Relic Hunters Legend - LucyG
Hey Hunters, how have you been?

September had a lot of polish, improvements, and quite a few new things to be implemented in Relic Hunters Legend. We’re close to having the new alpha build ready for you to play and give us feedback about everything we have made so far.



New enemy faction implemented

We’re not going to spoil who these new enemies are, but we’ll let you take a peek at one of their new abilities. We want you to discover strategies to defeat these enemies by yourselves when the game is fully released.



So, now we have in our system the possibility of grenades and abilities to pulse damage when activated and other fighting styles have been added to enhance the experience and the challenges that our players will face in Relic Hunters Legend.

This Faction also brings new weapons for you to collect! Take a look at this faction weapon design:



Kami Nari and new projectile behaviors

Kami Nari is the new Electric/Magnetic Kami species and we added new projectile parameters for their attacks. We are now able to create more complex behaviors with bullets, such as this “zig-zag” pattern!



The Gatecrashers

We finished developing the Defense Game Mode (we explained how this game mode works on the June Dev Blog), but we still had to design and implement the Ducan Gatecrasher and the Kami Boom - the enemies that summon waves of enemies and destroy your precious chests.



Gear Score Rank Outfits for Jimmy!

We’re creating Jimmy’s Gear Score outfits - clearly Pinkyy is not the only one with style in this team! You’ll unlock these new cosmetic outfits as you level up and enhance the character’s Gear Score with powerful equipment and weapons.



Second Act Features



We already said that we’re working on the Second Act of the game and to make it happen we’re adding more maps, scenarios, missions, and NPCs. So by launch, our players will have tons of new places to explore, characters to meet, and stories to be revealed.



Some of the new NPCs have a lot of personality and we’re super excited for you to meet them!



New VFX and Animations for bosses

We have some new bosses coming up and they have new animations and VFX. This one is Captain Flamebeak that you face on the Delve Game Mode. He’ll keep things heated on the battlefield.



New Design for Semilla City

Along with the development of the new missions and maps for Act Two, we realized that our old concept for Semilla City didn't quite fit the current art direction, and it wasn't very clear that there was an entire city within it. So we decided to change it and now we’re happy with how it looks.


Old Semilla City


New Semilla City

New props and assets

We kept improving the environments in all the maps and missions, creating new assets and props that will make your experience with the game more fun and immersive.



New Animated Cutscenes underway

We finished the first pass of the new cutscenes that are going to be in Act Two and Act Three and we’re working on recording the new VO’s, creating the scenes and animations, editing the videos, and so on. How excited are you to see what’s next?

New sound effects and Music

With all these new features being implemented of course we’ll need more sound effects and Music. This month our Sound Designers worked on:


  • Music for Semilla City
  • Music for Hilltown
  • SFX for the Chat 3.0 system
  • Sounds for the new enemy faction (characters and weapons)




Improvements and polish on new Game Modes: Delve, Defense, and Distraction

We talked about all these new Game Modes in the previous updates, but we kept working on improving and polishing them, so take a look at what we did for them this month:

Distraction Mode

  • New announcements and feedback for edge tracking and VFX
  • Fixing Blocker and Critical bugs
  • Multiplayer Sync
  • Fixed Chests at the end of the round
  • New visual feedbacks and icons



Defense

  • Hard and Epic mode implemented
  • Multiplayer is working
  • Gatecrashers: Receives heal when the team wipes; Implemented the death animation; Rewards when defeated
  • Rounds working smoothly
  • Refactor on team wipe and lose and win condition
  • Bug fixes from the QA playtest
  • New VFX and UI



Delve

  • Implemented Hard mode
  • Delve key working
  • Multiplayer working



The second Act of the Story is fully implemented

We finished implementing the second act of the Story and now we’re focused on reviewing and editing possible parts to better fit the player experience with our story. Alpha players will not be able to test this part of the game, but we guarantee that we are taking care of all the details to make this story exciting for you.



Map and Missions improvements

We've also revisited all our previous mission maps to improve and better adapt them to our game style. As an example, we've increased Desert Hideout's access areas, filling in the gaps that previously existed


Desert Hideout Before


Desert Hideout After


We also changed the pacing of some missions and how some maps were allocated on the Cradle:

  • Desert Hideout is on the way to Peaks Blockade
  • Galyno Desert is now between Red Mouth Hills and Ducan Desert Outpost
  • To Mend a Broken Spaceheart (Adventure) only unlocks after you made the Relic Hunting 101
  • No Man’s Land from Lv. 1/2/6 to Lv. 2/3/6
  • Desert Hideout from Lv. 5 to Lv. 4
  • Desert Outpost from Lv. 6 to Lv. 5
  • Galyno Desert from Lv. 4/5/9 to Lv. 8/9/11

IA improvements & fix

We improved and fixed some of our IA behaviors and we improved their efficiency on the System to avoid new problems


Chat 3.0

  • Tutorial improvements
  • Audio fixes
  • UX improvements:
  • Party as the main channel
  • Focus on the whisper tab when the player receives a message
  • Bigger chat list for whisper tab
  • Previous chat 100% removed from the game

Option page

  • Working 100% on controllers
  • Redoing key rebinding

New Party System
  • Transitions, Drop-In (Done)
  • Kick, Promote (Done)
  • Party Merge (In progress)
  • Party Away (In progress)

All these new things came with a lot of new bugs that we needed to fix too (game development is hard :( ) but we tested out with the whole Rogue Snail team and we managed to fix most of them. We’ll continue to polish and improve the game until we launch for everyone.

Our new Alpha Players update is really close, probably in October we’ll be able to deploy it for our founders and backers to play and give us feedback, we’ll keep you updated about it here and on our Discord Community!



Thanks for reading and supporting our journey so far.

Cheers ~
Relic Hunters Legend - LucyG
Hey Hunters, how are you doing?

August was a pretty awesome month for us, we celebrate the 6 years of our Relic Hunters franchise and with all of your help, we accomplished 100k wishlists for Legend. We couldn’t be happier about it. And of course, we kept working pretty hard to develop even more features and stories for you to enjoy in Relic Hunters Legend.

We’re also celebrating these achievements with the Celebration Weapon Contest, so if you want to get a chance to win two Relic Hunters Legend Alpha Key, check what you need to do and the rules of the contest to participate in the previous Steam News! (the event will roll out until 05th September)



So with no more further ado, check out the things we’ve been working on in August for the game:



New Map and Assets



More maps for you to enjoy! These are some prompts for Ubabela, the most prosperous touristic city around the Oasis, the last remnant “ocean” in the Cradle. Will be the hunters able to relax and drink coconut water on the beach or will be a lot of trouble waiting for them in this paradisiac place? Well, you’ll have to discover it by yourself in the second Act of the Relic Hunters Legend story when the game launches!




We also kept modeling and implementing some pretty fancy buildings and other cool assets for Semilla City, the richest place in the Galaxy, where all the elite members of the Duke Ducan Empire live.


Second Act of the Story (Main and Side Adventures)

We’re working on the Second Act of the story in Relic Hunters Legend, the script is done and now we’re implementing the dialogs and adventures in the game.

These adventures and features will not be available for our alpha players to play until launch, but will be worth the wait!


New Kami Species Implemented



We implemented some of the new species of Kamis that we’ll have in Relic Hunters Legend. With new behaviors, attacks, and visual and sound effects, you’ll be shocked to face them!

Pinkyy’s Rarity Icons



We had already implemented Pinkyy's new cosmetics, but we needed to make their icons too, so now she has it all! We can't wait to see how everyone will combine these cosmetics and improve Pinkyy's style.

Chat 3.0



We tested our previous chat and we realized that it needed some changes, so we developed and implement Chat 3.0:

  • Now every tab has icons and the label will appear only when selected.
  • Party and Whisper tab will open when you receive a message, except when the input is focused
  • Chat sounds only trigger when the tab is open
  • Announce System implemented: now we have announces when the player enters or leave the party and when they receive a Heart or Super Heart
  • Help button pop-up

New Music and SFX

With all the new maps and stories being implemented, of course, we’ll have new Music and Sound Effects too! We’re not going to reveal it for you now, but you’ll have a great surprise with the Legend’s soundtracks.





Delve, Defense and Distraction Game Mode Improvements and Bug fixing

We talked about these game modes in the June and July Dev Blog and we kept improving the experience with them this month. For Defense and Distraction, we finished implementing the game modes in the normal mode and started to make the missions on Hard and Epic. We also made some bug fixes that were discovered in our playtests.

In Delve we’re making the polishment to enhance the experience with this game mode. To access this game mode, the player needs to have a Delve key that they’ll be able to get from Special Missions and the Mission Requirement System is already implemented.




Dialog Typos

We revised all the dialogs and fixes some minor typos that we discovered.


Streamlined Dialogs and Side Adventures Dialog Options

We kept working on streamlining all the dialogs in Relic Hunters Legend and we also included dialog options in the Side Adventures.
Improvements in the Ambient Profile



We improved the settings in our Ambient Profile and now the shadows, daylight, and nightlight are looking so much better now.

Party System Improvements

We created a system that will prevent the player from leaving their party if they start a Story Mission to complete an Adventure. This system still needs some polishment but is already in the game.

Pause Function Improvements

As we talked about in the previous developments blog, now you can pause the game when playing solo. We tested this function a lot and kept improving the experience with it this month.


Shader Improvements



We developed a shader for the vegetation and assets sway and we’re also working on new shaders to make our environments more interactive and beautiful to improve the immersion in our game.

Bug Fixes

We tested out a lot of the new features that we’re implementing in the game and this month we fixed some bugs in the Compare System, Chat, Bubble Chat, Options, and UX Gamepad. (We talked about them in the previous dev blog)



There were also some Bug fixes that came from the feedback of our community playtest that we already addressed and fix, such as:
  • Backpack potion in front of the Back Button
  • Leave Party Button Fixed
  • Seven Passive ability Fixed - it was triggering at the very beginning of the game and now it’s fixed
  • AutoEquip: Fixed the UI and the network operation and we also fixed the equip item notification appearing when the item has already been automatically equipped.
  • Removed the Gameplay jingle when closing the game



And there are many more things to come! Keep following us on social media, join our Discord Channel to hang out with us, and ask your questions about Relic Hunters - we’re always there to assist you and our community loves to make new friends.

Cheers,
Rogue Snail Team

Relic Hunters Legend - LucyG
August is a very special month to us and we want to keep celebrating all the goals we have reached so far with the Relic Hunters franchise! We’re working extra hard alongside our Mysterious Strangers to deliver Relic Hunters Legend the way we always dreamed of.

During our last livestream, we could see how much all of you are excited to play Relic Hunters Legend earlier, so we thought that the previous giveaway wasn’t enough and we’ll give you another chance to grab a Steam Alpha Key for the game!



In this event, you’ll have to create your own concept for a Relic Hunters Legend’s weapon with the theme: Celebration!

You can use your imagination! Will it shoot glitter? Will it have a party hat as the trigger? It is up to you!

To participate you’ll need to:
  • Draw the concept - you can make it digitally or manually
  • Create the name for your weapon
  • Make a small description of its function
  • Send it all to the channel #celebration-weapon in our Discord Server
We’ll be accepting submissions until September 05th, at 11 PM BRT (GMT-3) and the winners will be announced on September 07th.



The Rogue Snail team will choose the 6 best concepts to award the players with 2 Alpha keys each, so they can play together with their friends!

And remember: you don’t need to be a master gun designer, we’re seeking great, fun, and silly concepts for this contest! So just use your ~~imagination~~ and participate!

Rules:
  • Don’t make any NSFW or offensive references in your concept
  • Submit both a draw and a description for your celebratory weapon. Only the draw or the description will not count as a submission.
  • You can send as many ideas as you like, there is no application limit
  • Submissions will be accepted until September 05th, at 11 PM BRT (GMT-3). Submissions made after that will not be considered
  • Only submissions made at the Discord channel #celebration-weapon will be accepted
Participate and show us what you got!



Cheers,
Lucy Guerrero
Rogue Snail, Community Manager

Relic Hunters Legend - LucyG
Tomorrow will be a very special day! Our Relic Hunters franchise will be making 6 years of its creation!

You also gave us the best present that we could ask for and helped us reach the heart of 100,000 people around the world with the most ambitious game we ever made! As we promised, we'll celebrate this achievement with a giveaway of 20 Relic Hunters Legend Alpha Keys. The giveaway will happen Tomorrow (18th August) on our Twitch Channel at 12 PM PT / 4 PM BRT / 2 PM CT!

Lucy Guerrero, our Community Manager, will also be showcasing a few features that our founders and backers will be able to see in the next update.

We couldn't have gone this far without her help, so thank you so much for all your support and trust! See you soon!



Cheers,
Rogue Snail Team
Relic Hunters Legend - LucyG
We made it! Relic Hunters Legend reached 100k wishlists on Steam, thanks to all of you! ⭐

As we promised, we'll celebrate this achievement with a giveaway of 20 Relic Hunters Legend Alpha Keys. The giveaway will happen on 18th August on our Twitch Channel at 12 PM PT / 4 PM BRT / 2 PM CT!

We couldn't take this far without your help, so thank you so much for all the support and confidence!

Relic Hunters Legend - LucyG
On August 18th, our Relic Hunters franchise will celebrate its 6th anniversary!





To think that back in 2015 we were creating Relic Hunters Zero in a Game Jam for fun and with the intention of being a 100% free and open source game so that everyone could have fun and learn about video games. And to our surprise, the game ended up conquering the hearts of thousands of people around the world, creating an amazing community that cares about our dear Relic Hunters.

Now here we are, with a team of almost 30 people dedicated to bringing to life Relic Hunters Legend, the second and biggest game in the franchise and the most ambitious game ever made on Rogue Snail.





We're happy with everything we've accomplished over the years and we’re working hard to deliver great games to our community!





But we’re also here to ask for your help to make this moment even more remarkable! Relic Hunters Legend is almost getting 100k wishlists on Steam and we want your help to achieve this goal! If we get it by 18th August we’ll be making a raffle of 20 Legend Alpha Keys. The winners will be able to start enjoying our game earlier together, form parties and give us feedback and suggestions so we can keep improving our game.

So help us out by sharing with your friends, family and everyone you know that would like to play our game and spread the word about our dear Relic Hunters!

We’re more than thankful for all the love and confidence this community has given to us through all these years, we wouldn’t have come this far without you, so thank you so much!






Cheers,
Rogue Snail Team
Jul 31, 2021
Relic Hunters Legend - LucyG
Hey Hunters, how's it going?

Today we’re going to update you on the things we’ve been working on for Relic Hunters Legend in July. There are some new features, fixes and improvements and we hope you like what you’ll see here.

And remember: you can still test our latest Founders build until August 10th at the G. Round platform! So if you want to play an early Alpha version of the game and give us your feedback, go to the G. Round website and check how you can join the Playtest.



New Maps and Assets



We kept working on the new maps that are going to be implemented on the second and third Acts of Relic Hunters Legend. In the image above you can see some of the assets for Semila City, the richest place in the Galaxy. Fancy or cringe? You decide.

Our alpha players won't be able to see these new maps in-game until launch, but we guarantee it will be awesome to explore every detail present in these new locations.

The Subway



On Act 2 you will be able to ride the Subway from Hilltown to Semilla City!

During this section, the gameplay camera works differently from the rest of the game, so we worked to implement this new point of view.

First Pass on the new Game Mode: Delve

We’re working on the first pass of the new Game Mode: Delve. These are solo-able Dungeons (but you can also do them with a party if you want to) where you can fight unique Bosses that have dedicated loot tables.



You will have limited “Lives” in this Game mode, and the Mission will fail if you lose all of them. Each Boss defeat during your Delve will allow you to regain one Life.

New Weapons and Gear



We wanted to give more variety of Weapons and Gears to our players, especially at the first levels of the game, so we developed and implemented more common weapons and new gears with different affixes for our players to enjoy at the very beginning.

New animated cutscenes on the way!



These are also features that are going to be implemented only on the second and third Act of the game, but we’ve already started production on new animated cutscenes! The game’s release will include more than 5 minutes of new animations, and we’re super excited to see how you like them!

Pause Function

Now you can pause the game when playing solo! You can check your backpack or complete an Achievement without worrying about enemies. No more rushing to look at your newly legendary weapons while getting hit by mortars (unless you are in multiplayer, of course!).

Compare Loot Items



Now it's much easier to compare the equipped loot with the new ones that the player got on the missions. No more memorizing the affixes and rolls on your loot!

Pinkyy Skins!



Now Pinkyy also has new clothes to show off to the other Hunters! As you increase your Rebel Rank, you will unlock new Cosmetics. As with other Hunters, you can mix and match the pieces that you like, and also customize their color.

Dropship Game Mode descriptions



Now you can find a neat little tutorial for each Game Mode at the Dropship’s computer!

Rebel Rank Tutorials



We implemented a Tutorial for the Rebel Rank and now it is easier to figure out how the system works. Still needs some polishing, but it’s there!

New Options Screen



A new layout was made for the Options screen that now works with Joystick too!



Story: Streamlined Dialogues and Dialogue Options!



One of the most consistent feedback that we received from you was that some of the dialogue in the first Act of the game was too long and sometimes a little exhausting to read. We want people to get involved and enjoy the story, so we decided to revise all the dialogue.

We have reduced overall text by 10-20%. We also wanted our players to get a little bit more actively engaged with the story, so we created new dialogue options that will affect the reactions of NPCs according to what you choose.

Adventure System

We already explained the changes that we made on the Adventure System on the last Dev Blog, but we kept improving the system so the players can play a solo mission without leaving their party. This is a massive system change, so we will keep working and polishing for a few months.

Adventure Multitracking



You can now track multiple Adventures at the same time in your Journal!

Renaming “Hunter Screen” to “Backpack”



We decided to change the title of the inventory, at first they were called Hunter Screen but we realize that it’ll be better to keep it simple and now it's a more familiar “Backpack”, with a new icon to boot!

Gamepad Improvements

We have made significant improvements to gamepad navigation on menus, as well as improving the controls on skill usage.

Chat Improvements



Chat now has a dropdown for private messages and bubbles appear on them to notify the player. There are still some improvements to be made, but now you can chat with your friends easily!


Checkpoints



One piece of feedback that we got loud and clear was that you hated running back through empty levels if you happened to die at the very end. We have implemented a smarter Checkpoint system that will reduce the amount of running after your party wipes.

Visual Feedback: Scavenge Drill



Visual feedback for the capture point has been added to the Drill so that you don’t need to look at the UI to check your progress.

Improved “Basic Melee”



This is a feature that many of our testers didn’t realise even existed! We have made massive changes to it, both in ease of use and in game feel / behavior. There are also new animations and sound. Give those Ducans some proper smackin’!






We're still working pretty hard to improve and create awesome things for Relic Hunters Legend, we hope you enjoy what you're seeing so far. Participate in our Discord Channel, we're always there to answer your questions, share some thoughts, and having some fun together!





Cheers,
Rogue Snail Team.
Relic Hunters Legend - LucyG
Hey Hunters,

We're participating in the Week's playtest from G. Round Platform! G. Round is an exclusive community-driven platform where they carefully select a limited amount of games every week for their community to play and test. In turn, they are also dedicated to helping game developers gather feedback from the players to improve and polish their games to provide the ultimate gaming experience.

Want to Join their community? Click here, and check more details about it!

Relic Hunters Legend Playtest will be available for a limited time on the G. Round Platform, so if you feel like taking a peek at how the game is developing and want to help us out by giving feedback, go there to not miss this opportunity!

Hope you guys enjoy it, have a nice weekend shooting some ducks!



Cheers,
LucyG, Community Manager
Jun 29, 2021
Relic Hunters Legend - LucyG
Hey hunters, how have you been?

As we promised to our community, we're going to post quick updates at the end of each month to show you what we’re working on in the development of Relic Hunters Legend. Lucy and Mark talked a little bit about the latest news on our last Livestream (you can check it out here) but we'll go into detail in this post.



We listened to our alpha players who gave us a lot of valuable feedback and we decided to make some changes:

Party Transitions

We were having some issues with Party transitions between missions: sometimes parties wouldn’t load after a mission ended and players would get stuck at the loading screen; other times some of the party members wouldn’t be able to join a mission. We’ve already fixed this for the next update!

Adventure System

Our Story missions are single-player only, so players needed to leave their parties to start them. This introduced a lot of friction to the multiplayer experience.

Since implementing multiplayer Story missions would be very expensive and might not even be worth it, we’ve decided to make it easier for players to enter these solo activities without having to leave their parties. Hopefully that will be enough, but we’ll keep listening to player feedback after the change is live.

You’ll be able to do any Secret Market story content by just entering the multiplayer hub talking to NPCs:



While one player does their solo Story mission, other party members can do whatever they want at the Secret Market while they wait - including starting their own Story content! We call this “phasing”, and effectively puts players into a solo instance of the Market while they complete their Story activities.

We will also allow you to start and track multiple Adventures at the same time.

And finally, we will allow party members to play solo Story missions outside of the Secret Market without leaving their parties as well. Players who are doing Story missions at another location will be marked as “In Another Activity” on the Social screen, and will re-join their Party as soon as the Story mission is over!

Backend Migration

We are moving all data and code from our existing backend service to another platform. This is very unfortunate, but there is no way around it. Our current backend platform will be shutting down next year, so we need to make the move.

This is a boring, technical and long process. Thankfully our Mysterious Strangers are giving us all the support we need to do it safely and as quickly as possible. Even then, this will take a lot of work, and will also require us to wipe all current save files from our Alpha players.

We apologize for this wipe, since it was not our intention, but unfortunately there is no other alternative at this point. So don’t get too attached to your perfectly-rolled Legendaries :(



Second Act of the Story of Relic Hunters Legend

We’re working on Act 2 of the Story of Relic Hunters Legend. On the previous update our Alpha players were able to play the entire First Act and the feedback has been great! We are almost done with Act 2, but we won’t release it for Alpha players - both Act 2 and Act 3 will be a surprise that will not be spoiled until release!

New Maps and Assets - Hilltown and Old Town



We’ll have new Regions for our players to explore, such as Hilltown, which is part of the new Act 2 content.

Distraction Game mode prototype done



We’ve finished the prototype of the new Game Mode: Distraction. In this game mode waves of enemies patrol around areas and seek out nearby players to attack. The players need to keep an “Alert Meter” full by defeating enemies all the time. It's a super intense game mode! However, the player can't get too distracted by the waves of enemies and lose focus of the Elite enemies that appear randomly and that matters most for the Alert Meter progression! The lowest the Alert Meter bar is at the end of the mission, the smaller the rewards.

Defense Game Mode prototype done

Defense Game Mode is in development. In this game mode, you will need to defend your Loot Chests from waves of enemies that spawn on the different lanes of the map. Special “Gatecrashers” enemies will spawn and move directly towards the Chests to destroy them. Regular enemies will also appear, but their focus will be distracting and defeating players to help the Gatecrashers reach the chests. Players must focus on taking down the Gatecrashers to advance to the next rounds, but they need to find the best strategy to make it work without losing their Chests!

New SFX and VO

More sound effects have been added to our stores, resources, chests, and scoreboard. New Enemy voice overs were also implemented.

New Enemies and more variations of Kami



We created new enemies and new variations of Kami! Increasing enemy variety in the game is one of our priorities, and hopefully you will get plenty of different baddies to shoot at when the game is released!

Gear Score Rank Skins



We wanted to make player progression more fun and visually exciting! We’re implementing Gear Score Rank Skins: whenever you reach a new Gear Score Rank (such as Common I or Rare I) you will get a visual upgrade for that Hunter! The cool thing about this is that you are not locked into a specific look - you can mix and match pieces, change their colors individually, and have your Hunters always look the way you want them to.

New Chat Tabs and overall improvements



We improved our player experience with the Global Chat, now they’re able to talk only to their party, whisper to their friends and look for a group to play with! We will also have a Trade chat in the future, and implement spam protection on public channels.



We fixed a lot of bugs that our players found in the previous update, such as:

  • Fixed getting stuck after the Kami Queen battle, even if the Champion was defeated.
  • Fixed the Kami Queen not using some of her skills. She will now summon several Kami Kaze during the battle and become stronger when at low health.
  • Fixed the Cobran Captain dealing only 1 damage with their attacks.
  • Fixed Lt. Susan’s shotgun only being shot at a very close range.
  • Fixed a bug where some achievements were not unlocked when getting some specific legendary weapons or gear.
  • Fixed Jimmy losing his accessories after unequipping them.
  • Fixed bug where weapons stopped working at Coldstone Peaks missions.
  • Fixed issue that prevented players from exiting the Scoreboard if their Ultimate Skill was triggered right when the Mission was ending
  • Fixed an issue where gamepad input would stop working on the map screen if you moved your mouse while in gamepad mode.
  • Fixed various visual bugs.
  • Fixed various SFX issues.

And there are many more things to come! Keep following us on social media, join our Discord Channel to hang out with us and ask your questions about Relic Hunters - we’re always there to assist you and our community loves to make new friends <3



Cheers ~
Rogue Snail Team
Relic Hunters Legend - LucyG
Tomorrow at 1 PM PT // 3 PM CT // 5 PM BRT, LucyG, our Community Manager, and Mark Venturelli, CEO and Game Designer, will be talking with you at our Official Twitch Channel!

They'll be showcasing the new build and sharing what we learned from the feedbacks of our alpha players and the next steps we're gonna take for the development of Relic Hunters Legend.

Don't miss it, they'll also be answering all the questions you may have about the development of the game.

Follow our media to not miss any news!


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