Last Epoch - EHG_Kain
Hello Travelers, and welcome back for the fourth installment of Making Last Epoch! For today’s look at the world of game development within Eleventh Hour Games, we’re going to be taking a look at World Design and Narrative with our resident Lore Master and Lead Writer: Kyle Melberg. Kyle has made a couple of guest appearances on our weekly Developer streams to answer questions about the lore of Eterra, and today we’ll be talking about what exactly “World and Narrative” is, and the process behind creating the expansive universe in which all the loot, lizards, and groles reside.

World & Narrative vs. World Design

Let’s start off by getting an explanation of what exactly “World and Narrative”, and “World Design” are as concepts in game development, and what separates two aspects of design that come together to help form the player’s experience. Both of these aspects work together to answer the questions in a way that feels satisfying: Where is the player? What are they fighting? Why are they fighting? How is this communicated to the player?



“World and Narrative” is in simple terms, the setting the game takes place in and the story we are telling in this world. In turn, “World Design” is taking the setting and story we want to communicate, and answering the question of how to deliver this experience to the player. It is one thing to have a grand story and world in mind, but it is another thing entirely to express that to the audience.

World Design is the difference between running through a grey plane fighting featureless pill capsule shaped 3D objects vs fighting through the slums of Maj’elka against the Scalebane in order to secure the loyalty of your potential new ally Zerrick.

Creating History

Having covered what these concepts are, and their purpose within game design, lets jump into the process behind creating and implementing these aspects. For this, we’ve picked the recent Harbingers lore as an example, and are covering the process of their creation with Kyle.



The Harbingers began with a design goal. The larger design team identified that we needed a “Pinnacle Boss” encounter in the endgame portion of the game that could act as a clear goal for players that had reached our story campaign’s current endpoint.

From there the questions we had to answer were, “Who/What are we fighting?”, “Why are we fighting them?” and “How do we communicate this to the players?”. We chose the Harbingers initially for two main reasons.

Firstly, we knew that this “Pinnacle Boss” would act as the game’s final boss for an extended period of time, and out of our main enemy factions the Void stands out as the most important and thus most fitting for this role. Orobyss himself as an option was off the table due to reasons involving the yet to be released story chapters, thus we needed a group that could act as Orobyss’s most powerful servants.

Secondly, the Harbingers update was originally proposed as a more “lightweight” update with less resources directed towards it. These high tier Void enemies thus were pitched to be extremely powerful Void Knights serving Orobyss, now known as Harbingers, and would use Sentinel player models with unique armor in order to be efficient with modeling and animation time. It wasn’t long at all before we went with the direction of giving the Harbingers unique models. This increased the scope but it was a decision that ultimately resulted in a far more interesting set of encounters compared to the original plan.


(Aberroth went through a few name changes during development)

Parallel to this was the discussion of who should act as the leader of the Harbingers and thus be our “Pinnacle Boss”. While we were still considering existing and in-development assets as sources of reskins, the Forgotten Knight was one of the candidates. When it was determined that we would be making completely custom models for these new encounters that knocked the Forgotten Knight out of the running for that role (barring some brief considerations of her doing some sort of monstrous transformation before the fight), but her being involved stayed in the conversation.

We had kept the Forgotten Knight in our back pocket for a long time as this mysterious character with a connection to the Void, but were never entirely sure what to do with her once it came time for her to take center stage. In the early versions of the Harbingers storyline where she acted as a twist villain, she was still your guide through your encounters with the Harbingers, and this aspect remained part of the plan.

Now the question became “What is the Forgotten Knight’s role in this? Why is she helping the Traveler?” and from there answers began spinning out that answered other questions, from who our “Pinnacle Boss” is to the question of how and why we learn about the Harbingers from the Forgotten Knight and how this pushes the player further down this storyline. The final shape that coalesced from answering these questions was a story about a knight filled with regret and their redemption in the face of despair.

In short, it all starts with a goal and the questions that spin out from trying to fulfill that goal in an achievable way.

Lore within Limits

When World and Narrative meets World Design, there’s often considerations and concessions that need to be made. Even if you have the most compelling story to tell, you need to make sure it actually fits in with the gameplay flow, and acts to support the game as a whole. The ideas and concepts that come from World and Narrative all have to be filtered through World Design to reach the point where they are something that is communicated to the player rather than an ephemeral idea.



One of the most obvious areas where these sorts of considerations and concessions have to be made are places where the gameplay and expectations of the genre come into conflict with an idea. ARPGs are traditionally fast paced, where time not spent killing monsters and getting loot is at a minimum. An extended sequence in the port city of Thetima trying to broker passage to the nearby Isle of Storms would be something a vast majority of ARPG players blanch at, thus that sequence is kept brief so they can get back to the action as soon as possible.

This comes into play even outside of direct gameplay sequences like the above, and can shape the structure of the story itself. There was at one point a plan to make the gaining of your Mastery Class a much more involved experience, involving going into each character’s backstory in more depth before unlocking their new powers.

However, this sort of content would require five unique mini-chapters that each told a story that could be expressed in the fast, combat heavy ARPG style. Not to mention the question of how to handle multiplayer in these class specific scenarios where a group could consist of wildly different characters. This resulted in us backing away from the idea and in its place we have the current sequence that gets the new character options in the player’s hands quickly so they can return to combat and looting.

Above all, the gameplay that fans of the genre love takes precedence. Narrative and World Design’s goal is to come together to create a player experience that ARPG players enjoy.

Notes from the Loremaster

As part of the process of discussing Narrative and World Design with Kyle, we also asked a couple of questions to get some personal insight, and wanted to quickly share this insight from our resident Loremaster.



What’s your favorite piece of existing lore in Last Epoch?

The Forgotten Knight started as a reference only very early players and devs would get, she was added as a flavor NPC in End of Time around the same time that we scrapped the Knight class and replaced it with the Sentinel. For those unaware, the Knight was one of our female player characters at the time and the Void Knight Mastery was one of our earlier playable classes, one of the three available in our Kickstarter demo. As a tribute to the original Knight class, I added the Forgotten Knight as this Void Knight woman hanging around the End of Time with a cynical yet casual personality.

We had played with ideas on how to give her a larger role multiple times, but when we decided to make her a focal character in the Harbingers storyline I had a great time fleshing her out to be a fully realized person.

Over the course of the Harbinger storyline you get a new conversation with her with each new rank in the associated faction, and it was an exciting challenge to show her journey. From starting out cynical and closed off, to slowly starting to trust again, sliding back, and then finally finding it within herself to fight for her redemption.


How about a lore tease for Season 2: Tombs of the Erased?

As much as I love the Forgotten Knight, “Tombs of the Erased” will introduce a character that I had nearly as much fun writing. A character that has been referenced in some of the existing Weaver’s Will Uniques, and I’m very excited for players to get the opportunity to meet him face to mask.

Closing

We want to give a thank-you to Kyle for providing us with this look behind the scenes while being so busy closing out work for Tombs of the Erased. We hope you enjoyed this look at the Making of Last Epoch, and we’ll see you all again soon! We’re all very excited to start getting into the hype for the upcoming Season 2 of Last Epoch releasing on April 2nd!
Feb 17
Clearsight Eye Tracker - Viktor36
Free Demo

  • Launching on February 18th.
  • Download the free demo for a 7-day trial.
  • The trial begins when you launch the app for the first time.


Steam Integration

  • Added support for achievements and many other Steam-related features.
  • Verifying ownership of the game to prevent piracy.


GUI Updates

  • Updated early access message.
  • Added prompt for anonymous data collection.
  • Added notice dialog which pops up once free demo expires.


Bug Fixes

  • Fixed app not launching on Linux machines.

Completely Stretchy - eatchillis
Salutations fellow citizens of the Grombi Isles! 👋

We’ve been polishing up some Stretchy goodness for you all! Here is the latest patch for the game!

PATCH NOTES
Key Improvements
• Map fix for Ultrawide Monitors
• Hoverbike lean angles tweaked for a smoother racing experience.
• Hoverbike air control tweaks.
• Disaster now throws Bloop into helpful hint positions. How fortunate!
• Dialogue boxes for tutorials stay on screen better during tutorials.
• Webbo’s legs are now easier to hold and throw.
• Webbo’s legs no longer get stuck in draws.
• Library shelves moved for easier view of them filling up with rescued books.
Minor fixes
• Town pond dredged for a more relaxing swim.
• Alarm clock audio reduced in volume a bit.
• Post office invested in carpet.
• Satellite laptop now visually breaks (sorry Rodi!)
• Blorbs Webnet Café now has several new games installed.
• Splishi now shows you he wants to talk after you have learned to fish.
• Lab sabotage given some extra zap.
• Several new TV channels.
• Several Quest markers/visuals improved in the Industrial Zone

Happy New Year and Valentines!
- Warp Digital and Super Rare Games
malViolence - Definitive Edition - madocactus
To celebrate protoViolence participating in this year's Storyteller's Festival, the Violence series has just released its official social media presence! Both malViolence and protoViolence have also been updated with these new platforms - hence this update post!

Look forward to series updates, memes and other fun little goodies on BlueSky, Tumblr and Discord.

Thank you so much for supporting the Violence series, and I hope you enjoy these new places to talk about it!

-Mado
Dragon Eclipse ARENA - a.zasadny


Hey, Tamers!


Remember when we announced that we’d release the demo version of Dragon Eclipse ARENA on the 24th of February? Well… we changed our minds:

DRAGON ECLIPSE ARENA DEMO IS NOW LIVE!

Yes, that’s one week faster than expected. We just couldn’t wait for you to play!

Curious to know more? Take a look:



Dragon Eclipse ARENA is the ultimate auto-battler deckbuilding experience. Earn the right to call yourself a master Tamer by creating a powerful deck, figuring out amazing synergies, and beating all difficulty levels!


Start the game by picking your Tamer, each with a unique ability impacting the gameplay. Once you do that, it’s time to craft your starting deck, choosing from a shuffled choice of cards every run.


Test your squad in combat by taking auto-battles on a 3x3 grid, where the positioning and synergy of your Mystlings are key. Match 3 identical creatures to evolve them into stronger forms, unlocking new abilities and unleashing new powerful attacks!


Use the gold you gather to get stronger. Acquire Blessings, global boosts that last through the run. Find out your favorite combos to wipe bosses with ease!

What we have in stock, but in numbers:
  • 18 Mystlings (each able to evolve into a stronger form)
  • 31 Blessings (permanent buffs)
  • 21 skill cards
  • 2 Tamers
  • 6 regular enemy types
  • 5 powerful boss enemies
So gather your team of Mystlings and prevent the inevitable Eclipse from consuming the whole world!

Join our Discord server to chat about the game and provide feedback: https://discord.com/invite/X6WNQUUJnx

Good luck in your Tamer journey!

https://store.steampowered.com/app/3306940/Dragon_Eclipse_ARENA/
Bermuda Survivor - a.zasadny


Hey, Survivors!

Remember when we announced that the Demo version of Bermuda Survivor would go live on the 24th of February? Well… change of plans:

BERMUDA SURVIVOR DEMO IS NOW LIVE!

That’s right. We managed to get it shipped earlier than expected! After all, the faster you solve the Bermuda riddle, the better for the entire planet…

Watch the trailer and take a peek at what lurks on the island:



Get ready to experience a unique blend of bullet heaven and world exploration. Your goal is to survive the hordes of enemies and discover the secrets of the Bermuda Triangle. Each run will provide new unlockables, story bits, NPC-related quests, and optimal paths to achieve victory!


What makes Bermuda Survivor stand out is meaningful exploration. Unlike most similar games, the map layout is fixed, allowing you to master every corner and find the most efficient routes to succeed. Locked doors, shortcuts, and hidden paths await!


Remember that this demo version is only a tiny slice of what the game will become in the future! So, what to expect?
  • 1 island to explore
  • 12 doors & hidden paths to unlock
  • 7 ranged weapons
  • 4 melee weapons
  • 50 various abilities
  • 15 buff shrines
  • 4 regular enemy types
  • 1 powerful boss enemy
  • 1 faction to cooperate with
  • 6 NPCs
  • 3 quests
  • 3 "hub" locations (the main hub, the shop, and the research facility)
  • 3 destructible obstacles


Now, go ahead and try your luck as a Bermuda Survivor! Can you vanquish the horde and unravel the island’s secrets?


Join our Discord server to chat about the game and provide feedback: https://discord.com/invite/X6WNQUUJnx

Stay safe, stay alive!

https://store.steampowered.com/app/2800280/Bermuda_Survivor/

Nautical Survival - Idan
Ahoy, Sailors!
I'm excited to announce that Nautical Survival will be featured in the upcoming Steam Next Fest!

In one week, on Monday February 24th, Nautical Survival will be taking part in Steam's celebration of upcoming games. Join us for livestreams with content creators, and maybe get a chance to chat with me for a bit?

On a personal note, this is huge for me. It's been a challenging year to say the least and I want to thank all of you who supported the game, playtested it, shared feedback, and joined me on this wild ride. You will forever be a part of this project.

I’d like to take this opportunity to shout out more amazing content creators who have been championing Nautical Survival on their platforms lately. They’re fantastic creators and awesome people, and I highly recommend checking them out!
I mean it. Really, click all those links. NOW.

Wishlist and Join the Crew!
If you haven’t already, check out the demo. Also, please add the game to your wishlist! Wishlisting helps a ton with Steam visibility and keeps you updated on future updates. Join our Discord to share your thoughts, connect with the community, and help shape the game's future!



Stay afloat,
–Idan
Wartorn - SKSKevin

Hey everyone!

We have some exciting news—Wartorn will be part of Steam Next Fest this month, giving you an exclusive first look at our combat demo! From February 24 to March 3, you’ll have the chance to dive into Wartorn’s intense squad-based battles and experience elemental warfare firsthand.

This demo is designed to give you a taste of the core gameplay mechanics, highlighting the moment-to-moment combat that makes Wartorn both strategic and visceral. We’ve carefully chosen units, maps, and elemental interactions to showcase the variety and depth of our battles—but this is just the beginning of what’s to come!

What to Expect in the Combat Demo

This combat-focused demo will introduce you to some of the key mechanics of Wartorn’s real-time tactics gameplay, but it will not include the larger narrative, roguelite progression, or meta systems—we’re saving those for Early Access!

Here’s what you’ll get your hands on in Next Fest:

🔥 Dynamic Elemental Combat – Experiment with Fire, Lightning, Tar, Water, and Plant elements to create explosive combos, influence enemy movement, and manipulate the battlefield to best fit your strategy.

⚔️ 11 Unique Unit Types – Each battle will offer different squad rewards, meaning you might need multiple runs to experience all of them!

Units include:
  • Elf Bolt Mage
  • Elf Rainmaker
  • Goblin Grenadier
  • Goblin Limb Thrasher Rabble
  • Goblin Angry Mob
  • Goblin Novice Brewer
  • Human Vanguard Spearmen
  • Styg Fire Acolyte
  • Styg Ichor Defender
  • Pheign Heartwood Stomper
  • Troll Club Clomper


👑 Playable Hero Squad: Yara & Elani – These elven sisters lead the charge with powerful and unique abilities. Do not let your heroes die… if they do, you will fail!

🌍 Four Battle Maps in a Single Biome – Get a taste of the diverse environments of the isles of Talaur, with fully destructible battlefields that make every fight dynamic and unpredictable.

🎲 Randomized Battle Rewards – After each victory, you’ll unlock new squad members, giving you the chance to experiment with different team compositions. (In Early Access, rewards will include upgrades, passive/active abilities, and resources to shape your journey.)

Slow Down Time - With the slow-time feature (space-bar), even the most complex scenarios are approachable, allowing players to slow down, analyze the chaos, and issue precise commands, adapting gameplay to suit their pace.

👀 Work-in-Progress HUD & Controls – We want your feedback! The HUD is still evolving, and we’ll be monitoring community input to make it the best it can be before Early Access.



What’s Not in the Demo

To set expectations, this Next Fest demo is laser-focused on combat, meaning some of the full game’s deeper mechanics aren’t included just yet:

The Narrative & Story Setup – You won’t see why Yara and Elani are fighting or how their journey unfolds—but rest assured, a rich, emotional story awaits in the full game!

Roguelite Progression – The meta-game and long-term upgrades, like unlocking persistent abilities, squad veterancy, or story-driven progression, aren’t here yet.

Caravan Management – In the full game, this is where you’ll manage and swap squads for each run, assign trinkets, and apply veterancy upgrades—but it won’t be accessible in this demo.

Boss Battles – The full game will feature challenging boss encounters, but we’re holding those back for Early Access!

We Need Your Feedback!

Next Fest isn’t just about letting you play—it’s our chance to hear from you! We’ll have a Discord section set up just for demo feedback, so let us know what you think about:

Controls & UI – Does everything feel intuitive? Are there improvements you’d like to see?

Combat Balance – Which units feel powerful? Which could use some tweaks?

Overall Feel – What excites you most? What would make Wartorn even better?

This is just the first step in making Wartorn the best game it can be, and your input will shape the future of the game as we head toward Early Access.

Join the Official Wartorn Discord

Wishlist & Get Ready to Fight!

The Next Fest Wartorn Combat Demo will be available beginning on February 24, and we can’t wait for you to try it. Be sure to wishlist the game on Steam and join our Discord to share your thoughts after playing.

https://store.steampowered.com/app/1296660/Wartorn/

This is just the beginning of the adventure—see you in the Wartorn isles of Talaur!

🔥 The Wartorn Development Team 🔥
protoViolence - Definitive Edition - madocactus
To celebrate protoViolence participating in this year's Storyteller's Festival, the Violence series has just released its official social media presence! Both malViolence and protoViolence have also been updated with these new platforms - hence this update post!

Look forward to series updates, memes and other fun little goodies on BlueSky, Tumblr and Discord.

Thank you so much for supporting the Violence series, and I hope you enjoy these new places to talk about it!

-Mado


Kingdom Come: Deliverance II - PLAION_CM

A scripted live-action series starring Tom McKay and Luke Dale, the lead actors of KCD II, bringing their Henry & Hans buddy chemistry from 1403 into a modern-day setting.

The last cut is the deepest. Tom and Luke visit the Warhorse offices one last time after nearly ten years of intensive work. But a grand and heart-warming closure doesn’t seem to be on the menu, given that the Creative Director is busy auditioning for "New Henry and Hans" at the time of their arrival...

KCD II Live Action Credits:
Written and Directed by: Vítek Mičke
Executive Producer: Denisa Špetlová
Director of Photography: Petr Špetla
Editor: Petr Špetla
Music: Jan Valta
Additional Music: Adam Sporka
Tom / Henry: Tom McKay
Luke / Hans: Luke Dale
Chief Executive Receptionist: Martin Frývaldský
Dan Vávra: Dan Vávra
Narrator: Alex Montyro
Script Editor: Richard Malatinský
Assistant Director: Jakub Dohnal

Kingdom Come: Deliverance II is OUT NOW.
https://store.steampowered.com/app/1771300/Kingdom_Come_Deliverance_II/
...