Seven Cities cover
Seven Cities screenshot
Genre: Shooter, Role-playing (RPG), Hack and slash/Beat 'em up, Indie

Seven Cities

Early Access Is LIVE!

Hello, Outsiders!

Today is a milestone for all of us. After 4 intense years of passion, hard work, and perseverance, Seven Cities officially launches in Early Access at 7 PM CEST!

This journey has been incredible, and we’re just getting started. Early Access is only the beginning for Seven Cities, and there’s a ton of content planned for the months ahead. Keep an eye on our Steam page and social media to stay updated with our roadmap.

We want to build Seven Cities together with you. Your feedback is essential to us, and the best way to share it is by joining our Discord community. Let’s improve the game together, step by step. Of course, you may still encounter a few rough edges, but we’re committed to fixing issues as swiftly as possible – a reactivity our community knows us for.

Here’s what you’ll find in Seven Cities today:

2 Game Modes: Traveler Mode for leveling and Arena Mode with a leaderboard for intense challenges
10 Unique Levels to explore
5 Different Crafters to customize your journey
7 Levels of Item Rarity to discover
428 Specialisations - giving you 428 ways to personalize the behavior of your weapons, skills, and character components
9 Weapons with random stats for endless variations
18 Legendary Items for those legendary moments
4 Equipment Sets with powerful bonuses
12 Skills to master and strategize
62 Passive Nodes to customize your character further
An endless loot system - because more loot is always better!
And mark your calendars – our first event kicks off on Thursday, November 7th! Join us for a special Halloween event with exclusive items to loot.

Thank you to every single person who has supported us over these four years. Special thanks to my wife and daughter for their endless patience and encouragement. A huge shout-out to Vincent, Josef, and the Yellow Queen herself, Sixtine, for their dedication and hard work.

Let’s make Seven Cities the ultimate action RPG, together.

See you in the game, and let the looting begin! 🎉

2 weeks until Early Access Update

Hello Outsiders,



We're just 2 weeks away from the release of Seven Cities! Here's a quick rundown of the latest update:

Demo available: Want to try before you buy? We’ve published a demo on Steam, where you can experience Seven Cities up to level 30.

Status effects overhaul: We’ve completely reworked status effects, now known as LEAKS. A leak is a debuff status applied to players or enemies. The new leak system is fully modular, allowing us to expand with more leaks and content in the future.

Each leak is tied to a specific damage type and can now apply a DOT (Damage Over Time), like Bleex, which inflicts Holographic damage. The damage will be reduced by the target’s Holographic resistance.



Damage Types & Resistances:

Data Corruption (Res: Data Corruption Res)
Electrical Stimulation (Res: Electrical Stimulation Res)
Screen Freeze (Res: Screen Freeze Res)
Seek Breach (Res: Seek Breach Res)
Holographic (Res: Holographic Res)
Weapon Damage (Res: Toughness)
Special Damage (Res: Toughness)
New Boss: Meet the Beastmaster, also known as the Natural Museum Keeper! Check out the video below to see him in action.

New Skills & Specializations: We’re actively adding more specializations and skills for the Outsider, bringing new dimensions to theorycrafting and character builds.

Do you want us to share some Outsider specializations?
Let us know!



Team IMV Studio

Patch 0.8.5 : ARPIX Times - Arena Breakthrough



Seven Cities Update - Patch Notes 0.8.5



Hello Outsiders,

The latest Seven Cities update is here, and it's a big one! From the brand-new Arena Mode to extensive gameplay improvements and optimizations, we've been working tirelessly to enhance your experience in the ARPIX world. This patch marks a crucial moment in our playtest phase, and we need your help now more than ever.

Your feedback has been invaluable in shaping the game, and this is your last chance to influence the Early Access version. Whether it’s the new Arena Mode, gameplay tweaks, or performance optimizations, we want to hear your honest and brutal thoughts. Your insights will help us refine and perfect Seven Cities as we gear up for the official Early Access release. So, dive in, explore, and let us know what you think!


NOW LOGO


Step by Step we are implementing the new Seven Cities logo that better reflect the art style of Seven Cities. Soon a full new splash art will be available and used on steam page.
Stay tunned ;)





GAMEMODE


New Game Mode: ARENA MODE
Dive into the brand-new Arena Mode and face waves of enemies on a fresh new map with top down views on ARPIX streets ! After each wave, you’ll receive a bonus of varying quality (classic, magic, rare, epic, or legendary). Choose wisely from three options to enhance your abilities and power. Inspired by survival games, this mode allows you to create a unique temporary build for each session. To access it, reach player level 15 and find an Arena Card on any activity.
When you will reach last wave you will encounter the first semi-boss of the game.



LEADERBOARD


By playing the new Arena mode you will be able to compare your time score with other player in the new leaderboard



ONBOARDING



  • Rework of onboarding process on the main camp with new VFX, NPC interaction, and animations.
  • Updated character creation menu with video details displaying skills.



GAMEPLAY



  • YOU NOW GAIN 20HP PER LEVEL
  • Temporarily Removed city cards that are no longer useful with the district rank.
  • Added new craft icons (A dedicated patch to improve the utility of craft materials is coming soon).
  • Quality of Life: Auto-reloading for weapons, a frequently requested feature, is now available.
  • Increased enemy spawn rate after level 35.
  • Fixed enemy levels in the Office Map to scale with the player's level instead of staying at level 1.
  • Fixed enemy spawn logic for WiFi activities.
  • Improved enemy behavior for more accurate attacks.
  • Fixed teleporter issues in Sixth Avenue.
  • Added a new boss at the end of wave 15 in Arena Mode.
  • Roberto now drops loot and more quality loot.
  • We improve the overall AI of enemies.
  • Change starter Axe for adding Sentry instead of grenade & swap on weapon with grenade instead of sentry
  • Activate and add claymore to special skills with the first few specializations
  • The auto-reload is now an option in the option panel
  • The camp now have a DPS metter and a high damage value detection



PERFORMANCE



  • We optimize a lot of frequent instantiated items like impacts, explosions and floating text.
  • Optimized performance in the main camp.
  • Enhanced lighting across various maps.


(We're working hard on performance to ensure the best Seven Cities experience. Please share any feedback to help improve performance for the Early Access release.)

OTHER



  • Increased auto-loot range.
  • Fixed bullet collision issues with robots; you now need to use the tank skill to block bullets.
  • Fixed lootboxes being instantly destroyed after being dropped.
  • Fixed passive abilities granted by your pet robot.
  • Added more dissolve materials on the natural museum level.


ENGINEER


Crafting Fixes:

  • Items no longer reset when removed from the crafting slot.
  • Fixed some items not being accepted in the crafting slot.
  • Capped crafted item levels to match the player's level.
  • Added an "all stats" button to the crafting NPC.
  • Fixed glitches where modified items could still be used in crafting.
  • Prevented items from being leveled up beyond the player’s current level.
  • Fixed an issue where Left Shift + click allowed unsupported items into the crafting slot.


SPECIALIZATION



  • Fixed sentry not targeting dummies.
  • Fixed sentry not performing critical hits.
  • Fixed sentry and other placed skills max limit
  • Fixed drone collisions with the player.
  • Fixed "Bullet Harassment" not performing critical hits.
  • Fixed exploding bullets unintentionally removing skill points.
  • Fixed the "Consequences" skill in the Grenade specialization.
  • Moved Boomlet Shotgun specialization from rank 2 to rank 3.
  • Add more specializations for Handguns and SMG's


VFX



  • Added new VFX for Poison and Fire Ground.
  • Removed status VFX from dead enemies.


SOUND



  • Updated footstep and weapon sounds.
  • Added new sound effects and background music for Arena Mode.
  • Main camp now has its own background music.
  • Increased melee impact sounds.
  • Reduce the quantity of Sirens in background


ITEMS



  • Fixed pistol stats on CPU.
  • Fixed rifle stats on PSU.
  • Fixed special lethal chance on elite enemies for PSU.
  • Increased handgun base damage from 24-28 to 32-36.
  • Fixed magazine bullet quantity calculation, now affected by passive tree and items.
  • Add algorithm core missing in drop table
  • Add shotgun S790 in drop table




UI



  • Added damage text display for bosses.
  • Removed checkmarks from toggle switches.
  • Improved visibility of upgrade and buy skill icons by showing required components.
  • Changed “resource not required” to appear on click instead of hover.
  • Removed the outsider damage from passive outsider tree.
  • Fix display duration on UI



As we approach the end of the playtest, this is your opportunity to shape the final touches of Seven Cities. We encourage you to dig into every corner of this update, experiment with the new Arena Mode, and push the boundaries of gameplay. Your feedback, no matter how tough, is what drives us to make this the best urban action-RPG it can be.

Join the discussion on our Discord, leave your thoughts on the Steam forums, or drop us a line on social media. We’re all ears. Thank you for being part of this journey, and for helping us build a game that we can all be proud of.

Until then, Outsiders—fight on, loot hard, and may your name be etched in the legends of the ARPIX.

Wishlist and spread the word: https://store.steampowered.com/app/1832780/Seven_Cities/

Thank you for your ongoing support!

With love and holograms,
IMV STUDIO Team <3

Stay Connected: Discord | Website | Reddit

Seven Cities Hotfix Patch Notes

Seven Cities Hotfix Patch Notes - August 15, 2024



Outsiders,

We’ve been hard at work addressing your feedback and making important updates to improve your experience in Seven Cities. Here’s what’s new in this latest patch:

Gameplay Improvements




    []Comparing secondary weapons will no longer cause a display issue.
    []Improved sounds and increased volume for melee weapons for a more immersive combat experience.
    []Crafting can no longer be applied to glitched items, ensuring a smoother crafting experience.
    []Fixed issues with lost and incorrectly allocated specialization points, so you can build your character as intended.
    []Auto-Reload added: Now automatically reload when not in a fighting stance, enhancing the flow of combat.
    []Increased auto-loot range for auto-destroy and auto-sell with pets to streamline item management.
    []Updated passives descriptions to provide clearer information.
    []increase the number of enemies on the map.


New Options




  • New volume option: Weapons now have their own sound volume setting in the options menu, giving you more control over your auditory experience.


Your feedback has been invaluable, and we’re committed to continuously improving Seven Cities. Keep sharing your thoughts and helping us shape the best hack and slash experience on Steam!

Thanks for your ongoing support!

Seven Cities 0.8.3369 Patch Notes



Hello Outsiders,



We have an exciting new update for the Seven Cities playtest available now! Building on our recent weapon reworks, this update includes three major improvements:
- Shotgun specialization overhaul
- Revamped HUD
- Enhanced VFX

Stay tuned, as we'll be publishing a roadmap soon detailing what will be available at the start of the Early Access in October.

Your feedback is invaluable, and we still need your help to grow our community. Spread the word and invite more players to join us!

Here’s what’s new in today's update:




Shotguns:


- Added/updated a total of 30 specialization nodes, including costs of 2, 4, and 8 points.
- New specializations include explosive bullets, homing bullets, increased bullet shot quantity, and elemental damage.

Rifles:


- Added a node with exploding bullets.
- Clean some nodes descriptions

Melee:


- Fixed alterations for the melee category. Now, you can stun with an axe and cause bleeding with a baseball bat.
- Ensured that bonus alteration chance and duration stats are working properly.



HUD:


- Began implementing a new HUD design for better readability and alignment with our art direction. More improvements to come, including the minimap and quest display.

GUI:


- Polished the checkbox for auto-looting secondary weapons.

VFX:


- Added VFX feedback for most alterations and digital elementals, including bleed, data corruption, and screen freeze.
- New bullet trail VFX, with different trails for enemies.



Sound Design:


- Added sound FX feedback for most alterations and digital elementals.
- Added sound effects for passive and specialization panels when hovering and clicking.
- New sound for the taxi's arrival.
- Updated sounds for the handgun and AK47; more weapons will get sound design updates soon.

Level Design + Level Art:


- Increased floor detail on each map.

Quality of Life:


- Items now drop on the floor if you don't have enough space and you should receive an item from any source.
- Added Shift + Left Click to drop items.

Roberto the Boss:


- Status effects are now displayed under Roberto’s lifebar on top of the HUD.



General Fixes and Improvements:


- Fixed issues where the roll sometimes stayed in place instead of moving in the mouse direction.
- Fixed rolls that sometimes kept the character in place.
- Increased the quantity of bullets in magazines for each weapon category through passives, items, and specializations.
- Cleared and fixed many specializations across all categories.
- You can no longer apply the same alteration on the same enemy repeatedly, resolving display and real duration issues of status alterations.

21:9 / Wide Screens:


- A major check for wide screen support was completed, fixing 90% of the issues.

Gameplay Adjustments:


- Reduced movement speed for melee enemies.
- Reduced bullet speed, especially for enemies.
- The start popup will now always appear.
- Added more tooltips, with more to come!
- Temporarily disabled public chat in-game to avoid numerous issues.
- Added a wishlist button everywhere – wishlisting is key! Help us spread the word about Seven Cities.


**Additional Information:**
- We’re currently displaying item category icons in the HUD to show the remaining bullets in your magazine. Proper icons will be created this week.

Outsiders,


Thank you for reading this patch note. We hope you enjoy this update and the amount of work put into it. This is what we've accomplished in the last two weeks, and our team isn't even full-time on the game right now. Just imagine what we can achieve together for the Early Access in October!

We need you more than ever to create the funniest build customizations for your character and share them with us on social media and Discord.

JOIN US :





IMV Studio <3

Seven Cities 0.8.3252 version Notes




Outsiders,



First of all, a warm welcome to the new outsiders who have recently joined our community! Your support and feedback on the playtest have been incredible, and we truly value your insights.

If you're eager to contribute further, we invite you to join our Discord community. Don’t hesitate to bombard us with your issues, bug reports, feedback, and of course, your favorite builds that let you dominate the Seven Cities and swiftly defeat ROBERTO!

Together, let’s shape the future of Seven Cities. Join the conversation and let your voice be heard!


"But IMV Studio, what about controller support?"



This question has been at the forefront of our community discussions recently, and we're excited to update you on our progress! Controller support for Seven Cities is on its way, with 70% of the integration already completed.

We've been implementing Unity's new input system, allowing for seamless switching between different types of controllers. The integration of this system along with existing keymapping is a crucial step towards full controller support.

Our target is to enable controller gameplay by July. While we might finish earlier, our current focus is on refining the UI—essential for ensuring a smooth, intuitive action-RPG experience.

Stay tuned for more updates, and thank you for your patience and enthusiasm!

Special Thanks to Aaron in This Update



Developing Seven Cities, our first game, has been a rollercoaster of highs and lows over the past four years. In this industry, the kindness and support we've received from Aaron stand out as extraordinarily impactful.

His contributions have provided us with a game-changing boost that has significantly advanced our progress. While words can hardly do justice, we extend our heartfelt thanks to Aaron for his remarkable support.

Aaron, you’ve made a real difference, and we are incredibly grateful!


The full patch note




Weapon specialisation



We've completely reworked the weapon specialization panel in Seven Cities. Now, weapons within the same category share a common specialization tree, streamlining gameplay and enhancing your strategic options. For instance, all rifles utilize the same rifle spec, both shotguns share a shotgun spec, and melee weapons like the baseball bat and axe now share specifications.

This significant update not only simplifies the system but also sets the stage for expanding our weapon variety more efficiently. With this new structure, adding diverse weapons like new axes or bats that utilize existing specs becomes seamless, enriching your arsenal choices and combat strategies.


  • Full rework of the weapon spe
  • Clear the UI of specialization panel
  • Full rework of the rifles spe that cost 2, 4 and 8 affinity points.
  • Add 4 new spe (cost 8) in rifles with behaviour tag like bullet homing, delay before



  • Update the iconography of the main goal
  • Add VFX at main camp to indicate where your should go to start activities
  • Clean the main camp level design to clean the direction to go to start activities
  • Update the distant enemies min distance to attack
  • Add a new tooltip small display (not fully complete but it will be in the next few days)




  • Fix special display at the NPC that selling new special attacks
  • Fix to auto-select the right tab in player inventory depending of the left panel
  • Fix the system of main quest
  • Fix the hotbar that remove special when you switch of backpack
  • Fix the pet special attack that can disapear
  • Fix the wheel animation of your town portal
  • Fix the minimap display if your resolution wasn't 1920*1080
  • Fix the passive panel research
  • You can't clic anymore on the jump clic in the hotbar
  • Fix an issue with the countdown activity




The major passive is not finish it's just a preview of the system, a big update about it appear in the next 2 patches.

A fix to kill roberto with melees and rolling skill is coming in the next days as a small patch update.

Thank you!


We sincerely hope this update captures the essence of our commitment to creating a fun and engaging action-RPG. With the newly revamped specialization system, we're excited to see the diverse builds you'll create. Your innovative strategies and feedback are what drive us forward, and we can't wait to see how you leverage these changes in your gameplay.