Der verwundete Bandit wird beiseite geräumt, wenn man Meisteralchemist ist. Er hat sein Schicksal erfüllt.
Der Anglerelf vor der Höhle Murtha verkauft nun auch Köder, wenn er schon so eine freche Sammelaufgabe hat.
Fehlerbehebung
Die Eisrutschpartie unter der Berghütte war immer noch zu gefährlich und fehlerhaft. Der Kristall ist wieder da, damit die Mechanik in einem einfachen Fall erklärt wird und tatsächlich - man glaubt es kaum - sollte funktionieren. Eishöhlen sollte man sowieso auf eigene Gefahr betreten.
🛠️ Nordhold 1.0.6 is live on the BETA – Come test the latest update!
A Big Beta Update is Here – New Banner, Relics, and More!
The Nordhold Beta just got a major update: Version 1.0.6 is now live and ready for testing! This is a big step forward for the game – new content, balance tweaks, bug fixes, performance improvements – and we need YOU to help us test it.
⚠️ Reminder: This is a BETA – Expect Bugs!
The beta gives you early access to features that aren’t in the main game yet. It’s an experimental space – so expect the unexpected, and please share your feedback! Your insights will help us make Nordhold even better.
We're here with the final status update before the release. We're ready to share the episode, but we've reached a point where the status updates are all pretty much the same. I ran out of things to write about three updates ago.
We've now finished all the scenes and rendered almost all of them. What's left to do is code and polish the script while we wait for the animations to render. This is taking quite a long time, especially with the ones that have 600 frames. So far, we have over 30 animations at 60 fps, each with at least 200 frames. Random Previews:
I’d love to hear what you think - your feedback is incredibly important. If you enjoy it, show some love: wishlist, share, and spread the word during the upcoming Steam Next Fest!
This moment means a lot to me. Thanks for being part of it. Now go play - and have a blast.
Hi, everyone! We've released a small patch to address some of the issues that have surfaced with the 1.0 launch update. Please check below for more details:
Fixed an issue where the game could crash when loading global options.
Fixed an issue where certain achievements were not unlocking as intended.
Thank you for your patience and support! As always, please continue to share your feedback and report any issues you've encountered. Submitting bugs via our Player Support page or the #bug-submit channel in our Discord channel help the team tremendously. Have a great week!
Working on the Six Ages games was amazing. It gave me a chance to revisit King of Dragon Pass’s genre of narrative strategy games. And another chance to explore Greg Stafford’s richly detailed world of Glorantha. To say nothing about working with a talented creative team.
It’s also touching how many of you have enjoyed the games and would like another. We really appreciate it.
So it wasn’t easy to step away, but I’m excited to try something different for my next project. Instead of a narrative strategy game set in Glorantha, it’s a tactical narrative game in a new setting. But a lot of the core elements will be the same, the ingredients that combine to make interesting stories. You’ll still direct a set of characters with their own personalities and goals. Mythology is still at the heart of the game, which will draw on some of our oldest epics. This will help give the stories layers of meaning. Procedural generation means that each playthrough will be different. And of course your choices matter.
A big reason to set aside Six Ages was how long the games take to create. I had hoped that the second game would be much quicker to make, since all the infrastructure would be in place. That was true—I didn’t have to create a user interface or a scripting language or a system for automated testing—but it didn’t account for the fact that the story would be longer, and thus take longer to write, illustrate, and test. Six Ages: Ride Like the Wind took nearly 4 years to create. Six Ages 2: Lights Going Out took nearly 5 years.
So I’m hoping that by switching gears I can get a game out before 2028. I should be able to share more in upcoming months. Sign up to our mailing list (hosted by our publisher) or follow A Sharp on Mastodon to find out.