We want to reassure you that the rest of the progression is not affected, so Heroes’ Ranks, unlocked Talents & Magical Objects are fine and not reset! We hope it’s not too much of an inconvenience, but it was a necessary wipe (it mostly affects badges) since the system has completely changed. + Adventure: Game rules set by default ; 6 Raven’s feathers ; Base XP + Twilight: Corrupted enemies can appear / Master Nightmares are stronger ; 4 Raven’s feathers ; -10% XP + Darkness: Healing orbs heal less / Master Nightmares are even stronger! ; 3 Raven’s feathers ; -20% XP + Nightmare: More high-rank enemies / All enemies are stronger! ; 2 Raven’s feathers ; -40% XP
UI, feedback, and general improvements + 🐦 Added the Cooldown of each ability in the description boxes + New Feedback when receiving large amounts of XP from activities and Bosses + Improved Hero Status notifications: new highlight colors should help differentiate statuses (Strength, Weaken, Max Health Up...) + Improved Heroes' "Strength" VFX aura + “In combat” is now displayed next to the character's portrait, not behind it, to make it more noticeable + Talents’ Quests progress feedback now includes the amount of Damage or Armor gained as a reminder + Ultimate Abilities now have their own icon frame to avoid mistaking them for Legendary Talents + Added the Difficulty icon in the HUD + 🐦 Glossary in the quick guide has been updated with the Vulnerable & Strength status + 🐦 The game does not up the Difficulty after successfully completing a run
New Settings / Options + 🐦 Option to pause the timer when choosing a Talent and Magical Object, and at the Sandman shop / in solo only + 🐦 Option to disable Screenshakes + 🐦 Option to contain cursor to window + Option to “Hide session code” + 🐦 “Show Map” input is now rebindable
Heroes adjustments
Scarlet: + ‘Gusting Roar’ Ultimate (Wolf Form) can now be interrupted by any other ability and has a cooldown proportional to the time it has been used (with a minimum of 10s) + Fixed ‘Pulverize’ that was not applying ‘Pyromania’ and ‘Armor Break’ effects to enemies hit above the bomb’s base radius + Fixed ‘Pulverize’ extra radius not being correctly applied in Wolf Form + Fixed bug of Power not taking into account Combo Points when ‘Explosive Rush’ is combined with ‘Pulverize’ (both now benefit from Combo Points properly)
The Pied Piper: + ‘Plague of Rats’ Ultimate can now be interrupted by any other ability and has a cooldown proportional to the time it has been used (with a minimum of 10s) + ‘Plague of Rats’ maximum cooldown set to 60s (from 90s) + Piper now gets back his rats properly while entering Cyclops’ cave + Fixed ‘Deep Notes’ night shots producing double impacts on destructible props
Beowulf: + 🐦 ‘Double Shock’ animation is now quicker, it lasts only +0.2s (from +0.6s) compared to the default Shockwave (Power) + 🐦 Significantly increased move speed during Special with ‘Bladestorm’ Talent + 🐦 ‘Bladestorm’ additional spins now always deal 100% damage (from 90%/80%/70%/60%) + ‘Retaliation’ can now be interrupted by any other Ability + ‘Fiery Slash’ now deals 400%/500%/600%/700% Attack Damage (from 500%/625%/750%/875%) + Fixed a bug that allowed ‘Retaliation’ to be cast in succession when triggered again at its end + Fixed a bug that made Beowulf fire deal excessive damage when applied to an already burning enemy in multiplayer (when playing as a peer) + Beowulf's trait is not blocked anymore when he is stunned by certain conditions
Snow Queen: Design Notes: The Snow Queen’s Attack was perceived to be a little slow and unreactive, we adjusted this to make her more dynamic and satisfying to play. + Increased Attack Speed and reduced base damage in the same proportion so it is more reactive and dynamic without damage per second change + ‘Strafe’ now sends up to 5/6/7/8 Attacks (from 4/5/6/7) + ‘Frost Ray’ Ultimate can now be interrupted by any other ability and has a cooldown proportional to the time it has been used (with a minimum of 10s) + ‘Snow Storm’ Ultimate is now disabled when a Snow Storm is already in progress plus cooldown will only start when Snow Storm ends
Aladdin: + ‘Major Enchantment’ effect is now inactive while game time is frozen (Chapter start Safe Zone) + ‘Tornado Jump’ base damage per second set to 40 (from 64) + ‘Leaping Strike’ now deals 200%/250%/300%/350% Attack Damage (from 240%/300%/360%/420%)
Melusine: + ‘Wisp Ballet’ Ultimate can now be interrupted by any other ability and has a cooldown proportional to the time it has been used (with a minimum of 10s) + Fixed ‘Soothing Presence’ effect that incorrectly remained active when Melusine was at Death’s door + Fixed ‘Backwash’ stagger which is now correctly reduced in the same proportions as the damage it deals
Geppetto: Design Notes: Geppetto’s dummies had a hard time in Chapter 2 because of the scaling system of the game. We adjusted that so that they can now correctly keep up with Chapter 2 enemies. + Set Dummies’ Base HP to 70 (from 80), set HP gain per level to 15% (from 10%) + Reviewed ‘Unstable Cores’ effects: + When created, DUMMIES have a 50% chance of being unstable + Hitting an unstable DUMMY with POWER - or if it is destroyed or dismantled - causes it to explode, dealing 80 area damage + ‘Meca-Puppets’ cannot be Unstable anymore + ‘Heart Ties’ armor bonus for Geppetto now takes into account ‘Meca-Puppets’ + Fixed ‘Meca-Puppets’ that could be built inside collisions / outside game zone + Fixed Dummies not taking into account DMG bonuses linked to ‘Golden Egg’, ‘Bloody Mary’s Mirror’ or ‘Oni Mask’ + Fixed Dummies being inaccurately targeted by some enemy attacks (like Tentacle Nightmares Night Shots) + Fixed “Rooted” status not being properly handled when using Dash with ‘Rocket Science’ Talent + Fixed Meca-Puppets, which is now correctly playing specific animation when using ‘Laser Eyes’
Balancing
🐦 Three Little Pigs’ quests: + Reducing resources to complete the quests to 15 for all party size + A part of the XP is gathered by constructing the house + Stone caves are revealed when the quest is triggered + Stones caves now have Dream Crystals + Straw camps can now have a chest, Vision Tower, or a Dream Crystal
Vision Towers: + Green Tower still reveals 4 points of interest and gives 300 base XP after being activated + Orange Tower now: + Reveals 6 points of interest + Gives 600 base XP after being activated
Dream Crystals: Design Notes: Dream Crystals were not consistent with other rewards, as they were the only ones that could be claimed without fighting. Note that Dream Crystals can still be destroyed and collected in combat, but it is now longer and more risky. + Dream Crystals are now protected and damage-resistant while the player is in combat + Big Dreams Crystals’ shards values changed to: + 80-120 shards for green crystals + 120-180 shards for orange crystals + 160-240 shards for red crystals
🐦 Tentacle Master Nightmare (Chapter 1 Boss): Design Notes: We saw that Chapter 1 Boss was a bit too strong while Chapter 2 Boss could be a little more challenging (at least, as long as we don’t introduce Chapter 3). We adjusted this as well as Chapter 2 Boss’ ‘Summon Eyes’ behavior, which could be frustrating when players didn’t have time to kill all the eyes before he summons them again + Base HP set to 250 (from 300)
Faceless Master Nightmare (Chapter 2 Boss): + Base HP set to 400 (from 350) + After summoning Eyes, Boss gets Double Armor (-75% damage taken) instead of its regular Basic Armor (-50% damage taken) as long as some Eyes are still alive + Boss will not re-summon Eyes while some are still alive
Enemies: + Enemies summoned during events (like the Pig House assault) will not alert nearby wandering enemies anymore + Wandering enemies will now better check their distance and height with players to avoid joining fights when they are too far
Jinns: + Standard Jinns can now be slightly pushback by abilities + Storm Jinn’s Thunder attack now properly disappears on Jinn’s death
Undead Hogs: + Reapers’ Scythe Cleave base damage reduced to 18 (from 20)
Roc Birds: + Roc Eggs don’t have collision anymore (harmonization with other enemies)
Fixed bugs
Major: + 🐦 Textures setting: The game doesn’t crash anymore when changing the texture quality settings + Magical Objects: Items cannot be duplicated anymore in multiplayer
Minor: + 🐦 Magical Object: The Nibelung ring gives the ultimate charge properly if picked before level 5 + Sinbad’s Quest: Sinbad Quest HUD is now properly displayed for peers + Health bars: Fixed an issue where the enemies’ health bars were not displayed for peers + 🐦 Controls: Issue with PAD for selecting a Talent if contextual action was bound on A + 🐦 Sound output settings: The game now properly reacts to changing sound output device
What's coming in the Sun Wukong Update - Dev Diary #05
Greetings, Ravens!
We're here with another Dev diary about the upcoming changes and updates of Ravenswatch!
I’ll try to be concise and make this post short, so let’s jump into the news right away! If you’ve watched our recent Reveal trailer, you’ll know Ravenswatch’s new update will feature a new playable character: Sun Wukong. He’s directly inspired by the most famous Chinese classical literature hero, the Monkey King himself will join the Ravenswatch on November 16th.
Watch our Reveal teaser here: https://www.youtube.com/watch?v=G1Ghkpy1ePQ Ahead of the release, we wanted to share a quick overview of the character, so you’ll know what to expect from this new Hero.
Sun Wukong overview
Our version of Sun Wukong is deprived of his godly powers. His crown has been possessed by an unremovable force, sapping his powers and putting an end to his divinity. He is now raging and bitter about his new mortality. The loss of his powers has also made him return to his primal instincts and his ape-like attitude. That doesn’t make him any less mighty as you can get an overpowered feeling by playing Sun Wukong, thanks to his fancy and flashy moves and his incredible mastery of martial arts.
We created Sun Wukong with the idea of Duality in mind. The first thing you’ll notice with him is the Yin and Yang stances, that you can switch during combat. The Yang stance makes you deal +100% damage, but also take +100% damage. High risk and reward, but you’ll also benefit from Strength for a short time. The Yin stance on the other hand makes you get Life on Hit for all of your abilities, as well as applying a Shield for a few seconds. Perfect for recovering the health you just lost by taking too many risks with the Yang stance!
You now understand, Sun Wukong requires more skill than any other character. And if you come from Curse of the Dead Gods, our previous game, you may be very happy to see the Parry make its comeback (sort of, it’s not exactly as punitive as Curse of the Dead Gods. We’re not monsters). You’ll need to balance the two stances, take risks, block attacks, and grow stronger to bring Sun Wukong to his full potential.
We could talk quickly about Sun Wukong’s Ultimate abilities, but frankly, we’d rather let you discover them by yourselves! Sun Wukong will also come with 17 Talents to upgrade your main abilities, we cannot wait to see how creative your builds and strategies will be.
Matchmaking system
The Online Matchmaking system or quick match, whatever you want to call it, has been the Number #1 requested feature since the launch of Ravenswatch in Early Access. We had planned this feature for later in the development of the game, but after seeing the demand we decided to bring it sooner and move some other stuff for later.
In the Sun Wukong update, you’ll now be able to look for Players online and create custom lobbies. That’s why the page on the right side has been modified a little bit to welcome the changes with the Matchmaking system.
We still consider it an early version of the system we have in mind, and it’s missing some key features like Vocal chat or more co-op information in the HUD, like the health of your teammates and such. We’ll improve the User Interface as well as make the connection more stable between the players in patches along the Early Access of Ravenswatch.
Even though there are no current Vocal features, it was impossible to release this matchmaking system without adding the simplest form of communication between the players: Pings on the map. Another highly requested feature that we decided to add in this update. Open the map and select a spot to ping it to alert players of your strategy or desired directions.
We hope you’ll enjoy it! Just know there’s room for improvement and we’ll listen to your feedback and suggestions on the matchmaking system. It was just too important and requested to wait more before adding it.
Difficulty modes overhaul
Onto another big thing: the Difficulty modes! The release of the second Chapter, Storm Island, made us realize the need for an overhaul of the Difficulty system. It also fits with the new matchmaking system, as it is way easier to choose between 4 difficulty modes than 10 to find players across the world.
So what does this revamp mean? We’ve condensed the 10 difficulties (from Normal to Nightmare 9) into 4 tailored challenges, with a real feeling of an escalating difficulty. Basically, we did not really like how tedious it could get to reach the highest difficulty levels of the game, especially with now two Chapters and a third in the works. It is still up to balancing of course, and we’ll probably rework it again for version 1.0 with more game-changing modifiers. But for now, it will do fine!
We’ve asked our community to share their ideas of new Names for those 4 difficulties, and they delivered! We made a poll on our Discord server to vote for the best ones and those who will make it into the game. And if you missed that, join our Discord server now for our next polls!
📝 One note about those changes: we will need to reset your progression on Difficulties as it’s necessary for this overhaul. We hope it’s not too much of an inconvenience but the game being in Early Access makes it inevitable in some cases to not reset progress for some features. We want to reassure you that the rest of the progression is not affected, so Heroes’ Ranks, unlocked Talents & Magical Objects are fine and not reset!
Steam deck issues fixed
Quick but worthy of a mention: in case you’ve missed the patch 0.14.03, we’ve fixed the Steam deck issues with telegraphed attacks and some crashes. If you’re a Deck player the Sun Wukong update will be the perfect time to jump back into the game! Let us know what you think, but it surely runs smoothly now!
Check out the latest patch note: https://steamcommunity.com/games/2071280/announcements/detail/3704829977958308187
Community Questions
Will you add a Reroll mechanic for Talents or Magical Objects?
The Reroll suggestion is a frequently requested feature from the community, and we're totally into that! We'll have to think about how to implement it in the current game loop, but it's something that you can expect to see arrive during the Early Access.
Are you considering giving players some way to restore Ravens' Feathers?
Yes! We're currently working on the design of this new mechanic. It will require new content for both Chapters, as well as ideas for visual representations of the shrine/altar, but you can expect this in the near future.
Are Skins or cosmetics coming to the game?
Why are people so interested in Skins and cosmetics?! (no, actually we understand). The short answer is: Yes, but for version 1.0.
The longer answer is: We rather focus on core content and put priority on improving the already existing experience of the game. But with that said, we have already started designing some alternative skins for Heroes and all I can say is that they totally rock!
Live Showcase and Q&A
Join our Devstreams next week to learn more about the new Hero, Matchmaking, reworked Difficulties, and more!
Sun Wukong Showcase: 📆 November 13 🕚 5 PM CEST
Sun Wukong live Q&A and Co-op 📆 November 15 🕚 5 PM CEST
The team has finally moved to our new offices and we took some time to celebrate with friends and family:
Also, the replay of our Lead Environment Artist Romane is now available on YouTube. If you're interested in our artistic and production processes for Curse of the Dead Gods and Ravenswatch, you can watch it here (French only):
Sun Wukong will join the Ravenswatch on November 16! (Reveal Teaser)
Greetings, Ravens!
We at Passtech Games are delighted to reveal the newest addition to the cast of Ravenswatch: Sun Wukong, the Monkey King!
Watch our Reveal Teaser for Sun Wukong:
Our version of Sun Wukong is deprived of his godly powers. His crown has been possessed by an unremovable force, sapping his powers and putting an end to his divinity. He is now raging and bitter about his new mortality. The loss of his powers has also made him return to his primal instincts and his ape-like attitude. That doesn’t make him any less mighty as you can get an overpowered feeling by playing Sun Wukong, thanks to his fancy and flashy moves and his incredible mastery of martial arts.
Get ready for November 16th
Alongside a new Hero, the Sun Wukong Update will bring its fair share of new content and features on November 16!
Sun Wukong joins the Ravenswatch with his own set of abilities and special trait, 17 Talents, and 2 Ultimate abilities
Ravenswatch Patch note (Steam Deck issues) - Version 0.14.03
Greetings, Ravens!
We have pushed a patch oriented on Steam Deck fixes, but also the missing Spiderlings in Co-op! Check out the patch note down below for a detailed look at the changes:
:: Patch note - Version 0.14.03 ::
Fixed bugs
Spiders: Fixed a bug where some spiderlings were not visible to peers in multiplayer
Steam Deck: + Fixed the Explosion/Attack indicators that were not displayed on Steam Deck + Fixed a crash when changing Chapter in multiplayer on Steam Deck
Currently investigated issues
Very long / Endless loading screen in Multiplayer
Desynch / Random disconnection issues
Can’t join with code / No code is showing
Possible crash when changing texture quality in the Settings menu
:: Early Access Roadmap ::
:: Fan arts ::
Thank you all for sharing your beautiful artwork!
By @RevealYourSins
By @Slinaro
By @Mil
:: Social Links ::
Visit Passtech Games website: https://www.passtechgames.com
Follow the official Ravenswatch Twitter account: https://twitter.com/PlayRavenswatch
Follow Passtech Games on Twitter: https://twitter.com/PasstechGames
Watch us on Twitch: https://www.twitch.tv/passtechgames
Follow us on Facebook: https://www.facebook.com/gaming/PasstechGames
Follow us on Instagram: https://www.instagram.com/passtechgames
- The Passtech Team 🍉
Ravenswatch Hotfix (Game Difficulty) - Version 0.14.02
Greetings, Ravens!
We have read your feedback, watched videos and live streams, and looked at the data, and we can only agree with your reports and recent reviews. This huge and outstanding update that we had worked on and planned for months didn’t meet your expectations on some levels, but we are here to remedy that!
While we’re planning more changes, here is a quick hotfix to resolve some issues. You can learn more about our plans in our latest Dev Diary and Roadmap:
🐦 Overall Difficulty: XP Boost Design Notes: In response to feedback, we've adjusted the game's difficulty to better match the game's new timeframe (6 days, 2 Chapters) and to give new players a better introduction to the game. The XP acquired by heroes is a pillar of the game's development, enabling them to tackle the map's advanced challenges more serenely, but also to be sufficiently prepared for the final confrontation. We've therefore adjusted the XP acquired during the game for the first difficulties to gently bring players up to the sustained pace required for the higher difficulties (Nightmare 6 and above, for which the difficulty remains unchanged). + Normal / Nightmare 1: +25% XP from any source + Nightmare 2 / Nightmare 3: +20% XP from any source + Normal 4 / Nightmare 5: +10% XP from any source + Nightmare 6 / Nightmare 7: No change
Nightmare Difficulty 8: Changed Nightmare 8 modifier, now reducing the amount of XP collected by 20%
Nightmare Difficulty 9: Nightmare 9 does not reduce the time limit anymore but removes 2 feathers instead (like the former Nightmare 8 modifier) Design Notes: For the Nightmare 9 difficulty, we have chosen to remove the additional time malus, which no longer seemed relevant, and to apply a change to Nightmare 8 in order to provide a tense and very challenging experience in these high-level difficulties. Note: As it was added in a hotfix, full localization for the Nightmare 8 modifier is not available (only French and English).
Faceless Master Nightmare: Design Notes: Storm Island's Master Nightmare did not correctly apply the Nightmare 3 and 6 modifiers designed to make it stronger. As a result, its setting was always the same for all difficulties. We've corrected this and adjusted its starting values to make it more manageable on difficulties lower than Nightmare 6. Its power is similar to the previous one from Nightmare 6 onwards. + 🐦 By default, -20% overall damage, -30% overall HP + Now Properly scales with Nightmare 3 & 6 modifiers
Ranking points: Base ranking points for meta progression set to 125 (from 100)
Fixed bugs
🐦 Cyclops fight: Fixed the teleportation issue in Co-op preventing players from fighting the Cyclops
Beowulf: Fixed wyrm being stuck in air when Beowulf is stunned during a wyrm ability
Aladdin: Fixed second wish description displaying min/max shards amount in the wrong order)
Geppetto: + Fixed ‘Nailing Strike’ last attack that was not healing dummies properly + ‘Family Meeting’ now takes into account Meca-Puppets for Dummies count
Roc Birds: Fixed a bug that could make some Roc Birds not hittable after being leashed
Faceless Master Nightmare: Fixed a bug where an FX stun was incorrectly displayed in multiplayer after it had been staggered
Treants: Fixed missing spawning behavior for Treants when summoned from a Grimoire or another enemy spawning event
🐦 Jinns: Fixed Jinns stuck in spirit form, resulting in being blocked permanently in combat mode
Known issues
Infinite loading in Lobby or Chapter Two in co-op
On Steam deck, some attack signals are not displayed
:: Updated Roadmap ::
Additionally to this hotfix, we are working on a new Difficulty System for our next Update, planned for Q4 of 2023. A new Hero will also join the Ravenswatch, and a first iteration of public Matchmaking will be available in the next Major update of Ravenswatch.
Join us on Friday, September 15th on Twitch to meet the devs and ask questions about our latest update or future content!