Jul 7, 2022
Relic Hunters Legend - LucyG
Hey Hunters, how have you been?

During Q2 we’ve continued to do a lot of polish, improvements, and to develop new features for Relic Hunters Legend. You can check all of that below!

These months were a little bit harsh here at Rogue Snail. A significant part of our team got Covid and because of that, we had to manage efforts to continue developing and delivering everything we planned for this quarter. Fortunately, Gearbox has been an amazing partner and has helped us organize and plan the due efforts and everything is going smoothly now!

And our team continues to grow: we hired more people and everyone is working very efficiently and passionately. We hope you enjoy what we're showing you here today - we're excited for what's to come!



Teena’s Rank 1 Rewards


In this new feature, Teena is going to reward you with a Legendary Gear piece and a Legendary Weapon, selected randomly from a limited pool, if you reach Rebel Rank 1.

This is also the first time we’re using a whole new feature called “Events” in the game that we can explore to make new things in the future. Teena Rank 1 Rewards still need some polish but are pretty much done.

Regular Enemies and Champions



All of the regular Enemies and Champions that you’ll face at launch are implemented and playable in-game. The regular Champions are the ones that are not on Delve and Dungeons, and they’re going to have a dedicated drop (a Legendary Weapon or Gear).

We still have to develop all the special Story Enemies, but the most important part is done and we’re very excited to see what you’ll think about it.

Mission areas

We’re finishing developing and implementing all the levels on the mission areas of planet Cradle. There are a few visual things missing, such as the map nodes and some set dressing, but soon we’ll have everything ready and close to what we aimed for launch! We hope all of you enjoy your stay on the planet.

Coldstone Peaks Missions



Now Coldstone Peaks have all the 6 levels coded and done with the Set Dressing complete: Kami Peaks (Distraction), Pilgrimage Trail (Payload), Peaks Hideout (Defense), Broken Lake (Scavenge), Peaks Blockade (Skirmish), and Coldstone Peaks (Exploration) that is the most vertical map that we have on the game!

The Crater

This new area also has all 8 levels implemented with Skirmish, Scavenge, Rift, Distraction, Payload, Defense, and Exploration game modes.

The Trash Sea



We implemented the 10 levels on the Trash Sea with all the Story Missions and faction quests running smoothly so you can enjoy a “vacation” there and learn a lot about these “paradisiacal” places.

Kami Cave



This mission is the end of Act 01 of the Relic Hunters Legend story and is a new Delve that we implemented very differently from the previous one (The Shadow Valley Prison). The design of the space is much more in tune with what we need for a Delve mission in Legend, with a very different and cool Boss fight at the end.

Faction System



We already explained how the Faction System will work in the previous Dev Blog update, but now the feature is done. It has all the tracking icons and you can track up to 5 Quests at the same time, regardless if they are Adventure Quests or Faction Quests.

Skill Tree Icon



Every hunter has their own unique Skill Tree icons set. No more placeholder here, yeey!

Cosmetics



We still have a long way to have everything we wanted for launch and we’re excited about how many cool things we can do with our characters. We’re investing a lot of time into these cosmetics and now we have a few hairstyles, new color palettes, scarfs, accessories, jackets, sneakers, etc so you can create your own unique style.

We hope that selling Cosmetics will be our main source of revenue when the game is out, and allow us to keep supporting the game for years without any predatory monetization, so we want to make it really cool, fun, and cute so our community gets excited to customize their Hunters!

Onboarding system for Memories



Now, when you drop a Memory for the first time, the game will notify and guide you to the inventory, explaining how the Memory system works. Also, when you unlock Pinkyy or Jimmy, you’ll gain a few Memories and the game will teach you how to use them to level up these Hunters.

The Third Act

The third and final act of the Relic Hunters Legend is playable but in a bare-bones state. There's a lot of polish to do, and we’re also working on the script for a new fully-animated cutscene!

Epic Weapons & Gear



We finished implementing all the Tier 4 Epic Weapons and Gear. Now you can drop a lot of unique weapons with different styles and elements and Epic gear to complement your builds with better stats. Hope you enjoy it!



New music & Sound Effects

We developed two new songs and reworked some sound effects, especially the gunshots. Hopefully you'll find that shooting our guns will sound a lot juicier and even cooler than before!



Backend Migration

We have migrated from Amazon's GameSparks to Gearbox's SHiFT! The reason why we migrated from GameSparks (our previous backend system, powered by Amazon) to SHiFT was that after almost a year and a half of work to make our game stable on GameSparks, Amazon will be closing down the service for good soon. This forced us to switch to a different service, so it was helpful to have Gearbox offering us their SHiFT solution so we wouldn't start completely from scratch.

So we just pretty much had to rewire the entire game to work on a completely different backend system. This was the first time we had to do such a major rework in Legend, and hopefully will be the last.


UI Polish



We kept polishing the UI to make everything up to the same standards. The NPCs on the Secret Market have an icon above them and there’s a complete tooltip for the Reputation system with some lore and an explanation of what Reputation is. We also improved feedback for level up and quest completion.

Bug report tool



We polished up the feature and now it has a nice, cohesive, and easy-to-understand Bug report tool, with all the elements we need to understand the problem you’re reporting.

Bugs & Improvements

QA team keeps doing their best to track down all the bugs and find a solution to fix them. We also kept improving some experiences on our game modes. Some bugs and improvements that we have already tracked and fixed these months are:

  • Exploit fix: We remove the possibility to fake the faction quest events, this exploit made the quests"repeatable" and the player could win constant rank
  • Remember that horrible bug where you'd sometimes fall through random spots in the game world and die? We refactored all the movement systems and now this bug is fixed.
  • Blocked Map Nodes on Trash Sea fixed
  • Fixed some random missions at ADN that changed if the player reset their progress.
  • Fixed ADN rewards that were delivered at every level, even if the player already gained that reward.
  • Reset progress appeared on ADN as a null red when you clicked on a node.
  • Fixed the check system related to the number of hunters allowed to enter a mission in the ADN
  • Hover description at ADN when the level is blocked
  • Item Drops fixed
  • Fixed Help/tutorial messages that appear on the HUD not being hidden during cutscenes
  • Fixed the Secret Chest sound effect so that it only triggers if you haven't opened the chest yet

Asteroid Dungeon Nemesis



ADN still need some balancing, technical and visual polish, but all the of Tier 1 and 2 missions are playable now. We made a major change to how the Character Selection screen works: You no longer hover and change characters automatically - you need to click on the Hunter to change it. This change prevents the screen from freezing when you hovered over the Hunters quickly.

Also, the whole party gets a warning now if someone is using a Hunter that was already used on previous Floors. When that happens, the game automatically opens the selection screenso the player can easily select a valid Hunter instead.

Exploration Mission rework



Exploration Missions are getting better, with puzzles, mini-bosses, secret areas, and new Daily Goals for players to get some awesome rewards every day.



That's it for today, but 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 - HaradaGBX
Loots out of the bag!

PAX East 2022 came out swinging with the Gearbox Main Theater Show with the exciting announcement for the collaboration between Rogue Snail and Gearbox Publishing.

We can't wait to jump in and share more info with you all.

THE HYPE IS REAL 🔥

Apr 8, 2022
Relic Hunters Legend - LucyG
Hey Hunters, how have you been?

During these couple of months, we worked on several new features that will improve your overall experience with Relic Hunters Legend.

Also, as some of you already know, we had great news a couple of weeks ago: Relic Hunters Rebels, our mobile game for the franchise, will be launched this month on Netflix! So if you have a Netflix subscription, soon you’ll be able to enjoy a very new and unique story with a lot of action and weapon collection!

But don’t worry, we didn’t take any effort from the Legend development team to make this project. We hired new people specifically to develop Relic Hunters Rebels and after the game is launched, they will join the Legend team to improve our biggest game!

Let’s check out the new features that we develop in Relic Hunters Legend these last months:



Memories



Memories are a new way to level up your Hunters. They are consumable books that you can drop after you unlock your first hunter and will give you several amounts of XP. There are three rarity types for now: The Ascendant Memory, the Greater Memory, and Timelocked Memory. Each one of them will help you to level up the character you want to master and allow you to equip better armor and weapons.

Another thing about the memories system is when you reach the level cap of a Hunter, you’ll be able to generate a new Greater Memory every time you gather 20.000 XP with this character, so you can use these memory books in other Hunters, even if you aren’t playing with them.

New Missions



We kept designing and implementing new missions for the Planet Cradle. The missions in the Galyno Desert, Coldstone Peaks, and The Trash Sea are all done, just missing some visual feedback and set dressing. Hilltown and Semilla City missions are still under development, but we already have a few of them implemented. Soon all the regions on Planet Cradle will be completed!

Factions & Reputation System



The Faction and Reputation system will be very important to your progression in Relic Hunters Legend. You can now improve your reputation within the four factions present in the game (Secret Market, Abapotim, Trash Surfers, and the Mysterious Faction) by completing quests that will give you rewards and increase your faction rank score. As you rank up, you will be able to purchase unique weapons and equipment and unlock new rarities in the faction stores.

This is a very flexible system that power-up the grind and rewards that you can get. The main system is implemented but we still have a lot of polishing and feedback to do before we finish this feature.

First Pass: Asteroid Dungeon Nemesis



The Asteroid Dungeon Nemesis is the first-tier dungeon in Relic Hunters Legend. The ADN will be unlocked after you complete the main campaign and it’s going to reset every week. The dungeon will have an Epic difficulty, which has some effects on the rules of the gameplay, such as restricted revivals, bonus damage on enemies, and many others. Each floor in ADN gets harder and with better rewards and if you use a Hunter on one floor, you can't use it on the next ones, so you need to use your entire party! It also has two types of balance: Regular, designed for two players, and Greater, designed for a full party;

Each time you complete the missions, you’ll be rewarded with the best materials and equipment in the game - there’ll be a chance to drop some unique and ADN exclusive legendary items.

Bug/Feedback tool



We created this tool to make it easier to collect report bugs and feedback from our community. Now, if you press F3, the system is triggered and automatically creates a screenshot. It also has the title tab, priority, and description box to help our team find what the reported problem might be. This visual is a WIP, the final result will be slightly different (and better looking).

The Final Act



The final act of the Relic Hunters Legend story is being developed. We finished the script and the main cutscenes! We believe that we wrapped up the story nicely and we’re pretty happy with how it ends, it’s super emotional and beautiful as it also delivers everything that is expected as you play the game, we are sure you will love it!

New Enemies

In our last update, we said that we're not done with the new enemies yet, so we kept developing, even more, the variety of foes for you to face in the game. We won’t showcase every single one of them because we want you to have a unique experience when you face them for the first time in the game, but here’s a sneak peek.

Trash Sea Kamis



The Great Trash Sea is an enormous sea of destroyed cities and years of accumulated junk that covers most of the planet — including Semilla City, responsible for depositing large amounts of trash in the sea coming from its uppermost floors. The local fauna adapted to this environment and acquired unique behaviors.

New Ducan Champion



A new Ducan Champion that you’ll face in the Trash Sea! This big-ass guy has been pumping iron every day in this ocean of trash and is ready to take you down at any moment, so be prepared before you face this beast.

New enemy skins



Since we have different environments with different climates and textures it's only fair that our enemies have skins that match this scenario, so now all the enemies have variations according to the region where they are located.

New Weapons



We've implemented new epic and legendary weapons to give you a variety of guns with different playstyles. With so many amazing and extremely stylish weapons, it will be difficult to choose your favorite.

New Cosmetics



We have developed some cosmetic items for the players to buy. They’ll be one of the main sources we’ll have to monetize Relic Hunters Legend, as the game will be Free to Play when it launches, so we are putting a lot of effort into creating the most amazing skins for each hunter while giving players the possibility to have a unique style.




Exploration Game Mode Changes

We’re implementing new mechanics on the Exploration Game Mode such as puzzles and Minibosses that drop unique loots to make this game mode more interesting and fun. Each region will have at least one Exploration site for you to grab some incredible materials and gears for your characters.

Jimmy Animation Remake



We noticed that Jimmy's Spine animations weren't working as fluidly as we'd like. So we reformulated his animations to fit better in-game and fixed all of his skins.

Game Mode: Rift

We finished implementing this game mode with all the feedback and systems needed. It will be only available in Act 2, so we’re not going to spoil the new faction and their behaviors that you’ll encounter on Rift. You’ll have to face them for the first time by yourself!

UI Improvements



We implemented new icons and improved our UI. Some icons and other tweaks are still being developed, but we are working hard to improve your overall game experience.

Bugfixes

As you already know, developing a game is HARD. With all the new features that we made, a lot of new (and some old) bugs showed up. Our QA team is doing their best to track down all the bugs and find a solution to fix them. Some bugs that we have already tracked and fixed these months are:


  • Precision in the new aiming algorithm.
  • Visual bugs, especially when some skins or assets disappear in-game.
  • AI Fix - adjusted their behaviors in all the game modes.
  • Stabilization of Asteroid Dungeon Nemesis features for first-pass delivery.
  • Enemy spawner editor: We fixed some performance, random area selection, batch selection issues, and overlapping areas.
  • Minimap teleport icon working properly after teleport round mode.
  • Distraction: Enemies weren't getting eliminated when time ran out.
  • Skirmish and Scavenge: Penalty Announcement appeared on normal difficulty.
  • Revive area appears during drop-in around a character that is not dead.
  • The ammo Box minimap icon did not appear after the second level.
  • Payload cart walked alone after the second level
  • After playing the first round of a Skirmish or Payload Game Mode, the Fog of war stopped working.
  • Debuff fix.
  • Delve: Boss Portal appears only after the fight is over; Boss health UI now disappears after changing levels; edge-tracking was wrong the first time we entered the round; beacon now has a minimap icon.
  • Distraction: Megaphone icon rotated wrong; enemy threw everyone away.

That’s it for today, there's a lot of news to come and we'll keep you updated on all of our channels. Join our Discord channel to share your thoughts on everything we shared today and spend some quality time with our amazing community!

Cheers ~
Relic Hunters Legend - LucyG


Hi Hunters,

Lucy here! We’re doing this video today to recap everything we've done during 2021 for the development of Relic Hunters Legend and talk about what you can expect from the franchise for 2022!

2021 was really great for Rogue Snail. We grew as a studio, got new partners, hired more people and now we’re an independent Brazilian remote studio with almost 40 people in our team!

We developed and implemented a LOT of new features for Relic Hunters Legend last year. The game today has two full Story acts and the third and final one is almost done, with a total of 30 hours of gameplay until you finish the main campaign (or much more if you are a completionist!). We’ve created many new features, tested and got a lot of feedback from you - our community - as we kept making the game better and better.

So, without further ado, let’s check out everything we’ve done for Relic Hunters Legend in 2021



New Story content



Relic Hunters Legend now has three Story acts with a total of 30 hours of Main Story Adventures. The final act is in development and will mark the end of the first season of our Relic Hunters' adventure, and the definitive end of the story of Seven, the time traveler. We’ve poured our hearts and souls into this story and these characters, and we hope you love it as much as we do!



We’ve also made a lot of improvements to how Story works in the context of the game, with a big re-do that we called “Story 2.0”. The overall user experience with navigating, starting and completing Quests is now MUCH better, and we have also improved the flow of the missions (drastically reducing how many loading screens you encounter) and made it a lot easier to coordinate with your Party when you have to do a solo Story mission.

New fully animated Cutscenes



You told us how much you LOVED the intro cutscene, so we’re doing more of them! Expect a few more fully animated goodness as you progress through the Main Story.

Journal and Adventures



Last year we created the Journal screen, where you can track all of your Adventures and Quests. We kept improving the user experience of this screen throughout the year, but the main thing is this: you can now track multiple Adventures and Quests at the same time!



We’ve also implemented track icons in the Map Screen, so you can easily find where you need to go for a specific Quest.

New Adventure Covers



New Adventures being created means new Adventure Covers in the Journal screen. We've created almost every card that will appear in the Journal for the three Acts. As a bonus, we've got some amazing wallpapers to share with all of you in the future!

Chat System



Creating a good Chat system in-game is a LOT more work than you probably think (unless you are an experienced game developer, and in that case stay tuned for our job postings!).

Last year we’ve put in a lot of hours to improve the Chat experience, creatings tabs for different channels, the ability to send direct messages, and implementing spam protection measures. You can now chat in Public, Private with your friends and LFG (Looking For Group) channels, and in the near future we’ll also have the Trade channel.

Skill Trees and Ultimates



You can customize your favorite Hunters with your own build! There are 30 Skill Nodes divided into 3 different Skill Trees for each Hunter, and we can’t wait to see the crazy build you’ll come up with.



We’ve also implemented the Ultimate Skills - one for each Hunter -, so you can punch Ducans with Pinkyy’s Gauntlets, freeze enemies with Seven’s vortex, Shoot them like a crazy hurricane with Jimmy, aim from the skies with Ace’s jetpack or enjoy some beats and blast everything with Raff’s Keytar!

Tons of new Gear



We made a TON of new Gear pieces including Legendaries, Exotics, Augmented, and Set items, creating an even wider range of possibilities for your builds. Our backers have played around with a few of them in Act 1, but we have a LOT more items that we are saving for Acts 2 and 3!

Item Favorite



We also improved the systems inside the backpack with features suggested by the community. The first one is “Item Favorite”: you can mark your Gear or Weapons as “Favorite”, protecting them from being Recycled.


Compare Items



Another addition was the ability to Compare your equipped loot with the new ones that you just got in your Backpack! Pretty handy to check the rolls on all those randomized affixes.

Inventory Screen



We’ve added an inventory screen for all your currencies, consumables, and materials. There are still more features to be added, but the screen is already working in-game.

Mass Recycle & Auto Recycle



The most requested features from our community are now in the game! With Mass Recycle, you can configure filters to choose which items you want to recycle. Then you just press a big green button to dispose of them all, quick and easy!

Using a similar set of filters, you can also set up your Auto-Recycle: any items meeting your criteria will be automatically converted to Materials when you pick them up!

Currently, the filters for Mass Recycle and Auto Recycle are very simple (just Rarity and Type), but after the game is released we plan to add more options. Hopefully one day they’ll resemble the complex “Loot Filters” that you can find in ARPG games such as Path of Exile.

Secret Market: Our first Social Hub



We implemented the Secret Market, the main Social Hub in Relic Hunters Legend in 2021. This is where you’ll find Quests, friends, events, buy new equipment at Shops, and pick up some items in your Storage.

Party System



Now you can invite your friends and party up! In the future, we’ll allow you to invite people from inside the game, without needing to add them to your Steam Friends list.

New Lobby System



We’ve also created a Lobby system in the Dropship, where your party will gather and prepare for battle. Now it’s easier to manage the party and to wait for everyone to set up their loadouts!

New Scoreboard



We have a brand new Scoreboard at the end of the Missions! Now you can finally find out who’s the MVP of your gaming group (and who is the “Moral Support”), along with many other stats. You can also endorse your favorite teammates with hearts and super hearts!

Customization



We’ve finally added the Customization Screen and Cosmetic Items to the game! You can choose your favorite hats, hair, clothes, and accessories in many different colors to style your Hunters the way you want.

Emotes and emojis



You can now choose between many different animated Emotes and cute Emoji, and you can combine them to express yourselves in multiplayer!

Gear Score Rank Outfits



We also wanted to make player progression more fun and visually exciting! We implemented Gear Score Rank Outfits: 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.

Rewards on Stages



Now you can find more materials and rewards during your Missions with Chests and Resource Nodes. Regular chests (the blue ones) and resources respawn every 24 hours, so you can come back to areas that you previously explored and farm some more resources!

And if you like looking for hidden things, we’ve placed some Red Chests in secret spots all across planet Cradle. Can you find them all?

Galaxy Screen



Most of your adventures at the time of release will take place at Planet Cradle, where you can find places such as Galyno Desert, the Secret Market, and etc. In the future, we hope to expand our universe even further, and the Galaxy Screen is where you’ll choose where your spaceship will take you next!

New Map screen and new missions



Also, a new and polished Map Screen has been made with a lot more detail - and even more beautiful! Now we have over 50 locations for you to explore in several different Regions!


New Game Modes



You were already familiar with Skirmish and Scavenge - this year we’ve added Payload, Exploration, Defense, Delve, and Distraction! We are now developing the sixth new game mode, Rift, for a total of eight Game Modes at release!

New Bosses and Enemies



With new Game Modes, main Adventures, Missions, and etc, we needed to create a wider range of enemies and bosses for our players to face even greater challenges. We created 12 new bosses such as The Riotbreakers, Lt Susan, Cobran Captain, Ducan Flamebeak, and the Kami Queen. We also developed new Kami Species, like the Kami Nari and the Kami Spit, The Gatecrashers for the Defense Game Mode… plus a “Mysterious Faction” that we won’t spoil, because you will meet them (and fight them!) in Acts 2 and 3!

The Rebel Rank



One of the core features of your progression in the game is now done! Rebel Rank is your account level, and is constant across all of your Hunters - similar to “Mastery Rank” in Warframe or “Adventure Rank” in Genshin Impact.

What’s unique about Rebel Rank is that you progress it solely by completing Achievements! These are divided into Chapters that unlock as you progress, making it also a cool way to guide your progression in the game!

The main benefit of increasing your Rebel Rank is that it raises the Level Cap of your Hunters, allowing you to level them up even further! But that’s not all - you also gain increased Storage space, Gear pieces (including Legendaries), Materials, and more! You also get a Rebel Rank indicator on your profile, to show all Hunters how much of a legend you are.

Checkpoints



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

Pause Function



We also created a Pause Function for single player activities! Now if you are playing solo, you can check your Backpack, complete an Achievement, or take a quick bathroom break without worrying about enemies attacking you! This feature is disabled in multiplayer, naturally.

Visual improvements



We’ve added a lot of visual bells and whistles to the game this year! There’s new visual feedback for the capture point in Scavenge, new vegetation shaders, better Ambient Profile setups that change shadows, daylight, and nightlight, as well as cool new water shaders.


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 hope everyone will enjoy the Relic Hunters Legend soundtrack when the game is fully released!



It’s been over four years since we started this journey with you.

To think it all began with pretty much just Mark and Betu; then we put our own savings into the project and grew to a team of 7; then we had a Kickstarter campaign and the Founders program and grew to a team of 12; and now we have the support of our Mysterious Strangers, and we are now proud to be 36 people at Rogue, building this dream together.

We couldn’t be happier and more grateful! But there’s still one thing left to do…

we have to release the game, right?

We are almost finished with the main Story. We still have some endgame systems to finalize (Asteroid Dungeon Nemesis, wooooh), and a lot of boring backend, maintenance, performance and bug fixes to do. But we are very close.

So I know we’ve been, uh, kinda bad with dates up until this point. But for 2022, we promise you this: we will announce who our Mysterious Strangers are (they’re awesome!)...

…and we WILL release the game publicly on Steam!

We can’t give you the exact dates yet, but… SOON™.

It’s been a long journey, but for us, it really is just the beginning. Releasing this game just means we have more friends to play with and to give us ideas and feedback to keep improving the game. We want to be able to keep working on Relic Hunters for many years, and with your support we have no doubts that we’re going to achieve this dream!


Thank you for everything in 2021. See you on the other side…


Cheers
~Lucy, Mark, Betu and The Relic Hunters Team
Relic Hunters Legend - LucyG
Hey Hunters, how you have been?

To celebrate all we've accomplished this year and all the support we've been given by our community, tomorrow we'll be hosting the last livestream of the year, with a giveaway of 20 Relic Hunters Legend's early access keys!

LucyG, our Community Manager, will be with you showing everything we've done this year for the game and will tell you about our plans for its development in 2022.

The livestream starts tomorrow at 6PM BRT (GMT -3) at our Twitch Channel!

We'll wait you all there,



Cheers ~
Dec 11, 2021
Relic Hunters Legend - LucyG
Create your own Relic Hunters’ Christmas Decoration and get a chance to win a Relic Hunters Legend Alpha Key! ːacedonkeyː

To participate you need to:

  • Create a Christmas Decoration to decorate our Hunters' festivities, it can be an Ornament, a Stocking, a Custom Fairy Light, a Snowman, or a whole Christmas Tree. You decide what you want to draw!
  • Create a title for it
  • Send it all to the channel #xmas-event2021 in our Discord

ːpunnyː The Rogue Snail team will select five concepts that will fit into the following categories: ːpunnyː

  • The Funniest
  • The Sweetest
  • The Best Technique
  • The Best Concept
  • The Most Creative

We’ll be accepting submissions until December 19th, at 11 PM BRT(GMT-3) and the winners will be announced on December 23rd.

Rules:

  • Don’t make any NSFW or offensive references in your concept
  • Submit both a draw and title of your Christmas Decoration. Only the draw or the title 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 December 19th, at 11 PM BRT (GMT-3). Submissions made after that will not be considered
  • Only submissions made at the Discord channel #xmas-event2021 will be accepted



We're all looking forward to seeing our community's creations for the event! See you there!

Cheers ~
Dec 2, 2021
Relic Hunters Legend - LucyG
Hey Hunters, how have you been?

In November, we’ve continued to improve, fix and create new features for the game, and you can check all of that below!

We have also figured out what causes the aim bug that detracts from the overall game experience. We've been working tirelessly to fix it to be able to release the new build for our backers and founders, but it's a much bigger problem than we'd like it to be. It was caused by a Unity update instead of our own code, so we are doing some reverse engineering to figure out how to fix it. We’ll keep you updated about it in our channels.

So without further ado, let’s check out the news:



Multi-Adventure Tracking

Now you’re able to track four Adventures and Side Adventures at the same time and it’ll be listed on the right side of the screen.



We also implemented track icons in the Map Screen, so you can easily find the right mission to complete the quests on the world map.



Auto-Advance: Story

We created a new tool that will advance the cutscenes and dialogues automatically, so you don’t need to click to progress in the story. You can also Enable or Disable the Auto Advance whenever you want to by clicking “H” or going to the main options and selecting it.



First Pass - New Game Mode: Rift

This new game mode will be only available in Act 2, so our early access players won’t be able to play it until the release. But we’re going to spoil just a lil’ bit here (visual feedbacks are placeholder):



Our goal with Rift was to create a game mode where Tank builds would be valuable. We wanted to avoid having another “DPS race” mode, and we are quite proud of the design we came up with for Rift.

The main objective of this game mode is to collect time orbs by defeating enemies and releasing the orbs at the Rifts to close them. The catch on this game mode, and why it’s a hard one, is that each Orb you’re carrying increases by 10% of all damage you take. So now would be a great time to care for your tank friends huh?

Also, if you die when you’re carrying orbs, you’ll lose all of them and it’ll affect item bonuses that you can get by closing the portals. Normal mode doesn't have a fail state, but on Hard, you’ll have a couple of lives and if you lose them you’ll lose the game as a party. Also, if your party loses too many orbs, two immortal mini-bosses will show up to prevent you from closing the portal.

It’s just a first pass, there's still a lot to do and test to finish this new game mode, but we wanted to share this news with you!

New Music and SFX

With all the new story missions and adventures, we would need some new music and sound effects, right? So we've made A LOT of them and we're sure you'll love the new Relic Hunters Legend soundtrack.

New VFX and Props animations



To make your immersion and experience with our game even more interesting, we've started to add more animations to our props and create new VFXs on skills and object details. You’re going to have a surprise when you play it for the first time!

New Multiplayer Missions

We also created new Missions, so you’ll have new experiences and places to explore and find out the best strategies to overcome the challenges that you’ll face.



New enemies

In our last update, we talked about the mysterious third enemy faction, which we are not going to spoil. But enemy variety is very important, so we are not done yet!! We're developing new Ducan and Kami enemies, even stronger and more fearless than you've ever seen, take a look:

Ducan Imperial Guard



Inspired by the first concepts that we had back in 2018 of how the Ducan army would look like, we’re now creating the Ducan Imperial Guard, which you’ll encounter in Act 3. This one is just a sneak peek of what we’re preparing for you.

Kami Spit



We already talked about the new Kami species that we were developing and now we finished implementing the Kami Spit! It has an unique behavior and is going to spit some venomous drool on you. The battle against it is going to be messy… and quite disgusting.

Mass Recycle & Auto Recycle



This was something our early access players were asking for a lot: Mass Recycle. You will now be able to configure which type of items you want to recycle and just press a single big green button to dispose of them all!

Using the same kind of filters, you can also set up the Auto-Recycle: items meeting the criteria will be automatically converted to Materials when you pick them up. No more clicking on each of the rags you dropped on the missions, yay!

After the game is released, we plan to keep improving these tools to turn them into actual “Item Filters” that you’d find in ARPGs such as Path of Exile or Grim Dawn, allowing you to filter not only by rarity and type but also by affix type, rolls, etc.

Raff’s Gear Score Outfits



How could we forget to give stylish clothes to the most stylish Hunter in the galaxy? That's right, now Raff will parade in style with her new Gear Score outfits. She’s getting cooler and cooler every time.

New Water Shaders

We know that details make all the difference in the experience you have with the stories and games we make. With that in mind, we’re implementing new Shaders that give that extra boost to the look of our levels and make the game look even more beautiful. Today we have Seawater, Rivers, Lakes, and Fountain Shaders working! Look at how cool this beach is!



More props and assets



Well, this is something we never get tired of. We kept developing new assets that will compose the scenarios in the missions of the second and third acts. Each of these assets will be useful for future set dressing that we’ll need to do, so every work effort on it is priceless!



New Adventure Covers



New Adventures means new Adventure Covers too! We've created almost every card that will appear in your Journal for Acts 2 and 3, adding a special touch to each quest you choose to complete. As a bonus, we've got some amazing wallpapers to share with you in the future.

Semilla City: Background



So as you already know from the past updates, we were developing missions in the fanciest place in the galaxy: Semilla City. For that, we also needed to make a new background so that your experience with it was complete. You’ll be on cloud nine in this city ~




Inventory Screen Improvements

In the last update, we showcased the first pass in the inventory screen and we kept polishing and improving it. Now it’s easier to find materials to enhance your equipment.



Story & Game Design

Our Game Designers also worked a lot in polishing the experience with all the adventures, from acts one to three, and now we’re sure that you’ll have the best time playing all the quests that you’ll face in the game.

Bugfixes

Well, as it's not always a bed of roses, with all the new features we made, a lot of new (and some old) bugs showed up. Our QA team is doing their best to track down all the bugs and help find a solution to fix them. Some bugs that we have already tracked and fixed this month are:


  • At the end of a Payload round, the cartwheels don't spin without stopping.
  • Some VOs were being called at the wrong time during the beginning of the missions.
  • The last chest destroyed at the Defense mode before going into Teleport Round mode could be opened by the player.
  • Drop-in in mid-game in Defense mode gave black screen of death
  • Gatecrashers weren't dropping loot
  • In Distraction game mode: The COTB increased the penalty as the round progressed.
  • Defense and Distraction Chest did not drop loot for players who dropped in mid-game
  • Charge Captain didn't do damage

That’s it for November, there's a lot of news to come and we'll keep you updated on all of our channels. Join our Discord to share your thoughts on what you think about everything we share here and spend quality time with us and our amazing community there!



Cheers ~

Relic Hunters Legend - LucyG
During October we focused on “tidying up the house”, polishing the game and fixing several bugs that came up during the last few months. Not everything turned out as expected, but we’re still working hard and we’re focused on providing the best experience possible for our players.

The new build for the founders is very close to being deployed. We hope you enjoy the news to come!



New Faction Enemies

We kept improving and creating different enemies for the new enemy Faction that you will meet in Act 2 of Relic Hunters Legend. You already know that we’re not going to spoil them, but we already have five new enemies done for this mysterious new faction.

Take a look at this new melee weapon that some of these enemies will use against our Relic Hunters.



Pretty cool huh?! How do you think they’ll use it?

Ducan Flamebeak: Lava Floor

The new faction aren't the only new enemies that will show up in Relic Hunters Legend. We’re finishing the implementation of the Ducan bosses that our players will face during their journey. One of them is Captain Flamebeak! We talked a little about him in the last Dev Blog, but we kept adding unique features to the fight, like the Lava floor! Still needs some adjustments, but it’s looking pretty cool already.

Never has a battle in Relic Hunters Legend been this hot! Glad I was using cheats while recording the GIF and taking 0 damage :p



More maps and props



Along with the development of Acts 2 and 3 of the main Story, we kept creating more maps and props to compose these new scenarios. Our 3D art team is taking care of every single detail to enhance your experience and immersion in the story.



Map Nodes

New maps and missions come with new Map Nodes that are going to be viewed on the Galaxy Map. The next Acts of the game will open up more places on the Cradle for our players to explore! Take a look at the first pass for some of these new nodes we’ll have:



New NPCs

As the story unfolds, it’s also necessary to develop and implement the new NPCs that you will meet. We designed and animated a bunch of them this month and you can check one of them here! Some NPCs are pretty cool and others are nasty and evil, but you’ll judge it by yourself when you encounter them.



Ace Gear Score Skins

Jimmy and Pinkyy have already become the cool kids and now it’s Ace’s turn to get stylish! Now whenever you reach a new Gear Score Rank (such as Common I or Rare I) you will get a visual upgrade for Ace too. Nice and tidy and ready to track down some shiny Relics!



Inventory

We are working on an inventory screen for you to check out and organize all of your currencies and materials. We’re still tweaking some stuff on this screen, but it’s already working in-game.



Item Favorite

Now you can mark Gear and Weapons in your backpack or storage as “Favorite”, protecting them against being Recycled. No more accidentally breaking your favorite weapon, yay!

~

First Pass: Stats Screen

We are working on a new Stats Screen so you can see detailed RPG stats for your Hunter and their gear. Again, It still needs some polish and improvements, but it’s a first pass and is already in the game!






Game Modes

In previous Dev Blog updates we have shown you our upcoming Game Modes. We kept improving the experience, implementing new visual feedback, adjusting the gameplay and fixing a lot of bugs that show up on the way. So check it out:

Distraction Mode
New visual feedback: progress bar with fire vfx, new radial bar, megaphone icon, and more.




Bugfix:
  • Edge tracking fixed
  • Story rounds now can be added
  • Reward is appearing correctly
  • Adjustment on the announcements

Defense Mode

  • Desert Hideout lanes fixed
  • Added VFX and death/explosion animation when Gatecrasher self-destroys
  • Added announcement for "Get Ready" at the beginning of the first round of Defense

Bugfix:
  • Open/closed Gatecrasher animations have been fixed and display at correct time
  • Chests will no longer erroneously appear with an X for drop-in remote clients
  • Megaphone icon no longer appear in the Gatecrasher



Delve Mode

Bugfix:
  • Mission objective is now correctly updated for remote clients after drop-in

New Position for Loot

We have moved the loot interface to the middle of the screen. This makes loot easier to see, but most importantly will free up space on the right side of the interface for one of our most requested features yet: multi-quest tracking! Coming Soon™.



Tons of Bug fixes

As we implemented and created several new features, many bugs appeared along the way. Some were easy to solve and others not so much. We planned to deploy an update for our founders to play this month, but a major bug in the weapon aim appeared and we need to fix it before releasing it for everyone. But don’t worry, we’re already addressing it and soon our alpha players will be able to experience a lot more content than they have ever see!



There are many more things to come, so stay tuned for new updates! 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.

Thanks for reading and supporting our journey so far.

Cheers ~


Relic Hunters Legend - LucyG
This Friday we'll be holding a Halloween Livestream with Relic Hunters Legend Key Giveaway! 🎃

Come have a spooky time with us and grab a chance to start playing our game earlier! Lucy will be with you showcasing the new features of our game that our founders will be able to check in the next update and giving away 30 Relic Hunters Legend Steam Keys!

We'll see you there and don't forget to bring your costume! 💀

The live stream will start at 5PM BRT / 3PM CT / 1PM PT on our Twitch Channel

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 ~
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