Alaloth: Champions of The Four Kingdoms - Eldacar


Hello Champions!

Today we want to confirm the arrival of a brand-new free update, coming to Steam and GOG on May 5. This update is called Rogue Waves, and it brings a fresh, exciting chapter to the game.

In Rogue Waves, we’re introducing a whole new non-kingdom: The Iron Shoals. An archipelago located to the south of the known world. This new area is a place of mystery, danger, and opportunity, and it’s the perfect backdrop for your next set of adventures. At the heart of The Iron Shoals lies Driftcove, a bustling outpost that is a place of intrigue and conflict, with factions, pirate crews, and merchants all vying for power and control. You’ll find plenty of new quests here, new NPC, items and enemies, and you’ll face a massive new challenge in the form of a giant boss encounter!


A view of Driftcove, a place for smugglers, merchants, mercenaries and...pirates of course!

In the meantime, we’ve also just released a patch yesterday with a few minor tweaks, some bug fixes, and a rebalancing of difficulty to make the experience even smoother for everyone. We’ve listened to your feedback, and the adjustments should offer a better flow and challenge in certain areas of the game. Additionally, we’re excited to announce that Russian and Chinese localizations have been added to the game! As we mentioned earlier, both languages are being iterated with the help of their respective local communities, and we’ll be updating them regularly to ensure that translations are as accurate and polished as possible.

ALALOTH WIKI ON FANDOM

We’re also incredibly happy to announce that we’re officially working on a community-driven wiki for Alaloth over on Fandom! Many of you have been asking for this for a while, and we’re thrilled to finally get started on it. The wiki is still a work in progress, but we’ve already made great strides, with answers to tons of questions now available, ranging from recipes to the locations of companions, la ton of lore to be checked, quests, guides to skills and professions and more. You can find it here.


Join us on Discord and check #official-wiki channel to know more about the initiative!

We know that this is something the community has been waiting for, and we’re committed to making sure it’s as useful and comprehensive as possible. Though still heavily in development, a lot of key information is already live, and we’ll continue polishing it in the weeks ahead. Originally, Fextralife was supposed to host the wiki back in the day, but unfortunately, that didn’t work out. Now that the game is out, we’ve assembled a small task force to make sure the wiki becomes a valuable resource for everyone. Expect many more updates and improvements as we continue to expand it.

SPRING NEWS AND SUMMER SPRINT

I want to express mydeep gratitude to the incredible Alaloth community. From the very beginning, this game has been a labor of love, and none of it would have been possible without the amazing support we’ve received from so many of you. Whether it’s your feedback, your enthusiasm, or simply sharing your experiences with us, you’ve helped shape the game into what it is today. However, I also need to address something that’s been on my mind. Recently, it’s become increasingly apparent that dealing with certain individuals has been a challenge. Toxicity, while unfortunately common in any space, can become a draining experience for a developer. As much as I care about the game and its community, there have been moments where trying to balance open, transparent communication with staying healthy has been difficult. As a dev, I’ve always believed in responding to everyone, whether it’s praise or criticism, because I care. I care about your thoughts, your suggestions, and your concerns. But, in the midst of this, I recognize that things haven’t always gone as smoothly as I would have hoped.


Adding new Ways of Power and reworking magic classes has been the biggest change so far, following the huge amount of requests of our players, willing to play a full caster. We've created something to make them happy and still keep our original vision alive!

Some discussions spiraled into a loop where we were accused of not being able to handle criticism. That was never the case. From day one, we’ve built this game on feedback, constantly striving to improve based on what you tell us. But, yes, sometimes, I let things get to me, and perhaps I could have handled situations differently. But still: this the meaning of caring. So, moving forward, we’re going to make some changes in how we engage as a team. We’ll be adopting a different approach to responses, focusing more on improving the game and less on getting caught up in endless debates. Our goal is simple: to listen to your constructive feedback and build the best game possible. I apologize if our past approach sometimes seemed misguided or inconsistent. Let’s hit the reset button, start fresh, and focus on what matters most: the game and how we can continue to make it better for all of you!

OTHER COOL STUFF

Amidst all the work and updates, we have some incredible news to share that really highlights just how far we’ve come as a team. Alaloth: Champions of the Four Kingdoms was honored with the GOTY Award as the Best Italian game at DStars 2025, which is a huge recognition for the hard work we’ve put into this project. But that’s not all: Gamera Interactive also won the Studio of the Year Award! These are incredible milestones for us, and we’re incredibly proud of what we’ve accomplished so far.


The DStars Awards celebrate the best Italian games, studios and professionals since 2019

And if that wasn’t enough, we’ve also completed our first publisher sale on Steam, which is a major achievement for a micro-team like ours. We're hard at work not just on new content, but also iterating on systems to improve your experience. We're focused on raising up our Steam average, ensuring that every update brings meaningful improvements and new features. Stay tuned for more! If you are enjoying Alaloth, always consider to drop a review: it is the best way to support us! Have a great weekend!

Ciao
Alberto

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Alaloth: Champions of The Four Kingdoms - Eldacar
CHANGELOG
Added
  • Added Chinese and Russian loc
Changed
  • Enemy HP and Poise scaling.
Fixed
  • Increased icons size of services available in the Location Infobox, to keep them readable on smaller screens.
  • Fixed some missing text translations for FR, DE, PT-BR, ES, PL, TR languages.
  • Fixed some texts overflowing in the main menu and character creation.
  • Fixed right column in World Overview UI page becoming unresponsive to scroll input after the first time of being open and closed.
  • Fixed missing interaction with alchemy table in the orc stronghold.

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Alaloth: Champions of The Four Kingdoms - Eldacar


Hello Champions!

When I first thought about creating Alaloth, I knew we wanted to offer something special. This wasn’t just about building another RPG, it was about crafting a world with depth, challenge, and soul, inspired by the classics I grew up playing. As we approach the first DLC announcement, we thought it would be the perfect moment to tell a few stories, not only about the game itself but about the incredible journey behind its development. From the creative inspirations that shaped its brutal, beautiful world to the obstacles we overcame along the way. Alaloth was born from a love for hardcore RPGs, blending classic inspirations with a fresh approach to challenging combat and deep world-building. To celebrate how far we’ve come, we’re diving into two special updates. This first one will take you behind the scenes into the development, inspirations, and evolution of Alaloth. The second will focus on in-game secrets and details you may have missed!

N.1 - A LOVE LETTER TO THE CLASSICS: RPG, BOOKS AND MOVIES

Alaloth is the culmination of years of rich, personal adventures that have shaped its very foundation. The inspiration draws heavily from the creator's childhood, starting with Dungeons & Dragons and expanding through decades of exploration in both gaming and storytelling. It’s not just a game, but a tribute to the beloved classics that defined an entire generation. You’ll find echoes of Lord of the Rings, as well as the raw grit of Conan, the whimsical magic of Willow, the legendary romance of Ladyhawke, and the dark allure of Stormbringer. The influence of games is undeniable too: countless hours spent in Daggerfall, the first "endless" game, and Ultima Online, the expansive experience that left an indelible mark. Baldur’s Gate and classic TSR titles on the Amiga also played key roles, along with the influence of Moontone and Rolemaster, offering deep worlds to explore and immerse in.


Everything started here. Of course.

N.2 - HOW A GOOD IDEA IS THE KEY TO STANDING UP

When you're a small indie team, self-funding your project, you need to find a way to stand out in a sea of games backed by larger studios with bigger resources. It’s about carving out your own niche and building something that resonates in that space. That’s why we decided to create a game that blends the world-building, lore, and depth of classic isometric RPGs with the action-packed, skill-based combat of modern Soulslike games. Think of it as Baldur’s Gate and Dark Souls having a baby: this unique combination was a major payoff, with our player base often referencing this blend as one of the most appealing aspects of the game. While most developers tout the uniqueness of their titles, we’re not trying to reinvent the wheel,it's tough to do that in such a crowded market. But we did manage to craft something new: a unique experience that stands apart. You could call it "Alalike," and it’s unlike anything else out there.


Creating a unique game: the only way to stand out among the big guns...

N.3 - HANDCRAFTED, NOT PROCEDURAL

At its core, this game is built on a foundation of handcrafted design, but it doesn’t shy away from the benefits of procedural generation. While the world and characters are meticulously crafted to tell a cohesive story, there’s a very small layer of randomly generated content, such as bounties, that adds variety and replayability. This mix allows the game to feel both personal and dynamic, offering new challenges with every playthrough while keeping the soul of a handcrafted experience intact. The decision to go with pre-rendered visuals was a production-wise choice driven by the size and scope of the team, and by the studio’s position in the market. It wasn’t about shying away from innovation, it was about strategically focusing on art and atmosphere rather than competing with the tech-heavy giants pushing standard AA Unreal-like visuals. By leaning into pre-rendered elements, the team was able to create a visually distinctive world that stood out, providing a more unique experience rather than just another tech-driven spectacle.


A world like no other: Alaloth offers one of the biggest, most immersive living worlds ever created in an indie RPG!

N.4 - BUILT WITH THE COMMUNITY

Even though we were initially forced into Early Access due to challenges with our previous publisher and a disappointing venture capital partner, it turned out to be the best decision we could have made. Early Access allowed us to engage directly with the community, listen to feedback, and shape the game in ways we hadn’t initially imagined. We've released over 120 patches, 9 free updates, and added hours of content to a single-player campaign lasting 100 hours, all while building one of the largest game worlds ever created by an indie team, bigger than games like Pillars of Eternity, Baldur’s Gate, and others made by industry giants. Alongside these updates, we set up various community activities to further involve players in shaping the world of Plamen. By participating in daily activities on our Discord and social media, players not only contributed their ideas and feedback, but also earned rewards for their engagement.This constant two-way communication[/url] has been instrumental in ensuring that Alaloth stays true to its core while growing and evolving with the support of the community.


Just one of our many community-driven initiatives!

N.5 - CHRIS AVELLONE

We’ve been incredibly fortunate to collaborate with Chris Avellone, one of the most influential game designers and writers in videogame history. Chris was instrumental in the first iteration of Plamen, creating the timeline, developing the companions, and crafting the first atlas, which has been iterated upon many times since. His work remains the foundation of everything we’ve built, providing a solid framework that continues to shape the world and narrative of the game.


Simply one of the greatest RPG writer of all time!

N.6 - A UNIVERSE BUILT TO GROW

Dragonlance was a key inspiration for Alaloth, particularly in terms of structure and IP building. Much like how Dragonlance grew into a massive franchise with rich lore, novels, and other media, Alaloth was crafted with a similar vision in mind, creating a universe that can expand across different platforms. We’ve already begun this journey with Alaloth: The Tempest, a prequel comic that’s out on the market, and the expansion doesn’t stop there. Books are coming soon, with a novel nearly ready for publication, and we have many more exciting projects lined up: Chants of Heroes is already available for pre-order here. The goal is to build a world that’s not just limited to a game, but a universe that fans can explore through stories, comics, and more, ensuring that the Alaloth world grows alongside its passionate community.


Expanding an IP the right way,staying true to its roots while exploring new frontiers. Who knows… maybe even on Netflix?

N.7 - OUR DESIGN'S JOURNEY OF VALIDATION

From the very beginning, it was incredibly tough to pitch the game vision to publishers and to the team. We started with the unique idea of bringing 3D action combat in iso camera, an idea that many felt might not resonate with the broader market. As a result, we lost some people along the way, as they believed the game wasn’t going to succeed or that it wasn't worth pursuing. But as we continued to build, the feedback we received was overwhelmingly positive, proving we were on the right path. On a daily basis, we saw players connect with the world, the lore, and the mechanics, validating that we had created something unique. Alaloth may not be a game for everyone, but we’ve succeeded in crafting exactly what we envisioned: an experience that stands out in the RPG landscape. This journey has been further validated by recognition from industry figures and awards, including winning Best RPG and Best Game Direction at the Nyx Awards, or Best Visual Excellence at Reboot Blue, with jurors like Fumito Ueda and Patrice Desilets praising our work. Alaloth got more than 20 international awards, 6 front cover on printed press [something unique for an indie game] and has been nominated among Best RPG and Best Coop games on Metacritic in 2024.


Nothing better than see your idea validated by people playing the game!

N.8 - A MICRO TEAM OF SURVIVORS

Our team is small but mighty. We’re a micro team of passionate individuals who’ve fought through adversity together, whether it’s the global pandemic, navigating toxic partners relationships, and overcoming the challenges of a legal battle with a VC firm. We’ve faced it all, and each trial has only strengthened our bond and determination. We may be small, but our resolve is fierce, and our shared vision propels us forward every day, no matter what obstacles arise. During the peak of production, our team was a small but passionate group of about 20 dedicated individuals. As we moved through the challenges of Early Access, the team was reduced to just 5 people, all of whom gave everything they had to bring the vision of Alaloth to life. Now, with the game out, we’re thrilled to be expanding the team, welcoming new talent, and working on exciting new projects that will take Alaloth to the next level. Along the way, we made an important choice to prioritize work-life balance, establishing a full remote work structure since COVID and adopting a 4-day workweek. This shift has helped keep our team healthy, motivated, and focused, allowing us to maintain a sustainable pace without sacrificing the quality of the work


We started as a family business in a small room, growing to a team of 18 before COVID. Since launching in Early Access, a core team of 6 has handled everything remotely!

N.9 - THE IMPORTANCE OF A LONG TERM VISION IN DEVELOPMENT

At the heart of Alaloth is our unwavering commitment to a long-term vision. Unlike many other indie projects that are often focused on quick returns or short-term milestones, we’ve always seen Alaloth as a long-term investment, not only in terms of game design but also in terms of the technology and tools we've built. From the very beginning, we set out to create something that could grow and evolve far beyond its initial release, and we’ve invested heavily in creating a foundation that will support future content, expansions, and updates.


Yes, we want to make isometric RPGs forever—classic inspirations, modern execution, and no compromises.

N.10 - POST LAUNCH COMMITMENT

Even after the full release, our commitment to Alaloth and its community remains stronger than ever. Since launch, we’ve continued to push updates, including the free Wyrmwood Update, which introduced fresh content for everyone. We've also added localization for several languages, including Italian, German, French, Spanish, Portuguese, Polish, and Turkish, ensuring that players from around the world can enjoy the game in their native languages. But we’re not stopping there. We’ve promised a ton of free content moving forward, with regular updates planned. The roadmap for future free updates will be shared alongside the announcement of exciting DLC content coming in 2025, along with the long-awaited console release. We’re committed to providing players with ongoing experiences, new features, and a vibrant world that grows with them.


The adventure is far from over, more awaits in Plamen after the release of Wyrmwood, our first post launch update!

Our next update will dive into the cool in-game content you may have missed! Stay legendary and share the love!

Alberto

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Alaloth: Champions of The Four Kingdoms - Eldacar
CHANGELOG
Fixed
  • Fixed regression bug occurring whenever a cutscene starts after a summon has already been removed; this could cause side effects like in Skygate where the barrier was not properly deactivated.
  • Fixed an issue with Polish language causing the game to stall when attempting to show plurals.

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Alaloth: Champions of The Four Kingdoms - Eldacar
CHANGELOG
Added
  • New achievements for killing Bemith and Vrax.
Changed
  • Changed art for quest item “Scorched Sythraak Scale”.
  • Changed some enemy stats, including dragons’ resistances, Vrax and Sythraak weapons and armors values.
Fixed
  • Fixed sit goblins at Grivnok Hollow turning in place upon aggro while playing the stand up animation.
  • Fixed stats for weapon “Wyrmcleaver”.
  • Fixed description for “Bemith's Dragon Egg”.
  • Fixed some typo and reviewed various texts.

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Alaloth: Champions of The Four Kingdoms - Eldacar


Hello, Champions!

As promised, we are committed to expanding the game with a series of free content drops that will enrich your experience, introduce new challenges, and refine the world of Plamen based on your feedback. Today, we are thrilled to unveil Wyrmwood, the first free post-launch update, bringing a brand-new high-level area to explore, along with new enemies, quests, items, and community-driven adjustments. Moreover, Alaloth has been featured on Steam as a Daily Deal! This is a huge achievement, and we couldn't be more thrilled. During Early Access, we had a lower price point and ran a few major discounts to bring in new players. Now that 1.0 is out, things will be different, and this Daily Deal is likely to be the biggest discount of 2025, making it something you definitely don’t want to miss! But let's move back to the update!

WHAT'S NEW IN WYRMWOOD

The free update introduces new areas, mobs, NPCs, quests, and lore. The centerpiece of this content drop is Drakvalen, a savage island unreachable by sea, protected by the Talons and Dragonhold with the support of Edherest. Drakvalen is home to a young dragon, Bemith, and it is widely believed that she could spawn a dangerously powerful brood, which is why the area is strictly controlled. Access is only possible through a magical gate created by the mages of Valestrum, guarded by the Talons themselves, and entry is restricted without the explicit permission of Overlord Daskar.


From this outpost, the Talons defend the untamed lands of Drakvalen, ever vigilant against the darkness that threatens.

Within Drakvalen, the Talons have established an outpost known as Talonroost, where their troops gather and patrol the island, constantly scouting for signs of Bemith’s activity. However, the greatest threat in Drakvalen is the Sythraaks, draconic-like humanoids who revere Bemith as a goddess and protect her fiercely. Slaying Bemith will be no easy task. Also, a new location has been added to the continent: Grivnok Hollow, a secret camp where Vrax, the leader of the Brak’Shak clan, organizes his forces. This location serves as the setting for a new boss fight, where players can aid the Watchers in Valestrum in confronting the Brak’Shak threat.


Wyrmwood stands as a bridge between two worlds, guarded by the forces of Talons and Edherest

Alongside these additions, new quests, items, and weapons have been introduced, along with various quality-of-life improvements and minor fixes based on community feedback. Wyrmwood is just the beginning of our post-launch journey, and we can’t wait for you to explore these new challenges.

POLISH AND TURKISH LANGUAGES ADDED

New languages were originally planned for later this year, but we thought it would be cool to speed things up, so here we are! Polish and Turkish have been added, and we're already in touch with both communities to refine these translations and make them official as soon as possible. Next step: Chinese, Russian, and Japanese!


New languages are now available! We’re actively monitoring feedback to address any issues

WHAT'S NEXT FOR ALALOTH

As already mentioned, we are actively working on additional free updates, and a new roadmap will be shared as soon as new languages and the first free feature update are released. In addition, we are also putting things together for the first major DLC, which will further expand the world of Alaloth with even more content and challenges. So far, we are brainstorming about introducing new modes and possibly new difficulty settings, as many of you have requested, as well as new ways to progress once reaching the level cap: potentially a prestige class system or something similar.

The team is finally expanding to move forward with Alaloth and ensure its continued growth. Our goal is to push the game towards a Very Positive rating on Steam, and once again, we encourage you to consider dropping a review if you enjoy the game. Your support means everything to us, as we rely solely on organic numbers: no marketing budget, no big publisher clout. Every review helps immensely!

Stay legendary, share the love!

CHANGELOG
Added
  • Added the new region “Drakvalen”, along with locations [Wyrmwood, Talonroost, Crag of Glory, Cindercrypt], enemies [Sythraak, Bemith, Vrax, Shadowfang], quests, items.
  • Added a new FA for “Valestrum” [Grivnok Hollow].
  • Added Polish and Turkish languages.
Changed
  • Changed some pawn dialogues in the world map.
  • Changed lore NPC at “The One Tree”.
  • Changed art for trinket “Ghostbind Fetters”.
  • Balancing changes to enemies and weapons.
Fixed
  • Fixed issue with in-game date not displaying current month correctly in some cases.
  • Fixed issue where enemies would not drop their loot when killed with some types of damage or particular circumstances.
  • Fixed issue where in some cases enemies could engage and damage the player while a chronicle was playing.

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Alaloth: Champions of The Four Kingdoms - Eldacar


Hello Champions!

First and foremost, happy new year! We hope you had a wonderful holiday season. After a short break, we're back and ready to embark on a fresh chapter. This year is a bit of a restart for the team, as we bid farewell to a couple of longtime members and welcome some new faces. To those leaving, we send our heartfelt thanks and best wishes for the future. To those joining us, welcome aboard! We’re still a small, dedicated team, and there’s a ton on our plate, but we’re ready for the challenge. Before diving into our plans for 2025, that's something to say about the release.

As you all know, our 1.0 launch didn’t go exactly as planned. Initially set for the end of October, we had to postpone by a month to address some last-minute issues [on Steam side]. It was a hectic period, but we made it through. Launching as an indie team with a shoestring marketing budget, we relied heavily on organic growth, press, and support from our community. We didn’t have major streamers or even our own live streams during launch, but that’s the reality of being a small team. Still, we’re proud of what we achieved. Around 20k players joined us on launch day on Twitch, and we saw incredibly strong performance on GOG, thanks to their fantastic marketing support and a prominent homepage feature. While sales numbers were slightly below our expectations, they were strong enough to keep us moving forward. From the very beginning, we knew this would be a marathon, not a sprint, and now, we’re gearing up for the next big steps with our 2025 roadmap. We’ve got an exciting year ahead with a mix of free content updates, lore expansions, and unique collectibles. Here’s what you can expect!

WYRMWOOD AND OTHER FREE CONTENT UPDATES

The first major free update of the year, Wyrmwood, introduces a new area steeped in mystery and danger. The enchanted forest of Wyrmwood serves as the gateway to Vorrak'Tol, a savage island whose name means "Land of Fire and Claws" in the orcish tongue. Vorrak'Tol is an uncharted territory under the watchful eyes of the Talons, as its turbulent waters render it inaccessible by conventional means. The island is home to a massive dragon and a ferocious race of dragonkind that pose a grave threat to anyone daring to set foot on its shores. This update also brings a new boss area to the continent, where the Brak'Shak clan leader, Vrax, rallies his forces to threaten the southern lands.


Wyrmwood is just the beginning, be ready to see many new areas popping-up on the world map. New kingdoms? Who knows...

After the release of Wyrmwood, we’re excited to announce that Polish and Turkish localizations will be added to the game, following our ongoing work on tools and official localization that began in late 2024. This is just the beginning, our next steps will focus on Russian and Chinese localization, which will require a significant amount of work, but we're committed to expanding the reach of Alaloth.
Additionally, we’re introducing a brand-new samurai-inspired weapon and armor set, perfect for those who love to wield the blade. Get ready to take on your enemies with a powerful Nodachi and slice through them in epic fashion!

All of this and more will be coming your way starting in February, stay tuned for more updates!

THE TALES AND THE TEMPEST

We’re thrilled to share more about Alaloth: Tales, a series of books delving into the rich lore of Plamen. The first four titles, Black Sun, Tears of Heresy, The Dragon Bane, and Seas of Sand, explore the lives of legendary characters such as Volkar, Tornir, Vanril, and Dojhmarin. These stories unravel the histories of the great houses and clans, the epic battles, and the myths shaping the world of Alaloth. Whether you’ve met these characters in your adventures or simply heard their names whispered in tales, the series offers an immersive journey into the heart of Plamen’s past. The books will be available soon digitally both on Amazon and Steam.


You know how much we care about the world lore and the consistency of the world of Plamen. Tales is just the beginning of a serie of content dedicated to the world of Alaloth

As for The Tempest, our standalone comic book introducing the world of Plamen is already available in both digital and physical formats. We’ve recently reclaimed the publishing rights and have begun translating the volume into EFIGS, with additional languages to follow. Soon, the physical edition will be hitting bookstores worldwide, allowing even more fans to discover the vibrant lore of Plamen. Details to follow.

CHANTS OF HEROES

Finally, we’re thrilled to announce Alaloth; Chants of Heroes, an amazing limited-edition vinyl. With nearly five hours of in-house music created for Alaloth, this exclusive vinyl includes a selection of the best tracks from our OST, carefully curated for real collectors. We’ve partnered with Southbound Press to make this happen, and preorders are already live on their website, with worldwide shipping available.


Collectors beware, be fast to reserve your numbered copy of Chants of Heroes. Only 500 available at launch!

WORKING ON THE FIRST MASSIVE DLC, CONSOLES ON THEIR WAY IN 2025

On top of all the exciting things already mentioned, we’re putting things together to announce the very first DLC for Alaloth. While we’re eager to share more, we’ve decided to hold off on the announcement for now because we’re still weighing our options on the best approach. We’re considering whether to release a massive DLC or divide it into a couple of smaller updates [but still huge], each with a lower price point. We’d love to hear your thoughts on this! This decision is also directly tied to the upcoming console version of the game, which is in the works and set for release later this year. So, for now, just sit back, enjoy the free updates, and stay tuned for more details as we continue to shape the future of Alaloth.

As usual,
thanks for the support and share the love!

Alberto

Follow our official channels to stay up to date:
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Alaloth: Champions of The Four Kingdoms - Eldacar
CHANGELOG
Changed
  • Updated description of some talents to clarify where damage is not affected by player’s bonuses.
Fixed
  • Fixed summon for talent “Spirit Guardian” Rank 2 and above being unable to move around.
  • Fixed text for the PC reputation not accounting for the relative gender.
  • Fixed broken texts for ES, FR, DE and PT-BR.

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Alaloth: Champions of The Four Kingdoms - Gamera Interactive || Herald


Hello, Champions!

Today, we want to share some exciting news and updates about localization for Alaloth: Champions of The Four Kingdoms. First and foremost, we want to emphasize something important: throughout Early Access, and since the very beginning, we’ve always delivered on what we’ve promised, often exceeding expectations. From bigger updates to more refined features, we’ve consistently aimed to go beyond what was initially planned. With 1.0 launch, we've received a lot of messages about supposed promises we never made regarding localization, which, for a moment, almost made us drop everything, because health comes first. Back in time, we announced that with version 1.1 we would have supported three official languages. No more. That is to be crystal clear

However, we also recognized that waiting for full localization might be challenging for players eager to experience the game. That’s why we started taking interim steps to help everyone enjoy the game while we work on both official and community-driven translations. Localization has been one of the most requested features from our community, and we’ve worked hard to explore ways to make it a reality.

To make this possible, we’ve integrated DeepL, a machine translation tool, as a starting point for localization efforts used by many indie studios all around the world. This approach serves two purposes: it allows players to begin exploring Plamen in their own language while also paving the way for both professional and community-based translation efforts. Over the past few months, we’ve reworked our tools, restructured data, and made changes in Unity to enable this process. These adjustments weren’t easy, but they were necessary to create a solid foundation for localization. Looking ahead, our use of this tool, will continue to bridge the gap while we roll out official localizations and enable community-based efforts. While machine translations are helpful, we want to be upfront about their limitations. They cannot fully replicate the depth, immersion, and atmosphere we’ve worked so hard to create. However, they serve as an excellent foundation for community groups to refine and build upon.


Italian is the first language officially supported by the game. It was expected to be released with 1.1 but thanks to Language Pack Italia, we have been able to release it right now!

To facilitate community-based translations, we’ll provide tools all the necessary tools, so players can create and share their own translation add-ons. We’re also seeking volunteer coordinators for each language to lead these efforts. Coordinators will work with us on the beta branch and play a vital role in organizing teams, reviewing translations, and building glossaries to improve accuracy.

Given all of this, Spanish, Brazilian Portuguese, German, and French are now available in the latest build! In addition, we are happy to announce that Italian translation has been completed and it is available as well as the first official one. The Italian localization was made possible thanks to the incredible work of Language Pack Italia, a team of skilled professionals, including AxeeGaza, FreeMont Dataris, and Tutankamon, who have worked on titles like Pathfinder, Throne and Liberty, and SpellForce. We’re thrilled to have their expertise elevate Alaloth for Italian-speaking players. The guys are hanging out on Discord [check #italiano] to get your feedback and tweak things as we go. If you spot anything that feels off or have suggestions to make the translations better, drop by and let them know. We've even set up channels for different languages, so you can chat in your preferred one!


We're adding Polish and Turkish soon, while working on Chinese and Russian. Even our ML tool needs a bit of rework to handle special characters!"

For those interested in customizing their experience, we've created a how-to guide for modifying localization files locally. This way, we can work together and even help turn fan-made translations into official ones, just like we did with the Italian localization.

>>>>> Check out the guide for more! <<<<<

END OF THE YEAR AND 2025

We are incredibly proud of the progress we’ve made and excited about what lies ahead. Localization is a huge undertaking, but thanks to the support of both professionals and our passionate community, we’re confident we can make Alaloth accessible to even more players around the world. We’re entering slow mode for Christmas, taking a short break while working on minor tweaks over the holidays. The team will be available for urgent fixes, of course. In the meantime, we’ve taken the chance to tweak the game following your feedback since release, with this update.

From enemy AI to weapon balancing, economy adjustments, and performance improvements, we’ve made several changes. Check the changelog for details! We’ll also share our 2025 roadmap by year’s end, with the first new content arriving in February. New updates and content will continue to be added as usual, while official communication about the upcoming DLC will arrive soon.

Happy Christmas!

CHANGELOG
Added
  • Added translations for IT, FR, DE, PT-BR, ES. Option to change the game language can be accessed from the Main Menu under “Settings - General Settings”. Note that Italian language could be considered as an official one, other languages are actually supported by a ML tool and will be iterated on the go. Check “Localization Info” for details.
Changed
  • Talents for “Mystic Warrior” and “Ranger” professions are now classified as Skills instead of Spells.
  • Tweaked multiple skills descriptions.
  • Increased the scaling of enemies’ health based on player level.
  • Reworked loot tables of Shellclaws and Crawlers.
  • Changed various dialogues, adding better hints regarding the quests they’re connected to.
  • Hardcore Mode now also influences Magic Damage.
  • Balance changes to all the Two-handed weapons.
Fixed
  • Fixed narrative timeline for Baystone potentially locking the player save on the boat scene.
  • Fixed barks in war rooms scenes.
  • Fixed trinket “Vessel of Old Marks” not applying its effect.
  • Fixed various typos and wording issues.
  • Fixed text for Arcanist Grandmaster in Codex to the proper location where he is found.
  • Fixed crafting process unable to gather some equippable types of reagents from the stash.
  • Adjusted in-hand placement of various magic staffs.
Follow our official channels to stay up to date:
Like Alaloth on Facebook
Follow Alaloth on Twitter
Check out our Steam page


https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

https://store.steampowered.com/bundle/46630/Alaloth_Champions_of_The_Four_Kingdoms__Deluxe_Edition/
Alaloth: Champions of The Four Kingdoms - Eldacar
CHANGELOG
Added
  • Added the entry “Combat Conditions” in the Codex Tutorial/Combat section.
  • Added More Info section to several Talents in the Ways of Power view in order to make it easier to understand the effects of certain conditions, buffs and debuffs.
Changed
  • Critical Chance and Critical Damage Bonus are now shown as a single value each in the Character Recap screen.
Fixed
  • Fixed equippable items with MaxHp bonuses being abusable to recover health by repeatedly equipping them in safe zones. Now upon equip/unequip of such items the current amount of hp will not be changed if not to clamp it down to a lower value of MaxHP.
  • “Invisibility” duration was not discounting its rank.

Follow our official channels to stay up to date:
Like Alaloth on Facebook
Follow Alaloth on Twitter
Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

https://store.steampowered.com/bundle/46630/Alaloth_Champions_of_The_Four_Kingdoms__Deluxe_Edition/
...

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