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Renown takes the most enjoyable and popular aspects from contemporary open-world survival games which include Building, Progression and Social Politics. These are then combined with close quarters, skill-based combat to create an immersive and engaging multiplayer experience. 
Combat
The combat system functions with a set of easy to learn, hard to master fighting mechanics. The system is also built so that it is very easy to understand, allowing new players to easily learn the basics. As players become comfortable with the system, their developing level of skill becomes a major source of enjoyment.

Building
The building system uses an easy-to-understand and deploy method. This allows for greater depth when creating both small and large castle or village-type structures. From a small house with only a door, players expand into fully customized castles, creating structures truly unique to the person's ability and experience.

Raiding
The raiding system represents the pivotal activity that all types of players can undertake in-game. What’s the point in building a great castle if you can’t level someone else's to the ground. In a way the players are always in an “Arms Race” to see who can build the strongest, smartest, and most awe-inspiring structures. We want to provide you with just as awe-inspiring weapons, siege engines and all the utilities required for an ongoing medieval war. 

Gathering

Crafting

Key Game Features:
  • Fast-paced medieval survival with a strong emphasis on melee combat. 
  • From building humble farms to huge fortresses, the choice is with the player. 
  • A focus on horses, carts, and cavalry warfare. 
  • Custom armor system that deflects ranged attacks. 
  • Group systems for making Claims, taking titles, giving ranks and more.
  • Server Progression and Wipe systems, for an engaging and vastly replayable experience. 
  • Tools for Community Hosts to help tailor their servers. Future plans for extensive moddability.
  • Functioning Combat Alpha waiting for players
Renown
RDBK StudiosDeveloper
RDBK StudiosPublisher
2022-2023Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
Mixed (1049 reviews)
Public Linux Depots:
  • [0 B]
Renown - Fresh Off The Forge!

Hey folks.

As always, thanks for checking out the latest news in the Renown World.

Were on the edge of a fairly substantial patch atm.

Well have direct feature spotlights coming real soon.

For now, weve got a shorter and sharper update with more of the on the ground situation in Renown.

[u]First off, Im very excited to reintroduce Moxie:[/u]

Hello everyone! I\'m Moxie, the new Lead Programmer of Renown. I already have a long history with both Renown and RDBK Studios, and Im incredibly excited to help shape this game into the best version it can be.

In my career, Ive worked at seven different studios, with more than five years of professional game development experience exclusively in Unreal Engine, using both Blueprints and C++. Nothing makes me happier than being here with all of you, building the world of Renown together.

Since stepping into the Lead Programmer role, a lot has already taken place. From new animations and a complete overhaul of sieging, to the introduction of the trebuchet and extensive improvements to the combat experience. Theres just plenty Id like to cover.

For now, a brief note on combat. Its received major visual updates to animations, sound effects, and visual effects to improve clarity and feel.

Weve also squashed a number of bugs, including issues with hit registration (phasing), stagger inconsistencies, and various visual glitches.

Well be doing a full breakdown and briefing on combat changes in detail, hopefully next week.

Oh, and for all the archers out there.. bows are being completely redone very, very soon. Theyll finally be a truly viable option.

Well be sharing much more detail when were ready to reveal everything thats new in the combat system.

But you can count on this next update to deliver: Critical bug fixing, smoother and more accessible combat for newcomers without lowering the skill ceiling, and most importantly, Clarity.

Before I wrap up, I also wanted to mention that multiple traps and the ferryman are confirmed to be in the game by next month!

Thanks for reading, and thank you all for your continued passion and support. Were just getting started, and I cant wait to show you whats next for Renown.

Given our Lead Artist, KZ, normally has more of a show-dont-tell mentality, hes done a quick explainer for what hes been busily up to:

[u]Kz here![/u]

Ive been deep in the combat and visuals lately, really trying to make everything feel responsive and satisfying. The goal is for every action in combat to be clearly signalledwhether visually through animations and VFX, or through audio cues.

I think this will really enhance the overall combat experience, especially when it comes to landing hits and feeling truly immersed, instead of that older gliding with a lightsabre vibe.

Ive also been working on sounds, aiming to make everything feel more distinct and realistic. The idea is to tighten up the combat while still clearly communicating important gameplay information.

We want knights to feel like knights, not silent thieves sneaking up on you. (Also, RIP to the first helmet I forged at home - it took one for the team).

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40614988/1716ed0e285a8dd1887e7a6f93f33fec07daf785.jpg\"][/img]

As mentioned in the last few dev blogs, Ive been adding more content and eventsthings like sewers, mines, and carriage encounters. Just more ways for players to engage with the world and have fun.

Lastly, Ive been working on a lighting overhaul. Im pushing it closer to realism while keeping performance in mind. This isnt just for visuals; its also part of prepping for the upcoming day and night cycle.

Old:

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40614988/97bd69187b8c0a761d5327a3a190d3744b4dbfa2.jpg\"][/img]

New WIP:

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40614988/8dea76ec6c37bb40df78f526471bdf38269f91f7.jpg\"][/img]

Thatll bring back meaningful uses for torches and night raids. Its a huge task since every time of day needs to look great and play well, no pitch-black nights, please.

The day/night system will definitely add more structure to players in-game arcs and open up some really cool opportunities for creative plays.

Thanks again for checking out the latest news in the Renown Development World.

We\'ll be back soon with some exciting news regarding upcoming updates to the game!

[ 2025-11-07 16:23:09 CET ] [Original Post]
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