Vengeful Rites cover
Vengeful Rites screenshot
Genre: Role-playing (RPG), Adventure, Indie

Vengeful Rites

More polish and bug fixes.

Hello, everyone. Today's patch adds some new sound effects, improves the presentation of a few things, optimizes some areas better and fixes some bugs.

    Changes and Improvements

  • Further Optimized the Hidden Forest zone of chapter 4. More coming.
  • Changed the rock men enemies to be less likely to use 2 weapons on novice difficulty.
  • Replaced some climbing bricks in the Serafin Castle area with a growable beanstalk to make the climbing area more visible.
  • The Firewave spells and its variants now break destructible objects.
  • Changed the sound effect for crafting rings to something more subdued.
  • Shortened the bat sections of the Janos (Vampire) boss fight.
  • Added sound effects while moving certain objects like doors and the floating rock platforms in The Forbidden Mine.
  • Added an appropriate sound effect when defeating the Heart of The Mountain at the end of the Forbidden Mine.

    Bug Fixes

  • Fixed a bug where forcing an enemy to dodge spam could cause them to stop attacking indefinitely.
  • Corrected a bug where LIV support gave out once you reached the credits.
  • Corrected a bug where loading a game and then returning to the main menu and starting a new game would cause some progress from the loaded game to carry over.
  • Climbing will now make sure there are no spells in your hand when grabbing onto a climbable object.
  • Fixed a bug causing the elemental boss in the Otherworld to not spawn again if you died to him until you'd reloaded the game.
  • Moved some of the falling bomb seeds in the tree boss fight to avoid accidental explosions of the first obstacle.


That's it for today's patch! We'll continue keeping our ears to the ground for all the feedback you guys can provide as we move closer to full release and beyond. As usual, we'd like to invite you all to join us on the forums here or in our discord to share any feedback you may have. Happy adventuring, everyone!

Improved mechanic presentation and some small bug fixes.

Hello, everyone. Today's patch improves the way certain elements of a couple boss fights and puzzles are presented to make things a bit more clear.

    Changes and Improvements

  • Changed the coloring of the hand holds on the climbing wheels after the Spider Queen fight to make them stand out more.
  • Added a particle effect to the hands of the golem boss at the end of chapter 1 to make them stand out more as important for progression.
  • Added railings to the wrist and back platforms for the elemental boss in the Otherworld to make them more recognizable as platforms and added an effect when he does his beam attacks to draw your attention to them.
  • Changed the coloring of one of the paintings in the Serafin Castle to avoid potential issues for those with certain types of color blindness.
  • Narrowed the frost beams in the Dragore fight to have them better match their effective radius.

    Bug Fixes

  • Fixed some stairs throughout Godly Island that had been configured incorrectly for teleport detection.
  • Fixed a small bug where the crystal beam emitters in the Dragore fight were creating a hit effect while inactive.


That's it for today's patch! Keep the reports and feedback coming! We're doing everything we can to improve the game as much as possible heading into full release. As usual, we'd like to invite you all to join us on the forums here or in our discord to share any feedback you may have. Happy adventuring, everyone!

Bug Fixes and Tutorial Improvements

Hello, everyone. Today's patch is a small one to improve the way some information is conveyed and squash a few bugs.

    Changes and Improvements

  • Added a couple of additional tutorial screens early in the game to better convey your options in the menu and advanced kinesis controls for larger objects.
  • Moved the Save and Exit button in the options menu and changed its color to make it stand out more.
  • Updated the video at the Kinetic Thrust altar to better demonstrate the spell's potential uses.
  • Removed some enemies throughout the game on Novice difficulty to make some of the encounters more manageable for those looking for a more relaxed experience.
  • Tweaked the way boulders deal damage in the Heart of the Mountain fight to make them behave more predictably.

    Bug Fixes

  • Fixed a bug where throwing a mana fog crystal off the tower behind the elemental boss in the Otherworld wouldn't properly respawn it to be used in the puzzle there.
  • Fixed some missing collision on some rocks in the Hidden Forest.
  • Fixed a bug where knocked down enemies would be killed if they received healing from an ally.
  • Fixed a bug that prevented you from igniting bombs on goblin mage AoEs.


That's it for today's patch! Keep the reports and feedback coming! We're doing everything we can to improve the game as much as possible heading into full release. As usual, we'd like to invite you all to join us on the forums here or in our discord to share any feedback you may have. Happy adventuring, everyone!

LIV support added and other quality of life improvements.

Hello, everyone. Today's patch brings with it support for LIV for those of you who like to create mixed reality videos or use the enhanced FPV camera. It also corrects a pretty nasty bug and reworks checkpoints a little.

    Balance Changes and Improvements

  • Added LIV support for all you content creators out there.
  • Dying will now return you to the last checkpoint you walked through (even if you have one further along in the zone). Using the return to checkpoint option in the menu will still return you to the furthest checkpoint you've unlocked in the zone.
  • Sanctuary now shatters when exposed to powerful energy attacks such as dragon fire and the elemental beams in The Otherworld.
  • The elemental boss in the Otherworld now only goes through his cut scene introduction the first time you fight him. Subsequent attempts will start the fight pretty much instantly.

    Bug Fixes

  • Fixed a bug where attempting to store certain items in your belt quick slots could cause your hand to become unresponsive when trying to unsheathe your weapon or grab your backpack.
  • Cleaned up some faulty enemy navigation on Godly Island.


That's it for today's patch, everyone! As usual, we'd like to invite you all to join us on the forums here or in our discord to share any feedback you may have. Happy adventuring, everyone!

Small Quality of Life Patch.

Hello, everyone. Today's patch is a small one to rebalance some stuff and improve the presentation of the spell casting tutorials. You can expect more like it as we move closer to full release.

    Balance Changes and Improvements

  • Added video demonstrations throughout the tutorial and at each spell shrine to more clearly and speedily show how to cast spells and perform certain other actions.
  • Increased the radius of the destruction, kinesis and restoration ultimates by 100%.
  • Increased the base damage of the destruction ultimates by 25%.
  • Increased the base damage and lifesteal of the restoration ultimate from 25 to 75.
  • Both the destruction and restoration ultimates now deal reduced damage the further the target is from the player.
  • Increased the lifesteal percentage of the Vampiric Aura spell from 5% to 10%.

    Bug Fixes

  • Fixed a bug in the Dragore fight where a kinetic grapple point remained accessible when it wasn't supposed to be.


That's it for today's patch, everyone! As usual, we'd like to invite you all to join us on the forums here or in our discord to help us polish the game as we move toward full release. Thanks! Happy adventuring, everyone!

Chapter 4: The Otherworld is now live!

Hello, everyone. Today we launch the final chapter of the game! For the first time since we entered early access you can take the fight to Dragore in The Otherworld to complete your quest. You'll learn new spells, fight new enemies, solve new puzzles and everything else you've come to expect from a new chapter. It's time to avenge your slain master, Serafin! The Otherworld awaits!



This new chapter brings the average playtime of the game up to around 15 hours making us one of the longest games in VR! Naturally, there's more in this update than just new content. A lot of tweaks and bug fixes have made it in thanks to the feedback we've received from you all and you can read about them in the full patch notes below.

    Additions and Improvements

  • Added the final chapter to the game!
  • Expanded the story of the game by adding visitations from Master Abardon's spirit throughout your adventure.
  • Destruction Shrines now increase your destruction spell damage by 20% instead of 10%.
  • Arrows imbued with destruction magic now deal elemental damage, making them stronger/weaker against enemies depending on their resistances.
  • Further optimized many of the outdoor areas of the game.
  • Archer enemies are now increasingly less accurate on lower difficulties, and can no longer shoot down at near 90 degree angles.
  • Goblin mages can no longer cast AoEs at your feet if they can't see you on novice difficulty, and are less likely to on apprentice difficulty.
  • Chain lightning damage is now displayed slightly offset of other damage to avoid overlap.
  • Captain Ghostbeard's ship will no longer rock side to side if using teleport locomotion to avoid motion sickness for those prone to it.
  • Added a chest variant to the game that's locked by burnable brambles.
  • Increased the minimum range to start casting a two handed spell when holding something in your offhand to make the gesture more forgiving.
  • Changed the phrasing on certain locked doors/objects to make their status less vague and avoid potential wasted time if they can't be opened.
  • Trash mobs in the Spider Queen encounter spawn a little more slowly in the later stages of the fight.
  • Added hints to the Heart of the Mountain (Stone Golem) fight at the end of chapter 1.


    Corrections and Bug Fixes

  • Fixed a bug where your hand would become unresponsive if you tried to grab an enemy arrow from your body when your quiver was empty.
  • Fixed a bug where you could skip over a large section of the Heart of the Mountain boss fight if you had previously made it to the final phase of the fight and died.
  • Fixed a bug where dying while casting a two handed spell would spawn you back with the effect stuck in your hands.
  • Fixed a bug where boulders in the Heart of the Mountain fight would still deal damage to you on contact after having become stationary.
  • Fixed a bug where you could launch all of the ballista bolts off the tower in the Seraf fight with a Kinetic Thrust, preventing you from progressing and having to reload the fight.
  • Corrected some nav mesh issues in the Seraf fight that would allow you to stand somewhere Seraf couldn't reach you.
  • Fixed a bug that caused the ocean around Godly Island to flicker when looked at from certain angles.
  • Fixed some misfiring sound effects on Godly Island.



This patch brings us much closer to finally shedding this early access tag and entering full release! We still have a little more polish we'd like to add before we do that, though. Namely, we'd like to add a faster means of travel between the different zones to make backtracking less of a chore, update the tutorial to be less walls of text and have more visual demonstrations, improve the presentation of a few small things, further optimize the game where we can and of course squash any additional bugs we may find. As always, we'll be on the constant lookout for feedback here on Steam and in our discord. If you have any feedback to help us improve the game before exiting early access, please don't hesitate to share it! That's it for now. Happy adventuring, everyone!

Chapter 4 is now on the test branch!

The final chapter! It sounds crazy to me to even say it. We're finally there, after a couple of years of early access. You all have been incredible in helping shape the game and it wouldn't be anywhere near as refined as it is without you. We just need a little more help testing things out for this final chapter before we put it live on the main branch. After that, it's a final polish pass and then we can finally leave early access behind us!

If you'd like to jump into the new content and help us make sure it's ready for the main branch, you can opt into the test build by right clicking the game in your steam library, going to settings and then in the betas tab using the dropdown menu to select the test branch. We recommend backing up your save files just to be safe. You can find them at C:\Users\%USERNAME%\AppData\LocalLow\Deep Dive Interactive\Vengeful Rites.

Some of the things we're looking for feedback on:


  • Optimization issues (low fps) -- This is primarily finished in the Otherworld, but the Hidden Forest area may need some more work on this front.
  • Any bugs that bar your progress.
  • General feedback to make things feel better.


As always, we invite you all to join our discord if you haven't already, as it's the best place to share your feedback from the new content and get help with any issues you might encounter. We hope you all enjoy the final chapter! Happy adventuring!

Small Quality of Life Patch.

Hello, everyone. Today's patch comes with some quality of life improvements. This patch is to incorporate some feedback we've received recently to improve the overall experience of the existing content.


    Balance Changes and Improvements

  • Enemies will no longer respawn when you die on Novice difficulty. They will, however, continue to respawn on Apprentice/Master difficulties and when you exit and return to a level.
  • The purple laser beam in the final puzzle on the Path of the Mage now stays active for a few extra seconds on all difficulties.
  • Reoriented the way potions and elixirs snap into your hand to make drinking them a bit easier.


We're currently hard at work on the final chapter of the game which we believe is shaping up to be the best of all the chapters! Our focus is primarily on that, but if you've got feedback to help improve the overall user experience please share it as we're always on the lookout for ways to improve the game. Thanks!

That's it for today's patch, everyone! As usual, we'd like to invite you all to join us on the forums here or in our discord to help shape the development of the game going forward with your feedback. Thanks! Happy adventuring, everyone!

Balance tweaks and more quality of life changes.

Hello, everyone. Today's patch comes with some balance and quality of life improvements. We're focused on our work for chapter 4 currently, but as feedback continues to come in, we'll continue to implement it throughout the game, so keep it coming!


    Balance Changes

    Spider Queen Fight

  • The queen now fires fewer spine projectiles at a time at lower velocity on novice difficulty.
  • Reduced the number of spider trash mobs on novice difficulty.
  • Spider trash mobs fire their projectiles less frequently on lower difficulties.

    Path of the Archer Final Boss

  • Melee enemies no longer spawn on novice difficulty.

    Stone Golem Boss Fight

  • Reduced the number of enemies present on novice difficulty.

    Orc Boss Fight

  • Enemies now spawn less frequently in the final phase of the fight.

    Path of the Mage Final Puzzle

  • The purple laser beam now stays active for a few extra seconds on the lower difficulties.

    QoL Improvements and Bug Fixes

  • Improved the detection of throwing items/fireballs on WMR/Rift S/Quest HMDs.
  • Added some extra handholds on a few of the climbable beanstalks throughout the later chapters.
  • Implemented a potential fix for a bug that would prevent you from being able to unsheathe your sword on occasion.


That's it for today's patch, everyone! As usual, we'd like to invite you all to join us on the forums here or in our discord to help shape the development of the game going forward with your feedback. Thanks! Happy adventuring, everyone!

Some quality of life improvements.

Hello, everyone. Today's patch comes with some quality of life improvements and a small bug fix. Nothing major, but some stuff that should improve the experience throughout the game.


    Additions and Improvements

  • When purchasing an item from the shop, you can now refund it for the full purchase cost for 10 minutes before the value diminishes to half as usual.
  • When saving and exiting the game, your position will now be saved exactly where you were when you exited the game. Additionally, the return to checkpoint option will bring you to the last checkpoint you unlocked in the zone, even if you left the zone and returned.
  • Your teleport arc when using teleport locomotion will no longer disallow teleportation if it hits a wall or some other object that can't be stood on. Instead, it will find the nearest place on the ground to where the arc hit and set that as your destination.

    Corrections and Bug Fixes

  • Fixed a bug where you could sheathe your sword while trying to place it in an inventory slot and then be unable to grab it until reloading the game.


That's it for today's patch, everyone. As usual, we'd like to invite you all to join us on the forums here or in our discord to help shape the development of the game going forward with your feedback. Thanks! Happy adventuring, everyone!