Shattered: Tale of the Forgotten King cover
Shattered: Tale of the Forgotten King screenshot
PC PS4 XONE Switch PS5 Series X Steam Gog Epic
Genre: Platform, Puzzle, Role-playing (RPG), Adventure, Indie

Shattered: Tale of the Forgotten King

15% off Shattered for 10 days!

As you probably have seen yesterday, we're reaching our 11th patch notes during these... Well, as everybody says, "special times".

We wanted to do what we could to ease that second part of confinement, so we decided to launch a 15% sale on Shattered alongside this last update.
It’s starting today until May 11th!


We really hope you'll like what you discover here.
Welcome to Hypnos ♥


If you'd like to join our beautiful community of Wanderers, please feel free to meet us on our Discord server: https://discord.gg/cGmC9Bt

Build 0.11 up and running!

Hey everyone!
We really hope you’re all doing ok as these times are definitely challenging for everyone. This update is mainly about a brand new intro with a reworked tutorial area, and a whole lot of bugfixing. There are even more things that have been fixed than what we wrote here, but they weren’t really worth mentionning so… Here you go for this patch notes:


BUGFIX:
• The Wander no longer stays standing if he dies while healing
• The level UI is now responsive
• Gheb no longer summons Hierarchs inside his own body (no one’s judging)
• Stamina is now fixed
• Global localization fix
• Watchers no longer attack you when you activate a Limbo Well

OPTIMISATIONS:
• Lighting, foliage, FX
• Refining on Ackbar and 2 other aeras (surprise!)

ADDITIONS:
• More feedback when looting Limbo Essence : the FX changes depending on the number of Essences you’re looting
A brand new intro!
• A new FX on the Legionaries’ shields, to know when they’re active or not


CHANGES:
• Better visual on lootable items
• Better animations for the legionaries, to make the combats clearer
• Better FX on rocky doors
• You can no longer jump when healing yourself or use an itam from the quick access while in the air
• Timing to parry projectiles is better
• The Pretorian no longer respawns
• Better healing animation and new FX
• Foes get back up faster after a backstab or a parry, and can be striked while they’re getting up

NEXT:
• Fixing the puzzle door so that it stays open no matter what!
• We've been tracking the old and rare jumping bug for a while now. We're almost there...
• Making the Pretorian even more fun to fight!

We hope you'll like the intro and everything, dear Wanderers. Please let us know what you think ♥

Build 0.10 online!

Oh hello there dear Wanderers :)
We worked so hard on this one, we hope you'll like it! Here is patch notes #10!

Bugfixes:
• Steam VR preventing from lauching the game has been dealt with
• Bugfix of the Memorem that could be opened without an Eibon Fragment
• The door of Ackbar, unlocked after the puzzle, now stays open after loading a save
• Changes of audio settings are now correctly saved
• A few doors that wouldn’t open with the right keys have been fixed
• Seemed like sometimes, if you died on a Boss and respawned in another level, the Boss’ lifebar would still stick on your screen. Be gone, evil lifebar!
• Portal of the corrupted temple doesn't lead to an infinite loadscreen anymore.

Optimisations:
• Update of Unreal Enfine 4 that should greatly optimize the FPS! (It also may have brought up new bugs… We’re working on that but let us know if you see something even stranger than usual ^^’’)

Additions:
• More items to loot
• Screenshot mode ready ! Press « H » on your keyboard to hide the HUD. Have fun and don’t hesitate to show us your shots!
• You can now parry the projectiles and send them back to their senders. Take that, legionaries!
• Falling animations and better feedback on the perfect parries and backstabs
• New sounds on legionaries during attacks
• New sounds when fighting the Watcher Kether
• New visuals for the Limbo Wells
• New visuals for the dialogs

Changes:
• Bugfix of several layout and colliders problems
• First re-balancing of the weapons! (probably not definitive)
• New looks for some legionaries
• Little visual changes when you dash while having a ennemy locked
• Updates of a few already existing sounds for a better finish
• Few visual changes on some maps. We'll let you discover that! (But spoilers: there are now trees and foliage)
• All the swords' trails have been modified

As always, let us know if you encounter any bugs, or have any question or concern.
You can also reach us & get more news on all our social media and Discord:
Facebook
Twitter
Instagram
Discord

WINTER SALES! Build 0.09 UP AND RUNNING!

Aaaand here is the 9th patch notes everyone! To celebrate, we're doing our very first discount for these Winter Sales :D That's your chance to add Shattered to your library (or a friend's) ♥

We're super proud of this big one and can't wait to read what you think of it.

Here's what we did!

Bugfixes
- Fixed the door in North Myosis that would lead you to infinite loadscreen
- Correction of several display bugs & colliders

Optimisations :
- Limbo has been optimized: you'll have better FPS there!
- The game goes from 16 to 6Go on your disk. Yip yip!

Additions
- Extra items to loot (no new items for the moment, just more of them)
- 7 new weapons to loot!! Killing the bosses now opens the gates they were holding. Behind them, you'll find your well deserved new blades...
- New sound design (foes, ambient... we'll let you discover!)
- New skins for the Watchers (they've got faces!) and the Stranger
- More lore: new Memorem to look for.

Changes

- Total rework of the menu UI (your quick access is now on "i" / down on the d-pad)
- Esc. / Start now leads to the main menu and "o" / Select to the options
- Total rework of how the Memorem look
- Total rework of how the dialogs look as well
- Rework of the starting menu.

Please let us know what you think of everything!

We wish you a wonderful Christmas in advance and, as we probably won't be able to talk to you again until then, a super happy new year! ♥

Build 0.08 online!

Hello, dear Wanderers!
How was your October? We hope Samhain was fairly celebrated ;)

Ours was pretty busy: we were at the Paris Game Connection, right next to the Paris Games Week. For those of you who don't know, it is the professionnal part of the event, where you can meet lots of others devs, publishers, editors etc. (we were particularly looking for help to launch the finished game as best as possible, translate it in as much languages as possible, and hopefully port it on consoles a little bit quicker). We'll see how it goes!

Oh, and there's a few new things in Hypnos...


PATCH NOTES #8!

BUGFIX
• Radiant Essences no longer use a Superior one.
• The precedent level correctly unload after the Whisperer's Mark is used (no more mashup between the levels!).
• No more getting stuck in the game options.
• The player’s Quick Access is now correctly saved when loading a game!
• Fixed a bug causing the player to appear falling in the middle of nothing after using the Whisperer's Mark.
• No more unobtainable keys! You shall now open gates.
• The dialog widget now correctly udpates its color theme when the Whisperer is talking.


OPTIMISATIONS:
• Magic bolts won't cause FPS drops anymore.
• The hard freeze upon using the Whisperer's Mark from the inventory is now fixed.

ADDITIONS
• Fade out animation for enemies' lifebars upon death.
• Clearer feedback on how many essences you get when killing a mob.
• New ennemies: the “rocketter” and the “grenade thrower” :D
• A new death screen!
• Bunch of new NPCs! Their quests are not implemented yet, but you can get to know them a little bit while we add their complete narrative... (Let us know what you think about them :) )
• Oh, and you can also trade with them!
• Little level design modifications & visual changes in environments. We'll let you discover what and where ;)
• New area: the Wall of Devesh, beyond North of Myosis
• A new item that you'll particularly appreciate in the darkest places: a little sentient light that you can summon to illumate your way!


Changes
• If you kill a locked ennemy, the camera will now switch the lock target to the next foe, instead of exiting the lock mode.
• New Fx for Homonculus' explosions.
• New Sound Design for the Legionnaires.
• New Fx for the gunner ennemies.
• A few Sound Design upgrades for some of the Wanderer's moves.
• Sound lifting for some Elite enemies ; changed on-hit sound for it to not be confused with the player’s one anymore.


This one was a big one for us.
We really hope you like all the changes!

Hotfix #1

Hey everyone!
We noticed a few bugs had come up with the last update, so we made a quick fix before the next major patch notes :)

BUGFIX:

  • Foes won't aggro on respawn anymore.
  • Stamina doesn't recharge during the heavy attacks animations anymore.
  • Players won't be able to move in the Quick Access section through the consumables options in the inventory.
  • Players won't be able to “negatively use” a consumable (that happened when spamming the using button during UI animations).
  • Items won't stack instead of being deleted during updates of the inventory.
  • Wrong textures were displayed when hoevering buttons from the consumable options.
  • No more glitches on QA clicking!
  • No more getting stuck after respawning at the second well in the Limbo.
  • You won't lose your looted keys anymore. We had the inventory swear it: it will save all of them.


MODIFICATIONS / ADDITIONS:

  • Aerial attack nerf: it deals less damage, takes more stamina and has a much more important landing lag. Yes, it was needed. You know it.
  • Striking a Legionary will only stun them once, then they'll finish their current attack no matter what.
  • Click anywhere else to exit the Quick Access selection in the main UI.
  • Click on the background to exit the consumable options.

Build 0.07 is up!

Hi everyone!
September was such a busy month for us and we're glad to show you the content of the 7th patch notes :D

UI:
- We noticed some technical issues, thanks to your feedback on the inventory and therefore, instead of correcting piece by piece every bit of code on this interface way too old and unstable, we created a brand new architecture, much more stable and easier to fix in the future. Nothing changes in terms of visual, but the whole code behind it has been reworked to avoid all the mistakes made 3 years ago when we created the first prototype. This is still a new UI, so some bugs could still show up, but it will now be way faster for us to fix them, without taking the risk to break something else.

FOES & FIGHT:
- Legionaries have slightly different combos and get stronger depending on which area they're located. We tried to bring variety in their actions without changing them entirely, so they “evolve” and are properly aligned with the increasing difficulty curve.
- The strongest legionaries also have new attacks (we'll let you find out what it's about!)
- We also fixed a bug where legionaries gave twice their essence (sorry :P )
- The Lost Souls now drop 15 essences instead of 30.
- Damage of the roll attack reduced by 30%

Other minor bug fix:
The Early Access intro text and the language/keyboard layout selection will stop appearing after the first time.

Build 0.06 now running!

Long time no see, dear Wanderers! We hope you're all doing well. Contrarily to what our month-long silence may have let you think, we didn't stop working on Shattered, we just decided to go a little bit easier and reduce our neverending work days for this crazy hot august month.
Here is the result of our summery work :D

ADDITIONS:

- The Chorozon mark, which teleports you back to the Limbo
- The Whisperer mark, which teleports you to the last activated Limbo Well
(this one is located at the heart of Limbo, where the Whisperer is.)
- A sprint attack: if you press the attack input while sprinting, the Wanderer will slide on the ground for a few meters then slash with his sword.
- A new Catalyser! We are trying a more conventionnal approach with healing: an item that contains healing charges that you refill at a Limbo Well. Right now there is only one charge, and you cannot upgrade it yet, so we left the old one aswell.

MODIFICATIONS:

- We changed the AI for most of the basic ennemies. They will now try to not overlap each other with their attacks. Hopefully fighting 1v5 should be fairer now.
- But beware, they also learned how to do longer combos.
- We are also starting to implement different levels of Legionnaires (the main foes): some will be tougher with slightly different animations and patterns.
- We also changed the Wanderer's attacks: they are faster, cost less stamina but do less damages.
- Gheb invocations have less health.
- The elite monsters' and bosses' strikes take longer to launch.
- We are trying something on the jump: only the double jump will now cost stamina, not the regular one.


BUGFIX:

- A lot of collision bugs with the basic ennemies are fixed. Hitting ennemies should feel more responsive and rewarding now.
- Sword collisions are now way more consistant and accurate.
- Level Up menu fixed! You won't lose your essences when exiting the menu anymore.

We are aware of bugs around the inventory and menus (sometimes you have to double click to open a sub-menu), we are working to fix that as soon as possible.
We deactivated the E key in the menu (the confirmation key) for now because of a lot of bugs associated to it, we will fix it soon and bring it back.

WHAT'S NEXT?

- LORE !
- Glyph system
- A loot system
- New zones
- Aaaaand bugfixes

Build 0.05 is up! Want to join our Discord server?

Hello dear Wanderers :)
We hope the heat is not too crushing where you live, because it definitely is here and we're regularly making water fights pauses to survive.
Anyways, here is what we've been working on this week!

ADDITIONS:
- It's now possible to start a combo with the dash attack
- New feedbacks when hitting foes
- The jump now costs a small amount of stamina
- No more attack cancelling when hitting a wall, the Wanderer is pushed back instead
- The animation of the first light attack has been modified to be more dynamic (let us know what you think about it!)
- The animation and timing of the perfect parry have been changed to be more difficult to realize.

WHAT'S NEXT:

- Add items allowing to go back to the last Limbo Well (almost done, we just need to test it a bit)
- Rework the basic foes to make them more interesting to fight and more rewarding to defeat (different IA, group IA, loot system...)
- Add a "sprinted" attack
- More bug fix and optimisation!

OUR DISCORD SERVER:
Want to report bugs or chat with us more directly?
Here you go! https://discord.gg/WZyBzt3
We also have a Role Play section (Madam Lockhart Counter) if you'd like to challenge your writing and discover a bit more of Redlock Studio's extended narrative universe.

Don't forget to drink water & see you soon, Wanderers ♥

Build 0.04 is coming

Wanderers, the war against infinite load screens has been declared! With this update, you shouldn't be getting anything like this anymore.
We hope.
We sacrificed all our coffee stock to the mystic gods of UE4, so it should work.

ADDITION:
- Option to "invert Y-axis" in the controls menu

BUG FIX:
- Better framerate in the Ancient Lands and Serene Cliff
- Fix of The Stranger who didn't want to spawn
- Fix of The Stranger who did spawn but didn't move (and became an automatic turret)
- Texture problems on the Hierarchs are fixed
- A lot of not moving foes in the Ancient Lands are fixed
- The gates leading to the Cardinal Bosses 2 & 3 are fixed
- Fix of the infinite keys/Essence on the Pretorian after his death

CHANGES:
- Foes now drop their Essence instantly after they die
- The Stranger has a longer recovery time upon the end of his combos, so you get a bit more time to hit him.

WHAT'S NEXT?
Well, pretty much the same things that we talked about in the last patch notes. Thank you for your attention & support, Wanderers ♥