Warhaven cover
Warhaven screenshot
Genre: Fighting

Warhaven

Dev Log - Vol. 1


(Fanart(?) from our concept designer in NDC 2022)

Hello everyone,

I’m Eunseok Yi, the game director for ‘Warhaven’.
(Quick sidenote: In Korea, I’m known better by my gamertag: Paparang)
I know there are those who have been following this game since its very early stages, when it was still known as ‘Project HP’. And I know that many others might have come across our game quite recently.
Either way, wherever you’re from, however you got here, I’m delighted to have a chance to communicate with you all. Hello again.

After our global beta took place on Steam last year, I know we haven’t been putting out a whole lot of news regarding Warhaven. And I’ve heard through the grapevine that folks are waiting patiently for any news, big or small, on our game.
So today I hope I can help alleviate a bit of that longing, by sharing our current development process.

But before going any further, I want to take a step back, and fill you in on the backstory behind the creation of Warhaven. What inspired it to be what it is today.
What came to me personally, and the team on our journey of creativity.


(*The image above is actually me. Badass, right?
I’m just kidding. That’s not me. I did rightfully pay to use it though.)


When I first stepped into the gaming industry at a young age, many, many years ago, I also had a brief stint in a martial arts gym where I actually got to learn the basics of real swordsmanship.
I had to start out by swinging a heavy wooden sword, then I got to turn off candle lights with sword swings, and then I was promptly humbled and amazed by our master when he slashed straw mats in half like they were paper.
It might seem a little childish looking back, but what I really enjoyed over anything else was when I sparred with others using foam swords. The fun that we had from having wooden swordfights with friends as a young kid was still there in our hearts, even after becoming adults.
I mean, think of it as pillow fights; those can be fun at any age!

Nowadays, swords have lost their place in the current society.
They’ve been cast to the side by guns and more modernized weapons.
I still believe, however, that there is a special experience that comes from up close and personal, hand-to-hand combat and action when using weapons of the old.
(Of course, we’re still talking in the context of games and make-believe where no one actually gets hurt, away from real world atrocities committed through war and violence.)

Swordfights are unique in their own way.
There’s a certain valor, a certain cool factor in swordsmanship that can’t be replaced by guns.
I think this is probably why many protagonists in today’s entertainment, deflect bullets with their sword-type weapons, even in sci-fi movies where spaceships and laser beams are supposed to be superior.



(Above GIFs are from very early prototypes of Project HP.
They might look a bit strange, but they were very fun to play.)


A few years back when we first started developing what was known then as Project HP, the prototypes we came up with were extremely fun to play. Even though the characters didn’t have any unique, cool skills or other special features like they do now, merely swinging swords and dodging other peoples’ attacks provided us with pure, raw, palpable joy.
Through this unforgettable experience, other developers, along with myself, felt and saw the game’s potential.




(These are from some of the later versions, with a few modifications since the earliest prototype.)

It was then when we decided on another important feature of the game: large-scale battles with many other players.
When it comes to games, the current market seems to be more focused on providing smaller scale combat experiences, many of them being around 4v4 or 5v5 matches. I feel that these types of matches provide players with tension-filled, riveting experiences of their own, but they also come with stress.
I know this first-hand: the pressure to pull my own weight, not-so-nice remarks from so called teammates (I thought we were friends!), and comparisons to opponents…
Come to think of it, all of these might be reasons why I have so much grey hair today. (Wait, I’m making this way too personal, aren’t I.)

To reduce these causes of hair-loss in players (aka myself), we decided to go in a slightly different direction: large scale combat. However, we realized along the way that the phrase ‘the more the merrier’ may not be so true if we went overboard, so there needed to be a fine line between ‘many’ and ‘too many’; thus we decided on having 16v16 battles.


(Reenactment of a Viking battle. Denmark, 2005)
Reference: CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=385134


But, enough talk of the past. I know all of you are interested in what’s going to happen soon, right?
Where Warhaven might be in its current development?
Well, it’s our plan and promise to start Warhaven’s early access on Steam, within this year.
And the emphasis has been put on the following:


  1. Close-combat Battles in Numbers

    • As mentioned above, Warhaven’s key concept is to provide raw and visceral fun in big-team, sword-to-sword battles.

  2. Thrilling Action

    • There are 3 key words to describe the action gameplay of Warhaven – Simple, Intricate, Visceral.
    • Players will require only a few skills and even fewer buttons to jump straight into combat.
      The action will be straight forward, tangible, and visually fun.
      The fights will be brutal, rough, and rowdy. They will bring out the swordsman in you.

  3. The Quality of Victory, over the Quantity of Wins

    • It’s important to note that wins can only come with a few losses.
      Maximizing the joy that comes with each and every win, however big or small, whilst minimizing the anger/stress that comes with each loss is something that we’ve focused on since the very beginning.

  4. Fantasy + Medieval Battleground

    • Warhaven does not represent a real-world time or place in history.
      It has its background in a fantasy world, which gives us a chance to create something with endless potential.
      It’s just so fun to imagine what can come next, because there’s a unique joy and excitement which can only be obtained through a world of fantasy and make-believe.


    (A unique “Tactical Medieval” armor set which we created for Warhaven. We thought it would be fun to imagine master craftsmen getting their strange designs from the Immortals through dreams and revelations. Materials and technology may be different from what we know in real life,
    but how the armor functions stay relatively the same.)


  5. Fight forever! Fun forever!

    • To be honest, this is the most difficult task we have at hand. It is our goal to create a ‘companion game’, which players can enjoy for many years to come and always come back to.
    • Our development team has been playtesting Warhaven for a long time, and we are joined by other departments around Nexon, a few hours each day. The excitement is palpable as we await the start of each playtest. We sit, readying our hands in anticipation to kick each other’s butts, and to slash each other into rubble. Just today, I think I was stabbed and slashed more than 30 times overall. (But trust me, you should see the other guys.)
      Every time we jump into a Warhaven match, we play with gusto. We play with raw excitement. Each match is an adrenaline rush, and I want to create a game where players feel like they can also enjoy this the same way we do.
    • We will focus on providing stable, high quality live ops services of Warhaven when it’s released into the wild, with proper and timely updates, each one bringing more fun and more amazing content for players to enjoy.


The annual schedule is hectic, and we’re all very busy with creating, polishing and perfecting the fore-mentioned subjects.
This year has been, and will continue to be a busy one, but the team aims to make it an unforgettable one, for the devs and for our players alike.

We hope you can continue to look forward to Warhaven, and because we know how much you want news on the game as often as possible, we’ll make sure to come by often with more dev notes and tidbits from behind the scenes.

As always, thank you for all your support, and I hope to talk to you again, very soon.

Thank you!
- “Paparang” Eunseok Yi

Director Eunseok Yi's Interview Video Released

Hello, this is Warhaven Team.

Director Eunseok Yi's interview video has been released on 2/3(Fri) 05:00 UTC.

The director will fill you in on what to expect from the Warhaven’s development and its plans moving forward.

We can’t thank you enough for your continuous support and patience for our game!


Director Eunseok Yi's Interview Video Release Notice

Hello, this Warhaven Team.

Interview video with the lead director of Warhaven, Eunseok Yi, will be released on 2/3(Fri) 05:00 UTC. [Check your local time]

Stay tuned for this video as Warhaven’s development process, future plans, and other interesting contents will be included in the interview!



You can check the video on our official YouTube Channel.

[Go to the Warhaven YouTube Channel]

Warhaven Coming Soon with Nvidia DLSS 3

Fellow Players,

We are thrilled to announce that
Warhaven will include DLSS 3 graphics technology at its release.
Optimized gameplay via DLSS 3.0 is displayed in this video!



We hope you'll stay tuned as more improvements are on the way for Warhaven!

Warhaven Records during the Global Beta Test!

Community Hub of [Warhaven Playtest] Reopen

Greetings Testers,

We are here to announce that the [Warhaven Playtest] page on Steam that you used during the global beta is now back online.

Many of you have left useful comments and screenshots on [Warhaven Playtest]’s community hub.
We wanted to our testers to have an opportunity to take a look back at how other players thought about the Warhaven gameplay, and what they had to share.

[Warhaven Playtest] Community Hub:



Please note that this page will be available for a limited time, until further notice.

Thank you.
Warhaven Team

(Update) Announcement on the End of Global Beta

# Updated on 11/4(Fri) – Added notice about the Discord Community Channels

# Updated on 11/3(Thu) – Requested testers to keep engaged through Warhaven’s Discussion page on Steam.


Hello, this is Warhaven.

We have decided to leave the Community Channels on Discord open,
so our testers all over the world can communicate with each other.

Please share with others your feedback and anticipation about Warhaven!
- Go to Discord
- Go to Steam Discussions Page

Thank you.
________________________________________

Hello, this is Warhaven.

To thank our players who were looking to further communicate with other testers after our global beta,
we are here to guide you to a channel where you can discuss game-related topics further.

Warhaven’s [Discussion] page under the community hub in Steam will still be available after the beta.
If you have a certain topic you’d like to discuss, please post your feedback on the Discussion page.

[Go to Steam Discussions for Warhaven]

We kindly ask for you to keep your passion and interest for Warhaven even after the beta.
We will also keep monitoring the Discussion topics to listen what our precious testers have got to say.

Thank you.
Warhaven Team
________________________________________

Hello, this is Warhaven.

The Warhaven Global Beta has ended after 3 weeks of testing.
Thanks to your active participation and interest, we have concluded the Global Beta Test successfully.
We appreciate each and every one of you that played Warhaven during the beta.

Through your valuable feedback on how the game should be enjoyed and developed moving forward,
we will address our weak points and continue to improve the game overall.

If you have not yet taken the game survey, please help us improve our game by sending us your feedback by 11/2(Wed) 08:00 UTC. [Check your local times]
[Take the survey]

Please note that the Official Discord and Customer Support will be deactivated as of the following dates:

* Deactivation Dates are subject to change.

Thank you again for your interest and participation in the Warhaven Global Beta Test!
We will look forward to seeing you again with an improved version of our game.

- Warhaven Team.

Warhaven FAQ - Global Beta

- Matching

Q1. How does the matching system work?

The matching system searches for groups with similar wins/losses, achievements, and rank points.
When a squad searches for a match, it looks for more skilled opponents than when queued for solo play.
If it cannot search for enough players that meet these conditions, it broadens its search spectrum to include a wider pool of players with different network conditions, tier, and etc.


Q2. Match queue is taking way too long. Will it be improved?

Lowering the queue times may lower the matchmaking quality due to the inclusion of testers of different network environments and tiers.
We are continuously trying our best to find the right balance between not ruining the gameplay experience and shortening our queue times.


- Game Modes

Q1. Will there be an unranked matchmaking option?

Yes, unranked matching mode is under preparations.
In our official release, the conditions that affect the rank points may also be different from this global beta.

Q2. Will there be game modes that involve less players in a match? Less than 16vs16?

For now, we are focusing on 16vs16 gameplay.


- Contents

Q1. Will there be improvements for players who receive penalties from leaving the match due to crashes and other unintentional leaves?

Yes, we will work to improve our desertion penalties and the function to join matches mid-game in our official release.


Q2. It seems only certain Immortals are being selected for the after-match Spotlight. (Darkgale, Raven, etc.)

We are aware the certain Immortals are being displayed in the Spotlights after the game. We will work to improve so that all combatants may have a chance to be in the spotlight by creating different circumstances.


Q3. Do the ranks for the League Challenge include all the testers?

There are 30 testers in each League Challenge. They can include any tester from any region.


Q4. When a faction is defeated in World Pass, can you no longer participate in Conquest and Patrols?

Defeated factions can no longer participate in Conquest and Patrols.
Your carriage, however, will still be able to move and receive World Pass EXP even if the faction is defeated.


Q5. Will there be more combatant perks in the future?

Yes, new perks may be added.
Additionally, the perks that were available in the beta may change in the future.


Q6. Will there be more combatants?

Yes, there will for sure be more combatants added.


- Functions

Q1. Is there a Keybind function?

Not yet in the global beta. But we are in fact reviewing to see if they can be added in the future.


10/27(Thu) No-maintenance Patch Notice

Hello, this is the Warhaven Team.
Please note that a no-maintenance patch has been processed.

■ Patch Schedule
10/27(Thu) 05:30 UTC

■ Patch Details
Added translations of certain texts.

Please note that text translation will continue to improve the translation quality.

Thank you.

10/28(Fri) ~ 10/31(Mon) A Surprise EXP X2 Event Notice

Hello, this is Warhaven Team.

We have prepared a surprise EXP Event for our testers!
Please check the Event beforehand and don’t miss this golden opportunity to level up!

________________________________________

■ Event Schedule
10/28(Fri) 10:00 ~ 10/31(Mon) 10:00 (UTC) > Check your local times here

■ Event Details
EXP you receive after battles will double during the Event period.
[+100% BONUS] will appear next to Worldpass EXP and Hero EXP on the battle result screen.


Example)


[Notes]
※ Maximum of 30,0000 Hero EXP can be acquired.
※ If you obtain more than 30,000 Hero EXP, you cannot receive more EXP even if it appears as if you have obtained it.
Please use your Hero EXP and join battles.

________________________________________

Please enjoy various rewards with the obtained EXP. [Must Read! Tips before play Warhaven!]
- Receive various rewards in Worldpass!
- Level up your Combatant in the ‘Barrack’ Tab and equip various Perks!

Thank you.