The new Ranked Season 19 begins today! Players can use their hard-earned Glory to claim the Skyforged and Goldforged rewards, including Emotes, Nameplates, and more in Mallhalla. More information is provided below for any newcomers to Ranked Seasons.
Last week, Magyar, our newest Legend, arrived to haunt the hallowed halls of Valhalla with their deadly Greatsword and Hammer. Magyar is the 52nd new Legend to permanently join the roster. We’ve also updated Brawl of the Week, free-to-play Legend Rotation, and sale items!
If you’re new to Seasons, here’s some information you should know. You’re going to have a soft Elo reset and will also receive Glory, the currency you receive for playing Ranked. You can use it in the Ranked section of Malhalla to get special Colors, Weapon Skins, Emotes, and Nameplates to show your dedication to your favorite Legend. We hope you enjoy your rewards and enjoy the New Season!
Soft Elo Reset Formula
Soft Elo Reset is based on your current Elo at the end of the season.
1v1 and 2v2 Personal Rating
Under 1400: New Elo = Old Elo
Over 1400: New Elo = 1400 + (Old Elo – 1400) / (3 – (3000 – Old Elo) / 800)
2v2 Team and Legend Rating
2v2 Team & Legend Ratings have been brought closer to 750.
Under 2000: Elo = (Elo + 375) / 1.5
Over 2000, we aggressively brought you back down as a way of resetting the top tiers. Diamond level players will be reset to high gold or low platinum.
Glory Earnings Calculation
Glory earned is based on a combination of your Highest Peak Rating (highest 1v1, 2v2, team, or Legend rating/Elo) and total Wins. This was designed in order to reward both skill and dedication for those who pursue Glory.
You gain 20 Glory per win up to 150 wins, which gets you 3000 Glory. After 150 wins, each subsequent win gives you slightly less.
Note: There is a minimum requirement of 10 games played to be eligible for Glory based on your rating. For help estimating your Glory Gained or New Elo after the reset go to: https://www.brawlhalla.com/glory-calculator/
Ranked Borders from Season 18
If you placed in Gold or better in your best rating, you are given a ranked border that people will see in the match preview screen. There are Ranked borders for Gold, Platinum, and Diamond tiers. These will last for one season and will be updated again after the new season comes to a close.
Your border from any previous season does not carry over or have any impact on your current border reward.
Ranked Avatars from Season 18
Ranked Avatars include prestigious versions for those who’ve placed in high ranks during previous seasons. For example, if you placed in Platinum last season and Gold this season, you’ll receive the upgraded versions of the Competitor’s Badge and Gold Emblem. You will still have your original Platinum Emblem avatar from previous seasons.
You must play a minimum of 10 games to receive ranked avatars / borders at ANY rank.
Competitor’s Badge: Awarded to anyone who plays 10 Ranked Games or more.
Gold Emblem: Awarded to players who finish at Gold or above.
Platinum Emblem: Awarded to players who finish at Platinum or above.
Diamond Emblem: Awarded to players who finish at Diamond.
Upgraded versions of Ranked Avatars are awarded to those who have earned the same Avatar in any previous seasons.
5th & 6th Tier Ranked Avatar Upgrade Information
For players who have reached the 5th Tier of an avatar by reaching a certain rank or higher for five total seasons: the 5th Tier of that avatar will stay in your inventory permanently! Congratulations on your achievements!
The 6th Tier Avatar, for those who have reached a certain rank or higher for six total seasons, will take on a brand new look! These avatars will grow more and more prestigious with each subsequent seasonal repeat up to Tier 10, at which point the Tier 10 avatar will remain in your inventory permanently.
In short, every 5 Tiers of avatars, you’ll keep the most awesome, most decked out version permanently, and then start work on a new version for subsequent tiers for 6-10, 11-15, and so on.
Beyond glory there is immortality! In Mallhalla, under the “Ranked” tab, players may spend their hard-earned Glory to purchase Skyforged Colors, Weapons, Nameplates, and Emotes. Skyforged Colors are only usable on Legends that have reached level 5 or greater.
Players can also purchase the Goldforged Colors, Weapons, Nameplates, and Emotes with Glory. Goldforged requires the Skyforged version of that item to have already been purchased. Show your strength with these exclusive Ranked items!
Last week, Magyar arrived to do battle in the Great Halls with their Greatsword and Hammer! The souls of the fallen Strazci hunger for revenge within this deadly suit of armor. Their release also comes with three new Skins that can be found in Mallhalla.
“To the horror of their foes, the power of the necromancy was such that whenever a Strazci fell, its spirit escaped to join and strengthen a knight that remained. Thus the might of the Strazci went undiminished.”
Magyar enters with 3 new Skins:
Golden Gladiator Magyar - “Which soul gets the honor and glory?”
Phantom of the Armor Magyar - “Masquerade! From their blade, stay out the way.”
Pharaoh King Magyar - “The mummy returns.”
Step into the ring with your tag team partner for a 2v2 no holds barred match! Keep the momentum going by bouncing yourself or your opponents off the ropes. Stun your target with a folding chair or knock them into a table for heavy damage. KO your opponents 3 times each to win!
2v2
6 Stocks
3 minutes
Use folding chairs and tables to stun your enemies!
Play the new Legend, Magyar! Releases with 3 new Skins:
Golden Gladiator Magyar
Phantom of the Armor Magyar
Pharaoh King Magyar
The Solidarity Emote benefiting Campaign Zero is still available. To find out more information about this non-profit organization, check out https://www.joincampaignzero.org.
Looking for a certain chest? We’re rapidly rotating through chests, so check out the in-game timer to know when the next chest will rotate.
Check out for the new Sale items!
The free-to-play Legend rotation for this week includes: Teros, Orion, Thatch, Artemis, Petra, Ada, Sentinel, Asuri, and Xull.
Teros – This Minotaur is indifferent to the rules or intent of the Tournament, and instead, takes savage joy in all the battles while crushing his opponents with Axe and Hammer.
Orion – A revered warrior and champion, the mysterious armored knight uses Rocket Lance and Spear to battle his foes in the halls of Valhalla!
Thatch – The tournament is a paradise of chaos and fire for this Madman of Barbados as he uses Sword and Blasters.
Artemis – Transversing the universe in search of her rival Orion, Artemis has ripped open a wormhole into Valhalla, armed with a Rocket Lance and Scythe; she is ready to fight!
Petra – Having been set free from Terminus, Petra sets her eyes on Valhalla with her Orb, Gauntlets, and Darkheart powers.
Ada – Armed with Blasters and Spear, this nano-tech, elite combat hacker aims to win in the Grand Tournament.
Sentinel – The first and greatest costumed superhero in America has come to Asgard, finding those who need protecting and vanquishing injustice with his Katars and Hammer.
Asuri – This Night Stalker has claimed the Tournament as her territory and sets upon challengers to her domain using Katars and Sword!
Xull – With legendary physical strength, this Axe and Cannon wielding Orc Warlord is ready to challenge everyone and everything in Valhalla!
Video game collaborative Geography of Robots have partnered up with Raw Fury to bring you the southern gothic sci-fi point and click adventure NORCO.
NORCO is a sci-fi Southern Gothic adventure that immerses the player in the sinking suburbs and verdant industrial swamps of Louisiana's petrochemical hinterlands. Your brother Blake has gone missing in the aftermath of your mother’s death. In the hopes of finding him, you must follow a fugitive security cyborg through the refineries, strip malls, and drainage ditches of suburban New Orleans.
Keep your eyes open. You never know what sleeps in the chemical swamps.
The wait is nearly over. The next chapter Balarok's Revenge: The Spirits of Umbrus brings a brand new world to explore is on its way to being discovered on February 3!
Get ready magical folks, the time is near and the next adventure awaits its hero!
That's not all, we'll be holding a Steam Free Weekend event on launch day, from February 3rd until Feb 8th. Enjoy a free weekend on us and conjure your inner magic and become your own Wizard or Mage and set off in the mystifying world of Ignus.
A few weeks ago on our YouTube channel, we started posting videos of the painting process. We are sure that you will find it enjoyable and satisfying to watch :)
Below is one of the videos. Be sure to check out our profile for more and of course subscribe to our YT channel ;)
A few weeks ago on our YouTube channel, we started posting videos of the painting process. We are sure that you will find it enjoyable and satisfying to watch :)
Below is one of the videos. Be sure to check out our profile for more and of course subscribe to our YT channel ;)
We were a bit silent after releasing the alpha combat demo, partly due to the holidays, and partly because we were listening to the feedback, and we were thinking about the best way forward for Slaves of Magic.
If I want to summarize the feedback we received, I think the biggest problem was the fiddliness and complexity of the delayed turn-based system, which turned off a lot of players. In addition, the initial version did not have a tutorial to explain the more intricate details which compounded the problem I think.
So, I went back to the drawing board and asked myself the following question. Can I reduce the complexity of the game, without losing my design goal? I believe that complexity is something the designer pays when he/she wants to reach certain design goals, and if it is possible to reach those goals with less complexity, then that is great. My primary goal which I wanted to reach is that I wanted to avoid turn-based melee combat which devolves into 2 characters standing next to each other and just statically attacking each other. The delayed turn-based system I think succeeds at this goal, as you have ample chances to have a reaction to what others are doing, and you can freely move, even when you are engaged with somebody. This plus some good bonuses for flanking meant that agility based fighters have a very different feel to them, then strength based ones. The real question is, can I design another system, which retains what I like about this system, while simultaneously reducing the complexity of it?
There is truth in the saying that if you feel stuck, try to take a break. We gave ourselves 2 weeks when we forbid ourselves to work on the game. At that time, while playing board games with my friends, the answer to the previous question hit me out of the blue. While I'm not quite ready to tell you the details about it (I want to test a few things first), know that I'm hard at work to implement it into the demo, and I'm super excited about it! It will be using a traditional turn-based structure, so it will be a lot more intuitive, reducing unnecessary complexity, but with a twist which still let me archive my initial goal.
Of course, this means we will need to update the visuals and UI as well to fit the new gameplay system, and while we are at it why not experiment with a new art style as well. You can see a few examples of that below:
So in conclusion, you can expect a big rework for the alpha combat demo in a few months. After we are finished with that, we will turn our attention to work on the campaign map, and all the systems in it. Our plan is to finish a prototype of that by the end of the year. And while we are working on that, we will continue doing devlogs in our indiedb page to keep you updated on our progress!
Thanks to more awesome people, the game is now available in Simplified Chinese, Traditional Chinese and Polish! I’ve also added some more items, fixes and balancing tweaks.
Special thanks to Bear (1), Petra (2), Traumaturgy (3), TheSpaceEgg (4), Funguy (5), Devildoer (6), drakan (7), jason (8), Hibou Inquiet (9), Howard (10), Rogue Justice (11) for their help!
New stuff
New languages: Polish (6), Traditional Chinese (8), Simplified Chinese (10)
Ghost Costume - outfit: +1 Armor, gain 5 seconds of invulnerability when you enter a room (1)
Zombie - trait: Set Technology and Max Energy to 0, enemies have a 3% chance of dropping a Brain (5)
Child Eater - trait: Dolls get added as Passive items (ignoring modifiers), you can’t have a Defensive Ability nor an Outfit (2)
Carving Knife - defensive ability: use on corpses to get various items with a 8% chance (4)
Precision Knife - perk: You now have a 16% chance to get an item when using the Carving Knife
Beelzebub - trait: +20% Damage, 50% chance to take 1 damage when you pick up a Consumable (3)
Balancing
Full Moon: +10% Damage -> +5%, price reduced
The levers to reroll shops now break after 5 uses. (7)
Reduced the attack range of Voubi with a Marksman Hat. (11)
Voubi spawns a clone every 10 hits -> every 12 hits. (11)
Fixes & small tweaks
Blood Fuel no longer ignores invulnerability.
Having multiple Broken Vases now increases the initial damage dealt to all enemies.
The last hit on the gym’s training dummy no longer gives you a Biceps if you haven’t unlocked it first.
Fixed a bug where the corpses of little green slime enemies would never disappear even in situations where they should be.
Fixed issues with the map.
Fixed the description of the “Monk” and “Food Lover” traits. (9)
Purple goo projectiles in the jungle now disappear instantly at the end of arena fights.