I'm thrilled to share a major milestone in the creation of my cave exploration game — the completion of one of the most breathtaking locations: The Cathedral Dome Cavern.
This vast, high-ceilinged chamber is one of the largest spaces in the cave system. As you step into it, you’ll feel the awe of standing in nature’s version of a cathedral — complete with a still, underground lake and massive stone formations that echo with ancient silence. Building this space was a joy, and it quickly became one of my favorite areas in the game.
It’s not just big — it’s majestic. Light plays off the rock in subtle ways, and as you look up into the dome, you’ll catch your breath at the scale and quiet beauty of it all. The ambient soundtrack here features soft, droning tones and haunting vocal harmonies to emphasize the emotional weight of the space. It’s meant to make you stop, listen, and just be for a moment.
This is the first of several key locations that will define your journey through the caves — each one unique, each one carefully crafted.
Thank you for following along with development. Wishlist the game if you haven’t yet — and stay tuned, because there’s much more to come.
Character Designs: We've revamped the character designs for Saye, Elis, and Roza in the dialogue boxes. They now look sharper and more aligned with their personalities!
Gameplay & Story Tweaks: We've made small but impactful changes to gameplay and the storyline to improve the overall experience.
We're putting in a lot of effort to complete the story and finalize the game, and we appreciate your support during this journey. We're working hard to make Anomalistic Revolution the best it can be!
Make sure to follow us for more updates. Thank you for your continued support!
Today marked 3 weeks since Erenshor has launched! I am so excited to continue to pursue this dream, and you’ve all made it possible. The reception of Erenshor has FAR exceeded my expectations. I know I say ‘thank you’ a lot, but… THANK YOU for your continued support of Erenshor through your reviews, your feedback, and your kind words sent my way.
There’s some news to share: I will be showcasing Erenshor at PAX East this week from May 8th - 10th alongside my good friend - and Erenshor marketing lead - Richard. We've been invited to display at a booth hosted by MAGIC Spell Studios who have been supporters of Erenshor from nearly the beginning.
With the travel coming up this week, Erenshor will be without patches and updates for a few days - the game is in a stable place now so I’m going to leave it as it is until I get back and dive back in.
We've come a really long way based on your feedback so far, and I really appreciate the time you all have taken to share thoughts and ideas. The community has helped shape Erenshor from the beginning, and I can't wait to stay on that trend as development continues.
Please feel free to continue reporting bugs and issues, asking about issues in discord, and I hope you all keep enjoying the game.
Hopefully I get to meet some of you this coming week! -Brian
I’ve updated the visual side of the game: improved color correction and added post-processing effects. Digging is now even more enjoyable. Check it out and let me know what you think!
Thanks so much for all your feedback so far on our v2.50 update. I've addressed most of the issues you reported over the weekend and will continue reading feedback and making adjustments.
v2.51.0 Release Notes
Fixed bug where Traditional Mode wasn't working for Novice, Advanced and Hardcore difficulties (only on Descent).
Fixed bug where Traveling Salesman did not start with 1000 shop gold as he was supposed to.
Fixed bug where entering map areas containing Alchemy Tables was throwing a continuous exception because the Alchemy Table necessary for the encounter was being bulldozed by the dirt road running through the map. These spaces are now flagged as protected so that the Alchemy Table is no longer removed.
Fixed bug where the demo version of Abalon was still using the old procedural curation algorithm and thus populating the dungeon with encounters that are incompatible with the dungeon and resulted in exceptions being thrown.
Fixed bug where Spider Capture encounter in the Steam Demo threw exception when attempting to enter. This encounter was not intended to spawn, but if has already, it will now work correctly.
Fixed bug where the prompt header for shop was overlapping with the shopkeeper gold in desktop layout. Moved the shopkeeper gold UI to the bottom of screen to prevent overlap.
Fixed bug where shop header was not displaying correctly for Turkish (again) - thanks Excolion!
Fixed bug with translation on the Cursed Coin. This ability changed from previous versions: "The last enemy defeated drops 60 gold" to "Defeated Elites drop 180 gold. Excludes Nemesis".
Fixed bug where players returning to Abalon from older saved world versions could trigger errors when attempting to spawn an encounter that included a guardian.
Fixed bug where fast traveling to certain rooms resulted in exception being thrown.
Fixed bug where lore scrolls could be lost when the early level encounter protection system swaps a fate encounter with a minion encounter that has lore because the lore wasn't be transferred to the new map. (Thanks SpoopyLog)
Fixed bug where lore scrolls could be hidden on minion or elite encounters that are truncated due to other minion/elite encounters being available in other worlds and/or because the Sandpit Arena replaces one of the minion encounters. Additionally, any scrolls that were missing (due to a bug) will now be re-hidden at a new location inside a barrel or crate that is regenerated if necessary. (Thanks Sinzar)
Balance Dreadnought armor no longer applies the "Dreadnought" and "Demon" unit types to the character wearing it.
Balance Wizard Hat no longer has the "Mage" attribute required so that any character can use it.
Fixed bug where AI sync error resulted from ambush encounters not being cleared and the AI therefore not having access to the ambush encounter traits.
Balance Ambush status on ambush encounters will no longer be cleared from the map when retreating. Instead, enemies of ambush maps will convert back into neutral so that the map can be setup as an ambush once again when the player returns to it.
Fixed bug where disposed unitViews could still attempt to updateStatusEffects throwing an exception.
Fixed bug where a status bug could occur specifically for players with a numerical based username. (Thanks 552760268)
Fixed bug where Yellowjackets in Yellowjacket Nest encounter could spawn outside of the playable map area.
Fixed bug where attacking a barrel on the outskirts of a Yellowjacket Nest encounter, then entering the map, could result in the playable map area being reduced to a 5x5 grid around the player's hero, guardians running away, and numerous sync errors occurring. (Thanks KagitarShadowscale)
Balance Adjusted the new Yellowjacket Nest encounter so that it now spawns a maximum number of waves (3-5) based on the current chapter (1-3). The number of waves defeated is preserved even if you retreat. (Thanks sugabuns and ink)
Fixed bug where AI sync error could occur when attempting to free a captured unit during a guardian rescue event. (Thanks Sinzar)
Balance Adjusted the "No equipment removal" during battle so that weapons are excluded. You can now unequip weapons without having to swap. (Thanks Rhubarb314)
Fixed bug where Hellhound puppy was always fetching the same card instead of different cards. (Thanks ThoughtfulToffee and BenLagging)
Fixed bug where chapter stat tracking error was preventing some players from being able to login to their accounts. (Thanks GladiusMortis)
Showing Your Support
Many of our players have asked me for a way to help support the continued development of Abalon, so I setup a "Buy Me a Coffee" page where you can make one-time or recurring contributions.
Reviews
Thanks so much for the additional reviews! We're now up to 442 out of 500 to hit my year-end goal. If you haven't left a review yet, I would greatly appreciate your support. Please share what you like about Abalon and where I can continue to improve and do better. And if I've addressed your feedback, please do update your review as well.
Thank you so much for your thoughtfulness and consideration :)
Hey folks! I know it's been a long time and I sincerely apologize for the late updates. As a sole proprietor of the project, there has been a lot of life events that have caused ups and downs on progress but great news is that, I've been working ever so vigorously on the project since last year on every bit of free time that I have access too.
The project has made massive progress and I wanted to thank all of you for taking the time to play Virvius and sharing your amazing feedback on the project in the discussions forum. With funding I managed to invest into the project to give it a much better texture design of the game. There's so much to do it's overwhelming! I am very pleased with the work but overall extremely happy with the project thus far in the last 4 years!
Within the next couple months I will be pushing an update that will overwrite the old build on steam. I will need every bit of help with any sort of problems that may popup with the game. I would also love to hear from you about the new update in the discussions. Thank you for your understanding and patience as I work to bring you a great boomer shooter experience!
Lastly,
as a small teaser, I will likely to starting episode 2 soon!
SimPlayer paladins were playing at a disadvantage. User reports have hinted at that, but I've found the cause!
Here's what's going live:
Fixed a bug where treasure maps could be interrupted and lost by targeting someone far away
Fixed a bug that caused SimPlayers to not gain the benefit they should from blocking
Adjusted SimPlayer Arcanists to have better aggro management against high level targets -if target is > 4 levels above SimPlayer, do not use major damage spells until it is at <95% life -SimPlayers will still apply status effects, taunts, etc