Ravenswatch Patch note - Shores of Storm Island Version 0.14.01
Greetings, Ravens!
The Shores of Storm Island update is now available for everyone on Steam! After conducting a short but effective Experimental Beta, the new content and features are ready to be released to the world.
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:
New Chapter: Storm Island
New talents for all heroes
Timer and reduced cycles
Snow Queen rework
Mini-map rework
Fixed Cinematics issues
Fixed projectiles in slopes issues
Read the detailed patch note below:
:: PATCH NOTE 0.14.01 (September 7th 2023) ::
🐦 = Community additions
New features
New Chapter - Storm Island: + A new map in a completely different setting. Reach the shores of the island, brave the storm, and defeat the Nightmares! + You will now continue your journey in Chapter Two after a victorious conclusion in Chapter One, allowing you to reach level 8 of your Upgrades! + You can now save in-between two Chapters, and continue your progression another time! (solo only)
1 new themed quest: Defend Sinbad from the Cyclops!
4 new enemy types: + Roc Birds: Rocling, Roc Eggs, and Phoenix Roc + Gnolls: Hunter Gnoll, Shielded Roc, and Gnoll Chieftain + Jinns: Storm Jinn, Ifrit Jinn, Evil Jinn + Crabs: Reef Crab, Mud Crab, and Coral Crab
1 new Mini-boss challenge: Boss Crab
1 new Master Nightmare: Faceless Master Nightmare
Inventory / Map: + 🐦 Improved the overall look of the Map and Minimap in the Inventory menu and the HUD to make it clearer and more detailed + 🐦 Icons on the Map and Minimap have been improved to be more legible
Loading screen: + 🐦 Added a loading animation + Added new icons for the tips
Heroes: New Upgrades Talents for everyone! + 🐦 (Upgrades have been renamed Talents) + Scarlet: 3 new Talents - Pulverize - Double Strike - Explosive Rush + The Pied Piper: 3 new Talents - Spinning Solo - Stimulant Vibes - Music of the Spheres + Beowulf: 3 new Talents - Sparkling Shield - Retaliation - Fiery Slash + Snow Queen: 5 new Talents - Shards Flurry - Radiant Crown - Strafe - Ice Spray - Freezing Stars + Aladdin: 3 new Talents - Wish of Omnipotence - Leaping Strike - Tornado Jump + Melusine: 3 new Talents - Razor Tail - Soothing Presence - Wisp Surge + Geppetto: 3 new Talents - Laser Lenses - Family Meeting - Vacuum Capsules
Heroes adjustments
Scarlet: + 🐦 Human Special (Bomb) no longer stuns allies (but can still stun Scarlet) + 🐦 Readapted Wolf ‘Bite’ (Power) targeting so it doesn’t miss close targets + Scarlet is now instantly Intangible when triggering ‘Grandmother's Souvenir’ + Increased Hunter’s Souvenir damage to 250 (from 150) + Fixed a bug where eating the last Master Nightmare tentacle with ‘In the Belly’ could result in not stun it properly + Fixed a bug where Scarlet’s Talent ‘Shapeshifter’ max health reduction was not counting Vitality points correctly
The Pied Piper: + 🐦 Fixed the ‘Explosive Rats’ Talent description displaying an incorrect damage value + 🐦 Now displays current and max number of rats over trait ability
Beowulf: + 🐦 Fixed Trait activation that was incorrectly canceled when Beowulf is stunned + Attack Critical Chance buff obtained when triggering Trait with ‘Blademaster’ Talent now lasts for up to 5 seconds + Improved ‘Crimson Fire’ explosion radius so it is wider for larger enemies + Fixed damage over time of ‘Scorched Earth’ not being reduced properly when combined with ‘Double Shock’ + Set extra damage from ‘Eruption’ explosions to +60%/+75%/+90%/+105% (from +100%/+125%/+150%/+175%)
The Snow Queen: Complete rework detailed below: Design Notes: We chose to make more in-depth changes to the Snow Queen after carefully taking into account the various feedback we had for her as well as our own perception of the character. Though the character was overall very appreciated, some of her core mechanics were not satisfying enough, especially at night, with the removal of most of her immediate damage. We took some time to think about the core aspects of the character, kept what was satisfying with her, and adapted the rest or even reworked some aspects so it fits better the vision of the mage/combo character we had in mind. We hope you’ll enjoy it and we are eager to hear from you about the changes! + Frost generated by abilities no longer behaves differently according to daytime. It now always deals damage and applies Chilled to hit enemies + Former Special (‘Shatter’) is now her Trait ability ‘Ice Crown’ + Former Trait (‘Ice Skating’) is now her Defense ability and has a small intangibility window at start + Former Defense (‘Gust of Cold’) is transformed in her new Special ability, ‘Ice Shards’. It no longer Chills enemies nor grants intangibility but sends waves of Ice shards in a cone that deal extra damage to Chilled targets + Chilled effect now lasts 5 seconds (from 4) and reduces movement speed by 40% (from 50%) + Attack damage reduced to 18 (from 20) + ‘Frost Exposure’ and ‘Biting Gust’ Talents have been removed + 🐦 ‘Ice Clone’ Talent is no longer limited to one clone. In addition to that, destroyed or expired clones now explode to deal damage around and Chill hits enemies + ‘Freezing Shatter’ Quest Talent is renamed ‘Rupture’. Each step now requires only 2 targets to be shattered at once instead of 3. When complete, it no longer re-applies Chill to shattered enemies but applies Vulnerable to them instead + ‘Frost Queen’ Talent is now a Starting Talent (Level 1). It now makes Frost last longer on the ground (similar to the former Night Frost but without the damage removal) and makes the Chill slowing effect more potent + 🐦 ‘Windy Lances’ Talent is now a Standard Talent (Level 2+). Its aiming has been improved and the general behavior adjusted so it can more easily benefit from its duration reset on hit. + ‘Slide’ Talent now transforms the Dash Ability, making it leave a frost trail, dealing damage and chilling enemies passed + 🐦 Halved the duration required to build up power with the ‘Frost Surge’ Talent + ‘Wind Shield’ Talent is renamed ‘Ice Shield’, and now allows Defense (‘Ice Skating’) to apply a Shield on the Snow Queen and other Heroes passed during the ability + Increased Frost Ray’s damage per second to 160 (from 120) and doubled targeting speed
Aladdin: + Second Wish (Wealth) now grants 15 to 25 Dream Shards (from 25 to 50) + ‘Slide Attack’ is now a Standard Talent and deals 400/500/600/700% Attack damage (from 300/400/500/600) + Fixed a bug where ‘SwordJinn’'s FX stays displayed if Aladdin is stunned while performing this Talent + Fixed an issue where Consumable objects from Second Wish were not interactable if spawned next to an exit or entrance of a cave
Melusine: + Increased ‘Water Bomb’ damage to 400 (from 300) + Fixed a bug where the sound FX of ‘Wisp Ballet’ could last after she is stunned during the channeling + Fixed a bug where Shield generated from ‘Protective Flow’ would not apply on Intangible Allies
Geppetto: Design Notes: We adapted Geppetto’s Trait so it is more challenging to keep all three dummies active at the same time so it is more valuable to try to maintain them in life rather than just letting them die to build a new one. + Trait’s cooldown is now frozen when all dummies are active + Dummies’ attack stagger power reduced to 5 (from 10) + Dummies are now invincible while under the effect of ‘Overclock’ Ultimate + ‘Overclock’ cooldown set to 10s + 20s by activated Dummy (from a fixed 90s) + ‘Overclock’ is now disabled if no dummy is active + Fixed Dummies damage description not taking ATTACK damage increase into account + Fixed Dummies ‘Fireworks’ missiles incorrectly scaling with ATTACK damage (it still scales with general DMG)
Balancing
Timer: + Chapters are now 3 days each instead of 4 Design Notes: Previously, with a solo chapter to play, there were 4 cycles of day and night before the final encounter. With the addition of the second chapter, we had to adapt this so the overall playtime fits the dense and intense experience we are looking for. Games are now longer, as the two Chapters will be played over 6 cycles. It means you’ll spend less time on the first Chapter (3 cycles) that’s why we made different adjustments to smooth it up and adapt some things related to the fact that you now play on two Chapters. Nightmare difficulties may be now more challenging because of the extra duration of the run as well as some changes that make them more potent. Consider reducing the difficulty on your first tries to experiment with all the changes we made. + 🐦 The timer is now a countdown timer to 0
🐦 Pigs quests: Changes have been made to the quests + The quest doesn’t spawn too far from the starting tile + Resources required to repair the house are now set to 16 resources for 1 player and 2 more resources per additional player (up to 22) + The time to gather the resources has been reduced to 255 seconds from 270 seconds + Enemies spawning is limited to 2 families maximum (selected randomly) - Exception 1: The Ghoul family cannot spawn for the Stone House - Exception 2: The Treant family cannot spawn for the Straw House
Ravens Feathers: Start with 6 Raven Feathers, 4 if playing in Nightmare 2+, 2 if playing in Nightmare 8+
Healing Orbs: In Chapter One, Healing orbs now heal 25 (from 20) or 15 in Nightmare 4+ (from 10)
Grimoires of Monsters: Grimoires XP rewards increased to 600/900/1200 (from 300/420/540)
Wishing Wells: Wishing well prices increased to 150/250/350 (from 100/150/200)
Vision Towers / Map reveal : + Vision Towers and Chapter Start vision now reveal up to 4 Points of Interest (from 3) + Starting Vision effect now always reveals the Optional Quest location
Talents: Talents rarity drop rate set to 75/20/4/1 (from 60/30/9/1)
Magical Objects / Consumables: Design Notes: Many Magical Objects were previously balanced for a single chapter so they could quickly be significant. Since the game is now played over 2 Chapters, we adjusted some values, mostly those that allow scaling over time. + Voodoo Doll: Extra Damage to bosses set to 20% (from 30%) + Ogre Blood: Increase DMG by 1 for each 10 Vitality (from each 5 Vitality) + Horn of Plenty: grants +2 Vitality per Magical Object (from +5) + 🐦 Excalibur: Increases DMG by 10 for each Legendary Talent (from 20) + Unicorn Horn: Cooldown increased to 60 seconds (from 30) + Oni Mask: DMG increased by 20 per cursed object over legendary (from 30) + Four-leaf Clover: Grants +5% Crit Chance (from +10) + Sandman’s Magic Mirror price set to 150 (from 75) + Sandman’s Gingerbread Man price set to 50 (from 75)
🐦 Dash: DASH can now be interrupted by any Ability a very short time after it is triggered
Masters Nightmares: + Tentacle Master Nightmare (Chapter 1 Boss) Base HP decrease (now 300 from 400) + Masters Nightmares now stop dropping healing orbs after some time
🐦 Priest Cultist: Healer enemies will not target other healers with their healing abilities
Fixed bugs
Hangs: Fixed an issue where the game would soft lock the players if you simultaneously opened the map and pressed the ‘Back’ button on a controller
🐦 Same Heroes: Fixed an issue where it allowed multiple players to play as the same Hero in co-op (two Scarlets, etc.)
🐦 Slopes: Fixed an issue where projectiles from the Snow Queen and the White Ladies were coming through the slopes
🐦 Teleportation during cinematics: All teleportation issues during cinematics should be fixed, report us new ones if you find any!
Summoned enemies: Fixed summoned enemies that were staying on the battlefield on target lost or ‘leashed’ behavior (they now properly die or disappear)
Inventory: Fixed a bug where the first Ability hovered by a mouse in the Inventory menu was not the correct one to be displayed
Pushback: Pushback and hit stuns were not properly replicated for peers while playing in co-op
Audio: + Fixed a bug where Scarlet’s bomb’s SFX was not replicated for peers while playing in co-op + Fixed a bug where Beowulf’s Talent ‘Fiery Slash’ SFX was not replicated for peers while playing in co-op
How to get my Experimental Beta save
Thank you so much for participating in the Experimental Beta of Shores of Storm Island a couple of weeks ago. Your suggestions, feedback, and bug reports helped us shape the rest of this update.
If you want to keep your save from the Experimental Beta, follow these steps: → Open the Experimental Beta save repertory located here: \Steam\steamapps\common\Ravenswatch\_Save\storm_island_experimental_beta → Copy ‘Profile_1.ob’ → Go to \Steam\steamapps\common\Ravenswatch\_Save and paste ‘Profile_1.ob’ there → Click ‘Yes’ when asked to replace the previous ‘Profile_1.ob’ file → Launch the game and have fun!
⚠ We recommend making a copy of your original save and storing it somewhere safe on your computer before replacing it with your Experimental Beta one.
Shores of Storm Island Experimental Beta branch is live!
Greetings, Ravens!
Here we are! The Experimental Beta for Shores of Storm Island is now live on Steam. This is the first time that we try a beta for new content in Ravenswatch; we’re looking forward to hearing your feedback on this work-in-progress update!
Shores of Storm Island will fully release later this summer, once we feel we gathered enough community feedback and we had the time to polish the update.
Beware that the content is not final. We are still actively working on the Shores of Storm Island update, but we feel we’ve reached a good point where we need to listen to the players to improve the overall experience of this new Chapter! This is not the official release of Shores of Storm Island, therefore if you don’t like to partake in buggy, unstable and confusing experiences (we’re selling a dream here, right?), you may want to wait a little bit longer to try the new content. Stay tuned for the release date announcement!
Summary
REACH the shores of Storm Island,
GAIN more power and talents in your journey,
DEFY the storm and the new Master Nightmare!
Chapter Two: Storm Island, a new map to explore
Defeat the new Master Nightmare
Fight the Cyclops to free Sinbad from his inevitable fate
+10 new Enemies to slay, including 1 new Mini-boss
+20 additional Talents for all Heroes
And more!
Read the full patch note here: https://store.steampowered.com/news/app/2071280/view/3659790810659712636
How to get access to the Experimental Beta branch
The Experimental Beta branch is open to all! You will need to complete a painless process to access it: → Right-click on the game’s icon in your Steam library → Select ‘Properties’ then choose the ‘Betas’ tab → Use the drop-down list and select ‘storm_island_experimental_beta’ → Let Steam update the game → Launch, and have fun!
To opt-out, repeat the process but choose ‘None’ in the drop-down list. You will be brought back to the live version of the game.
Wait, you don’t have the game yet? You will need to purchase an Early Access copy of Ravenswatch on Steam to access the Experimental Beta branch for Shores of Storm Island:
The Experimental Beta branch will function on a different save than your main one. A new local folder and file named ‘storm_island_experimental_beta’ will automatically be created when switching to the Beta branch, you must open the game and at least change one setting in the settings menu to make it appear. This means you will start a fresh new save on the Experimental branch and anything you do won’t be replicated onto your original save. You can also copy your current save (Profile_1.ob) and paste it into the ‘storm_island_experimental_beta’ folder if you don’t want to start fresh, but your progress on the Experimental Beta won’t be updated on the live version of the game.
⚠ We still recommend making a copy of your original save and storing it somewhere safe on your computer, just in case!
Here’s where you can find your saves: \Steam\steamapps\common\Ravenswatch\_Save Once the Shores of Storm Island update will be live for all, you will be automatically switched back to the main Steam branch (you can opt out of the Experimental Beta branch at any given time).
How to share your feedback?
A dedicated forum on Steam and a channel on our Discord server have been created to share your feedback on the Shores of Storm Island Experimental Beta.
Please, always specify which version of the game you’re playing while doing your reports (live or experimental beta). This will help us when sorting feedback and issues.
We will also share a feedback form in the next couple of weeks.
You are welcome to record and post videos of your experience on the Experimental Beta online, no NDAs here :)
Thank you for participating in this Experimental Beta of Shores of Storm Island! We’re beyond excited to share our progress and read your thoughts on the new additions and changes.
Ravenswatch Patch note - Experimental Beta Version 0.14.00
Greetings, Ravens!
The Shores of Storm Island Experimental beta is live. Check the patch note down below to see what changed and what was added! How to access the Experimental beta is detailed below.
Read our announcement post for more information about the Experimental Beta branch: https://steamcommunity.com/games/2071280/announcements/detail/3659790810657015318
:: PATCH NOTE 0.14.00 (August 17th 2023) ::
🐦 = Community additions
⚠ DISCLAIMER: Some texts are not yet translated for the Experimental Beta.
New features
New Chapter - Storm Island: + A new map in a completely different setting. Reach the shores of the island, brave the storm, and defeat the Nightmares! + You will now continue your journey in Chapter Two after a victorious conclusion in Chapter One, allowing you to reach level 8 of your Upgrades! + You can now save in-between two Chapters, and continue your progression another time! (solo only)
1 new themed quest: Defend Sinbad from the Cyclops!
4 new enemy types: + Roc Birds: Rocling, Roc Eggs, and Phoenix Roc + Gnolls: Hunter Gnoll, Shielded Roc, and Gnoll Chieftain + Jinns: Storm Jinn, Ifrit Jinn + Crabs: Reef Crab, Mud Crab, and Coral Crab
1 new Mini-boss challenge: Boss Crab
1 new Master Nightmare: Faceless Master Nightmare
Inventory / Map: + 🐦 Improved the overall look of the Map and Minimap in the Inventory menu and the HUD to make it more clear and more detailed + 🐦 Icons on the Map and Minimap have been improved to be more legible
Loading screen: + 🐦 Added a loading animation + Added new icons for the tips
Heroes: New Upgrades Talents for everyone! + 🐦 (Upgrades have been renamed Talents) + Scarlet: 3 new Talents - Pulverize - Double Strike - Explosive Rush + The Pied Piper: 3 new Talents - Spinning Solo - Stimulant Vibes - Music of the Spheres + Beowulf: 3 new Talents - Sparkling Shield - Retaliation - Fiery Slash + Snow Queen: 5 new Talents - Shards Flurry - Radiant Crown - Strafe - Ice Spray - Freezing Stars + Aladdin: 3 new Talents - Wish of Omnipotence - Leaping Strike - Tornado Jump + Melusine: 3 new Talents - Razor Tail - Soothing Presence - Wisp Surge + Geppetto: 3 new Talents - Laser Lenses - Family Meeting - Vacuum Capsules
Heroes adjustments
Scarlet: + 🐦 Human Special (Bomb) no longer stuns allies (but can still stun Scarlet) + 🐦 Reviewed Wolf Power’s (Bite) targeting so it is more precise when targeting empty spots (for escape purposes) + Scarlet is now instantly Intangible when triggering ‘Grandmother's Souvenir’ + Fixed a bug where eating the last Master Nightmare tentacle with ‘In the Belly’ could result in not stun it properly + Fixed a bug where Scarlet’s Talent ‘Shapeshifter’ max health reduction was not counting Vitality points correctly
The Pied Piper: + 🐦 Fixed the ‘Explosive Rats’ Talent description displaying an incorrect damage value + 🐦 Now displays current and max number of rats over trait ability
Beowulf: + 🐦 Fixed Trait activation that was incorrectly canceled when Beowulf is stunned + Attack Critical Chance buff obtained when triggering Trait with ‘Blademaster’ Talent now lasts for up to 5 seconds + Improved ‘Crimson Fire’ explosion radius so it is wider for larger enemies
The Snow Queen: Complete rework detailed below: Design Notes: We chose to make more in-depth changes to the Snow Queen after carefully taking into account the various feedback we had for her as well as our own perception of the character. Though the character was overall very appreciated, some of her core mechanics were not satisfying enough, especially at night, with the removal of most of her immediate damage. We took some time to think about the core aspects of the character, kept what was satisfying with her, and adapted the rest or even reworked some aspects so it fits better the vision of the mage/combo character we had in mind. We hope you’ll enjoy it and we are eager to hear from you about the changes! + Frost generated by abilities no longer behaves differently according to daytime. It now always deals damage and applies Chilled to hit enemies + Former Special (‘Shatter’) is now her Trait ability ‘Ice Crown’ + Former Trait (‘Ice Skating’) is now her Defense ability and has a small intangibility window at start + Former Defense (‘Gust of Cold’) is transformed in her new Special ability, ‘Ice Shards’. It no longer Chills enemies nor grants intangibility but sends waves of Ice shards in a cone that deal extra damage to Chilled targets + Chilled effect now lasts 5 seconds (from 4) and reduces movement speed by 40% (from 50%) + Attack damage reduced to 18 (from 20) + ‘Frost Exposure’ and ‘Biting Gust’ Talents have been removed + 🐦 ‘Ice Clone’ Talent is no longer limited to one clone. In addition to that, destroyed or expired clones now explode to deal damage around and Chill hits enemies + ‘Freezing Shatter’ Quest Talent is renamed ‘Rupture’. Each step now requires only 2 targets to be shattered at once instead of 3. When complete, it no longer re-applies Chill to shattered enemies but applies Vulnerable to them instead + ‘Frost Queen’ Talent is now a Starting Talent (Level 1). It now makes Frost last longer on the ground (similar to the former Night Frost but without the damage removal) and makes the Chill slowing effect more potent + 🐦 ‘Windy Lances’ Talent is now a Standard Talent (Level 2+). Its aiming has been improved and the general behavior adjusted so it can more easily benefit from its duration reset on hit. + ‘Slide’ Talent now transforms the Dash Ability, making it leave a frost trail, dealing damage and chilling enemies passed + 🐦 Halved the duration required to build up power with the ‘Frost Surge’ Talent + ‘Wind Shield’ Talent is renamed ‘Ice Shield’, and now allows Defense (‘Ice Skating’) to apply a Shield on the Snow Queen and other Heroes passed during the ability
Aladdin: + ‘Slide Attack’ is now a Standard Talent and deals 400/500/600/700% Attack damage (from 300/400/500/600) + Fixed a bug where ‘SwordJinn’'s FX stays displayed if Aladdin is stunned while performing this Talent + Fixed an issue where Consumable objects from Dream shards’ wish was not interactable if spawned next to an exit or entrance of a cave
Melusine: + Fixed a bug where the sound FX of ‘Wisp Ballet’ could last after she is stunned during the channeling + Fixed a bug where Shield generated from ‘Protective Flow’ would not apply on Intangible Allies
Geppetto: Design Notes: We adapted Geppetto’s Trait so it is more challenging to keep all three dummies active at the same time so it is more valuable to try to maintain them in life rather than just letting them die to build a new one. + Trait’s cooldown is now frozen when all dummies are active + Dummies’ attack stagger power reduced to 5 (from 10) + Fixed Dummies damage description not taking ATTACK damage increase into account + Fixed Dummies ‘Fireworks’ missiles incorrectly scaling with ATTACK damage (it still scales with general DMG)
Balancing
Timer: + Chapters are now 3 days each instead of 4 + Design Notes: Previously, with a solo chapter to play, there were 4 cycles of day and night before the final encounter. With the addition of the second chapter, we had to adapt this so the overall playtime fits the dense and intense experience we are looking for. Games are now longer, as the two Chapters will be played over 6 cycles. It means you’ll spend less time on the first Chapter (3 cycles) that’s why we made different adjustments to smooth it up and adapt some things related to the fact that you now play on two Chapters. Nightmare difficulties may be now more challenging because of the extra duration of the run as well as some changes that make them more potent. You may consider reducing the difficulty on your first tries to experiment with all the changes we made. + 🐦 The timer is now a countdown timer to 0
Ravens Feathers: Start with 6 Raven Feathers, 4 if playing in Nightmare 2+, 2 if playing in Nightmare 8+
Tentacle Master Nightmare: Chapter One Master Nightmare Base HP set to 350 (from 400)
Healing Orbs: In Chapter One, Healing orbs now heal 25 (from 20) or 15 in Nightmare 4+ (from 10)
Grimoires of Monsters: Grimoires XP rewards increased to 300/600/900 (from 300/420/540)
Wishing Wells: Wishing well prices increased to 150/250/350 (from 100/150/200)
Vision Towers / Map reveal: + Vision Towers and Chapter Start vision now reveal up to 4 Points of Interest (from 3) + Starting Vision effect now always reveals the Optional Quest location
Talents: Talents rarity drop rate set to 75/20/4/1 (from 60/30/9/1)
🐦 Dash: DASH can now be interrupted by any Ability a very short time after it is triggered
Masters Nightmares: Masters Nightmares now stop dropping healing orbs after some time
🐦 Priest Cultist: Healer enemies will not target other healers with their healing abilities
Fixed bugs
Crashes / Hangs: + Fixed an issue where the game would crash upon attempting to teleport right after opening the Map + Fixed an issue where the game would soft lock the players if you simultaneously opened the map and pressed the ‘Back’ button on a controller
🐦 Same Heroes: Fixed an issue where it allowed multiple players to play as the same Hero in co-op (two Scarlets, etc.)
🐦 Slopes: Fixed an issue where projectiles from the Snow Queen and the White Ladies were coming through the slopes
Inventory: Fixed a bug where the first Ability hovered by a mouse in the Inventory menu was not the correct one to be displayed
Pushback: Pushback and hit stuns were not properly replicated for peer while playing in co-op
Audio: + Fixed a bug where Scarlet’s bomb’s SFX was not replicated for peer while playing in co-op + Fixed a bug where Beowulf’s Talent ‘Fiery Slash’ SFX was not replicated for peer while playing in co-op
How to get access to the Experimental Beta branch
The Experimental Beta branch is open to all! You will need to complete a painless process to access it: → Right-click on the game’s icon in your Steam library → Select ‘Properties’ then choose the ‘Betas’ tab → Use the drop-down list and select ‘storm_island_experimental_beta’ → Let Steam update the game → Launch, and have fun!
To opt-out, repeat the process but choose ‘None’ in the drop-down list. You will be brought back to the live version of the game.
Wait, you don’t have the game yet? You will need to purchase an Early Access copy of Ravenswatch on Steam to access the Experimental Beta branch for Shores of Storm Island:
The Experimental Beta branch will function on a different save than your main one. A new local folder and file named ‘storm_island_experimental_beta’ will automatically be created when switching to the Beta branch, you must open the game and at least change one setting in the settings menu to make it appear. This means you will start a fresh new save on the Experimental branch and anything you do won’t be replicated onto your original save. You can also copy your current save (Profile_1.ob) and paste it into the ‘storm_island_experimental_beta’ folder if you don’t want to start fresh, but your progress on the Experimental Beta won’t be updated on the live version of the game.
⚠ We still recommend making a copy of your original save and storing it somewhere safe on your computer, just in case!
Here’s where you can find your saves: \Steam\steamapps\common\Ravenswatch\_Save Once the Shores of Storm Island update will be live for all, you will be automatically switched back to the main Steam branch (you can opt out of the Experimental Beta branch at any given time).
Thank you for participating in this Experimental Beta of Shores of Storm Island! We’re beyond excited to share our progress and read your thoughts on the new additions and changes.
Announcing an Experimental Beta Branch - Dev Diary #03
Greetings, Ravens!
As you already know, the team at Passtech Games has been working hard on the second Chapter of Ravenswatch! Our Summer update is going along great but we still have a lot of things to do to bring the experience of Chapter Two to the same level as Chapter One. Here are some insights into the development of the Early Access of Ravenswatch!
Where we're at
We are happy with the game's current experience in Early Access. Sure, there are some balancing tweaks to be made, and content is scarce once you’ve reached Nightmare 9 and tried all the seven available heroes. With the arrival of Chapter Two, we hope to double your fun as we understand how frustrating it is to reach Level 5 and not be able to enjoy it at the end of a run.
Launching the Geppetto Update a few months ago has enabled us to add a new and atypical character to the mix. You should have understood by now that we place great emphasis on Heroes and their diversity of playstyles; Geppetto is just an example of how crazy we can get with designs! This previous update was also a good way of making the community wait for Chapter Two, Storm Island being our biggest and most ambitious update looking forward (more on that down below).
We were also able to fix long-time issues such as the random crash that occurred in co-op while defeating the Master Nightmare (whoops), and DX12 issues. Read our previous patch notes here. We are actively working on improving the online experience of Ravenswatch and eradicating remaining bugs and issues.
Experimental Beta branch
Now we understand that the wait between Chapters can be long. We truly are trying our best to respect our timeframe and bring the most polished experience possible to the players. ⚡ Shores of Storm Island ⚡ (the official name of the update) will be massive with a new Chapter to explore, new enemies, a brand new quest to complete, new Bosses, and more Upgrades for all Heroes (as per requested by the community, they have been renamed ‘Talents’).
The Storm Island Update isn’t quite ready to release live, but with that said, we are contemplating the idea of releasing an experimental beta version of it to gather players’ feedback and share our progress with the community. Keep in mind that the beta version will be pretty advanced but not polished at all. You can expect most of the planned content to be there but there will be bugs and things that don’t make total sense (visual or audio feedback may be missing, and behaviors may be buggy…). It’s also full of spoilers for the new content, so if you’re afraid of that you may want to wait for the official release of the update.
With your help, we will be able to take a step back on all of the work we’ve accomplished so far and see how we can improve the game loop with those two Chapters to complete in one run.
What about a sneaky gif of Aladdin in Storm Island?
We will open this experimental branch in the upcoming weeks, stay tuned for that!
⚠ Warning: Your saves may be at risk with the experimental beta branch. We recommend making a copy of it and storing it somewhere safe on your computer if you do decide to partake in this experiment.
What we’re working on
Chapter Two is only one part of our next Major update. You read it right! More content is planned for Shores of Storm Island, here’s a quick look into it:
Levelling-up heroes even further 📈
Reaching Chapter 2 will allow you to keep levelling-up your heroes in your runs! That means you won’t be stuck at level 5 anymore, but you’ll be able to reach level 8 and get new Talents on the way! For that matter, we decided to add about 3 Talents per hero, +20 Talents in total that you’ll get to unlock in the Book.
Here are Scarlet’s new Talents icons, can you try to guess what they do?
Run length ⏱
Previously, with a solo Chapter to play, there were 4 cycles of day and night before the final encounter. With the addition of the second Chapter, we had to adapt this so the overall playtime fits the dense and intense experience we are looking for. Runs are now longer, as the two Chapters will be played over 6 cycles. It means you’ll spend less time on the first Chapter (3 cycles), that’s why we made different adjustments to smooth it up and adapt some things related to the fact that you now play on two Chapters.
The Snow Queen 👑
We chose to make more in-depth changes to the Snow Queen after carefully taking into account the various feedback we received about her, as well as our own perception of the character. Though this hero was very appreciated overall, some of her core mechanics were not satisfying enough ( especially at night, with the removal of most of her immediate damage). We took some time to think about the core aspects of the character, keep what was satisfying with her, adapt the rest, or even rework some aspects to fit better with the vision of a mage/combo character we have. We hope you’ll enjoy it and we are eager to hear your feedback about the changes!
Without getting in too much detail, her ‘Shatter’ move becomes Snow Queen’s Trait as it really is her signature movement. The ‘Ice Skating’ move is now her Defense ability, a perfect way to evade and chill enemies on the way! We added way more changes that you will be able to read in our patch note when we launch the Experimental Beta branch.
Community Questions
Now let’s take some time to answer 3 questions from the community:
Will you be adding a Matchmaking or Quick match system?
YES. The game is currently lacking a way to play with non-friends people, and it became one of our priorities to add this feature in the upcoming months. We’re hoping to release it (or at least a first working prototype) for our Fall Update.
Will you improve the Mini-map readability?
YES. We heard you! We will continuously try to improve the game’s HUD and UI, but the Mini-map and Map in the Inventory became a priority with all the reports we got in the first months of the Early Access. We made many improvements, from new icons to a more detailed layout… Here’s a peek:
Will you add a Reroll mechanic?
MAYBE. We read some good ideas about this suggestion, and we’re thinking about it. We’ll have to see how it could fit into the current game loop. But if you’ve been here since the Early Access of Curse of the Dead Gods (our previous game), you know we ended up adding this community-requested feature into the game by popular demand 😛
Fun stat
To conclude this never-ending post, here’s a fun stat: Someone in the player’s base (we have an idea who, but manifest yourself!) beat the game in Nightmare 9: 597 times! That’s a crazy number and it deserved to be celebrated 🥳
Thank you for reading, we hope you were able to have a good look at our we apprehend things and what’s coming soon! We are also participating in the Future Game Show on August 23rd for Gamescom 2023! Watch the event live to have even more details about Shores of Storm Island!
Our team is also getting ready to move into new and bigger offices in August, so that’s an eventful month at Passtech Games! In the meantime, cheers!
The team enjoying a well-deserved drink after work, in Lyon, France
Ravenswatch Hotfix (DX12 Error 0x887a0005) - Version 0.13.03
Greetings, Ravens!
We are rolling out a quick hotfix for the DX12 error numbered "0x887a0005". After testing it with a few players that encountered this issue (crash during loading), we are able to push this fix on the main version of the game. Update to version 0.13.03 to get the fix.
The Steam Summer Sale is still going strong! Get Ravenswatch for 10% off from June 29th until July 13th!
🐦 DX12 Error 0x887a0005: Fixed the DX12 error "0x887a0005" that could cause a crash during loading times.
:: Early Access Roadmap ::
Our next update will be one of the biggest we make during Ravenswatch's Early Access, it's also game-changing as we bring a whole new Chapter to explore and much more! You will soon reach the deadly shores of Storm Island, a whole new area with new environments, enemies, and bosses!
Adding a new Chapter also means updating the game's loop as you will be able to level up your Heroes even further and continue your journey to save Reverie! Be ready for a whole new challenge.
Our goal is to release the Storm Island Update this summer (window from June 21st - Sept. 23rd). We'll be able to communicate a release date when we'll have more visibility.
:: 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
While the team is hardworking on our next update, the Storm Island Update, we took the time to fix some recurring crashes that were reported by the community. Have a look at the patch note down below for the detailed list and the Known bugs list to check what are the next issues we are working on.
⚠️ If you were affected by codes for Co-op not being generated in the lobby, please send to contact[at]passtechgames.com the files located in this repertory: Steam\steamapps\common\Ravenswatch_Logs
:: Patch note - Version 0.13.02 ::
Fixed bugs
Master Nightmare: Fixed a crash occurring randomly during the Master Nightmare boss fight in Co-op
Localization Crash: Fixed a crash occurring when selecting Geppetto while the game language is set to German
Cameras: Fixed a crash occurring with camera changes (eg. Melusine leaving Singing Stance)
Known issues
Some codes don't generate in the lobby, preventing people from playing in Co-op (we have added logs in this version to help us locate this issue)
Desynch issues may still occur (we have located the main issue and we are working on it)
Projectiles from Heroes or enemies go through slopes
Play with the same characters in co-op (2 Scarlets, 4 Aladdins…)
On Steam deck, some attack signals are not displayed (while we provide a solid fix, you can switch to Proton version 6.3-8 on your Steam Deck)
:: Early Access Roadmap ::
Our next update will be one of the biggest we make during Ravenswatch's Early Access, it's also game-changing as we bring a whole new Chapter to explore and much more! You will soon reach the deadly shores of Storm Island, a whole new area with new environments, enemies, and bosses!
Adding a new Chapter also means updating the game's loop as you will be able to level up your Heroes even further and continue your journey to save Reverie! Be ready for a whole new challenge.
Our goal is to release the Storm Island Update this summer (window from June 21st - Sept. 23rd). We'll be able to communicate a release date when we'll have more visibility.
:: Fan arts ::
Thank you all for sharing your beautiful artwork!
By @PositivePatrick
By @AlejandroLechón
By @Janfon1
:: 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 - Version 0.13.01
Greetings, Ravens!
Here is a quick hotfix for the missing localization for Geppetto and other miscellaneous titles and descriptions. We are sorry for the inconvenience!
If you want to read the full patch note for the Geppetto Update, check the link down below: https://steamcommunity.com/games/2071280/announcements/detail/3677797598558131697
:: Hotfix - Version 0.13.01 ::
Fixed bug
Localization: Added the missing texts for Geppetto and other miscellaneous titles and descriptions in French, Italian, German, Spanish, Korean, Polish, Portuguese, Russian, Japanese, Simplified Chinese and Traditional Chinese.
:: 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
The Geppetto Update is out now! - Version 0.13.00
Greetings, Ravens!
The Geppetto Update marks the first content Update for Ravenswatch since the launch of the game in Early Access, and it's available NOW FOR FREE on Steam!
Make room for Geppetto - the Italian woodcarver, and father of Pinocchio - with his atypical gameplay style!
Watch The Geppetto Update trailer
Get the Update
Update the game on Steam right now to get access to Geppetto and a ton of other new content for Ravenswatch! Read the patch note down below for an extensive look at what's new and what changed.
Ravenswatch is currently 10% off on Steam until June 5th, don't miss it:
Join us on Discord to chat with the community and share your impression/feedback with us!
:: Patch note - Version 0.13.00 ::
🐦 = Community feedback/reports
⚠ DISCLAIMER: Some texts are not yet translated into other languages. We will add localization in an hotfix in the upcoming days. We apologize for any inconvenience.
New features
New Hero: Geppetto joins the Ravenswatch! + 4 Abilities + 1 Trait + 14 Upgrades + 2 Ultimates
Additional Ultimate abilities: + Scarlet: GRANDMOTHER'S SOUVENIR / IN THE BELLY + The Pied Piper: PLAGUE OF RATS + Beowulf: RAGING CHAIN + Snow Queen: SNOW STORM + Aladdin: MAGIC CARPET + Melusine: WISP BALLET
🐦 New Teleport System: Teleport yourself from anywhere using the TAB / Back button, access the Mini-map, and choose a Teleport mark to land on.
New Voice lines: + Added more barks and voices lines for all heroes + Scarlet’s Wolf form now has voice lines!
New Dialog system: Heroes can now exchange short dialogs together during quiet moments
New Magical Objects icons: All the Magical Objects and Consumables now have unique icons!
🐦 Pigs’ quest HUD revisions: We adjusted the Pigs’ quest interface so it’s now clearer and neater
🐦 Tooltips: Added better tooltips for ATTACK, POWER, DEFENSE, etc. on abilities and Upgrades (still a work in progress)
Heroes adjustements
Scarlet, Piper, Beowulf, Snow Queen: Fixed some upgrades displayed information not taking into account DMG modifiers
Scarlet: + Removed inertia when aiming with the mouse with ‘Distant Blows’ upgrade + Will not passively transform during an interaction anymore + Fixed Aggressive Defense damage not scaling correctly with DMG value
Beowulf: + Improved control on Special so Beowulf can orient quicker during the ability, including with the ‘Bladestorm’ upgrade + Fixed damage calculation for ‘Fiery Seismo’ upgrade, which gave higher damage per hit than expected
Aladdin: + 🐦 Second Wish now spawns Consumables instead of Magical Objects Design notes: Aladdin’s capacity to generate Magical Objects with his second wish could really go off limits in terms of power and was simply too much, especially in Multiplayer. Offering Consumables instead is a way to keep the idea of empowerment with the Wish, but it’s more reasonable and controllable. We may even think of making some unique ones for this wish in the future! + Third Wish Shield cannot stack with itself anymore
Melusine: + Cannot use Contextual Interactions anymore while in Sing Stance + ‘Protective Flow’ Upgrade’s Shield base value adjusted to 8 (from 10) + 🐦 Fixed a bug that could allow ‘Underwater Predation’ effect to last after defense is interrupted
Balancing
Healing Upgrades: Healing upgrades do not scale with DMG anymore (Piper’s ‘Perfect Harmony’, Aladdin’s ‘Healing Blades’, Melusine’s ‘Spring Water’) Design Notes: Healings produced by abilities were incorrectly scaling with the damage they dealt, making those abilities snowball too much in terms of value when upgraded/improved by DMG. Those healings still scale with Hero Level and can still be improved with the Mermaid Tears object.
Healing Orbs: Healing orbs now heal a fixed portion of Health instead of a % of maximum Design Notes: Healing a % of maximum health results to be more and more valuable as Heroes level up and gain vitality, thus making Heroes even more potent as they get more powerful and this could make advanced trials easier than expected. It was also a disadvantage for Heroes with a lower health pool, making them even more vulnerable at early stages of the game. Healing orbs now always heal 20 HP until Nightmare 4 difficulty where it is reduced to 10 HP. Those values are still improved by the Mermaid Tears object.
Enemies: Now have a shorter delay in making their first attack Design Notes: Enemies were in general a bit slow to start attacking when entering combat, and some of them had trouble even attacking one time sometimes. This will encourage players to think about their engagements and make the enemies a little more dangerous.
Treants: Will now chain swipe attacks when they hit a Hero up to 4 times (from no limit)
Magical Object - Faerie Dust: Lowered Shield increase to +25% (from +50%) Design Notes: Shields in general are very valuable, and even this objects is specific to Heroes having access to it, the result was too high.
Crashes: + 🐦 Fixed a crash where the game would become unresponsive when Inventory or a Grimoire interface were triggered at the same time as a Teleport + 🐦 Fixed a crash when a player attempted to revive another player while still attacking continuously + 🐦 Fixed a crash when a player would hold the right mouse button while teleporting to any Raven’s mark
🐦 Revived Heroes: Fixed an issue where a player could be revived with 0HP after being teleported to a Tumor or Boss fight
🐦 Snakes: Fixed an issue where Snake Nightmares would teleport outside of the Tumor or Grimoire challenges
SFX: Fixed an issue where The Pied Piper would whistle after every dash Enemies: Fixed an issue where some enemies' shadows were still displayed a few seconds after they disappeared
🐦 Pigs’ quest: Fixed an issue where resources would still be visible to Peers after the end of the quest
🐦 Lobby: Fixed an issue where players would not see their gametag in the lobby
Localization: + 🐦 Fixed an issue where the Sandman’s shop was not fully localized in all languages + 🐦 Fixed an issue where special Polish characters were not displayed
:: Roadmap ::
What's next
Our next update will be one of the biggest we make during Ravenswatch's Early Access, it's also game-changing as we bring a whole new Chapter to explore and much more! You will soon reach the deadly shores of Storm Island, a whole new area with new environments, enemies, and bosses!
Adding a new Chapter also means updating the game's loop as you will be able to level up your Heroes even further and continue your journey to save Reverie! Be ready for a whole new challenge.
What we're focusing on
Our main focus and priority are to deliver a good and stable experience for all players, in solo and in co-op. We are tackling bugs and crashes that have occurred during playtests and that have been reported by the community. More patches will be released to improve the quality of the multiplayer experience as well as the general game experience.
While we're hardworking on The Storm Island Update, we are also working on other features requested by the community and upcoming content for later Updates. Our goal is to release the Storm Island this summer (window from June 21st - Sept. 23rd) and we'll communicate a release date when we'll have more visibility.
Follow us on social media to not miss anything!
:: 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
What's in the Geppetto Update? - Dev Note #02
Greetings, Ravens!
Welcome to our second Dev Note, a regular rendez-vous where we give news about the development of Ravenswatch and look at what's currently hot in the community. This post is going to be a lengthy one, but it's dedicated to the ones who love to dive into the intricacies of game development! We'll have a patch note with all the changes and additions on the day of the release of the Geppetto Update.
:: THE GEPPETTO UPDATE - OUT MAY 31ST ::
First and foremost, if you haven't watched the Geppetto reveal teaser, check it out now:
It was really fun to try and figure out how to introduce a new character to the community.
We won't be adding heroes very often in the game, so we had to mark the occasion both with a dedicated trailer and also with our participation in the AG French Direct, an event that highlights French and French-speaking games through a conference full of exclusive announcements and new trailers. The online event went great and +11 000 people gathered live to watch the cool new games announcements as well as Geppetto's reveal.
Now let's dive into what this Update will bring out for Ravenswatch, we know that's what you're here for!
Geppetto joins the Ravenswatch
You may recognize Geppetto from the Pinocchio tale from the 1881 novel written by Carlo Collodi. Pinocchio's been really popular recently with films by Zemeckis and Guillermo Del Toro, as well as upcoming games like Lies of P.
We actually had the idea of the character really early on in the development of Ravenswatch (and he was voted most popular by the team at Passtech as well when it was time to decide which characters would make it into the game!), but with his very atypical gameplay style, we decided it would be best to bring him out when more classic gameplays were explored with other heroes.
Why is Geppetto atypical gameplay-wise? He's a mix between a melee and a ranged character. You want to stay close to help your puppets, but far enough to avoid enemies as Geppetto is not a really resistant character (well, he's pretty old after all). Built around the idea of "tower defense", Geppetto can turn into a one-man army character.
Find out everything about Geppetto on May 31st!
Additional Ultimate Abilities
For this update, we also added additional Ultimate Abilities for all the existing heroes, which you will be able to unlock at Rank 6 after your runs. We won't spoil you with everything, but here's a glimpse at what awaits:
A Whole New World 🎵
More raaaaaats 🐀
Big chomp 🐺 (maybe doing that on a small Ghoul is not the best idea...)
The teleport system
One feedback reported frequently was how frustrating it was to have to walk back inside caves to exit them. Changing the teleport system not only resolves this issue but also allows more mobility on the map overall, especially when time is a matter of great importance in the game. You can now teleport yourself from anywhere, no need to go on a Raven's Mark teleporter anymore. You can choose a teleport point that you previously uncovered and will land on it - while not in combat (we see you trying to avoid mini-bosses or challenges you activated!)
Balancing and general improvements
The update will also bring its share of balancing and visual/sound improvements. The main issue that was reported by players was Aladdin's overpowered wishes. Aladdin’s capacity to generate Magical Objects with his second wish could really go off limits in terms of power and was simply too much, especially in Multiplayer. Offering Consumables instead is a way to keep the idea of empowering with the Wish, but it’s more reasonable and controllable. We may even think of making some unique ones for this wish in the future!
Oh, and now Magical Objects and Consumables have icons! Here's a sneak peek:
We added more voice lines for all the characters, as well as short dialogs to continue to bring out their personalities, and now their relationships. We will keep working on this system as we believe it's a great way to deliver backstories and lore into the game (we are also working on other storytelling elements).
The Geppetto Update will be out on May 31st, and we cannot wait for you to get your hands on the new Puppet master! Thanks for reading,
Our team has been working on optimizing Ravenswatch's Online experience for the last couple of weeks and this patch should help players that have encountered issues while playing in co-op. Check the patch note down below for additional information.
Stay tuned for the Geppetto Update, coming out later this month on May 31st! Learn more about what's coming next in our previous post.
:: Patch note - Version 0.12.01 ::
While this patch is not a miraculous fix for all the Online issues, it should still help players to have a smoother co-op experience overall. We are still working on fixes and optimizations and will continue to do so throughout the development of Ravenswatch in Early Access. Thank you to everyone that has shared their issues with us, your reports help us greatly while trying to resolve them. We will track the results of this patch to see what can still be improved while working on other online fixes as well.
Fixed bugs
Network issues: + Desynch issues: Desynch issues have been limited and
dramatic* desynchronizations should be less frequent. Note: Though the Desynch issues still remain as it is a core problem of the online architecture of the game, we have pushed numerous fixes that should prevent vast delays from happening for some players. The issue can still be present depending on the internet connection between the host and peers. + Internet connection logs: You can now check the quality of the internet connection of all the players by pressing Esc/Start. Screenshotting this menu while encountering Desynch issues and sharing it with us on our Discord server will help us in resolving this issue. + Play with more than 4 players: Fixed an issue where it was possible to play with more than 4 players (sorry, hehe) + Spreading across the map: We have made adjustments so that being spread across the map should now be a smoother experience
Grimoire of Monsters: Fixed the issue where Grimoires were not lootable after completing the activity
Early Access message: The Early Access message appearing at the end of each run has been moved to appear only at the end of a run in Nightmare 9 Note: The message appearing at the end of each successful run, no matter what Nightmare level you were on, was confusing for players and let them believe that they had reached the end of the Early Access content, although more characters, upgrades, magical objects, and Nightmare difficulties were not unlocked.
Sandman: Fixed an issue where the texts in the Sandman’s shop were not localized
Known issues
Some codes don't generate in the lobby, preventing people from playing in Co-op
Intangible enemies on 3/4 multiplayer
Random crash occurring during the Master Nightmare boss fight
Projectiles from Heroes or enemies go through slopes
Snake Nightmares can teleport outside of the Tumor or Grimoire challenges
Play with the same characters in co-op (2 Scarlets, 4 Aladdins…)
On Steam deck, some attack signals are not displayed
Various localization issues
:: Early Access Roadmap ::
The next content update in line is the Geppetto Update, set to release on May 31st! Check the visual down below to this what's coming, or watch the reveal teaser here.
:: Fan arts ::
Thank you all for the warm welcome for Ravenswatch's Early access and for sharing your artwork!
By @Janfon1
By @DungeonGaro
By @RaaziaArt
:: 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