Itâs been an adventure-filled week for the Riftweaver team and Fabelcraft, hasnât it? Yesterday, we launched our first one-shot adventure, Object of my Affection. It was created by Felicia Day, and partnering with her was fantastic.
We also launched the Brawler Collectionâit features 14 new foes and six new animated battlemaps for GMs to use in homebrew campaigns or within our pre-written adventures as their parties veer away from the planned course.
In this weekâs dev vlog and blog, weâre looking toward the future. Weâre ready to unveil the newest iteration of the Fablecraft development roadmap, and we canât wait to share what weâve introduced as we discuss our plans.
Letâs begin.
It was a marvelous livestream!
Before looking forward, we need to look back. To mark the launch of Object of my Affection, Felicia Day hosted a livestream of the adventure on her Twitch. Riftweaver Narrative Designer Claire Purcell was the GM, and Felicia stood as a player alongside SWARM (the voice of Kai) and Anne the Gnome.
Reminder: this is a living roadmap; it will change
As an Early Access game, we take listening and responding to feedback from our players and community seriously. Thatâs why we collect and triage feedback from Steam, Discord, and our feedback board. We use that feedback to help our development plans, but we have a vision for Fablecraft that weâre adhering to, too.
This roadmap represents a combination of our vision and the communityâs wants. It also represents roughly the next six months of work.
Letâs start with whatâs new. Spoiler alert: it all comes from community feedback.
The Custom GM Guide is coming
Players have been asking us to open up the Game Master Guide for custom adventure creation since launch, and weâre ready to place it on our roadmap. Weâve always intended to do this, but weâre glad players want it as much (or more than) we do.
The longer-term plans here are also exciting: we intend to implement a way for players to share and, perhaps, sell the adventures they create with a user-generated marketplace. Thatâs far off, though, and isnât quite ready for a spotlight on the roadmap.
More in-game lore
Sometimes, feedback can be hard to receive. Players might not like a design choice or an element of UI that someone within our team loves. Other times? Getting feedback feels great. Players want more lore and context within Fablecraft, and that means theyâre enthused by the world so far.
Youâll notice that weâve added an in-game lore book to our plans for 2025. We have plans to make it possible for players and GMs to dig into Mythan culture and a touch of history surrounding the Shattering, and weâre excited to have it entirely in-game for all to discover.
Quick, write that down
One of the most requested items on our feedback board is something weâve been pushing for internally, too. A place for personal notes is planned for Q4 2024.
What you see below is only a proposed design of what this notes section could look like, but this is what weâve been cooking up so far. It will likely change between now and release, but the functionality is in progress.
Location pinging is coming, too
Finally, weâve added another of Fablecraft's most requested features to our roadmap, which is also scheduled for Q4 2024.
Weâre working on a location pinging tool that will let players and GMs call attention to a specific spot on the environment or battlemap everyoneâs looking at. This should be helpful for environmental questions, positioning callouts, and strategy.
Thanks for peering into the future with us, Mages! Be sure to join us on Discord and talk all things Fablecraft and TTRPG while you look for your next party.
Welcome back to another devlog! Today weâve got a topic every finest deconstruction is fond of- dismantling and destroying stuff.
Some of you may say⌠âHey, destroying? Didnât you already say in the previous devlog that destroyed stuff canât be resold so itâs basically a waste?â Technically yes, youâre right. The destroyed stuff turns into debris which can be recycled for some coins albeit much less than what you would get for an item in perfect condition. đ°
âWhy would I be doing that if thatâs the case?â đ¤ There are few reasons and the most important one is simply⌠because you can! Not to mention itâs quite fun to just ram into the contracted house and hammer through everything. đˇ Itâs also much quicker. â
Some contracts may mention negative consequences for destroying stuff while others will even encourage you to do so. đ Accept whichever contracts sound like the most fun to you and enjoy whatever youâre off to do in there, after all itâs your company, isnât it? đ
With that being said, there are some fine, expensive items waiting for you during the contracts. When you identify them itâd be wise to proceed carefully. Dismantling stuff requires keen eye, precision and proper tools used in the right moment so make sure to invest in your equipment. Upgrading it will most definitely save you a lot of time. đ§°
As you can see, even an item simple as a wardrobe takes a moment and a few tools to be successfully taken apart but once youâre done, youâll be able to take it to your warehouse and resell for great profit! đ˛ Every single item you find can be either dismantled or destroyed- itâs up to you to evaluate which action will bring you the most fun and money to grow your business!
Weâd love to hear your opinions on this topic so make sure to leave a comment and let us know your thoughts! You can also join our discord and have a chat with our dev team! đ¤Š
If you enjoyed this devlog consider adding the game to your wishlist to not miss out on any upcoming ones!
It's our pleasure to inform you that the new patch is already available. This update focuses on multiple large-scale general improvements to the game including performance.
List of improvements:
Added Korean language.
Fixed a bug where changing keybind settings did not activate the apply button, which made it impossible to save the new keybinds without using a workaround (like changing settings from other sections).
Reworked, optimised and fixed multiple issues considering graphics settings and DLSS settings, which caused medium to severe performance issues for both AMD and Nvidia graphics card users (problems occurring when saving settings, defaulting settings or simply loading up the game with saved over graphics settings.
Reconfigured some aspects of the map section and 3D model loading, reassigned multiple map objects and object classes to different configurations to improve detail loading and possibly reduce the number of hitches and freezes for some players as well as reduce memory usage.
Implemented improvements to all environment NPCs for memory and performance reasons.
Added more "life" by populating multiple locations with NPCs and additional enviro details.
Reworked and/or optimised multiple world collision settings for roads, bridges, tunnels, barriers and multiple small and medium world 3D models to improve world interactions and navigational mesh navigation for AI opponents.
Optimised interior and exterior world objects in the context of AI navigational mesh generation, which may improve CPU usage and CPU performance spikes for some players.
Added multiple environment NPCs in mid and late-game areas of the map in exteriors as well as interiors to bring more life to the world and made multiple visual and animation improvements for environment NPCs all over the map.
Reworked player character ladder interaction and ladder movement.
Improved player movement collision capsule and camera work issues for the player character, mostly for crouched movement and world interaction glitches.
Additional minor bug fixes:
Fixed issues with buying a coke lab from Luca.
Fixed an issue where you could glitch furniture through walls in some hideouts.
Fixed multiple instances of collision issues with environment objects and buildings.
Fixed instances of missing landscape on the map, causing players to fall under it.
Fixed multiple instances of missing materials on buildings and environment elements.
Fixed multiple instances of places where players could parkour under the map.
Fixes issues where some clients and NPC would levitate or generally be out of place.
Fixed issue where dealer spots were not shown on the map in Bahia de Oro.
Implemented multiple improvements to foliage and fixed multiple instances of foliage levitating and being misplaced.
Multiple improvements to interior lighting behaviour and optimization.
Another update is in the works.
Note to all who have mods: Mods may not be compatible after the game update and may cause problems. Please uninstall mods until they are up to date.
Hitmen Havoc is out now! What started with one developerâs dream (and a love for multiplayer classics like Worms, Liero, and Gorillas) has grown into a team of four maniacs with an idea: make a game for friends, old and new, with just the right amount of chaos. Weâve taken inspiration from all overâROUNDS, Bople Battle, Brawlhalla, Duck Gameâyou name it!
But unlike some of those other games, Hitmen Havoc lets you party with up to 8 players. No more capping the fun at 2 or 4âwe're going all in.
Ever been playing with friends and suddenly someone leaves? Or worse, someone joins and youâve now got an odd number? No worriesâour fast-paced matches mean they can hop in and be shooting you (or saving you) within seconds. Weâve got loads of match options to customize your experience however you want:
Snipers-only instant kill mode? Done.
Team Deathmatch with bots to even things out? Yep, weâve got that too.
Knockout melee-only mode? We got you!
Want to cause chaos with custom rules? Go for it!
And hereâs the best part: there are no microtransactions, no battle passes, no gems, and no loot boxes. Just pure, unfiltered fun. Buy the game to unlock all characters or keep playing the free demo while playing with friends who own the full versionâyour choice!
If youâre cool with some mild cartoony violence, younger gamers can join in the fun too.
A huge thank you to everyone who tested, reported bugs, and gave us feedbackâyouâre the real MVPs. We couldnât have made it this far without you!