In this patch: - Fixed Interaction bug that snaps to the back of the player. - Fixed health pickup issues in The Abyss. - Fixed interaction events with spam prevention. - Improving the Guillotine Wall puzzle. - Removed Continue button on main menu. - Locked player movement after completing Prologue level. - Removed mouse interaction in Settings. - Fixed Lighting in The Abyss - Changed new objective indicator style.
Since releasing the Reworked Chapter 1 we’ve been working hard on the Chapter 2 rework, with substantial progress on Chapter 3’s development as well. Chapter 2 benefits from all the feedback we’ve received in the past, and has all the news systems implemented from the get-go.
We are happy with how things turned out with the Chapter 1 Rework and appreciate your reaction to the introduced changes. While Chapter 1 is content complete, and is locked down in regard to the general design, our audio team is working on new SFX and audio changes to bring to Chapter 1 soon, and we’ll continue to look at your feedback and bug reports and make the required changes while fine tuning some of the underlying systems at the same time.
With the upcoming rework of Chapter 2, we are ready to share some details of what you might expect going forward. Our goal with the Chapter 2 Rework is to make sure that Urd’s arsenal stands out, gives you more weapons and ways to mow through the hordes of hell, and fits the magical Brutalist Western setting of Urd’s Campaign. We want Urd’s progression to be more in line with Palmer’s, but there will be differences when it comes to specific upgrades that define Urd’s archetype.
Without further ado, let’s jump right into Urd’s tools of destruction.
Note: The weapon models are still in development. We don't want to show our hand just yet, and wish to leave some of the guns for you to check out when Chapter 2 update goes live.
Urd’s Arsenal
Magic Dagger
Urd’s most trusted companion. Dagger can stab quickly in melee range, and it can also be thrown for heavier damage. Each consecutive headshot kill regenerates throw charges and HP.
Magic Spear
Greatly increases the stabbing range, and can also be thrown to regenerate health.
Magic Tomahawk
Allows you to slash horizontally in a wide cone, and can also be thrown to regenerate health.
Revolver
It wouldn’t truly be a Brutalist West without a revolver. Urd’s gun is accurate and offers high damage output. It can be fired from the hip with less accuracy, but a higher fire rate for more firepower.
Buckshot Revolver
It’s a revolver, it’s a shotgun, it’s the best of both worlds! It can also be fired from the hip.
Magnum Pistol
Precise shooting pistol with a scope allowing accurate shots at a longer range. It packs a serious punch as it is loaded with extremely heavy-hitting bullets.
Pump Action Shotgun
Another Western classic. Deals massive damage but has a higher spread and lower fire rate than other weapons.
Shorty
Shorty has increased reload and pump action speed at the cost of the magazine size.
Winchester
A precision rifle, dealing high amounts of damage with pin-point accuracy, but low fire rate.
SMG
Urd’s keeping her SMG, which now has a high rate of fire and deals moderate damage. However, in dire situations, or when you’re out of ammo, you can now hit enemies in melee range with the stock.
Gatling Gun
A chunky modification to the SMG uses a crank to fire the rotating barrel for extra carnage.
Dual SMGs
What’s better than one SMG? Easy, two SMGs. If the fire rate wasn’t enough for you, you can now, effectively, double it. You can also use both SMGs to hit enemies with the stock.
Dynamite Stick
There’s surely a lot of dynamite lying around in the Brutalist West. As for how this works? It’s really simple - just chuck the highly volatile stick of dynamite at a gathering of monsters and watch the pieces fly.
TNT Charge
You'd think that a centuries old witch would know how to hold a lighter properly... We'll make sure she unlocks that ancient knowledge before the rework launches!
The TNT Charge does not explode when thrown - instead, you can shoot it to trigger an explosion or chain reaction of TNT charges.
Firecrackers
Firecrackers explode over time on the ground, dealing AOE damage. If you’re not that patient, the alt-fire will allow you to detonate all the charges at once.
Crossbow
Wonderful in its simplicity, the crossbow shoots bolts which penetrate monsters.
Ballista
Shoots explosive bolts that penetrate monsters. Bloodbath guaranteed. Perfect for making kill montages.
Multishot
Allows you to fire bolts in a wide cone, and can also fire bolts in a burst.
Urd’s Abilities
We’re introducing brand new abilities that better define Urd’s archetype. You might have noticed the absence of Spell Book in her arsenal. We want to make a clear distinction between characters’ arsenal of weapons and their abilities. Since Spell Book was closer to the latter, we’re re-introducing it with a twist. The Spell Book will give you access to a Speed-Up spell and cooldown-based Crystal and Poison spells.
Fire and Ice are up Palmer’s alley, while Urd dabbles in Crystal and Poison schools of magic.
Progression Changes
As mentioned before, we have redesigned the Urd’s progression system to align with Palmer’s progression system - now you’ll have access to a brand new Urd’s HUB filled with upgrade stations. She will share all Passive Upgrades and most of the Perks with Palmer, as each character will have a number of their own unique Perks to choose from. All this on top of the completely new weapon and skill upgrades mentioned before.
Similarly to Palmer, the fiery Witch will be able to imbue her weapons with runes - in this instance choosing between Crystal or Poison ones.
Level Design Changes
At this point, the overall layout of the levels are finalised, with the first half of the chapter as an introduction to characters’ arsenals and progression systems, while at the same time making sure that the power curve aligns properly across the whole chapter.
There is one major change concerning a certain level…
To fit in with the latest progression changes, the Lava Worm boss moved to another level - to make sure he has a chance to greet the player a bit earlier in the game. Similarly to Chapter 1 his defeat will open up the Passive Upgrades system to Urd.
New HUD
Some of you might have seen a screenshot of a work-in-progress HUD a while ago on our Discord. Since then we’ve refined it and we’ll be launching the Reworked Chapter 2 with a completely new HUD. It is a significant change that we feel looks and feels better than the old one, but we’d love your feedback on this. Our current plan is to introduce the new HUD to Chapters 1 and 3 in the future if the reception is warm enough.
The Reworked Chapter 2 is currently being playtested internally, and it will be ready for you to try it out in August.
As we’re ramping up the development of Reworked Chapter 2 and upcoming Chapter 3, you can expect regular updates on our progress going forward. We’re excited for the upcoming months, and can’t wait to share more news. But for now, we’re going to leave you with a small Chapter 3 teaser.
Another week, another update. This time, we have a new combat magic skill - Cryomancy. Freeze your opponents with a new mechanic of stackable debuffs, cross the oceans without a ship, make it rain whenever, wherever, and never again be thirsty as long as you're wet!
Was that a good pitch? Let me know, I'm trying to improve my marketing skills. Here's the full changelog for this week's update:
Added
- Cryomancy skill. - Over 20 new recipes in Adventuring, Tailoring, Agriculture, Construction, and Carpentry. - New tier 3 military building for player settlements and Reptilion civilization.
Changed
- Sandstone Wall and Fountain are demolishable. - Saw Hand and Bigger Drill moved to Construction 46. - Ice structures moved from Construction to Cryomancy skill. - Swapped Spider Silk and Velvet milestones in Tailoring. - Pirate Shirt is salvageable. - Herb Seedling can be planted in the forest. - Spice Seekers Rasimi building set max to 2.
Fixed
- Fixed caravans stuck at distance 0 when the distance between settlements was too far. - Fixed weight calculation will include an alternative weapon set. - Fixed an issue where NPC crafters would refuse to take orders if they were busy fulfilling orders. - Fixed duplicated building entries when changing the existing building area in the settlement. - Fixed building area size calculation. - Disabled deconstruction of background tiles if there's no map below. - Added missing anvils to some NPC crafter buildings. - Updated the tooltip of Catch Animal to indicate only baby animals can be caught. - Potatoes can be found in the Hills. - Removed armor stats from Sugar Cane. - Fixed some typos.
Modding
- Added new configurable mechanic of Stackers, buffs, and debuffs that can stack and affect: Base Statistics, Movement Speed, Sight, Regeneration, Hit, Parry, Attack Speed, Critical Hit Chance, Resistance & Resistance Percent, Thorns, and Ability Damage Multiplier. - New ability effects: Frostbite (DoT dealing frost damage), Effect Per Stack (consumes chosen stacks and applies certain effect which is stronger), Turn Damage To Stacks (all damage the ability does is turned into certain type of stacks).
From here, my focus will be on new mechanics for families and eventually war, while content-wise, we'll add some new civilizations and see if we can have more details on the biome regions. Maybe some new locations? We'll see.
I will take a week or two off at the beginning of August, so there will be a short hiatus in weekly updates, but I'll be back, hopefully reinvigorated to grind.
It's been over two years since the last update? Wow, it's been a while, hasn't it? There were plans to make an update (last year) with a Hungarian language translation of the game, but it didn't work out, sorry! But that's okay, here's the current update! See what changes are now in the game:
- The text of the information in the log is now different, hopefully the readability is better now. (Grey text on a grey background? Designer genius! (sarcasm))
- Fixed a couple of bugs related to the pause menu*.
- Fixed sound volume on the buttons in the settings menu. (was very quiet)
- Fixed AZERTY \ QUERTY change.
- Added backing for gamepad artwork and text in settings. This was needed to get rid of a graphical bug.
- Added UI button to call pause! Wow, 5 years after release? Really?
- Various sounds to buttons in settings added. I think the settings menu sounds now.
- Compass navigator has been changed. Used to only spell out one letter-side of the world. Now 3 are written and there is an animation of the rotation of these sides.
- Now when changing the resolution shows ‘*’ and flickers the button ‘accept’ so that you, the player, pay attention to it.
- The main menu now shows the game version.
- Various fixes for little things.
* The bug still creeps in sometimes, still trying to find a solution.
Screenshots of new elements:
Thank you for your interest in the game! It means a lot to me!
It’s already our tenth Dev Diary! Boy, we’ve got things to say! Thanks for taking the time, as always, to read our deepest thoughts on the development of Ravenswatch in Early Access.
We’re taking the necessary time to polish and balance the game's overall experience before launching Ravenswatch in version 1.0. But that doesn’t mean we can’t show what we’re working on! Let’s dive in, shall we?
Leaving Early Access soon
Ravenswatch’s Early Access is coming to an end! After over a year, we’re getting ready to launch the game in version 1.0 in the coming months.
There is no date to reveal yet, but be sure you’ll be the first to know when the information is out.
In preparation for our 1.0 release, we plan to adjust Ravenswatch’s pricing on Steam on August 1st. Ravenswatch will then be at its final price of $24.99. We’re giving you this information a little in advance so you still can grab Ravenswatch at its Early Access price until then - even better, as we have a discount of 25% off running starting today! It’s time to tell your friends!
If you purchased Ravenswatch during Early Access, the price increase will not affect you.
Stay tuned for the release date reveal!
What can you expect of version 1.0?
A new Hero joins the Ravenswatch!
The long-awaited new playable character of the Ravenswatch will make their debut in version 1.0. We’re still keeping their identity a secret a tiny bit longer, but we thought, why not share some stuff about their personality?
Oh, and by the way, we’ve NEVER seen their name suggested in all the forum posts, messages, and topics we’ve read - Although some of you have come pretty close! Now that’s a pretty good hint…
Skins or “Outfits”
If you've played the game recently, you may have noticed the Skins section in the Book menu. Version 1.0 will bring “Outfits” unlockable behind specific (and sometimes hidden? 😈) conditions!
We cannot resist showing you a tiny glimpse of the many outfits Heroes of the Ravenswatch will get to wear:
Endgame
And the thing we want to talk about the least because we want to keep as many surprises as possible: the ending!
Just know that we’re working on an epic encounter with the FINAL BOSS of Ravenswatch, the one that even makes Scarlet tremble as a wolf. We'll be properly introducing this charismatic figure in due time.
A lot more is coming with version 1.0. To name just a few: achievements, endings for each character’s memoirs, more stats at the end of run results screen, and YES - the display of crit chance and crit damage stats in the HUD:
We’re taking this opportunity again to thank every member of this community! Your support exceeded our expectations, and we could not have gone through this Early Access without it. We look forward to sharing Ravenswatch 1.0 with every one of you and new players!
Last call! Only one week left to participate in our Collectible Contest and cast your votes for your favorite designs. Don’t miss this incredible opportunity to leave your creative mark on The Kingdom of Rizia DLC.
We invite you to design a unique collectible item that could become a permanent part of our game’s universe, enjoyed by players around the world. This is your chance to create something truly special that embodies the spirit of the Kingdom of Rizia.
Are you ready to channel your creativity and design an original collectible that embodies the spirit of the Kingdom?
Whether it’s a powerful artifact, a whimsical gadget, or a legendary piece of lore, we want your best ideas! Your design should be innovative, functional, and visually captivating, aligning with the game’s aesthetic and narrative.
How?
Join the Discord channel and follow our guidelines to submit your creation. Once submissions are in, the community will review and vote for their favorite collectibles. This is your chance to engage with fellow players, rally support, and showcase your creation. The collectible that resonates most with the community will be crowned the winner.
The game will integrate the winning collectible for the next 3.1 patch update. In addition to the honor of having your creation featured, you will receive the artist of the Suzerainverse role on Discord and will be invited to the next early testing round.
Let your creativity shine and become a part of our game’s legacy. We look forward to seeing you and wish you the best of luck in the contest!
Join a warband of gnomes to stand up against Snow White's tyranny and storm Gnomontanomo. Put an end to gnome trafficking and stop their brothers' oppression!
Discover the dark side of characters from your favorite fairy tales, fight them in tense battles, and make the most of your squad's abilities and talents. Combine different cards and create unusual and spectacular combos to defeat the enemy with minimal losses.
Don't miss out on a great offer! Buy a bundle with two card games at once with a nice discount!
Damkina's glamourous diva moveset will pummel, slap and stomp anyone who dares oppose her. Beware though! She holds a nefarious, dark secret.
Damkina will be playable at the Diesel Legacy booth at EVO 2024 in Las Vegas from July 19th to 21st!
Lore
The town’s biggest cultural phenomenon is the cinema, and its shining star is none other than Damkina, the Goddess of the Silver Screen.
She is the best, the brightest, the one everyone wishes they were or wishes they were with, and she knows it. If she wants something, she’ll simply take it, and she’ll step all over anyone in her way-- all while looking smashing.
She was discovered and brought to New Libertis by FALCORP’s head, Hieronymous Frazer. He saw an opportunity to use her to promote their products and the latest fashions in the movies, but she harbors a nefarious secret.
Damkina is of mysterious origins in the old world, but the tabloids and conspiracy junkies suggest she’s much older than she appears to be. Could it be true? Any real details are obscured -- and she has the power to make it stay that way. One thing is certain. She never makes an appearance without her shiny green gemstone dangling from the neck.
This magical jewel, known by some archeologists as the fabled Eye of Sēth, was thought to be pure myth. Many believe it’s powers to be only mere movie magic. She’ll use this stone to defend herself when the sheer weight of her personality won’t suffice.
Wild cat scratches and impaling high heels are viscous enough for any opponent, but her otherworldly abilities are quite dangerous as well, as she’s able to use telekinesis at will and project her slithering aura to attack. It’ll be a bad day for anyone unlucky enough to get on this dame’s bad side (which is almost a certainty, really).
Gameplay Summary
Damkina has access to a stance, command grab, decently ranged normals and much more. As a stance character, she's able to flow between her normal attacks to her carpet stance-- giving her access to another moveset. She also has access to a life stealing gem which gives her the ability to sustain herself on the battlefield longer than her enemies.
In addition, Damkina has NO motion inputs except for her supers-- making her ideal for executing specials quickly OR picking up a first time character as a fighting game newcomer.
In this quick character breakdown, we're going to go over SOME of her more notable moves.
Normal: Apply Makeup
st. B
It's never a bad time to put on your face.
Damkina's standing B might seem like a normal attack, but holding it down allows her to glamourize. Tapping left or right applies makeup, and letting go finishes the attack. Remember this mechanic, as it will be very useful in tandem with one of her unrevealed abilities.
Special: Gem Command Throw
B+C
Some use it to eat pizza, others use it to extend their combos.
By tapping both B and C, Damkina uses her mysterious gem to do a ranged command grab that goes a quarter of the screen. If successful, she uses the power of telekinesis to slam her opponent on the ground, giving her a ground bounce to continue her combo.
This command grab also works to continue combos both on the ground AND in the air, allowing for some pretty nasty combo extensions.
This move comes out so slow that she can cancel almost any normals into this move, constantly keeping opponents on their toes. Watch out though, if they jump the grab, Damkina is in a very punishable state.
Special: Carpet Stance
B+D
Aladdin wishes he had a (non-alcoholic) martini on his magic carpet ride.
The staple, bread 'n butter and absolute chain that turns Damkina from a cool character into an absolute superstar-- her carpet stance. By simply tapping B+D on the ground, in the air, while doing a normal on hit or block-- she cancels whatever she's doing and is able to start flying around, complete with her not suspicious elixir in hand.
Mobility-wise, she'll be able to use the air version of this to bait anti-airs and manuever away from danger in the air. While she can't airdash, if she uses this on the ground, she'll have access to another ground dash. At any point if she's on the carpet, she can use any jump to immediately get a second jump to trick opponents.
Of course, her entire moveset changes while in carpet stance.
A: Quick Attack B: Large vertical hitbox, causes backturn state on hit. C: Large vertical hitbox, launches on hit. D: Large horizontal hitbox, exits carpet stance upon use. A+B: Petrifying Stare -- A slow command throw, but can be used on ground and air. Grounded version can only grab grounded opponents. Air version can grab both grounded and air opponents. If grab is successful, opponent turns into stone for a follow-up combo. B+D: Cancel - Pressing B+D again while in carpet stance allows her to nearly immediately go back into her normal stance, let it be on the ground or in the air. This stance may be key to unlocking her true combo potential.
Mastery of Carpet Stance is the fastest way to mastery of Damkina, so be sure to experiment with what she's capable of.
Meltdown: Sadistic Stomp
QCF+BD
Some people pay for this sort of thing.
Damkina's temper flips from 0 to 100!
By doing QCF+BD, Damkina rages up and stomps down on anyone unfortunate enough to be across her path. She can change lanes and distances by holding the appropriate direction (up, down, forward), making her a threat in any lane. Her stomps also OTG, making easy combos off of her sweep or jumping D knockdown.
If it successfully connects, she stomps and grinds her heels on her opponent until she kicks them for a guaranteed wall splat, allowing apt teams to follow up with a combo of their choice. This Meltdown can easily change the tides of a battle, immediately cornering opponents upon hit and allowing for a massive damage and mixup opportunity if you've got a solid gameplan.
Conclusion
There's a ton more coming: Including other specials, an install meltdown and more. For now, you'll have to wait, but not for long!
Damkina will be playable at the Diesel Legacy booth at EVO 2024 in Las Vegas from July 19th to 21st! You'll also be able to watch a short preview of her at the Hawaii Suite, with a stream by our friends at LevelUpLive on July 18th at 10:00PM PT.
Be sure to follow our socials for more information!