Renown cover
Renown screenshot
Genre: Fighting, Simulator, Hack and slash/Beat 'em up, Adventure, Indie

Renown

We won the OTK Games EXPO!

Hey everyone!

We were completely blown away with all the support we received during and after the event. These last couple of days the team has been completely at a loss of words and we've been so thankful to be a part of the event. It means the world to us, we're so thankful for the opportunity to be shown at the OTK event, and thank you to everyone who voted for us!

To those who didn't make it to the event but would have liked to see our portion, here's a mashup video:

Untitled

0.6.4.3

Fixed issues with Voting
Voting cooldown added
Fixed an issue where the UI would bug out when you join a game
Fixed issues with Spawning in LTS
Added a leave server message in Chat
Added a message for when admins log in
Updated Player Markers
Less aggressive Turp interpolation after attacks end
Horizontal Slashes have a tighter Turncap now

0.6.4.0

0.6.4.0

Added New Beards and Hairs
Added Shield Damage effects
Improved Female armor models
Team Damage does Negative Score now
Kills award 15 stamina instead of 5 from hits
New Peaceful mode Anim for Shields
Tools have proper animation sets now
Tweaked Shortsword locomotion animations
Equipping a shield now tries to Equip a Melee weapon with it as well
Fixed Gamemode and Scoreboard menus not always closing
Added Autoscramble to LTS mode
Restricted horizontal Slash turn caps further
Turncap mechanic now calculates more consistently
Added Greataxe altmode transitions
Updated Inventory UI
Removed grass under floors of Vestibule
Fixed up Spectator features
Items on back now reflect their durability levels
Improved Shortsword running animations
Fixed issue with servers not properly restarting
Added Weapon destruction mechanics, they now properly drop on the ground once destroyed with a unique destroyed model

We’ve been selected to take part in the OTK Games Expo!

So we’ve got a couple of interesting updates for you folks over the next few days.

Firstly and before you get your hopes up, we’ve been working extremely hard to get our initial raid mode all finalized, however it's not quite ready yet. Feature wise we’re very close but we want to try to polish and squash as many bugs as possible first. We’ll be putting out a detailed update on our plans for this process in the next few weeks.

What I am super excited to announce is that we’ve been selected to take part in the OTK Games Expo. For those who don't know this is a new indie game expo hosted on Streamer Asmongold’s channel, joined by several other popular streamers.

Apparently hundreds of games applied, and we’ve been selected as one of the 30 picks.

As such we’ve got a brand new trailer to look forward to. Likewise our CEO Delta will be doing a Live Interview on stream.

We really hope you’ll like the trailer and interview but we also need to ask a favor of you kind folks. The Expo has a $50,000 USD prize selected by votes in chat. Its on june 8th at 11 am PT • 1pm CT • 2pm ET. If you'd like to see updates their twitter is https://twitter.com/OTKGamesExpo.

If you’re able to attend on http://twitch.tv/Asmongold and help represent Renown, we’d be hugely grateful.



Ultimately we’re very proud that we’ve been selected at all (which you've already helped us with greatly), and hopefully this is a great opportunity for some new folks to see the game regardless. That said if we can win, it’ll be a huge booster to the team right now.

We’ll be posting our next big piece of news on the same day so stay tuned.

Again thank you so much to our awesome community.

Till next time.

0.6.3.9

0.6.3.9

Fixes LTS not showing correct player counts
New Server backend
New End of game Screen
Fixed normal maps on underwear
Character morph target fixes
New Longsword Locomotion animations
Shields hide during Emotes
Fixed Shield Turncap
Fixed weapons back not always rendering
Added Shield Destruction
Added Vote Kick UI
Added new Beards
Added new Hairs
Increased Stagger Duration to 2.2
Quick looting by holding Ctrl and Clicking items
Fixed Weapon anim references
Nerfed T4 helmet
Fixed Stagger animation

0.6.3.1 Minor patch

0.6.3.1

New Inventory Icons
Improved movement replication
Increased Streaming Pool defaults
Updated the Main Menu
Increased VOIP volume
Fixed Items on back not rendering sometimes
Updated the Texture for the Damage Indicator
Added new Texture for taking Damage on screen
Tweaked Server Browser
You can now Toggle Markers with L (On, Friends only, Off)
Many art fixes with armor clipping
Fixed Gamemode Timers showing incorrect time
Fixed items showing as broken when they weren't supposed to have any durability
Fixed suicide button not working
Backspace now cancels key rebinding inputs
Players now get kicked off their vehicle when it gets destroyed
Added Player Avatars to Markers
Added Global VOIP
Updated One Hander anim Locomotion
Added new 3rd person running anims for one handers
Fixed shield hold block not always working
New shield locomotion anims
Team selection buttons work more reliably now
New Team selection menu
Improved Blood Spatters
Added Blood pool on Death
Added new particle effects for hitting different materials
Fixed Eyes being hidden at the wrong time sometimes
Fixed Head material not recieving decals
Added First person vehicle support
Fixed issues with Spectating
Changed the Team colors slightly

0.6.2.4 Hotfix

0.6.2.4

Increased Shield HP
Reduced Handle tracer size for Greatsword and Zweihander
Fixed Deathscreen not showing proper Weapon names
Added Enemy Ping to Deathscreen
Hosen protects Feet now
Reduced Max Rotation with Slashes
Reduced Parry Window by 25 ms
Healing Wells now have Compass Markers
Teammate Indicators are Yellow for Teammates now
Extended Parrybox is smaller now
Improved Movement prediction reliability
Shield on back now properly hides when you equip it
Fixed Emote menu persisting sometimes after death
Fixed Stamina sometimes not regenerating
Fixed Duplicate Entries in Loadout menu
Fixed Input being defaulted constantly
Reduced Release timings of many weapons
Increased Time limit on Training map
Improved player spawning logic to be more optimized and reliable
LTS now properly gets rid of Lootbags between rounds
Ping compensation now averages between attacker and defender
Early Release window for Bashes and Kicks is now the old value
Fixed issue with Always Run sprint handling
Parrylockout is now skipped while Flinched
Fixed up VOIP connection issues

Hotfix Patch 0.6.2.3

0.6.2.3

Improved Extended Parrybox collision handling
Fixed not being able to see Shields that were dropped on the ground
Fixed Shields not working correctly after being destroyed
Admins using Admin commands now lets players know in the Chatbox
Fixed issues with changing teams
Added Autobalance to Team Modes
Increased Bash damage with Fists
Estoc damage slightly increased
Reduced Parry lockout from Parry recovery
Updated Vestibule map to be larger, and supports Team Modes now
Fixed exiting Catapults causing input problems
Last Round of LTS no longer spawns players after it ends
Fixed First Person Crouch Camera orienting incorrectly
Added more player spawns to some maps
Attack Cooldown after feinting is longer after a Kick feint
Fixed Crouching with a Shield playing the wrong animation
Handle hit detecton is now more forgiving
Tuned Alt Morph timings
Fixed and issue with the Kick collisions coming from the wrong leg
Boots Reduce falling damage now
Added Bonus Fist damage based on Gauntlets worn
Bloodied weapons are now more visibile
NPCs now despawn after some time
Servers no longer crash when NPCs die
Fixed clans not registering properly
Fixed issues with Escaping from the Main Menu
Improved Main Menu handling
Fixed an issue with Dead Players not dropping Weapons correctly

Mini Dev Blog - Our last few weeks of work, and a brand new Hotfix on the way.

Hello everyone!

As always id like to express our teams thanks and gratitude to our amazing supporters and community here on discord. Likewise a big shout out to the moderation team here as always.

Firstly on behalf of the team I'd like to apologize that its been a good while since our last update. While we’ve still kept working hard, basically everyone on the team has gotten sick in waves over the last month and a bit. That said we’re pretty much all back to fighting strength, and we’ve still kept up regular meetings, and work, while still getting in some good rest and recovery in.

On that note, I'm happy to announce we’re very close to our next Combat Hotfix. Our testers having been giving us some amazing feedback, and provided some great bug reports with replication videos/data. Id just like to say thank you again for anyone who's keen actively assisting in this process.
We’re just waiting to do some final internal testing then we’ll be pushing it live. Mr.Z will be putting out a full patch notes for our Testers to see whats specifically changed.

Likewise iv got our regular “Mini-update” for you. Given its several weeks of work put together the name might not be so accurate anymore. Apologies for any overlapping of tasks, we’ve done our best to make sure its succinct as possible. Lets crack into it;

Mr. Z

Released the Major Combat Patch
Fixed a bug where the HUD would be spawned twice when the map would restart
Fixed Default Loadouts having wrong Tiling values on the patterns
Added Blood Effects to the Body
Fixed Short Spear locomotion animations
Added Pollax Alt Mode where you flip the weapon and deal blunt damage
Fixed a bug where you could attack out of a parry and parry again unintentionally
Fixed an issue where the jump animation would loop forever instead of landing
Fixed Always Run Toggle not increasing sprint speed
Added Hair Tags for hiding/swapping the hair in certain situations with helmets equipped
Added Hair under Helmets support
Patch QA testing
Added Dedicated server beta branch
Added Linux Client build
Active Parry window is now based on the windup of that attack
Fixed Emote menu not closing when the player died
Added alt modes for certain weapons where you hold it shorter to make handle hits less likely and fight better in close quarters with polearms
Fixed a bug where draining stamina would not happening when you hit the ground
Fixed Shields not showing up on the Inventory Screen
Lowered Polearm Knockback
Upped Mordhau grip damage on Longsword
Fixed Parrying with the Maul in alt mode
Fixed Server Browser resolution scaling
Fixed Parry into Attack allowing you to Parry twice
Change Handle Hit to do damage based on Weapon Type as a Flat value
Attack Lockout is now shorter with Handle Hits
Slightly Increased Movement Speed
Increased Bash Recovery window
Reduced Turncap when Parrying
Removed Turncap while in Idle
Added New Emblems
Made sure Crouch takes priority when Always Run is True
Fixed bug with Exiting Vehicles breaking Melee inputs
TDM and LTS variants to Vestibule
Added support for Banners with customizable patterns
Fixed Siege Tower Physics asset
Melee combat balance Playtesting
Additional Melee Balancing
Fixed Battering Ram
Reduced Parry Lockout on missed parries
Buffed Estoc damage
Added Auto Balance to Team Modes
Admin Actions show up as Messages on the Chat Log
Fixed Shields not breaking properly
Fixed an issue with Longsword Mordhau grip altmode where it was not dealing correct damage


Todo:
Finish Hotfix patch
Implement Weapon Destruction
Hand Battering Ram mechanics
Archery
Throwing
Tech Tree

Moxie

Fixed Equipment spawns in LTS again
Fixed LTS spawning issues
Fixed issues with switching loadouts
Fixed inventory bugs after map switched
Fixed Weapon Dropping
Added Game Phase feedback on HUD for Scoreboards
Added LTS grace period after spawning in
Scoreboards get reset after warmup ends
Held Weapons drop on death now
Dropped Items despawn faster on combat gamemodes
Updated gamephase UI
Fixed LTS healthbars when no one was alive
Fixed Killbot not spawning with any Gear
Fixed Bug with the Team HUD not updating Player counts
Fixed Dead Players persisting their bodies sometimes
Interaction traces are more accurate now
LTS spawning is more reliable now between rounds
Fixed dead player Lootbag was spawning with not enough slots
Fixed bug First Hit kills on the Death Screen not working correctly
Fixed Death Screen not showing correct HP/Stamina values of Killer
Fixed Death Screen showing up when you get respawned in LTS
LTS now pauses if no one is on the second team
LTS team health bars no longer reset after round end, added a grace period added so you can see it before the new round begins
Fixed FFA scoreboards being offcentered
TDM Kills needed for Team to win now shows on the scoreboard
New Tooltip for Scoreboard that shows a player’s Team Damage for spotting griefers
Players Joining LTS game in progress, now properly join Spectate
Spectating new player when target dies
Assist Kill Logic added
Score system tweaks
Improved Kill Feed Dialogue for Fists
Fixed LTS Spawning issues
Building System improvements
Fixed building pivot points
Fixed Furnitures placement
Fixed Raid team selection menu
Fixed Raid spawning logic
Fixed Raid mode scoreboard logic
Fixed HUD timers
Improved Context Menu
Drop down animation for Siege Tower
Added Tailor Workbench
Shield breaks properly and can be dropped on the ground now
Fixed an issue with Switching teams
Added Battering Ram and Siege Tower to the Siege Engineer building
Siege Engineer spawns Vehicles in the world now when it finishes producing them
Added functional Doors to Siege Tower that can be opened and closed
Added Base Banners
Healing Well fixes Shield Durability now
Changed LTS rounds limit to 10 from 7
QA testing


Todo:
Processor Bench
Siege Engineer building improvement
Loot spawning in Crates
Additional Raid mode mechanics

Delta

Video editing
Audio editing for the video
Small Raid map preproduction
Updated the playrenown website with new screenshots
Fixed the banner
Designed part of the tech tree
Gifs for Indiegogo art update
New Raid map
Added Loot zones
Added Building Scaffolding models
Added External wall models
Destructed models for many building models
Added Collision Models for buildings
Updated Vestibule Map to be larger
Raid Map improvements
Working on Building System
Updating Steam Page
Improving Building Models


Todo:
External Walls Models
Tech Tree

KZ

Cloth physics fixes
Fixed Hair clipping issues
Added Hair under helmet
New Horse model, fully rigged
Tier 1, Tier 0 , Tier 2 horse armors - Tier 3 to do, skin support later
Hair Tags for helmet short hair variants
Model skinning bug fixes
Added new Breastplate Skin, is now the new default
Hand Battering Ram Anims
Added Puffy shoulders Gambeson skin
Added Building Scaffolding models
Added new Weapon Destruction Models
Added Keep Banner models
Added Levers for Siege Towers for dropping doors
Added Torches to Vestibule dark areas
Updating Steam Page and artwork
Work on building system
Added blood masks to all weapons

Volker

Twitter and Instagram posts for the previous Dev Blog
Lots of Customer Support Tickets
Running community Play Tests

As always folks I'd just like to say thank you again and till next time.

Ashur






Major Combat Alpha Update

0.6.1.4

Fixed Action bar not showing Shields and their durabilities
Fixed hitting the ground not draining stamina
Added Short hold Altmodes to many of the 2 handed axes
Active Parry duration is now based on swing windup duration
Added new Fist Parry sounds
Added Reverb to SFX
Added Hair variants for when wearing helmets
Added Pollax alt mode with blunt side
Added a Delete Prompt when Deleting Loadouts
Fixed Emote Menu switching weapons
Fixed Armor Morph Target LODs
Loadout Menus redesigned
New Death Screen that shows combat stats
Fixed Active Parry
Polearm animation set, new weapons; Halberd, Polehammer, Billhook, Bardiche
Fixed many clipping issues with armors
Stamina Regen starts later now
Added new Longsword Locomotion animations
New Scoreboard
Increased Kick Recovery time
Decreased Knockback on large weapons
Increased Attack Lockout after being Parried
Increased Knockback
Improved Knockback code
New Main Menu
Added Leather Tinting for Armor Customization
Added Nudity Toggle
Weapons and Armor can now be Dropped and Picked up
Reduced Waraxe Release timings by 25 ms
Added damage impacts to player model
Improved player capsule collision handling
Weapons and Armor now get destroyed when they run out of durability
Greataxe animation set, added new weapons; Doubleaxe, Battleaxe, Maul, Grand Mace, Pollax, Scythe
Added Dodge Ability
Tweaked melee attack direction input handling
Fixed kicks not getting pitch applied to them
Disabled Weapon throwing
Fixed Shields
Team colored underwear
Dropped armors now have a new model while on the ground
Added new Interactive crosshair that shows parry duration and parry recovery, it can swap the crosshair texture and have its scale tweaked
Increased Parry Lockout time
Tweaked turncap limits to be less restrictive with most weapons
Added Player markers that display team status/friend status/friend
Feint to Parry is now enabled by default
Shields now show team color in team modes
Certain weapons deal bonus damage to shields and armor
New Melee swing trail particle on weapons
Slowed down one handed weapon combo timings
Added Handle hits to weapons with long shafts, handle hits deal less damage and flinch for longer
Added Hit stop on teammates (still deals full damage)
Improved Knockback on Slopes
Tweaked maximum allowed rotation during swings to make landing overheads easier
Added AltMode to Polearms where you hold it closer to make Handle Hits less likely
Added Inventory screen (Tab)
Equipment now has a durability bar in the Inventory
Improved player hit boxes for better melee collision
You can now Parry out of a Riposte
Axes deal bonus damage to shields
AI fixes
Added Camera shake on world hits
Added new Default Loadouts
Added Mordhau grip AltMode to certain weapons, changes damage to be more effective against Armor
Added Tattoo support
Fixed Fists not equipping if player had no weapons
Fixed Shield equip handling
Added Always Run Toggle
Added Metal bracers to Plate Gauntlets
Added Training Sword
Added indication for when a Shield does a Block or a Parry (Blocks take more durability damage and cost more stamina)
Changed some of the character preview idles
Added new Customization Patterns
Pattern Customization now supports non-uniform tiling
Improved Pattern editing menu
Spectator FOV now matches FOV settings
Added Damage taken direction Indicator
Fixed Emblems textures
Increased Bash Distances
Shirts now protect the hand hitbox
Added Moss level
Added Vestibule level
Added Ruins level