We've pushed an update to the PC, PS4, and Xbox versions of Remnant: From the Ashes!
Build: 214857
QUALITY OF LIFE
Coop Scaling now caps at +3 levels of Host
Enabled VOIP toggle on PC/CONSOLES
Enabled Push-to-Talk option on PC by default (players must bind a key)
Adjustments to help fill empty matchmaking sessions
Added FOV slider for PC
Adjusted right analog deadzone for PS4 controller (reduced by half)
DEVELOPER COMMENT: While we work on additional coop adjustments, we wanted to better ensure that higher level players and lower level players could work together without drastically penalizing the lower level players. We've changed it so that if a lower level player hosts the game, the game will never be more than 3 levels above them even if their teammates are much higher. This will prevent the coop scaling from getting too high and thus overly penalizing someone just starting out.
DEVELOPER COMMENT: We've also made a handful of other adjustments for general quality of life. Players can now access VOIP, bind a push-to-talk button, and disable it completely if they so choose.
BUG FIXES
Increased performance across Corsus
Increased memory stability across extended play experiences (less crashes)
Fixed traits not unlocking on client (Revivalist, Exploiter, Scavenger, Sleight of Hand, Suspicion, Will to Live)
Fixed trapdoor that Ace kept falling through in Ward 13
Fixed client being able to reroll hosts campaign
Fixed an issue with Lost Gantry not properly handling restarts
Fixed issue with certain bosses respawning post "Quest Complete"
Fixed issue with clients loading into final boss room and being stuck at World Shard
Fixed FOV on Archetype screen for Ultrawide Monitors/resolutions
Added FOV lock when changing resolutions to maintain proper proportions/alignment (menus/reticles)
Fixed user settings not saving when exiting out of main menu/application too fast
Added support to unlock certain achievements that should have been attained
Corrected values being shown for Scrap-based achievements/trophies
Fixed bug with Undying King "Death Warmed Over" achievement/trophy
Many general collision fixes/updates
Added backup profile when joining game as client
DEVELOPER COMMENT: In general, we are prioritizing performance, stability, and crashes. We've also fixed several bugs that have halted progression, side-dungeon completion, and affected achievement/trait unlocks.
GENERAL BALANCE
Radiant Tomb total spawns and intensity reduced
DEVELOPER COMMENT: The most notoriously difficulty encounter in the game, Radiant Tomb has been re-tuned to be fairer to the player and reducing the need for a very specific loadout.
DEVELOPER COMMENT: The Repeater Pistol ended up falling off a bit due to its accuracy. We improved the overall handling without making any damage changes.
Hunting Pistol: Added +2 ammo to reserve
Hunting Pistol: Reduced initial spread
Hunting Pistol: Increased decay speed
Hunting Pistol: Reduced penalty for moving
Hunting Pistol: Increased reload speed by 10% (faster)
DEVELOPER COMMENT: While an incredibly powerful weapon, the Hunting Pistol suffered from a smaller ammo reserve (less total damage) and had an abnormally high moving penalty for being a single-shot weapon (which is already somewhat of a penalty). The Hunting Pistol is now much more accurate - both stationary and moving - and reloads faster between shots.
DEVELOPER COMMENT: The Hunting Rifle has always been considered the baseline for all other weapon balancing. However, even with pin-point accuracy while stationary, the initial spread was too great which prevented quick reaction shots. Additionally, the per-shot spread was a tad too high making it much harder to quickly pick off targets than desired.
Coachgun: Increased ideal range from 800 to 900
Coachgun: Added +4 shells to reserves
DEVELOPER COMMENT: To further separate the Coachgun from the Shotgun, we've increased the ideal range. The tighter focus, reduced drop-off, and incredible burst combined with the longer range makes the benefits of the Coachgun a bit more obvious. Additionally, we added +4 shells to the reserve ammo pool to bring the total damage in line with other longguns.
Assault Rifle: Added +4 bullets to reserves
Assault Rifle: Reduced initial spread
Assault Rifle: Reduced auto-fire spread curve
Assault Rifle: Increased decay speed
DEVELOPER COMMENT: The Assault Rifle, while highly damaging, has always suffered from too much weapon spread too quickly. We've lessened the spread curve and the maximum amount of spread to bring it closer to our vision of an Assault Rifle. It also gained +4 ammo in the clip.
Crossbow: Changed reticle behavior
Crossbow: Changed reticle graphic
DEVELOPER COMMENT: The Crossbow suffered from using the projectile reticle so we changed it to use a normal static reticle. While we still have many adjustments planned, we felt this was a solid interim solution.
Eye of the Storm: Increased initial decay
Eye of the Storm: Reduced initial spread
Eye of the Storm: Reduced spread per shot
Eye of the Storm: Added 1 extra ammo per clip (+3 total)
DEVELOPER COMMENT: With the Hunting Rifle adjustments, we wanted to also update the Eye of the Storm (which is basically a lightning Hunting Rifle). It received similar handling adjustments as well as gained additional ammo.
Beam Rifle: Reduced initial damage from 16 to 14 (max ramp-up is still the same)
Beam Rifle: Reduced reload speed by 20%
DEVELOPER COMMENT: Widely considered the most powerful weapon in the game, we wanted to bring the Beam Rifle closer to the other longguns. The initial damage was reduced by 2 requiring slightly longer DPS time to reach maximum potential. We also significantly increased the time it takes to reload so that maintaining the beam for as long as possible is the best way to maximize its potential. While it still does similar (slightly more) total DPS than the Assault Rifle, the AR always deals a constant / reliable amount of damage whereas the Beam requires a longer commitment but has a higher top-end.
Hive Cannon: Hive Shot Mod DOT damage increased from 80 to 150
Hive Cannon: Hive Shot Mod power requirement increased from 350 to 600
Hive Cannon: Hive Shot Mod charges reduced from 5 to 3
DEVELOPER COMMENT: The Hive Cannon is just a fun weapon. We wanted to make it more fun. We reduced the total number of Hive Shot charges and gave them to the primary shot (less reloading). We also increased the reload, while also dramatically buffing the damage of the Hive Shot DOT. As a trade-off, we increased the mod buildup requirement.
Particle Accelerator: Adjusted reticle size to better represent accuracy
DEVELOPER COMMENT: While we have a handful of changes in the works, we wanted to first adjust the accuracy of the reticle to better represent where the shots will land. Many more tweaks to PA coming soon!
Defiler: Reduced initial spread
Defiler: Increased Radioactive Volley fire rate from 1.1 to 1.2s
DEVELOPER COMMENT: The Defiler didn't really need much. We adjusted the initial spread by a small margin so players could better enjoy its secretly good range (for a Shotgun). We also removed a tiny bit of lag on firing Radioactive Volley back to back.
Curse of the Jungle God: Increased fire rate from 3.0 to 3.5
Curse of the Jungle God: Reduced damage from 32 to 28
Curse of the Jungle God: Decreased reload speed by 5%
DEVELOPER COMMENT: The Curse of the Jungle God felt a little too slow for our tastes, so we sped up the fire rate and made minor adjustments to both damage and reload speed. Overall, it is a more efficient weapon.
Devastator: Changed reticle behavior
Devastator: Changed reticle graphic
DEVELOPER COMMENT: Like the Crossbow, the Devastator had major issues with the projectile reticle so we changed it to use a normal static reticle. There are many adjustments planning (we see you BANDIT ARMOR USERS)... but for now, this should feel much better.
Repulsor: Increased post-banish debuff duration by 25%
Repulsor: Reduced banish time from 8 to 4 (less waiting - quality of life)
Repulsor: Reduced friendly banish time from 4 to 2
Repulsor: Reduced Banish Charges from 8 to 5
DEVELOPER COMMENT: For the final boss weapon, this felt a tad underwhelming. The goal of the Repulsor was to be a well-rounded tool that can fit on any team. By reducing the initial spread and increasing the post-shot decay speed, we've made it more reliable as a primary option. Additionally, we increased the debuff to 4 seconds so that players can easily unload all 5 shells into a post-banished enemy. The Banish time was reduced to reduce the waiting and halved against friendlies, because every team has "that guy" on it. To adjust for the upped effectiveness (as well as higher +20 scaling) we reduced the total Banish charges from 8 to 5.
ARMOR BALANCE
Hunter Sharpshooter: Now increases ALL ranged DMG at 15m+
DEVELOPER COMMENT: We've removed the Weakspot requirement because not every enemy has a Weakspot and because it already has a pretty strict range requirement. We will monitor the change and adjust both range and damage value accordingly.
Ex-Cultist Blood Pact: No longer requires Critical hits for mod power generation
Ex-Cultist Blood Pact: Reduced max generation from 50% to 40% to compensate for no crits
DEVELOPER COMMENT: Like Hunter armor, we removed the additional requirement to gain the Ex-Cultist armor bonus. In conjunction with the reduced Spirit value, the Ex-Cultist armor should be more appealing end-game as a mod-generation option.
Scrapper Challenger: Damage increased from 15% to 25%
Scrapper Challenger: Range increased from 2.5m to 5m
DEVELOPER COMMENT: The range requirement has been made more forgiving and the damage bonus has been increased significantly. We will monitor the change and see if players find the Scrapper armor more appealing as a close-range set.
Akari Opportunist: Changed perfect dodge to grant 100% MELEE crit chance
Akari Opportunity: Added Melee Speed buff on perfect dodge
Akari Opportunist: Removed Melee damage buff on perfect dodge
DEVELOPER COMMENT: We fixed a bug that was granting players ALL crit chance when perfect dodging. We also removed the raw melee damage buff and replaced it with melee speed to better facilitate an in-close melee style. Most notably, any perfect dodge (even with only one piece) will grant 100% crit chance (which is still a 50% minimum damage increase).
Elder Believer: Changed to allow Dragon Hearts to heal allies
Elder Believer: Range increased to 15m
DEVELOPER COMMENT: We've changed how this set works. The original benefit (chance to not use a Dragon Heart) was not as appealing as we had hoped (especially for a full armor set). We swapped the effect with the Mender's Charm so that Dragon Hearts now heal teammates. This makes the Elder Armor an excellent support option.
Twisted Armor: Health regen increased
DEVELOPER COMMENT: Players asked for it, we obliged. Enjoy having lots of health.
TRAIT BALANCE
Catalyst buff maximum reverted from 15% to 20%
DEVELOPER COMMENT: Since we have removed the interaction between Catalyst and Devouring Loop, Catalyst has been reverted to its pre-nerf state.
Rapid Strikes attack speed buff reduced from 20% to 15% (to allow Akari Armor Buff)
DEVELOPER COMMENT: To better allow the Akari Armor buff to be meaningful, we reduced the Rapid Strikes bonus.
Spirit max reduced from 50% to 30% (to allow Ex-Cultist Armor Buff)
DEVELOPER COMMENT: To better entice/reward players using the Ex-Cultist armor for mod generation, we reduced the overall bonus of Spirit. This should make Ex-Cultist the goto set for mod generation.
TRINKET BALANCE
Devouring Loop: No longer affected by Catalyst Trait
DEVELOPER COMMENT: The Devouring Loop was never meant to work with the Catalyst Trait as it is not a status effect but we thought it would be a cool/fun idea. Spoiler alert: We all make mistakes.
Cleansing Jewel: Removed healing effect, added 50% status buildup resistance
Mender's Charm: Gained old Elder Armor Skill (heal allies)
DEVELOPER COMMENT: With the recent shift of Elder Armor bonus and Mender's Charm, we wanted to give each of these items a proper focus. Cleaning Jewel is now focused around status buildup and cleansing, while Mender's Charm is all about healing.
Soul Anchor: Adds +1 max simultaneous summoned abilities
DEVELOPER COMMENT: Due to the change in how summons work, we wanted to allow players the opportunity to still have more summons than the base game would allow so we added functionality to the Soul Anchor. This does not add additional charges, but it does allow you to have more than the "max" out at any one time.
CONSUMABLE BALANCE
Adrenaline: Melee speed buff reduced from 15% to 10%
DEVELOPER COMMENT: To better allow the Akari Armor buff to be meaningful, we reduced the Adrenaline buff so that melee speeds didn't get out of hand.
MOD BALANCE
General: Mods now properly scale with Weapon Level
General: Certain Mods also scale effect based on other factors (player health, triage, etc)
General: Limited amount of maximum "same type" summons (dupes will kill older summons)
General: Added "max allowed simultaneous" summon value to summon description
DEVELOPER COMMENT: We've converted all Mods to properly scale with weapon level. Typically they start lower than their original base but scale higher - thus, you get a bigger benefit out of slotting them in higher-leveled weapons. We've also made a change to how summons work so that there is a cap on simultaneous instances. If the max is reached and a new summon is activated, it will destroy the oldest. The max simultaneous can be increased with Soul Anchor.
Iron Sentinel: Properly targets/shoots Ghasts and Root Frog
DEVELOPER COMMENT: Basically, just a bug fix.
Rattle Weed: Power requirement increased from 750 to 1000
Rattle Weed: Enemies can now be pulled off Rattle Weed if they take enough damage
Rattle Weed: Enabled constant "pulsing" aggro generation to pull enemies spawned after cast
Rattle Weed: Casting a 2nd Rattle Weed while first is out will remove the 1st
Rattle Weed: When expired/killed, drops aggro immediately (originally was still active for 5s)
Rattle Weed: Now affected by Soul Anchor for +1 max simultaneous summons
DEVELOPER COMMENT: Rattle Weed has always been "too good" in a game that has a lot of enemies that you are expected to deal with. We didn't want to change the core concept of the mod, but we did want to reduce how overpowered it was. We increased the buildup so it takes just a bit longer to fill. We reduced the initial aggro "pulse" by a significant amount so it didn't lock enemies on it until death (this allows you to pull enemies off now with damage). We also added a constant "pulse" that will pull newly spawned enemies towards it assuming you do not already have too much aggro. Additionally, when a second Rattle Weed is summoned, the first one is immediately killed. Previously, it would stick around for 5s and hold aggro which made it even more effective than it should have been. Players can still summon 2 Rattle Weed if they use Soul Anchor.
Veil of the Black Tear: Now unbreakable while active - duration scales with weapon level
DEVELOPER COMMENT: No longer breakable while active, Veil of the Black Tear should now do the job we all thought it should be doing from the beginning.
Swarm: Increased duration from 20s to 25s
Swarm: Reduced charges to 1
DEVELOPER COMMENT: We wanted to make Swarm a sort of "buddy" that followed you around and attacked anything dangerous. However, there is a bug (no pun intended) in this patch that keeps the duration to 12s. It's known and will be fixed in the next patch. However, look forward to double duration in the future. Putting this note here because we know players will see that it says 25s and is still only lasting half that duration.
Breath of the Desert: Charges increased from 2 to 3
DEVELOPER COMMENT: Reverted the reduction of charges. We want players to feel more like a caster with Breath of the Desert. With 3 charges, we may eventually need to adjust the damage. For now, rest assured that we will never again change the total charges of Breath of the Desert (unless we do).
ENEMIES
Shade/Shatter: Improved behavior across the board
Undying King: Beam Rifle will properly stagger certain phases
Undying King: No longer changes target mid attack
Canker: Wave can no longer be killed via explosions
Ixillis: Fixed issue with exploiting part of fight through wall
Ixillis: Changed scream hit-reaction so as to no longer push players off bridge
The Unclean One: Caskets no longer spawn enemies after the fight
Kin-Caller: No longer slows game when killed during summon
DEVELOPER COMMENT: General behavior and bug feedback. The goal is to clean up the rough edges and make the fights less exploitable and more consistent!
Nightmare: Breakout requirement reduced by 30% (was 10% of 1mil base, now 3.5% of 2mil base)
Nightmare: Vulnerable phase increased from 5s to 7s
Nightmare: No longer faces away when broken out
Nightmare: No longer changes target after starting an attack
Nightmare: Health doubled (... we're serious.)
Nightmare: Should no longer be fightable immediately after being defeated
DEVELOPER COMMENT: Some players found the Nightmare breakout phase to be tedious so we reduced the breakout threshold and increased the total health (by double). This is so that players can more consistently get to the "fun" part of the fight which is seeing massive numbers. We also reduced the variance of the breakout phase (for consistency) and increased the total amount of DPS time when broken. Also... some bug fixes.
MISC
Used the Control Rod to play fetch with Wasteland Goodboy
DEVELOPER COMMENT: The Wasteland Goodboy has been an extremely good boy since launch day and we felt it only right that he got some quality play time. We've been working on setting up a play date with Earth Goodboy but have yet to find him.
Please restart your game client to apply the update. Players will need to be on the same version to group up in multiplayer.
The many worlds of Remnant: From the Ashes are harsh and unforgiving. As one of the final living remnants of a beaten down humanity struggling for survival, you will die. A lot. In order to stand up for mankind and overcome the otherworldly creatures that threaten the future of the human race, you’ll need to git gud.
Offensive Maneuvers
You know what they say: The best offense is a good offense. Bringing the hurt to your adversaries is as simple as a pull of a trigger. Swap between your Long Gun for powerful, longer-range attacks or your Hand Gun for quicker, closer range damage. If you find yourself in a bind or if your ammo reserves are running low, a strong swing of your Melee weapon may be the only thing that keeps you in the land of the living.
Every Move You Make
While making your way through the hazardous worlds of Remnant, know that each step may be your last. Your every movement must be deliberate. Despite their ferocity, enemies will telegraph their attacks, giving survivors with a well-honed dodge instinct a chance to avoid almost anything thrown their way. Dodging and sprinting both consume stamina, so timing these actions is crucial. Well-timed dodges may be the difference between life and death.
A Little Help From Your Friends
Though going it alone is a more than viable strategy, one of the most valuable assets a survivor has is their friends. If you need support in your struggle for survival, recruit up to two friends and head out together. Although outside assistance may prove invaluable, be forewarned: the game’s difficulty does scale based on party size. Survivors looking to team up can host a public game, invite their friends, or let the game matchmake you with other players. Remember, all loot drops in Remnant are instanced, so whatever is picked up by one player will be gained by the whole team. Except for ammo. Hoard that for yourself.
Progress Makes Perfect
In Remnant: From the Ashes true growth comes mostly in the form of gear. As you explore the game’s varied worlds, you will discover new weapons, armor and accessories. Your weapons and armor can be upgraded to make you more powerful. Epic Boss Weapons and supernatural Weapon Mods can also be crafted from materials you pick up along the way. Beyond these tools of the trade, survivors will unlock various passive Traits to augment their arsenal. Completing quests and killing enemies will help you level up giving you points to allocate towards the Traits of your choice.
No Two Journeys the Same
From the moment players set foot into the devastated streets of Ruined Earth, up to the final showdown with humanity’s otherworldly oppressors, each survivor’s playthrough will be uniquely their own. Creating a character, re-rolling a world, or joining another survivor’s game dynamically constructs an adventure from a large pool of possible permutations. This dynamic generation means loot, enemy spawns, map layouts, bosses and secrets are unique to each experience.
Discover the hidden mysteries of Remnant: From the Ashes on August 20. Pre-order now to get early access starting August 16. Available on Steam, PS4, Xbox One, and Arc. Stay up to date on Twitter and Facebook. Join Discord to chat with the devs.
REMNANT: From the Ashes launches in just under three weeks! Wrapping up our major feature blogs, we’re covering one of the most frequently discussed topics: Multiplayer. This time we reveal the details of how loot, progression, friendly-fire, and other multiplayer systems function. Be sure to get caught up on the previous feature deep-dives for Moving, Attacking, & Dying, Upgrading, Crafting, & Firearm Mods, and Dynamic Generation & The World Stones. Continue onward to find out more about how multiplayer works in REMNANT!
Ben (Tragic) Cureton, a Principal Designer at Gunfire Games, is back with the specifics!
TEAM UP
Playing with others is simple! REMNANT is designed around drop-in / drop-out multiplayer for seamless co-op. If you’d like to host, you can invite friends to join your current game through the Friends List or create a game that only friends can find. If you’d prefer others to host, you can connect to friends through REMNANT’s game lobby, or join a random game through REMNANT’s matchmaking system.
While the host is in Ward 13, joining players will spawn in the comfort of the Ward 13 barracks. Be sure to upgrade your gear and purchase consumables before departing with your crew. When the host is out adventuring in the world, joining players will first enter the game as a spectator. Activating a checkpoint will spawn all waiting players, full of health and resources, ready to aid in the journey.
PROGRESSION
Your character is an extension of yourself. All of the time spent slaying bosses and crafting awesome weapons becomes a part of your character identity. That’s why your entire character carries over from your singleplayer game to anyone’s multiplayer session. This includes your Archetype, weapons, armor, traits, and resources. Feel free to farm on your own while waiting for your friends.
By the same token, any item picked up (or any resources expended) during a multiplayer session carries over when you return to your own world.Campaign progression is saved to the host. If you are the host of a multiplayer session then your campaign is used and progress is saved to your game. If you are joining a friend’s multiplayer session, then their campaign is used and your combined progress will be saved to their game.
STRENGTH IN NUMBERS
Adding extra players will make REMNANT too easy, right? Not necessarily. The game automatically scales the strength and frequency of enemies as players join or leave the group. This ensures that the overall balance of the game remains consistent whether it’s played solo or in a party. A team of three survivors, working together, can bring a tremendous amount of firepower to the table, so we’ve worked hard to create a system to match that potential with increasingly challenging creature combinations. Some of the most difficult and gratifying fights in REMNANT are found in multiplayer. To offset that greater challenge, the quantity of rewards and the likelihood of finding rare or coveted items are increased as more survivors are involved.
The environments of the post-apocalypse are treacherous, so teamwork is critical to overcoming many of the game’s biggest challenges. REMNANT’s combat is meant to be deliberate and deadly. We want players to watch their surroundings, their teammates, and their enemies. Thus, we’ve implemented limited friendly-fire. Only ranged weapons deal friendly-fire and at reduced damage (25%) to other players. Melee weapons DO NOT deal friendly-fire, so don’t be afraid to swing away even if your buddies are standing shoulder-to-shoulder with you!
LOCK & LOAD
All loot picked up by a player in REMNANT is distributed equally among all players in the party. If someone takes the time to search every nook and cranny of a dungeon and collects a Sniper Rifle, for example, every other member of the team also receives the weapon regardless of where they are on the map. The same holds true for armor, rings, trinkets, and resources. There were long, impassioned discussions on the merits and flaws of shared or instanced loot, but in the end the team at Gunfire Games as a whole decided that this treatment of loot was the best approach for encouraging teamwork and rewarding players for taking calculated risks that might benefit the group.
One of our primary goals is to make so many unique tools (armors, trinkets, weapons, mods, traits) that players are only limited by their willingness to experiment. There’s a huge number of possible combinations for synergies in multiplayer, and trying them all is highly encouraged! They can be anything from the traditional trinity roles (Tank, DPS, Support), to crazy stacking combos (“buff the glass cannon”, “crits for days”), to ludicrous defense (“team triple heals”, “make Greg unkillable”). Each time you get a new tool, we hope it makes players consider what application it has for you or your team, or at least inspires potential future builds and combinations for everyone to work towards.
Remnant: From the Ashes releases on August 20, 2019. Pre-orders are available now for Steam, Xbox One, Playstation®4, and Arc. Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Be sure to join the conversation with devs and fans like you on our official Discord server. Until next time, Survivors!
We’re less than a month away from launch, so it’s time for another deep dive into more game-defining systems for REMNANT: From the Ashes! Previously we’ve covered how Moving, Attacking, & Dying work and what to expect from Upgrading, Crafting, & Firearms. This time we're sharing details about a couple broader, global features that will influence a major part of your play experience: dynamic generation and the World Stones.
Mike Maza, a Principal Designer at Gunfire Games, is back with more developer insight. Read on for the full details!
DYNAMIC GENERATION
From the first time you step foot onto the devastated streets of a post-apocalyptic Earth, all the way through your journey to otherworldly realms, every player will have an adventure entirely unique to them. Not only are the maps dynamically generated from a collection of unique tiles, but the quests, events, encounters, enemies, and even the loot found throughout the environments will change each time you roll a new world. You can explore dungeons unique to the worlds you create. You might encounter an event or participate in a challenging quest not found in your friend’s game. You may even encounter and defeat bosses and World Bosses that you or your buddies have never seen.
The point is, the moment you create a campaign, the entirety of your adventure is constructed for you from a large pool of possibilities. Restarting your campaign, re-rolling a world, or joining another players’ world will be entirely different than the last. Each player will experience completely different games as they work their way through REMNANT’s rich storyline. Though rest assured, the overarching plot of the campaign remain the same; eliminate the Root. Because of this, we encourage players to re-roll worlds and run through the campaign multiple times to experience all of the different permutations possible… and collect some of the most powerful items the game has to offer.
THE WORLD STONES
That big, red, glowing crystal is more than just a fashionable holiday ornament. World Stones serve as beacons of hope during your adventures through the dangerous worlds of REMNANT. Resting at a re-awakened World Stone will instantly regain all of your lost health, restock your ammunition stores, and replenish your Dragon Hearts. But be warned - Resting also repopulates all basic enemies into the world. Bask in its radiant glory and take a reprieve from the horrors of the post-apocalypse… if only for a moment.
Another invaluable characteristic is the ability to fast-travel to other World Stones you’ve discovered during your journey. They can transport you to key locations including your home base at Ward 13, major points of interest, and even entirely new realms. Boss fight too tough? Teleport back to base to upgrade your gear! Think you missed a dungeon? Port back to the zone for further exploration! You will always rest before traveling to another World Stone, so you’ll be fit and ready for battle when you arrive.
Aside from the large World Stones you will also discover smaller World Shards. While shards possess the checkpoint and regenerative abilities of their larger counterparts, they won’t allow you to travel between worlds. They are limited to teleporting out of a dungeon or directly to Ward 13 and back. When you come across a World Shard there will likely be a fight ahead, so be sure to rest up and prepare for battle!
Finally, when you inevitably find yourself defeated at the hands of an otherworldly monster, feel free from fear as death is merely a setback for the travelers of the World Stones. Dying in REMNANT will simply return you to the last checkpoint (World Stone or World Shard) you crossed, full of life and ammunition to get that salty runback against the jerk that stands between you and glorious loot.
Remnant: From the Ashes releases on August 20, 2019. Pre-orders are available now for Steam, Playstation®4, Xbox One, and Arc. Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Be sure to join the conversation with devs and fans like you on our official Discord server. Until next time, Survivors!
Today we’re bringing you another deep dive into more core system mechanics for REMNANT: From the Ashes! Last time we talked about Moving, Attacking, & Dying and how those systems lay the groundwork for the flow of combat. Now that you know how to navigate the post-apocalypse (or die trying) let’s discuss the bones of how crafting and character progression works in REMNANT.
Due to the heavy replayability of REMNANT, the game difficulty scales to match your progress. Over time, enemy health and damage output rise to astronomical levels which can only be dealt with through the systems detailed below.
Ben "tragic" Cureton, Principal Designer at Gunfire, is here with more developer commentary on upgrading, crafting, and Firearm Mods!
UPGRADING
While exploring the world in REMNANT, you will find and loot valuable scrap that can be spent at vendors in Ward 13 - your home base of operations. Scrap and other items you find on your adventures are useful for purchasing consumables, upgrading gear, crafting weapons, and more. Enemy threats you eliminate along the way will have a chance to drop scrap and sometimes they will even drop rare upgrade materials. The more difficult the enemy, the more valuable (and rare!) the resources.
When you’ve gathered enough resources, you can head back to Ward 13 and talk to the upgrade vendor. Upgrading weapons will increase the damage of the weapon, and upgrading armor will reduce the damage you take while wearing that armor. Not only will they trade you upgrade services for resources, they may also have new items available - so it’s important to check back once in a while!
If your weapons are too low level, damage against higher-level monsters will be drastically reduced. It’s imperative to keep your weapons up to par or encounters will become extremely hard to survive. In fact, you may get into situations where you constantly run out of ammo because you simply can’t do enough damage. Armor works similarly. If your armor level is too far below the enemy level, even the lowliest Root Hollow will shred your health before you can react.
The smallest threat becomes a danger if you fail to maintain your gear level. Don’t make that mistake!
CRAFTING
If your current weapons aren’t hitting the mark, or you just want to try something new, crafting will give you fresh alternatives. Functionally, crafting weapons is comparable to upgrading weapons; the only real difference is you are making something new from scratch. Collect enough materials and head back to Ward 13 to talk to the smith. If you bring super rare materials, the stuff only obtained through boss kills, the smith will be able to craft the most sought-after boss weapons. These weapons, both melee and firearms, come with special effects that may just turn the tides of the most challenging battles!
FIREARM MODS
Not only will you find a variety of weapons to suit your playstyle, each firearm can be customized by slotting in special augment items called Mods. Mods can be attained in a few ways: some are purchased, some are found in the world, and some are crafted. In addition, each starting archetype comes with a Mod for free - Hunters start with Hunter's Mark, Ex-Cultists have Mender's Aura, and Scrappers get Hotshot - two of which you can see in the gif above! They provide a myriad of effects, from healing, to explosive shots, to even allowing you to see through walls or summoning a temporary monster to assist you.
Once slotted, Mod Power is built through dealing damage with the firearm it is attached to. Some Mods only have 1 charge while others can store multiple charges. Once powered up, the player can activate the Mod and unleash the special effect! You can swap Mods whenever you please, but doing so does reset your Mod Power. Finding a good combination of Mods to compliment your weapon and armor choices is key to making a well-rounded loadout.
Stay tuned for more details, videos, exclusive reveals, and exciting content on our Twitter and Facebook pages. Be sure to join the conversation with devs and fans like you on our official Discord server. Until next time, Survivors!
Today we’re excited to finally dive into some of the ground-level core system mechanics for REMNANT: From the Ashes. Over the past few months, we’ve shown some combat videos of amazing gameplay footage from our test builds, but until now we haven’t detailed how the game will actually control and feel when you get your hands on it on August 20, 2019. In this blog, we aim to remedy this by giving you a window into our designs on moving, attacking, and dying in REMNANT. The game is still a work in progress, so please understand that everything below is subject to change. Those of you who have played our demo at Gamescom, PAX West, TwitchCon, or GDC have given us a lot of great comments about the fluid, deliberate feel of combat, so we hope you appreciate this written preview.
We spoke with Mike Maza, Principe Designer at Gunfire Games, about these systems and here’s what he had to say!
MOVING
Let’s begin with the most fundamental system of a 3rd-person shooter - movement. Successfully navigating the monster-laden worlds of REMNANT will be an essential part of your survival. Before we jump into the details, check out the image below for a look at our current control sheet (subject to change):
Click the image above to see a larger version.
Avoiding enemy attacks is critical to achieving victory against the nightmarish creatures of REMNANT; thus we’ve included the ability to sprint. You can toggle between a jog and a full sprint by pressing down on the controller’s Left Thumbstick or Left-Shift on the keyboard to move at full speed. There will be plenty of moments where you’ll want to quickly move between cover, catch up with your friends, or escape from a pursuing foe.
Sprinting is not the only movement option in REMNANT. Each player has a few base ancillary movement tricks at their disposal. You can vault over low obstacles seamlessly from either a jog or a sprint simply by pressing the controller’s A-button or the keyboard’s Spacebar as you approach an obstacle. You will vault or roll over the object without losing momentum. Additionally, you can perform a powerslide by pressing the controller’s B-button or the keyboard’s LEFT-Ctrl key while sprinting. This is a useful tactic for sliding into cover – in fact, with careful timing you can break into a sprint, slide behind cover and then, in one seamless motion, roll over that obstacle and continue running!
Dodging is also simple in REMNANT – you can perform a dodge roll in the direction of movement by pressing the A-button on the controller or the Spacebar on keyboard. Pressing either the A-button or Spacebar without moving will cause you to perform a quick backstep; useful when your character is caught flat-footed enjoying the view and sniffing daisies. However, simply knowing how to dodge is only half the equation – the player has to become adept at reading an enemy’s attack cues… watch for those telltale signs that your foe is about to attack. Your dodge will change based on your equipment and encumbrance as well. Timing a perfect dodge is a critical defensive skill in REMNANT… mastering it is key to surviving a fight.
ATTACKING
There will be plenty of monsters for you and your friends to slay in REMNANT, so we wanted to touch on combat a bit before revealing more extensive details in the future. Swinging a melee weapon or firing a gun in REMNANT is a little different than you may be used to. Performing a melee attack is easy – simply press the controller’s Right Trigger or the Left Mouse button to swing your melee weapon. Guns, however, can only be fired while the character is in aim mode which is accomplished by holding down the controller’s Left Trigger button or the Right Mouse Button. Pressing the controller’s Right Trigger or the Left Mouse Button while in that mode will fire your weapon. The controls may take a short while to get used to but, once you get the hang of it, you’ll find that it’s effortless to switch between shooting and swinging!
Standing still or, better yet, crouching will be your most stable positions while shooting. Although your character will be limited to a deliberate walk while in Aim Mode, any movement will affect your weapon accuracy and shot spread. The reticule will change to reflect that - the spread growing wider as you move and change directions. Try to use restraint if you have a tendency to lean on the trigger. Remember, short, controlled bursts win fights… and conserves ammo to boot!
DYING
Death is inevitable in REMNANT. Expect to die (and die often at first) – it’s part of the charm and challenge of the game. Luckily death is not permanent thanks to the strange World Stones and World Shards found throughout the environment. You will respawn at the last checkpoint you interacted with along with replenished Dragon Hearts (healing item) and a full stock of ammunition. However, it’s not all peaches and cream… an all-new set of enemies in the zone will also respawn in completely different locations. Tread carefully…
It’s also useful to talk about death in multiplayer. Working alongside a team of friends makes for a great time in REMNANT and helps take down some of the tougher bosses in the game. However, it’s imperative that you work to support each other in every fight. When one (or more) of you go down during a firefight, your teammates will have a limited time to revive you before you die. If you die, you won’t be able to respawn until at least one of your teammates reaches a World Stone or Shard checkpoint to initiate a resurrection. If your entire team dies you will ALL respawn back at the last checkpoint… and your enemies will repopulate!
We’ve covered a lot, but still only scratched the surface of what REMNANT: From the Ashes has to offer. Stay tuned for more details, videos, exclusive reveals, and more exciting content on our Twitter and Facebook pages. Until next time, Survivors!