Epic fantasy adventure meets competitive survival in Rend. Inspired by the fabled universe of Nordic myth, choose to play among three rival factions in Faction War mode or play solo in Classic and Exploration modes to build your stronghold, tame brutal creatures, and conquer enemy players.
Recent Reviews:
Mixed (23) - 43% of the 23 user reviews in the last 30 days are positive.
All Reviews:
Mixed (1,114) - 61% of the 1,114 user reviews for this game are positive.
Release Date:
Jul 31, 2018
Developer:
Publisher:

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Recent updates View all (90)

January 28

Rend Early Access Patch 8: Patch Notes



Patch 8 introduces a major update to Bow combat, rebalanced and amended Ammunition and other crafting recipes, and dozens of important bug fixes to issues reported by you, our dedicated Early Access community. This patch will deploy at 8:00 AM PST (GMT+8) on Tuesday, January 29.

Bow Combat Rework
  • We’ve made a comprehensive update to how Bow combat works. As of this patch, you draw your Bow by clicking and holding the left mouse button and fire the arrow by releasing the button. This means you can take as much or as little time as you want to fire your arrow. Additionally, the damage, velocity, range, and accuracy are all scaled by how far you have drawn your Bow before firing. Zoom (ADS) is still controlled by right clicking but is no longer required to draw or fire a Bow.
  • Bows have also been converted from hitscan to projectile weapons and have had their attack speed (draw speed), accuracy, range, projectile speed, and gravity adjusted to match. The damage values remain the same but relative damage-per-second has slightly increased to compensate for the weapon no longer being hitscan.
  • We’ve added several feedback indicators to give you a good sense of Bow draw progress and when your Bow is fully drawn: the main visual change is a new Bow draw indicator as part of your crosshair while drawing a Bow. In addition, you’ll notice an arrow nock sound, a small visual effect near the head of the arrow, and a very minor camera shake have been introduced, all of which indicate when your Bow is fully drawn and ready to fire at full power.
  • Now that projectile Bows have been introduced to Rend’s combat, we’ve made a bunch of projectile-related improvements:
    • Projectile weapons can now deal critical damage.
    • Projectile weapons are now affected by distance-based damage falloff.
    • Projectile weapons logic has been reworked to more reliably send the projectile to where the player is aiming.
  • We hope you enjoy our new Bow combat and are eagerly awaiting your feedback!
General
  • Players stuck behind enemy faction shields will gain a debuff causing them to rapidly perish. This debuff does not apply during Reckoning events.
  • Increased the volume of the sound effect and the noise generated when you land from jumping.
  • Player scaling now affects harvest distance.
  • Cleaned up the position adjustment due to character scaling.
Items
  • Arbalests can no longer use siege Ammunition.
  • Removed Shademoss from the game.
  • Removed Ichorpod from the game.
  • Taming Crystals should no longer affect players.
    • In addition, Taming Crystals should no longer be consumed when attempting to apply them to an invalid target.
  • Increased Chitin stacks to 200.
  • Arrow Breaker Shoulders now grant the correct increase to Maximum Health (24 up from 0.24).
  • Hearthfur Pants now grant the correct amount of Armor (284 up from 130).
  • Changed Armory Upgrade Costs
    • After initial construction, the Armory requires a deposit of Weapons and Armor similar to the equipment it grants for free. This should prevent Armory rewards from trivializing crafting progression for many players.
  • Significantly decreased Armory Bow power.
    • They are now approximately equal power to the first Hunting Bow in a given crafting tier instead of advanced Bows from that tier's progression.
  • Individual plugs can no longer be destroyed on the Armory.
  • Each Armory upgrade increases the Health and Armor of the building.
  • Reduced Divinity Seed Armor to 200 to be more in line with Lesser/Greater Divinity Seed progression.
  • Renamed Spiked Steel Barricade to Spiked Iron Barricade to better reflect its metallurgic source material.
  • Clarified Crystalline Edge description text.
  • Cleaned up Dain's Odd Boots tooltip description.
  • Projectiles will now properly play fire sound and VFX.
Crafting
  • Cleaned up the Ammunition crafting tree.
    • Fixed several Ammunition recipes to make them more consistent in reagent cost and item count returns.
  • All Ammunition craft quantities are now consistent (15/30crit for Darts, 5/10crit for all other Ammunition types).
  • Removed Shademoss from recipes.
  • Removed Ichorpod from recipes.
  • Recipes for Toxic Cloud Mine and Death Fog Mine now result in the correct appropriate item.
  • Moved Clan Divinity Shard into the Divinity Seeds crafting tree.
  • Moved Pioneer's Tent (Pathfinder) into the Divinity Seeds crafting tree. It will now only display for Pathfinders.
  • Architect's Divinity Seed will now only display for players with the requisite perk.
Interface
  • Creatures with no Pet Rating, such as the Lost, no longer display Pet Rating 0 on their nameplate.
  • Added Favor value to the item tooltip while in the faction stronghold.
  • Added Deposit All button to Warehouse interface.
  • Added a sort button to the inventory which sorts all of your items by highest weight first.
  • Corrected the position of the edit faction memo UI.
  • Added the ability to drop an item from an unowned inventory if the player can take items from the inventory.
  • Added /group chat channel for groups.
Art
  • Brightened the Order symbol on female light skin mesh.
  • Adjusted the flamethrower VFX locations on Smoldervine plants to prevent them from floating.
  • Adjusted Armory crate sizes.
  • Polished Blaster material appearance.
  • Added new Building Frame art for Forge, Warehouse, Armory, and Spirit Stable.
  • Reduced the intensity of the refracted light from the crystal on top of mines when viewed at certain angles.
  • Updated visual effect for swapping Spirit Tools.
  • Removed floating rocks from under the floating rock bridges.
  • Updated the model and textures for Stags.
  • Miscellaneous cleanup and polish of terrain.
  • Corrected an area of bad navmesh in Stagswood.
Creatures
  • Rebalanced Siege damage from creatures by level.
  • Hitbox and ability timing improvements for Wargs, Arachnix, Hammerskulls, and Draaks.
  • Frabbit pets should no longer run away while harvesting.
  • Creature dodge abilities now share a cooldown.
  • Adjusted creature dodge cooldowns to account for shared cooldowns.
  • Creatures should no longer start to fly when they hit a rock or stump.
Optimizations
  • Implemented optimizations for sending numerous server/client events.
    • You may notice brief aggregation delays of events like Loot Ticker, Experience Ticker, or Crafting Progress.
  • Optimized network traffic when crafting recipes with very short craft times.
  • Implemented an optimization related to resource spawning.
Bug Fixes
  • Added some checks so that the game doesn't “freak out” when restarting.
  • Fixed an issue causing Granite and Cragrock Frames to leave small gaps in between structure pieces.
  • Fixed various floating resources around the world.
  • Fixed some texture issues causing the appearance of holes in the terrain.
  • Fixed a texture issue with the logs in the Stonefire Oven.
  • Fixed a bug that prevented properly saving the state of a named pet.
  • Fixed collision for Dreadveil rock arches.
  • Fixed an issue with lighting volumes causing abrupt lighting changes.
  • Fixed a typo in Antidote flavor text.
  • Fixed a typo in the Shaman Archetype description text.
  • Fixed Gold Bar display name.
  • Fixed an issue where depositing item into Armory storage didn’t affect Favor correctly.
  • Fixed an issue with Mjolnir's Hammer return logic that should make the return path server-authoritative.
  • Fixed the experience required to master Dark Hide Armor recipes.
  • Fixed an issue that was causing some weapon and armor crafting recipes to gain incorrect amounts of experience in Classic and Exploration modes.
  • Fixed an issue that was causing some weapon and armor crafting recipes to be uncraftable in Classic and Exploration modes.
  • Fixed Tarberries to once again require a Tier 2 Scythe to harvest.
  • Fixed mismatched recipe and item result naming in many recipes.
  • Fixed several typos in item and recipe display names.
  • Fixed swapped icons for Standard-Issue Hide Treads and Handwraps.
  • Fixed an issue that was preventing players from seeing tracers for their own hitscan and projectile spells.
  • Fixed an edge case that could allow some interaction through walls.
  • Fixed an edge case that could cause dropped items to spawn in the air.
  • Fixed Learned Survivor Ascension Perk scaling incorrectly.
  • Fixed Weight of the World Ascension Perk scaling incorrectly.
  • Fixed an issue with Divine Resistance causing damage conversion problems.
  • Fixed Odin T3 Pants Red Mesh.
  • Fixed Female Fiber Pants
  • Fixed a bug where the character select screen widget stopped updating.
  • Fixed an issue that caused the client to be unaware of the type of a displayed inventory. This should fix several inventory UI related bugs.
  • Fixed client crash related to nearby builders.
  • Fixed various crashes.
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January 14

Rend Roadmap: Optimizing the World Map



This Early Access roadmap article explores the newly optimized realm of Rend with specifics about the macro and micro adjustments to the map. Our earliest players will recall that this is not Rend’s first map change, however, it is the most significant in terms of scope. Read on for insights from the developers into how the game’s map has changed as of Patch 7 and why!

REMAPPING REND

One of the final steps of Rend’s Winter roadmap was to optimize the game world’s familiar triangle-shaped layout with the goal of creating more interesting terrains from a gameplay perspective; this means introducing terrains full of bottlenecks, choke points, and narrow corridors. While the map is still roughly the same shape and size, there is now less overall landmass available to players. Each biome has been pared down and now features more defined pathways between faction territories, a change intended to increase the map’s player collision (developer terminology for members of opposing factions encountering each other), generating friction between factions and leading to PvP combat.


Click the thumbnails for larger versions of these before and after maps.

When players enter Rend, they are now guided towards other teammates and opponents. Player feedback also indicated that the game needed better points of reference given that Rend doesn’t offer a minimap, instead requiring factions to convey location using shared landmarks. Towards that end, we created terrain-based points of interest to help with navigation and make the placement of creatures and resource nodes feel more natural. As such, biomes are now no longer nebulous and undefined and instead are immediately identifiable: the new gaping chasms are far more visually distinctive than the previous open fields and play into the thematic flavor of Rend being a shattered fragment of Midgard, floating in the ether. Combined with reshaped and well-defined map edges, these changes further cut down on total map real estate which is a positive side effect.

Learn how Rend’s combat has changed with the map in our Combat Reloaded roadmap article!

RENOVATION, NOT REDECORATION

When you begin to explore the new Rend map, you’ll notice changes as soon as you spawn in for the first time. The starting area geography of Hearthholm now leads players in the direction of Yggdrasil and the faction stronghold instead of in the opposite direction towards the map edge. Myrkfen, Dreadveil, Scarsyre, and the Highlands have also been reduced in size with new cavities in the land creating more defined roads and narrower traversal spaces. These visually interesting pathways double as identifiable landmarks for players to use as reference points for where they are in the world.

With reduced available territory, the number of creatures that simultaneously cohabitate each biome has been decreased but each individual creature is now far more perceptive of players and presents a significant threat. Many of each biomes’ resources have also been moved and clumped together into a rich vein, drawing players deeper into each region and increasing the likelihood of mid-harvest PvP encounters rather than allowing players to skirt the perimeter for easy-to-reach nodes. Additionally, the number of Control Points in the game has been reduced from nine to six with the removal of the three “byway” points between each faction slice: the remaining points are now much more important to gameplay. The prime Control Points in the Roots of Yggdrasil biome can now be reached via a new passageway through Frystfel, helping streamline access to the center biome and introducing new methods of flanking and capturing its Control Points.

Catch up on all of the game changes introduced with Patch 7!

HOW TO PLAY THE NEW REND MAP

Eager to explore the latest changes to Rend’s map? Good news, each official Faction War server will migrate to the new map layout when its current saga ends (the most active servers are already using it). We’ll be introducing new Classic and Exploration servers that feature the new map over time but are most interested in your feedback on how it plays in conjunction with Faction War, particularly the new placement of resource nodes. We look forward to hearing your thoughts on what’s working and what could be further improved on Discord and the forums.

This feature article is the last of our Early Access roadmap series for Winter 2018. We'll be sharing details about what's coming next to Rend early this year!

https://www.rendgame.com/news/article/rend-roadmap-optimizing-world-map
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About This Game

Epic fantasy adventure meets competitive survival in Rend. Inspired by the fabled universe of Nordic myth, the world of Rend is a harsh domain where the strong ascend as gods. Choose to play among three rival factions in Faction War mode or play solo in Classic and Exploration modes to build your stronghold, tame brutal creatures and conquer enemy players. Together, players will endure the dangers of Rend’s treacherous landscapes to discover valuable resources and powerful artifacts. With the game’s deep talent trees and skill systems, players have the freedom to choose how they want to play and how they want to fight. Players receive metaprogression and rewards through gameplay as they ascend to legendary heights as heroes.

System Requirements

    Minimum:
    • OS: 64-Bit Windows 7 Service Pack 1, Windows 8, or Windows 10
    • Processor: 2 GHz Dual-Core 64-bit CPU
    • Memory: 4 GB RAM
    • Graphics: DirectX11 Compatible GPU with 1 GB Video RAM
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 25 GB available space

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