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Greetings, friends!
Today's the day we're rolling out the February content update from the beta branch, officially adding it to the game along with a few extra features we decided on, thanks to your patience and a bit more development time.
Here's a list of the things we did, but you'll also find a bunch of surprises, including locations you've explored before.
On new locations:
Cursed Underhalls, our team's largest dungeon yet, has received a lot of polish and will require a very capable party to completely clear. Compared to the version you might've experienced in the beta patch, the full version includes the following extra additions:
Greetings, friends!
It's finally time to unveil the February content update we discussed earlier. There are still quite a few kinks that need ironing out, so for now, the patch is being uploaded to the beta directory on Steam, with a proper release planned for a later date in March. But don't worry! A handy set of instructions on how to access and play the beta branches will be included in this thread.
Now, onwards to the most important question: what's new?
An entirely new region around Swordhaven City features mountain ranges, fields, plains, and forests packed with challenging encounters. New creatures, like wild boars and even wilder snapping turtles, will lie in wait as you traverse fresh maps filled with surprises, thanks to a new beta mechanic we're calling the Loot Point system.
The game now checks what type of random encounter map you're on and adds loot depending on the region. This system was also retroactively added to the previous random encounter maps. Even NPC behavior in random encounters has become more complex.
Swordhaven has become much closer too. While the city itself is still under development and not available yet, its outskirts are bustling with new characters, quests, and even a new follower.
Weapon Master is also added into the build, with his hut hidden somewhere in the dense woods of the new region, so prepare to receive a handy new skill... If you have the moxy to complete the master's challenge, that is!
Speaking of challenges, the dungeon we promised earlier has gotten a bit out of hand. The Forgotten Canyons is now our biggest location yettwo sprawling maps featuring an outdoor area, a giant cave, and a mysterious ancient complex.
The best thing about this dungeon, though, is that it inspired us to get more creative with the environment. We've added explosive gas barrels, visual puzzles that let you move parts of the environment to continue your exploration or earn special rewards, destructible environments, more types of hidden loot, and even more environmental and physics-based traps. There's a lot more in store!
We would love to hear your feedback.
The other locations that deserve a mention are the Pirate Bay area, which will continue a certain quest(s) from Grainhold.
We're closely following the wishlist stats to determine the order of localization. You can check out the latest additions to the language pool in the beta.
Thank you so much for your support! Here's hoping for a lot of valuable feedback on the quality of the ongoing translation projects! You can visit our Discord for that.
[DISCORD LINK]
This month has also been great for the animation aspect of the gamewe've gained even more unique animations than we hoped for. While this means that many of them still need tweaking, the end result will surely be worth the initial jankiness. Now, most of the special weapon techniques feature their own movements, including both the player and the enemies, as well as the monsters you've already encountered.
Speaking of combat, you'll now have a lot more options to choose from! We've sorted out the craftables, balanced existing weapons and skills, added new ones, unlocked the final level of combat techniques, and rebalanced the combat formulas and enemy stats. We took many of your suggestions into account to improve the overall battle experience.
Choose-your-own-adventure encounters got a fresh set of graphics, just like those NPCs that didn't have portraits before. A lot more items now come with unique icons and models. Plus, we've added a bunch of new musical tracks and various sound effects for the game!
All in all, a surprising number of improvements have been added to the game, including locations you already visited. Once all the bugs and kinks have been eradicated, we would recommend starting the game over instead of continuing via a save, since even the humble Clamreach village now hosts new secrets and extra fun stuff hidden in certain nooks and crannies scattered around the map.
First dungeons, like the Snatcher's lair received makeovers, the performance issues have been fixed, and various small but important quality of life upgrades have been added just like many of you suggested.
Now, here is how you can get into the beta branch to see it all for yourself:
We really hope you enjoy the fruit of our labour! However, we also understand if you'd like to wait some more until this update receives a proper mainstream branch release. As always, your feedback and support are greatly appreciated!
Yours truly,
Atom Team
Greetings, friends!
We hate to keep you waiting for any longer, so here is a post announcing the first big update for Swordhaven, planned to release around the end of February.
In short, most of our work this month and the next revolves around the suggestions you've provided to us on Steam, Discord and other platforms.
Now, let's discuss them in detail. Please note that even if you don't see your suggestion in the list below, it doesn't mean it was ignored. To keep this post (somewhat) concise, we're only mentioning the things we are currently working on, not everything that is planned.
1. Game Balance and Weapon Techniques:
Weapons, from the initial ones you start with to craftable and higher-tier weapons found throughout the world, have received a significant overhaul.
Now weapons in each tier are more in line with one another, hopefully fixing the issue of one weapon choice being more viable than the other, as happened with Martial Arts in the current version.
The planned rebalance aligns much more closely with how our team envisions this battle system. Halberds hit hard but can only strike once per turn, while knives are the quickest, albeit weakest, hitters, boosted by their bleeding potential. Staves and mauls offer a variety of defensive fighting options, while two-handed swords provide the highest offensive potential. Sword-and-shield users excel at tanking, and axes trade off some defense for increased damage. Clubs may not inflict as much damage as some other weapons, but they can completely demolish armoured foes. Spears fall somewhere in between, and martial arts provide either a highly mobile or high-damage-dealing style, allowing for various combinations to accommodate a wide range of builds.
Ranged weapons will also receive a lot of care, making the hassle of always requiring ammo worth it, through improved damage potentials and range.
Craftable weapons, shields, armours and items you have previously witnessed in a rather undercooked state are now also balanced out, making crafting much more viable, and the interface changes should make the process smooth.
To highlight each weapon type's strengths and weaknesses we have revamped some techniques, keeping usefulness and damage potential in combat as our highest priority.
As we mentioned once before, now, just like you asked, all skills will feature a default 100% chance to hit against an enemy with 0% resistance, so you will only have to worry about one to hit dice roll instead of two when performing a weapon technique.
Some weapon techniques have switched places. For example, the valuable but damage-less debuff skill for halberds, Bannerman's Cry, will be moved to an earlier tier, where it will be much more viable.
We will also be opening the fourth Technique skill, since now most players will be able to reach a level where they will be able to get those, thanks to the new content.
Shields have also been revamped for the upcoming update. With new, higher blocking chance percentages and Stamina debuffs, they will now represent a trade-off between defense and mobility.
Same can be said for armours and jackets, which were rebalanced. Both of them will provide their own unique bonuses and will feature their own flaws.
Healing will also receive an upgrade based on your suggestions. Now, the amount you heal operates on a spectrum, with both maximum and minimum amounts influenced by your skill. This change allows for events like critical success in healing.
Additionally, you won't need to worry about the destruction of your mortar and pestle while crafting, as all crafting tools will have a set number of uses. They are generous but finite, so at some point, you will need to purchase a replacement.
Potions and poisons are still somewhat more WIP than other craftables, but these will also get some tweaks and new additions.
The way information about current buff or debuff effects and resistances will now become way more elegant thanks to our 2D artist.
There is still a lot of testing to be done, but the update's battle system can be considered semi-final. We hope it will leave a good impression, and we look forward to your feedback!
2. New Locations:
We will be adding the first legendary weapon master to the game, and his secluded woodland hermitage is just one of the several locations we have in mind.
You will finally get to visit the outskirts of Swordhaventwo major locations that are home to a tavern, numerous market stalls, an ore foundry, and of course, a blooming conflict that your character will have the opportunity to resolve or exacerbate.
One of the first planned dungeons is currently in the works, featuring a vast cave system andwell, let's not get ahead of ourselves, shall we? ;)
In the new part of the country you will get to fight feather-beasts, evil snapping turtles, and a larger variety of human enemies with new tactics and more complex AI behaviour patterns such as proper patrolling of areas, calling for help, and more.
All that on an expanded pool of new random maps.
3. Tweaks and QOL Improvements:
We're planning to add such features as better inventory sorting buttons and NPC name highlighting. We are also working on optimization-related tasks which will ease up on the CPU power consumption, give out more FPS, and reduce load times.
The locations that you can see in the current version of the game are also planned to receive some attention before the update hits. We are working on a range of improvements, including visual upgrades for villages and dungeons, adjustments to loot spots, the addition of new enemy encounters on the maps, and the expansion of some NPC dialogues.
4. Conclusion:
It goes without saying, that the update will fix a numerous amount of bugs, but to keep this post a bit shorter, we will save a complete report on those for the appropriate future patch note.
In conclusion we would like to thank you again for your great contribution to the development process. Nothing beats creating something side by side with fellow lovers of the genre! We hope you are stoked for the update! We sure are :)
Yours,
Atom Team
Hey, everyone! We wanna wish everyone a happy festive season! You guys are legendary, thank you so much for being with us, livening our chats, bringing us awesome feedback and helping us stomp out all those pesky bugs. Hope that next year we'll all enjoy an amazing finished game! We also present the festive patch 0.3.3, and here are its changes:
Greetings, dear friends!
Thank you for the positive reception of the Early Access launch of Swordhaven. We greatly appreciate your trust in our team, and we are committed to bringing you more content to enjoy. Additionally, we are focused on addressing the issues you've uncovered and reported while playing.
The most glaring issues were addressed on day one thanks to your swift response, and many more substantial fixes are on the way. These include a wide range of problems, from mouse click delays and pointer offset on 4K resolution screens to rowdy chickens provoking aggressive fauna to assault villagers, as well as players being unable to reach a chest due to a pathing error, unfair crafting tool self-destruction rates, ammo shortages, etc.
As an example of this, here's an explanation of what your feedback influence crafting-wise:
The tool component used in crafting will have a definite use count. When you buy a brand new tool, it will come with a limited number of uses. Each crafting attempt with this tool will deplete one use point and will either produce the item you were crafting (if your skill check is successful) or not (if it fails). This system makes crafting more controllable, reduces reliance on randomness, and increases overall openness.
Of course, your feedback will be the defining factor in this.
Balance will take a bit longer to completely level out, but we're getting there.
First of all, we will enhance the default Normal difficulty, as we plan to add Easy and Hard modes with their own unique features soon. To achieve this, the Normal mode should be as close to ideal as possible. We understand that this is an ongoing process, so please feel free to share your thoughts.
More content is planned for Balanceand ultimately, funincluding ability-teaching masters, secret ability scrolls, and peaceful abilities that some of you asked us to incorporate. Hit, miss, and dodge rates, weapon technique values, and much more will evolve sooner, thanks to your feedback!
NOTE: Viltyb is not a bug. Trust us on this one :-)
A lot of work is being done to optimize the game for various hardware configurations. As a small team, we don't have access to many machines for playtesting our games, but the data that you provided has greatly compensated for that.
The low FPS bug present on certain machines, crashes on Linux, and other issues have mostly been resolved by now. As is the case with all our projects, the game will become more efficient on hardware with every update. That FPS count won't stay in single digits for longtrust us!
Another beautiful thing about Early Access is all the feedback we received from you in these few days. Quality of Life ideas like:
Greetings, friends!
We have finally reached a major milestone for our game: Swordhaven has been released into Early Access.
[previewyoutube=nK27-JQ6MII;full][/previewyoutube]
Of course, the game is not yet fully developed content-wise, and some mechanics that are already in place may require further refinement. But thanks to Early Access, we can communicate with you directly and consider your ideas and suggestions as we progress, truly designing Swordhaven in the way our players envision it.
This, however, is only possible if we receive feedback. Please feel free to contact us in any way you see fit to share your opinions. We will evaluate your feedback and implement it into the game before our full release.
So, what comes now?
First and foremost, we're planning updates to the game, with major ones hitting roughly once every couple of months. We will provide you with all the necessary information to keep you in the loop about what's been implemented and what the next big addition is.
One area we will focus on is the Real-Time with Pause battle mode, which is currently available for testing in the game. Swordhaven already provides a variety of settings for the AI, including the option to turn it off completely, and we will continue to make improvements in this regard. Animations are also a priority; we already have a lot, but there's much more to come!
Compatibility, optimization, and bug fixing are also top priorities for us. We're doing everything we can to test the game on all available devices, but a small team cannot cover every configuration out there.
If you encounter a bug (such as launch problems, graphics issues, or freezing), please send us a report at support@atomrpg.com. Our new Bug Tracker feature will help us track your problem, and you can check the resolution status at any time.
Thank you very much for being with us, and let's hope for a smooth ride towards the biggest milestone yet: the full release!
Stay cool, as always!
Yours,
Atom Team
Greetings and salutations, friends!
Today, we are very excited to share our final update before Swordhaven is released into Early Access.
This long-awaited milestone is scheduled for December 12, 2024, when the game will finally arrive on both Steam and GOG.
There is still a lot of work to be done before we achieve the desired build quality, and everything is continually being tweaked, updated, and bug-fixed to provide the best experience possible. Here are some of the features we are currently working on.
First of all, let's discuss the stealth mechanics. As you know from the demo, we aimed to make stealth a more active and influential system than in our previous games. Now, stealth includes the ability to see enemies' detection zones and features a covert strike mechanic that allows you to land the first blow in combat for double damage.
We've added many more diverse special encounters to the world map, including additional battles, hunting and foraging options, and text-based adventures. They not only serve as a distraction from your main goals in the game but also provide special items, experience, and loot.
New locations are also in the works. We have added an extra layer of polish to the background-specific dungeons and improved those that every player will encounter.
We have also introduced new mini-bosses and enhanced the existing enemies with new skill sets and animations to provide a better overall combat experience.
Ironing out kinks is as important as introducing new content, so we've improved several features of character creation. We also added new combat and mundane animations, weapons, armour, crafting recipes, and much more.
See you on the 12th of December 2024!
Yours truly,
Atom Team
And let there be Swordhaven!
[previewyoutube=d3mH75y-N6o;full][/previewyoutube]
Hello, friends!
Today, we decided to conduct a little experiment by making a short video about what weve been up to over the past month. What do you think of this format? Would you prefer us to make the next update in a similar fashion, or do you think a text format would be better? Let us know in the comments!
[previewyoutube=-RSebccoPv8;full][/previewyoutube]
Stay as awesome as always,
Yours faithfully,
Atom Team
Hello, friends! Autumn has arrived, and so has our monthly update on development progress. So, without further ado, let's get started!
Work in Progress.
Work in Progress.
Quests are a driving factor in many RPGs, and we are working on quite a few of them. Some are common to everyone, while others are exclusive to a specific background. Here, we are showcasing two screenshots from background quests. Please note that both characters will sport their own portrait in the future.
It goes without saying that each quest introduces new NPCs, items, monsters, and much more!
Of course, new quests require new locations. Here is one of themnote the verticality. And what would locations be without secrets, hidden loot, and monsters to hunt down? Well, they would probably still be locations... but boring ones!
Talking of monsters, look at this bad boy: the demonic Red Bog Roostertoken animal of the dark god Velns, champion of wicked violence, adultery, and selfishness. You can find this beast (or rather, it can find *you*) in the swamps of Nova Drakonia.
Now, it's all fine and dandy, but what's the point of confronting enemies if you don't look your best? Speaking of 'dandy'here is one of the new outfits. As a rule, your starting clothes will depend on your background, but you can change them freely in the Appearance tab.
Segueing onto backgrounds: at the start of Early Access we will introduce a new background (though it won't be the last one) in addition to the Noble and Bandit options. We won't go into details about it in this update, but here is the background picture that will accompany it during character creation.
[previewyoutube=2VOXDUrPBJY;full][/previewyoutube]
Oh, and in keeping with the spirit of secrecy, here is a short video from the game. Where is it used? Why are we showing it without sound? These are questions we will leave for you to discover ;)
[previewyoutube=2A8hsBYa_ao;full][/previewyoutube]
[previewyoutube=Ah8R-zGzQuA;full][/previewyoutube]
Work on new animations is also ongoing. Like these two specimens for one-handed swords and halberds.
[previewyoutube=DF5mTBe1364;full][/previewyoutube]
Work in Progress. The animation is not final.
Another problem we've tackled at this time is the lighting issue in several of the dungeons we're currently working on. The solution? A torch, of course! Craft a few, stick one into your shield slot, and take the plunge into the darkness without fear.
To wrap up this update, here is one of the new tracks for the game. Give it a listen and let us know what you think!
Whew! That's all for today! We will be heading back to the developers' cave until the next update. In the meantime, feel free to visit us on Steam or join our Discord server.
Keep on truckin', cool cats,
Yours truly,
Atom Team
Hello, friends! Another month, another update. Today, we have some hopefully interesting news to share with you. So, enough with the introductionslet's dive in!
[previewyoutube=Esd0lTpZlr8;full][/previewyoutube]
We are adding new animations to the game, primarily focused on different fighting techniques. But that's just the beginning :)
In any event, with these animations, the battlesboth real-time and turn-basedwill be much more visually interesting; the hits will feel meatier, and the heaves will feel heavier!
The land of Nova Drakonia is not only sunshine and lush, almost tropical greenery. It is also dotted with various ruins and dungeons, both recent and as ancient as the hills.
Here is a screenshot from one such dungeon we are currently working on. This mysterious place is well hidden, and not many adventurers will discover it. However, those who do will receive a truly 'serpentine' welcome...
But enough about the doom and gloom of the dank crypts. Here's a new locationan entrance to a cave situated near the western mountains. Its inhabitants may surprise you, and vice versa ;)
Traveling in Nova Drakonia (*cough, cough* World Map) is a risky endeavor, but it can also lead to pleasantor profitablesurprises. Along the way, you'll encounter merchants who are always eager to make a few dinars by dealing with passing adventurers. However, be very cautious if you decide to attack them.
We also wanted to share a revamped version of the loading screens. Early Access will feature several beautiful images (currently, we have two, and a third is actively being created), and we will continue to add new artwork with each subsequent update!
To stay on track with the 2D art, each inventory item receives its own icon. There are *many* different items in Swordhaven, but we promise that in the final game, every one of them will have its own picture.
We want to thank each and every one of you who added Swordhaven to your wishlist on Steam. This really helps us determine which languages to prioritize for translation. And, as you might have guessed, work on some translations has already begun.
[url=https://soundcloud.com/atom-rpg/cave-entrance style=button][Cave Entrance - Listen on SoundCloud]
Last but not least, here's one of the new music tracks for the game! Give it a listen and let us know your thoughts in the comments!
That's all for this month. We didn't cover a lot of the development happening behind the scenes, but we'll share more when we feel it's more or less ready.
Stay cool as a cucumber,
Yours, as always,
Atom Team
It's the middle of the summer, and we believe it's high time we update you on Swordhaven's progress towards Early Access.
Many things are made, added, tweaked and changed on the daily, but the main features we feel comfortable telling you about are:
New locations and Random Encounter maps are a high priority, as they bring the world map to life. We have created multiple maps for every biome where you might encounter something, such as swamps, farmland, mountains, forests, and more.
Additionally, we are working on Grainhold village, which will allow you to continue quests from the first village, as well as discover new ones.
Take note that the shadows and colours are not yet final!
New enemies! The horrible feathered raptors of Nova Drakonia have been added and tweaked to massacre entire parties if not taken seriously. And there are even more enemies coming soon!
Gamepad controls. Our previous experiences have shown that many players prefer using a gamepad over the classic keyboard and mouse combo. With this in mind, players no longer have to wait for gamepad compatibility to be added after the game has already launched.
Swordhaven will feature full gamepad support even during the Early Access stage. While we are still working out some minor details, the experience is already very promising with both XBOX and PS4-5 controllers.
Take note that the UI is Work in Progress and will change.
Weapon Mods. Six different mod types have been added to allow you to customize your weapons. Make your sword lighter by attaching a hollow pommel, or enhance your ability to cut through enemies with a weighted axe wedge. Decide on the type of wrappings for your polearm or spear, and remember to select the poison to apply to the tip of your next arrow.
New character portraits. Drawing portraits is a time-consuming process, but we have already completed quite a few. In fact, we have completed more portraits than what is shown in the screenshot.
Naturally, this post doesn't mention a lot of other smaller additions such as bug fixes, new characters, new dialogues, new mechanics, combat balance tweaks, updated weapon techniques, and much more.
We hope you stay tuned for new updates in the near future.
Stay cool and keep it funky!
Yours always,
Atom Team
Hello, friends!
The work on Swordhaven continues. And as we mentioned during our Kickstarter campaign, we are currently developing a new pathfinding system.
Work is in full swing.
When it's finished, it should make managing your party, traversing through locations, stealth, and exploration *feel* much better!
At the same time we're tackling the World Map and all of the different encounters on it. There is still a lot of work to be done on map balance, visuals, and UI, but what we have at the moment is a good start.
Attacked by dinosaurs in the wilds of Nova Drakonia.
As always, please note that this is all Work In Progress and could be subject to change!
Other mechanics that we are not ready to talk about. For now.
For the new quality of life features, many of you asked us to add gamepad support, and that's exactly what we are doing. While the UI features are not yet 100% finished, the controls themselves should be ready pretty soon!
Character creation.
Combat.
We have also made another patch for the demo. Here are the changes:
Classic Infinity Engine cRPGs left you craving for more? Join our dev stream for Swordhaven: Iron Conspiracy and play the 5+ hour DEMO for free. Join developers on a special Stream and chat with us through our designated Discord server: [LINK] https://store.steampowered.com/app/2108180
Greetings and salutations! We are pleased to announce the release of a new patch/update for the demo. Most of the work we are currently focused on will NOT be included in this update, but it does contain a lot of fixes and some additional visuals. Which is always nice :)
Greetings, everyone! The development of the game continues, including work on the demo. While most of the progress weve made wont be included in it, there will be plenty of other smaller fixes and additions! They should make the demo experience even smoother for those who havent tried it yet, without spoiling the bigger improvements that we plan to showcase in the Early Access version.
Greetings, everyone!
Today we are releasing patch 1.0.1. Your feedback has proven itself to be invaluable in its creation. Thanks to you we have caught a lot of unfortunate bugs our own testing missed. We improved gameplay, performance, eradicated certain glitches all because of your support.
It's very awesome and humbling to see your help with the Kickstarter campaign as well. The first day was really crazy and we never expected such support You guys sharing our project is very important, as word of mouth is the best tool our studio can afford without a proper marketer at the helm. Keep it up and Swordhaven will become the best it could ever be for sure!
Thanks to your feedback about the Kickstarter page we have also added a brand new FAQ to it. Hope it covers the questions some of you may have had, and if not never shy away from dropping us a line at contact@atentgames.com we are always happy to talk.
Finally, here's the latest changelog:
Greetings, friends!
The Kickstarter campaign for Swordhaven: Iron Conspiracy is now LIVE and a playable demo is available.
Check it out here: Swordhaven: Iron Conspiracy
While the game is obviously a work in progress at the moment, we really hope you'll see what we're aiming for with this project and enjoy it. Every bit of feedback and support is highly important, as always.
Thank you for your attention,
You're all breathtaking!
Humble,
Atom Team
Greetings,
The time has finally come, and we're proud to announce a Kickstarter campaign for Swordhaven: Iron Conspiracy. The campaign is planned to start at the end of March and will feature a playable demo that we are working very hard on at the moment. This will allow every one of you to check out what our game promises before deciding whether to support it as a backer.
Here is where you can check it out:
https://www.kickstarter.com/projects/atomrpg/swordhaven-iron-conspiracy
While still rough around the edges, the demo will feature dozens of attack techniques, several enemy types, the first locations of the game including a village with many quests and dialogues, several monster-infested locales, and even a pretty well-hidden secret area for the completionists out there.
More news on the developments coming soon!
Yours truly,
Atom Team
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