Surprise, surprise! Right after the first post-launch update, we already have a hotfix to solve some issues that you reported. Most importantly, the monster count is now fixed and we've replaced the lightbulbs in E3M1, so the lighting issues are now gone. Full Change Log can be found below.
Thank you very much for your continuous support, have fun!
Change Log:
Updated E3M1 with lighting and clip fixes
Fixed monster count
Native resolution is default on new configs
More fixes for OpenGL corruption on MenuQC entrypoints when steamoverlay is enabled on AMD GPUs
Added fix for red lines from Nvidia settings
WRATH: Aeon of Ruin Post-Launch Patch is Now Live!
Hello everyone,
We have great news for you! It has been two weeks since Wrath: Aeon of Ruin has left Early Access, and the reactions so far have been really positive. We would like to thank you, our beloved community, for supporting the game and for playing the hell out of it!
That being said, you did encounter some issues; but thanks to your diligent bug-reporting, we have been able to fix a lot of them - we are happy to announce that the first post-launch patch is now live. Please, keep reporting any problems you encounter, so we can squash all the pesky bugs that may still be skittering around.
And if you have not done so already, your review of Wrath here on Steam would be much appreciated. Thanks in advance!
Now, without further ado, let's check what has been changed!
Change Log:
Fixed OpenGL corruption on MenuQC entrypoints when steamoverlay is enabled on AMD GPUs
Prioritized dedicated GPU on both Nvidia and AMD
Changed Soul Tether Limit to 3 for Outlander Difficulty
Set Encounter Level to the max of 5 on each map for Outlander Difficulty
Increased Enemy Damage for Outlander Difficulty
Changed Soul Tether Limit to 9 for Hard Difficulty
Changed intro level camera angle
Infinite Saving option now saves after restarting the game
Fixed Shotgun switch bug
Fixed Slagcannon Alt Fire Delay
Fixed red invincible monsters from warp spawner issue with Confounding Attar
Fixed invincible Afflicted
Fixed missing q3 shader for Prowler’s Life Siphon effect
Fixed Keeper updating in the Journal and its Life Siphon effect
Fixed sound entities
Added set_origin and set_angles debug commands
Added scr_nohud cvar
Added cvar m_yaw values seta custom_m_yaw 1
Keybind fixes
Some fixes to high FOV
Updated intro map with texture fixes
Updated E1M3 with texture fixes
Updated E1M5 with item spawning fix
Updated E2M2 with enemy spawn, texture, and item fixes
Updated E2M4 monster clip around center lift
Updated E2M5 for performance fix
Updated E3M1 with clip fixes
Updated E3M3 with steam sounds
Updated E3M4 with clip fixes
Fixed Spanish Localization Graphics in Profile Menu
Updated localization strings
Updated Enemies Shader For Lurker Gibs
WRATH: Aeon of Ruin is Out of Early Access Now!
Greetings Outlander,
The time has come for you to finally complete your journey - heed the call of the Shepherd of Wayward Souls and defeat the Guardians of the Old World! Your quest will take you on a sprawling adventure through the many corrupted temples, mystic forests, and decaying ruins linked by each of the three hub worlds in WRATH: Aeon of Ruin.
In short: the game is now out of Early Access and its full content is available to you. To celebrate this joyous occasion, let's watch the new trailer we've prepared, featuring music by the legendary Sakis Tolis (of Rotting Christ).
We went into detail of what the full release brings in a previous announcement, so we will just sum it up here:
Fully-Implemented Story
3 New Weapons - meaning 9 in total
4 New Enemies - 15 in total
2 New Sigils - 3 in total
5 New Artifacts - 10 in total
We have also changed the previously released beginning of the game, which means you will need to begin your journey anew, the old save games will no longer work. However, the changes and additions are so significant that we hope you will enjoy re-visiting your old stomping grounds.
Besides adding a new introduction and tutorial segment, which also serves as the anchor for the narrative and worldbuilding, we have added many general improvements over the initial early-access release:
Improved Enemy Encounters
Improved Enemy AI
Improved Map Layouts
Improvements to Overall Balance
Improvements to Overall Performance
WRATH: Aeon of Ruin is now available with a 15% discount for the first week after launch. And if you want to get yourselves a really sweet deal, check out these bundles where an additional 10% discount applies - this is especially handy if you already own some of the games, since you will only pay for those you don't have yet!
We would like to once again thank you all for your patience and support throughout the tenure of development over these past years, and we look forward to seeing your reaction to the new content.
While the game's content is complete, this is by no means the end of our development journey - no game is ever perfect, and we are here to listen to your feedback and fix any bugs and issues you encounter. Therefore please, if you run into any problems, report them either here in Steam discussions, or on our Discord server. And if you like and enjoy the full game, consider leaving it a review here on Steam.
It’s been a while since our last update when we announced that WRATH: Aeon of Ruin will be leaving Early Access on February 27, 2024, so it is time again to share a quick update to welcome the beginning of the new year!
The Finishing Touches of Development
We have made the most of the time spent since our final bi-weekly update. The entire team has really come together, and we couldn’t be more proud of them. Suffice it to say, we are extremely excited for the impending launch in February and for you to see all of the new content.
The core gameplay and features for the PC version of WRATH are now complete. Our final step before we are truly ready for release is localization–which is already well under way–and is the final milestone left before we wrap up.
Glimpses of the New Content
Some of the things we’re most excited for you to experience in the final release are the more fantastical and mystical elements of the game. And we have an abundance of new content coming with the release of the 1.0. Here are a few highlights:
Fully-Implemented Story
WRATH's narrative approach aims to be concise and unobtrusive, encouraging you to explore the various environments and learn the history of The Old World.
3 Bosses
Each of the three episodes is accompanied by a new hub, and at the end of each new hub is a boss of various types.
3 New Weapons - meaning 9 in total
4 New Enemies - 15 in total
2 New Sigils - 3 in total
5 New Artifacts - 10 in total
In addition, we have of course done significant polish on the pre-existing content as well as adding new things. For example, we have updated the opening segment of the game; within that segment you meet a new NPC, “The Shepherd of Wayward Souls”.
The Shepherd accompanies the Outlander on their journey to save the imprisoned guardian of The Old World.
We’ve also included some notes that can be found as you explore and find secrets. These notes are left over from the inhabitants of The Old World and can be collected, giving bits of context and worldbuilding to WRATH’s atmosphere.
Additionally, we have implemented a new tutorial segment at the beginning of the game that serves two purposes:
Better player onboarding, explaining some of the systems and abilities to be found within the game. This is primarily intended for new players, but we think that experienced players will enjoy this as well because:
The new introduction serves as the anchor for the narrative and worldbuilding. It will set the stage for players to understand who the Outlander is and why they are on the journey that they are on.
And of course, we have added many general improvements over the initial early-access release.
Improved Enemy Encounters
Improved Enemy AI
Improved Map Layouts
Improvements to Overall Balance
Improvements to Overall Performance
Multiplayer Status
We have been faced with a hard decision; either we could commit time and resources to working on multiplayer or cut it completely and fully buckle-down on polishing the single-player experience, and improve upon it even more than we originally thought possible before our full release. After careful considerations, we chose the latter and cut multiplayer from the game. And thanks to the extra time and effort we’ve spent building this world and fleshing out its narrative, the new things we've been working on have manifested in truly intriguing ways that we believe will pleasantly surprise you.
The Road to Launch
As we are nearing the full release of WRATH: Aeon of Ruin, we would like to thank you all for your patience and support throughout the tenure of development over these past years, and we look forward to seeing your reaction to the new content.
WRATH will hit 1.0 on February 27, 2024.
Until next time!
WRATH: LEAVING EARLY-ACCESS FEB 27TH 2024
We know you've been patiently waiting for this for a long time, but the wait is almost over.
WRATH: Aeon of Ruin is leaving early-access on Feb 27th, 2024.
Didn't catch the showcase? Watch the announcement above.
We have some important news to share with you. This upcoming Friday, August the 18th, we will host a livestream of WRATH gameplay - you can watch this on 3D Realm’s twitch channel, twitch.tv/3DRealms, at 2 PM ET / 20 CEST - again, that’s this Friday, August 18. We hope you will join us as we feature some of the new upcoming content.
Today will also be the last concurrent biweekly update. As we move towards the end of development, there comes a time where there is not too much to visually share as we are fixing bugs, optimizing the performance, and adding other polishes. We’re dedicating all of our attention to wrapping up the game.
Over the last two weeks we have been finalizing lighting and texturing on most of the maps. Today we’ll share a detailed room of E3M4, The Crucible of Souls, and a first look at HUB3.
The Crucible Of Souls
One of the largest maps in the game, E3M4 - The Crucible Of Souls - is an infernal epic of lava, basalt columns, and imposing architecture. In this area we call ‘the lagoon’ two bridges of brick and metal arch across the boiling lake below. A lone Symbol patrols the cavern, but other monsters may lurk in ambush…
The Wretched Domain
The last episode of WRATH begins in HUB3 - The Wretched Domain - a gruesome pit of tortured flesh, bone, stone, and metal. From here the five maps can be reached, their portals hidden in fortresses or caves, for you to complete your quest to cleanse this world.
In other news…
Aside from detailing E3M4, HUB3, and other fixes, tweaks, and polish, here is a look at some of the things we’ve worked on the last two weeks:
LEVELS
Flesh terrain started for boss3
All maps are being recompiled for lighting, fog, music, and other details across the game.
PROPS & TEXTURES
Damned souls texture for boss3
Final texture and effects pass on the orrery
That’s it for this update! We thank you from the bottom of our heart for following along with our updates, and we can’t wait to show you the complete game upon release.
Over the last two weeks we’ve been focusing on fixing and adding all of the little details in our maps, while also working on WRATH’s Achievement System. Today we’ll share with you the loading screen for E2M3, The Shadow Pantheon, as well as an update on WRATH’s Achievements.
Loading into The Shadow Pantheon
As we saw in the last biweekly update, The Shadow Pantheon has been receiving its final detail, which means we can bring a scene from the map to life by creating its loading screen. Depicted below is the Red Key Door, the entrance to this temple awaits across an obstacle of pooling acid.
Integrating Achievements
We have finished the code for all of WRATH’s achievements. The next step is to integrate some map-based achievements into their respective areas, add art, and polish the descriptions.
While there is a large assortment of WRATH achievements, here is a small sample of story progression achievements in the menu below:
In other news…
Aside from loading screens, achievements, and other fixes, tweaks, and polish, here is a look at some of the things we’ve worked on the last two weeks:
LEVELS
E3M3 - Polishing lighting fixes, and added secret
E3M4 - Second detail pass on Red Key area
PROPS & TEXTURES
Summoning circle textures for Episode 3
Polished some E1 textures
That’s it for today’s update! We hope you enjoyed these progress images, and we’ll see you in two weeks!
The Demons Unleashed Steam sale has arrived and that means only one thing - discounts, discounts everywhere! Almost every hell-related game has been discounted and Wrath: Aeon of Ruin is not an exception. Until August 7th, you can get the game for 20% off.
Wrath: Aeon of Ruin is also a part of a bundle along with Graven and Ion Fury, the discount applies there as well, plus you also get another discount that's related to the respective bundle, meaning you will save even more money. And that's a HELL of a bargain, isn't it?
Over the last two weeks we’ve been working on more detailing and lighting overall; however, some of the things we’d like to focus on for today are the recent modeling and map additions that go into detailing these levels. Today we’ll share with you screenshots from E3M2, The Blood Pits, as well as from E2M3, The Shadow Pantheon.
Into The Blood Pits
The Blood Pits is one of the most gruesome locations in all of WRATH, a twisted mix of gothic stone and living flesh. This makes it a mix of map work, and modeling. Here are some shots showing these different elements that shape the map’s atmosphere and character as it reaches completion.
The Shadow Pantheon’s Gallery
In the subterranean passages of E2M3 - The Shadow Pantheon - a menagerie of idols in the image of false gods has been raised in stone. The waters of this once-sacred place now flow with corrupted effluent. Witness this desecration in the shots below:
In other news…
Aside from map detailing, and other fixes, tweaks, and polish, here is a look at some of the things we’ve worked on the last two weeks:
LEVELS
HUB3 - terrain is complete, now receiving final detailing and lighting
BOSS3 - visually complete, with final combat being playtested
PROPS & TEXTURES
More flesh and bone models for Episode 3
Rune etching textures for Episode 3
OTHER
Artifact sounds added
Further playtesting of Boss2, as more combat behavior is implemented
That’s it for today’s update! We hope you enjoyed these progress images, and we’ll see you in two weeks!
Realms Deep is back, baby! On September 30th, you are cordially invited to a late-night talk show event featuring our beloved host, Jared R Bair.
3D Realms brings updates from numerous titles under their diverse portfolio, including Its highly anticipated classic RTS Tempest Rising, action-adventure FPS Phantom Fury, immersive sim Core Decay, sci-fi horror FPS RIPOUT, dark-fantasy FPS GRAVEN, dieselpunk action-rpg Combustion, Ion Fury’s Aftershock expansion, and maybe even an exciting surprise or two. Other developers and partners at this year’s Realms Deep include the return of New Blood Interactive, Running With Scissors, Slipgate Ironworks, HYPERSTRANGE, Dread XP, Hellforge Studios, Fulqrum, and Retrovibe, as well as THQ Nordic, Prismatika Games and many more, making their debut into the show!
And who knows, maybe there will be a few interviews? Maybe a bit of the ol’ ultraviolence.
WHERE: http://twitch.tv/3DRealms WHEN: 8 PM CEST / 2 PM ET