Niffelheim - Andrew
UPD: Hot Fix of Hot Fix
Fixed bug with unlimited resources:)


Hi everyone,

we have a few small fixes and an update.



Fixed bugs:
1. Bug with trap collection after crafting
2. Bug with the gun and bow switching.
3. Achievement issues.
4. Bug with charm description on altars and in the description window.

A few changes concerning achievements:
1. From now on the achievement progress is visible. The shown progress displays the maximum value gained in a saved game. When you delete a save, the progress will be kept, but will continue development after you reach the same result in a new profile or in another save. This is due to the fact that we have 6 saves and you can gain each achievement in every one.
2. During the game you will see a message on each gained achievement.



The update 0.9.8 with multiplayer changes is scheduled on 7th September.

Have fun playing,
Ellada Games Team
Niffelheim - and
UPD: Hot Fix of Hot Fix
Fixed bug with unlimited resources:)


Hi everyone,

we have a few small fixes and an update.



Fixed bugs:
1. Bug with trap collection after crafting
2. Bug with the gun and bow switching.
3. Achievement issues.
4. Bug with charm description on altars and in the description window.

A few changes concerning achievements:
1. From now on the achievement progress is visible. The shown progress displays the maximum value gained in a saved game. When you delete a save, the progress will be kept, but will continue development after you reach the same result in a new profile or in another save. This is due to the fact that we have 6 saves and you can gain each achievement in every one.
2. During the game you will see a message on each gained achievement.



The update 0.9.8 with multiplayer changes is scheduled on 7th September.

Have fun playing,
Ellada Games Team
Niffelheim - Andrew
UPD. Hotfix: bug with craft menu is fixed

Hi everyone!
Please welcome the new Niffelheim update (version 0.9.7)

All right, here is what has been added and fixed in the game.

Bugfixes

1. Fixed the bug with trees being cut in one strike of the axe as well as other similar issues :)
2. Fixed the bug with buildings and construction time.
3. Fixed the bug with indestructible walls around the caves.
4. We’ve added a timeout before the health of mobs and bosses starts restoring. So from now on the bosses will not regenerate right away.
5. Fixed the bug with the "Armadillo” achievement.

New features

I remember since the very start of the game in Early Access on Steam, there have been a lot of complaints about the Charms. Many players had difficulties grasping the idea of charms, the rules of where and how these should be activated. Many players found it awkward to activate charms on altars (instead of boss location, for example). We have read your feedback and watched replays and realized that you were actually right. :)


Here is the solution we have implemented as result:

1. From now on you don't have to use altars to activate charms, this can be done in your inventory. Right click a charm and choose "Activate" from the menu (the process will be easier once we introduce the new GUI system). Sometimes you'll discover charms in graves or underground dungeons.

2. Altars can now be used for crafting charms. All the charms are available at all times. Altars can also be found in underground caves.

3. You cannot activate charms in the Temple anymore, it's only purpose now is invoking of the dragon.

4. Fireflies.
This was another idea we've been eager to implement for some time. You cannot catch fireflies, attack them or interact with them in any way.
Cute little fireflies will protect you from health decrease under the ground. All you need to do is stand next to them. Fireflies can be found in the central dungeon as well as in the secondary ones on the sides.

5. Lamps also can be used to stop health from decreasing under the ground.




This is it for the latest update.

We are still working on the new GUI and multiplayer mode.
The next update is scheduled for 7th September. We are planning to release a finalized solution for multiplayer connection. There will be some changes, but I am going to write all about that at a later point. We are really looking forward, as everything should work out great.

We are still working on the new GUI system and controls. This is a large task, but hopefully in September we will be able to play without the context menu :)

All the best,
Ellada Games Team.
Niffelheim - and
UPD. Hotfix: bug with craft menu is fixed

Hi everyone!
Please welcome the new Niffelheim update (version 0.9.7)

All right, here is what has been added and fixed in the game.

Bugfixes

1. Fixed the bug with trees being cut in one strike of the axe as well as other similar issues :)
2. Fixed the bug with buildings and construction time.
3. Fixed the bug with indestructible walls around the caves.
4. We’ve added a timeout before the health of mobs and bosses starts restoring. So from now on the bosses will not regenerate right away.
5. Fixed the bug with the "Armadillo” achievement.

New features

I remember since the very start of the game in Early Access on Steam, there have been a lot of complaints about the Charms. Many players had difficulties grasping the idea of charms, the rules of where and how these should be activated. Many players found it awkward to activate charms on altars (instead of boss location, for example). We have read your feedback and watched replays and realized that you were actually right. :)


Here is the solution we have implemented as result:

1. From now on you don't have to use altars to activate charms, this can be done in your inventory. Right click a charm and choose "Activate" from the menu (the process will be easier once we introduce the new GUI system). Sometimes you'll discover charms in graves or underground dungeons.

2. Altars can now be used for crafting charms. All the charms are available at all times. Altars can also be found in underground caves.

3. You cannot activate charms in the Temple anymore, it's only purpose now is invoking of the dragon.

4. Fireflies.
This was another idea we've been eager to implement for some time. You cannot catch fireflies, attack them or interact with them in any way.
Cute little fireflies will protect you from health decrease under the ground. All you need to do is stand next to them. Fireflies can be found in the central dungeon as well as in the secondary ones on the sides.

5. Lamps also can be used to stop health from decreasing under the ground.




This is it for the latest update.

We are still working on the new GUI and multiplayer mode.
The next update is scheduled for 7th September. We are planning to release a finalized solution for multiplayer connection. There will be some changes, but I am going to write all about that at a later point. We are really looking forward, as everything should work out great.

We are still working on the new GUI system and controls. This is a large task, but hopefully in September we will be able to play without the context menu :)

All the best,
Ellada Games Team.
Niffelheim - Andrew
Hello everyone,

the summer is here and it's hot outside, but we are working under the Stark house motto: "Winter is coming!" So no rest for us and please welcome the update 0.9.6!



What is new in this version:

1. Your hero's health will gradually decrease in the dungeons as you progress deeper under the ground. Currently, the health loss is not as strong as we would like to test the feature and collect your feedback. Please let us know your thoughts.
2. You will be able to stop the health loss by placing lamps, holding a torch or activating a charm in the dungeon.
3. The lamp crafting has been simplified a little bit, so now you can craft more lamps to place under the ground. By the way, check out how cool the dungeons look with the lamps :) Each lamp type has an individual area of effect. We will add a new Steam guide with lamp parameters after careful balancing.
4. As promised before, the sigils are now activated directly from the inventory or chest (provided you have the required skills). You don't have to click the sigil again in the skill tree.
5. Mobs restore their health gradually. Earlier you could kill a boss by returning over and over again, but now its health will slowly restore while you are coming back. Other mobs also regenerate in time.

What to expect in the following update?
As mentioned before, we are trying to update the game and implement bigger improvements as well. Sometimes an update can be postponed to give us more time to work on the improvements.

1. Connection and disconnection during an online game.
2. Charm crafting and activation from the inventory. Instead of activating charms at the altars we'd like to give you the opportunity to craft the charms and activate them whenever you like: in the dungeons or during battles.


The full-scale improvements we are working on right now are a new GUI and controls system, including:
1. a quick access panel and hotkeys for quick activation;
2. moving items (also in stacks);
3. we will remove the context menu and allow activation on right click;
4. one-click item creation and collection from chests;
5. no extra windows with item count when replacing items;
6. addition of a new chat and removal of some buttons;
7. multiplayer mode with the possibility to connect and disconnect from the game without having to restart and some more MP features.

After finishing UI improvements we will continue working on the main character.
1. The hero will get a new Stamina parameter which will allow him to run faster.
2. The speed of all animations will be increased. We will adjust the defense and combat animations.
3. You will be able to remove all equipment from the character.
4. New gamepad control will be added.


After that we will the storyline implementation and adding new characters, mobs etc. following by final balancing.
Currently we are designing new characters and preparing animation and soon will continue drawing new locations.

As you can see, there is a lot of work, but thanks to your support we are able to improve and perfect the game! Thank you and have fun playing.

Ellada Games Team.
Niffelheim - and
Hello everyone,

the summer is here and it's hot outside, but we are working under the Stark house motto: "Winter is coming!" So no rest for us and please welcome the update 0.9.6!



What is new in this version:

1. Your hero's health will gradually decrease in the dungeons as you progress deeper under the ground. Currently, the health loss is not as strong as we would like to test the feature and collect your feedback. Please let us know your thoughts.
2. You will be able to stop the health loss by placing lamps, holding a torch or activating a charm in the dungeon.
3. The lamp crafting has been simplified a little bit, so now you can craft more lamps to place under the ground. By the way, check out how cool the dungeons look with the lamps :) Each lamp type has an individual area of effect. We will add a new Steam guide with lamp parameters after careful balancing.
4. As promised before, the sigils are now activated directly from the inventory or chest (provided you have the required skills). You don't have to click the sigil again in the skill tree.
5. Mobs restore their health gradually. Earlier you could kill a boss by returning over and over again, but now its health will slowly restore while you are coming back. Other mobs also regenerate in time.

What to expect in the following update?
As mentioned before, we are trying to update the game and implement bigger improvements as well. Sometimes an update can be postponed to give us more time to work on the improvements.

1. Connection and disconnection during an online game.
2. Charm crafting and activation from the inventory. Instead of activating charms at the altars we'd like to give you the opportunity to craft the charms and activate them whenever you like: in the dungeons or during battles.


The full-scale improvements we are working on right now are a new GUI and controls system, including:
1. a quick access panel and hotkeys for quick activation;
2. moving items (also in stacks);
3. we will remove the context menu and allow activation on right click;
4. one-click item creation and collection from chests;
5. no extra windows with item count when replacing items;
6. addition of a new chat and removal of some buttons;
7. multiplayer mode with the possibility to connect and disconnect from the game without having to restart and some more MP features.

After finishing UI improvements we will continue working on the main character.
1. The hero will get a new Stamina parameter which will allow him to run faster.
2. The speed of all animations will be increased. We will adjust the defense and combat animations.
3. You will be able to remove all equipment from the character.
4. New gamepad control will be added.


After that we will the storyline implementation and adding new characters, mobs etc. following by final balancing.
Currently we are designing new characters and preparing animation and soon will continue drawing new locations.

As you can see, there is a lot of work, but thanks to your support we are able to improve and perfect the game! Thank you and have fun playing.

Ellada Games Team.
Niffelheim - Andrew
Hello everyone,

we are still pushing the development forward, and are proud to announce the 0.9.5 update.

What's new in the game?

1. We are introducing a completely reworked map feature. Now you will be able to traverse between your territories for free. Travelling to town still requires some money, as usual. From now on the map displays which one of your territories is currently under attack. Quick teleport back to your castle also requires some money; however you will be able to return to your castle from other lands for free. Once you've quit to the map you will only have the options to return to your castle or travel to town. Travelling from the map to enemy territories is no longer possible.
2. We have added hero's tracks. From now on while exploring the dungeons you will see where you have already been and what parts are still unexplored.
3. Both current and overall health levels are now displayed on the hero icon, to help you track your hero's health state.
4. We have removed the door crafting option from the dungeons. Currently there is no use for doors and the feature may be removed permanently from the game.

Fixed errors and bugs:
1. Fixed bug with items that have not been removed while complying to an ultimatum.
2. Fixed bug with disappearing trophies after update.
3. Multiplayer mode: fixed issue when one of the players did not see a boss after respawn.

What to expect in the following update in 2 weeks:

A lot of you have been asking: "What do we need the lamps for? It's bright enough in the dungeons”.
Now we are planning to implement a concept that has been designed prior to Early Access launch. Your hero's health will gradually decrease in the dungeons as you progress deeper under the ground. The lamps will allow you to stop health decreasing. Each lamp has its own area of effect, but all available lamp tyoes will be required to explore dungeons. We are also planning to use torches and charms to stop health decreasing under the ground.

We are also planning to simplify sigil activation. The feature will be available from the UI, you won't have to open the sigil screen.

Dear players, these minor improvements and additions are being developed at the same time as some major game changes. We've already launched working on new UI screens, a new multiplayer system, new animations and new controls. We are aiming to complete the mentioned tasks until the end of summer and release a major game update. But we are still planning to release a minor update every two weeks including some of your suggestions. So please keep sending us feedback, as we are still reading carefully and considering your thoughts.

Be well and good luck!

Ellada Games Team
Niffelheim - and
Hello everyone,

we are still pushing the development forward, and are proud to announce the 0.9.5 update.

What's new in the game?

1. We are introducing a completely reworked map feature. Now you will be able to traverse between your territories for free. Travelling to town still requires some money, as usual. From now on the map displays which one of your territories is currently under attack. Quick teleport back to your castle also requires some money; however you will be able to return to your castle from other lands for free. Once you've quit to the map you will only have the options to return to your castle or travel to town. Travelling from the map to enemy territories is no longer possible.
2. We have added hero's tracks. From now on while exploring the dungeons you will see where you have already been and what parts are still unexplored.
3. Both current and overall health levels are now displayed on the hero icon, to help you track your hero's health state.
4. We have removed the door crafting option from the dungeons. Currently there is no use for doors and the feature may be removed permanently from the game.

Fixed errors and bugs:
1. Fixed bug with items that have not been removed while complying to an ultimatum.
2. Fixed bug with disappearing trophies after update.
3. Multiplayer mode: fixed issue when one of the players did not see a boss after respawn.

What to expect in the following update in 2 weeks:

A lot of you have been asking: "What do we need the lamps for? It's bright enough in the dungeons”.
Now we are planning to implement a concept that has been designed prior to Early Access launch. Your hero's health will gradually decrease in the dungeons as you progress deeper under the ground. The lamps will allow you to stop health decreasing. Each lamp has its own area of effect, but all available lamp tyoes will be required to explore dungeons. We are also planning to use torches and charms to stop health decreasing under the ground.

We are also planning to simplify sigil activation. The feature will be available from the UI, you won't have to open the sigil screen.

Dear players, these minor improvements and additions are being developed at the same time as some major game changes. We've already launched working on new UI screens, a new multiplayer system, new animations and new controls. We are aiming to complete the mentioned tasks until the end of summer and release a major game update. But we are still planning to release a minor update every two weeks including some of your suggestions. So please keep sending us feedback, as we are still reading carefully and considering your thoughts.

Be well and good luck!

Ellada Games Team
Niffelheim - Andrew
Hello everyone!


Today we are releasing another small NIffelheim update (version 0.9.4).

What is new?

1. Health regeneration on the Throne: now all you have to do to restore your health, is sit on the throne and take some rest.

2. Now you can set the number of items to craft (provided you have the necessary resources) in the crafting window.

3. The item collection offered at the Merchant's Shop now depends on your Trader skill. Some players have found iit too simple to level up, merely by crafting some helmets and purchasing advanced equipment - but now it’s not going to be that easy.



Dear players, we are still in the process of further developing and improving the game based on your feedback. We are planning to improve the global map feature to display the land currently under attack, and will try and implement character’s traces in the dungeons.

These are the minor improvements we are going to make, while still working on major ones, such as; GUI, new character animation for faster running, storyline and gamepad control. And game balance, too, naturally.

Stay tuned and have fun playing :)
Ellada Games Team
Niffelheim - and
Hello everyone!


Today we are releasing another small NIffelheim update (version 0.9.4).

What is new?

1. Health regeneration on the Throne: now all you have to do to restore your health, is sit on the throne and take some rest.

2. Now you can set the number of items to craft (provided you have the necessary resources) in the crafting window.

3. The item collection offered at the Merchant's Shop now depends on your Trader skill. Some players have found iit too simple to level up, merely by crafting some helmets and purchasing advanced equipment - but now it’s not going to be that easy.



Dear players, we are still in the process of further developing and improving the game based on your feedback. We are planning to improve the global map feature to display the land currently under attack, and will try and implement character’s traces in the dungeons.

These are the minor improvements we are going to make, while still working on major ones, such as; GUI, new character animation for faster running, storyline and gamepad control. And game balance, too, naturally.

Stay tuned and have fun playing :)
Ellada Games Team
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