Idle Champions of the Forgotten Realms - Idle Champions


Welcome to the Event Augment preview for Feast of the Moon!

Feast of the Moon returns on Wednesday, November 5th. The third event of Year 9 introduces a follower of the Arch-hag Baba Yaga Skylla, brings a rework to Farideh's sister, Havilar, and features these returning Event Augments:

Feast of the Moon 9 Event Augments

  • Augment 1: Golden Weekly Offers (Returning Augment)

    Description: One of your weekly offers will be Golden during this event. Golden offers provide an additional 10% discount! The Golden tag persists when an offer is rerolled.
  • Augment 2: Auto-Blacksmith (Returning Augment)

    Description: Event Champions whose recruitment adventure or variants you complete gain common rarity equipment in all slots if they don't already have better. Every tier two or higher event variant completed automatically applies 100 Tiny Blacksmithing Contracts to the variant's Champion's equipment for free!
  • Augment 3: Worth Waiting For (Returning Augment)

    Description: Completing tier 2+ variants for the reworked Champion and Champions in the flex slots unlocked with Time Gate Pieces or Boon Levels awards double Chests.
  • Augment 4: Boon Enhancements (Returning Augment)

    Description: An additional boon buff at each level increases the damage of your formation for each Debuff or Control Champion in it, stacking additively.
Augment Feedback

What do you think?

Tell us about your experiences with Augments in Idle Champions. The best way for us to hear your feedback would be for you to join our community on an officially-supported platform:

Rift of the NecroDancer - BYG Maddie
Shovel Knight makes a double appearance!
See him in both Rift AND Crypt of the NecroDancer

Folks, when I tell you the team has been cooking, I mean we’ve been cooking up a full course menu from appetizer to dessert today.

For our appetizer, we’ve got the Profile Update in Rift. We talked about it a couple of days back, so catch up on those details here if you missed it.


For course one and two, we’re serving up the perfect dish for those with a taste for gallant, blue armoured, shovel wielding knights.

Rift of the NecroDancer: Shovel Knight Music Pack

Dig into the OFFICIAL Shovel Knight Music Pack featuring SIX new Rhythm Rifts by Jake Kaufman:

Pick up the full music pack for 25% off!

https://store.steampowered.com/bundle/60264/Rift_of_the_NecroDancer_Shovel_Knight_Music_Pack

Crypt of the NecroDancer: Shovel Knight Character DLC

Shovel Knight digs into the Crypt! Use any shovel at hand to spring from enemy to enemy, unearth treasure, and carve shortcuts deeper into the dungeon! The more you pogo, the stronger your attacks are.

Descend the dungeon to the beat of 15 tracks from Shovel Knight’s original soundtrack by Jake “Virt” Kaufman and Manami Matsumae.

https://store.steampowered.com/app/3884150/Crypt_of_the_NecroDancer_Shovel_Knight_Character_DLC


And finally, for dessert, we’ll be adding a FREE UNBEATABLE track to Rift to celebrate UNBEATABLE’s launch on November 6. UNBEATABLE is also adding a couple of free Rift tracks into their game too. We’re SO psyched to be a part of their launch!


That’s what we’ve got for you today! To celebrate this special launch, we have a Weekend Deal and Franchise Sale set up with Steam. You can access all the things we have available at

Check out the full franchise sale!

Hidden treasures await – in more places than you might think. 🪙👀 

Until next time!


Patch 1.10.0 Changelog

🆕 New Content and Features
  • Added Rift Profiles

    • Unlock cool items as you play, then equip them to show off on the leaderboards!

    • Four elements to change - Portraits, Badges, Name Flairs, and Frames

    • Items unlock retroactively, so head to the Extras menu to check out what you've unlocked already!

  • Added new Shovel Knight DLC tracks

    • See above for a songlist!

  • Added a 'Play Track' option to Practice Mode

    • It's now possible to pause during Practice Mode and select 'Play Track' from the menu to return to normal gameplay

🔁 Changes
  • Updated Intensity Ratings across all Rhythm Rifts

    • All intensities have been rebalanced to better account for DLC track difficulty when compared to base game tracks

    • Feedback very welcome via the bug reporter and our Discord server!

  • Changed leaderboard layouts to accommodate Rift Profiles

    • Badges and Name Flairs are displayed for all users

    • The top three entries on the expanded leaderboard additionally display the full character portrait and frame

  • Changed 'Quick Restart' hotkey to work in the Pause menu, Game Over screen and Results screen

⚒️ Fixes
  • Fixed an issue that could cause invalid entries to appear on the leaderboards if internet connection was interrupted or slow

  • Fixed an incorrect voice line playing on the results screen when failing a track by misinputting before the first enemy while the 'Coda' modifier is enabled

A Long Survive - schenkal
Soldiers, it is time.

While we would need a little bit more time for Steam VR development, A Long Survive has just launched on Meta Quest!

We know that this is not the best experience for you, Steam players. But we are committed to giving you the best experience possible on Steam!

Thank you so much for your support!


Join the Space Corp Today

It is not going to be an easy task; you will need friends - some friends to rely on. Enlist today, we need you, Soldier.

Space Corp Community: https://alongsurvive.com/discord

Check out our official links below!
Twitter Discord Instagram YouTube Website

Winter Survival - Sewek
What’s Next for Winter Survival? ❄️

Hey, survivors! 🐻

With the full release slowly but surely approaching, we thought that it’s high time to talk a little bit about what you can expect before Winter Survival leaves Early Access on November 19th, 2025. Let’s dive straight into it, shall we? 👀

First of all, on behalf of the entire DRAGO entertainment team I’d like to thank you for the amount of feedback we’ve received recently. We’ve checked your reviews, steam discussions, social media comments and of course your messages on our official discord server and we wanted to let you know that we hear you loud and clear. In regards to this feedback, we’ve decided that one more crucial update is needed before the full release that deals with some of the pesky issues that you’ve faced. Let’s explore what in particular you can expect in the upcoming update👇

Reworked Animal AI 🐺 

We’ve given our wildlife a serious brain upgrade. Animals now react more naturally to their surroundings and the player’s actions. You can also expect much more clarity with the reworked animal AI. In the case of wolves for instance, they should give you a clear warning bark before jumping on you. In general, expect encounters to feel more dynamic, challenging, and realistic.

Slow Motion Before the Impale ⚔️

Listen… We really know that sometimes combat can get really intense, especially if you’re fighting with a pack of wolves which separates you from a tasty meal. To make that fight a little bit easier and readable we’re working on a slow-motion effect just before the impale on the survivalist difficulty level. Right now it should give you much more time to react, making the fight smoother and responsive. Check it out below how it looks right now, and let us know what you think about that upcoming change in the comments.

Improved Performance ⚙️ 

Now into the more tech-savvy stuff we go. We’ve seen a lot of comments from you that you’ve experienced FPS drops in several areas of the game. With this update we’ve put a lot of emphasis on making the game run better. Rest assured, our team is still working hard to make some improvements in terms of optimization, so keep those comments coming if you experience frame drops within the game. 

Bug Fixes & Stability🐞

Well… It wouldn’t be a proper update without fixing some bugs as well, right? And that’s all thanks to your bug reports that have been instrumental in helping us prioritize fixes. As soon as the update goes live, we will have a full list of fixes for your reference. Until then, stay tuned for more! 

Stay up-to-date 📰

And that’s it! So, how do you like the changes coming in the next patch? Would you like to see some more? Are there any specific areas of the game that you would like to have improved or changed maybe? Don’t hesitate and leave your comment below. If you want to help us shape the game and future updates just like you’ve done already, consider leaving the review for Winter Survival. It helps us continue following our journey and make the game even more enjoyable for everyone! 

Last but not least, if you want to stay in the loop of everything Winter Survival and you want to be notified as soon as the game leaves Early Access (once again let me remind you – November 19th, 2025) wishlist the game now! 🔥Until the next devlog, survivors! ❄️

https://store.steampowered.com/app/1394960/Winter_Survival/~Sewek 

FAKEBOOK - banjihagames.steam

Hello, this is BanjihaGames, the dev team of Fakebook.

At the end of last year, after Fakebook’s release,
We’re grateful for all the attention Fakebook received.

Thanks to everyone who played Fakebook,
we were able to earn recognition in various competitions and showcases.

Before and shortly after launch, Fakebook was nominated in the Experimental and Social Impact categories at BIC Festival, selected as Beaver Featured at Burning Beaver 2024, and won Grand Prize at the Indieple Awards.

After we launched Fakebook—and since then we’ve even exhibited at the global game show BitSummit, as well as presented the game at multiple competitions and showcases. We’ve recently begun to see the results of those efforts.

We’re incredibly grateful to share that Fakebook won the Grand Prize at the 2025 Seoul Game Contest, placed TOP 3 at IndieCraft, and received a Partner Special Award at GIGDC (Global Indie Game Development Contest).

We know these honors are entirely thanks to everyone who played and supported Fakebook.

To share our gratitude and celebrate, we’re running a 25% off sale for about two weeks.

If you haven’t tried Fakebook yet, we’d be thankful if you gave it a shot during this period.
And if you’ve already played, recommending it to friends would mean the world to us.

We’ll keep doing our best as an indie game dev team to repay your support with fresh and fun games.

Once again, thank you all. we’ll work even harder!

With gratitude,
BanjihaGames

Legacy: Steel & Sorcery - Klaus
🚨 Server Maintenance - October 30th 🚨

The servers will be down for scheduled maintenance today from 10:00 AM to 11:00 AM PDT. For other time zones, this translates to:

  • 5:00 PM to 6:00 PM UTC

  • 1:00 PM to 2:00 PM EST

Fixed an issue causing players to be disconnected from game servers

Twitch Drops Return for Season 3! 🎃

We’re bringing Twitch Drops back, this time with a spooky twist! Starting October 24th at 1PM PDT and running through November 3rd at 1PM PDT, you can earn exclusive seasonal rewards just by watching your favorite Legacy: Steel & Sorcery streams.

This campaign includes three unique reward crates: the Spiritbound Crate, Haunted Harvest Box, and the All Hallows Hoard, each packed with items like potions, Goblin Vouchers, the Haunted Gourd Backpack, and even the Infernal Armory.

All you need to do is tune in and watch to start unlocking rewards. Whether you’re chasing powerful gear, useful consumables, or Halloween-themed cosmetics, this drop event has something for everyone.

Don’t miss out; these rewards are only available during the event window, so mark your calendars and we’ll see you in chat!


Season 3 is now live!

https://store.steampowered.com/app/2344320/Legacy_Steel__Sorcery/

Castle Dornstein - mono

Greetings, travelers! And Happy Halloween! This is Steve here to answer a few questions and give everyone an update on Castle Dornstein.

What’s the status of Castle Dornstein?

We’ve made great progress these last few months. In fact, the game is nearly finished (at least in rough form). As we complete the artwork and animations, we’ll look toward casting our voice actors and entering the final phase of production.

When will the game be released?

The second half of 2026. Official release date TBD.

How spooky is Castle Dornstein?

Castle Dornstein is a gothic mystery. You can expect a spooky atmosphere and lots of tension as you explore the castle at night and unravel a dark mystery.

And while I wouldn’t call the game ‘horror’ exactly, it does take influence from some classic gothic horror. There won’t be jump scares or zombies, but there will be bumps in the night and disturbing revelations.

How are you celebrating Halloween?

By watching Sleepaway Camp for the hundredth time and eating candy corn until my stomach hurts.

Seen any good horror movies lately?

Weapons is one of my favorite movies of the year — horror or otherwise. Highly recommended.

And since it’s spooky season, I’m watching as many horror movies as I can. New or old, classic or obscure… anybody got any favorites? What’s the last one that creeped you out? Drop a recommendation in the comments.

That’s all for now! As always, follow us on our socials for more updates, and we’ll be back in the winter with another update!

Twitter:https://x.com/Digital_Mosaic1

https://x.com/Digital_Mosaic1

Bluesky:https://bsky.app/profile/digitalmosaicgames.bsky.social

https://bsky.app/profile/digitalmosaicgames.bsky.social

UNBEATABLE - LizPlaystack

We’re just one week away from the end of seven years.

Seven years ago, UNBEATABLE was barely an idea a couple of people talked about on the internet together. That became a game thanks to the work of a 30-odd group of programmers, musicians, sound designers, game designers, animators, 3D artists, concept artists, and producers holding it all together, and it comes out in 7 days. We've got a lot to share today as we start to prepare for that moment, so let's get right to it.

HOW MUCH DOES UNBEATABLE COST?

okay so please be patient and don’t just scroll to the bottom to find out because there’s a lot more here than that

A GENTLE REMINDER FOR THOSE WHO DON’T KNOW WHAT’S GOING ON

UNBEATABLE is a NARRATIVE RHYTHM ADVENTURE GAME with a full 6–8 hour campaign, with a beginning, middle, and end. You might like it!

Of course, UNBEATABLE is also a RHYTHM ARCADE GAME with endless replayability and an original base game tracklist consisting of over 60 playable songs exclusively made for the game all at launch.

But if that’s not enough for you…

You're GREEDY.

And you'll want to check out our newly revealed VARIETY FOLDER!

At launch, you'll be able to play 12 songs from other artists and games, in addition to the in-house soundtrack you were already getting:

Introducing three whole new collaborations with RIFT OF THE NECRODANCER, Spin Rhythm XD, and ROTAENO, and updated collaborations with both NOISZ STARLIVHT and NO STARIGHT ROADS. In addition, our musician Clara graciously provided us a single to include as a part of the base tracklist! Check out the specifics below:

  • \[NEW!] RIFT OF THE NECRODANCER COLLAB featuring both Disco Disaster and Om and On as playable tracks, as well as an unlockable menu palette inspired by the game,

  • \[NEW!] SPIN RHYTHM COLLAB, featuring both Twist Sound and Beyond the Heart (Broken Heart Mix) as playable tracks, as well as an unlockable menu palette inspired by the game,

  • \[NEW!] ROTAENO COLLAB, featuring both Cosmic Starter and K.Moe (VIP), as well as three unlockable menu palettes inspired by characters from Rotaeno,

  • \[NEW!] <3 from postergirlxoxo (one of our musicians, Clara)

  • \[UPDATED] NOISZ STARLIVHT Collab, featuring both the original short cuts of True / Done In Love as well as new full versions of the songs as playable tracks, as well as an unlockable menu palette inspired by Hakuno,

  • \[UPDATED] Low (featured in NO STRAIGHT ROADS) now includes a brand new STAR chart designed by both Cheryl Stelli and CHI XU. A menu palette inspired by Bunkbed Junction is also available as an unlock!

Together, the final base track list included in-game is 76 playable songs, and that will only increase after launch with both new collaborations and original songs in addition to paid DLC.

WAIT WHAT ABOUT THAT PAID DLC

Announcing the one more thing:

well, we're gonna do post-launch updates with songs so hold your horses, but there's also one more thing:

The UNBEATABLE Breakout Edition, available on PC at launch, with console versions coming later.

The Breakout Edition includes:

  • The base game! Imagine if it didn’t

  • FOUR brand new exclusive songs created in collaboration with Jamie Paige, Lena Raine, MEMODEMO, and past remixers DOG_NOISE, SoundCirclet, and Lumena-Tan

  • A bunch of extra back catalogue songs from UNBEATABLE director rj lake including tracks from I AM YOUR BEAST

  • That’s not even all the songs

  • 20+ additional arcade mode titles

  • 1 exclusive menu palette

I know how you feel about day-one DLC, Gamers. I Understand. But we want to be explicitly clear about what’s going on here. This isn’t “we cut stuff out of the game and told you to pay for it as if it was an extra.” These new songs do not exist without the DLC budget funding its creation, and we jumped at the opportunity to put this together once we realized we could do that.

Future DLCs will be looking to go even further than just song adds (expect extra characters, stages, and challenges!) but to do that we need to not be all-hands-on-deck on the actual game itself, which…we are…because it comes out in a week

ALL OF THE SONGS INCLUDED IN THE DLC
  • \[ORIGINAL] AFTERBURN by DOG_NOISE, SoundCirclet, Lumena-Tan and Alejandro Espinosa ft. Rachel Lake and easy girl PLUS AFTERBURNER, an alternate universe instrumental mix

  • \[ORIGINAL] SQUARE UP by Jamie Paige X peak divide

  • \[ORIGINAL] binary reasoning by Lena Raine X peak divide

  • \[ORIGINAL] goin' crazy by MEMODEMO x peak divide

  • \[VARIETY] Hotel Room 215 by Ponpoko in the Distance ft. Tenchio and postergirlxoxo

  • \[VARIETY] Dear Diary from I AM YOUR BEAST by rj lake ft. Rachel Lake

  • \[VARIETY] FORWARD OPERATING BASS from I AM YOUR BEAST by rj lake ft. Rachel Lake

  • \[VARIETY] Misery Index from Space Warlord Organ Trading Simulator by easy girl

  • \[VARIETY] Abab Kababbab by rj lake

  • \[VARIETY] Welcome to Slamtown by rj lake

Oh, also: UNBEATABLE Breakout Edition will be given out for free to crowdfunding backers who pledged for a copy of the game. It’s only fair!

Before you go, here are some comments we'd like to share from the artists featured in Breakout Edition:

PRICING

Now great! Say no more, you might say. Well, except about the game's price. We know you've been asking this for ages, so here's the answer:

UNBEATABLE Base Game --- 10% off at launch

USD 27.99 / EUR 27.77 / GBP 24.99

UNBEATABLE Breakout Edition Bundle --- 10% off

USD 37.98 / EUR 34.99 / GBP 33.98

There will also be bundles available at launch - for those who already own Rift of the Necrodancer, you'll receive a discount for buying our game! (And vice versa. Or maybe if you have neither, buy both together!)

OKAY, but when when is the game releasing?

Glad you asked. Here's the launch times for the game:

UNBEATABLE Base Game:

Steam/ PlayStation 5/ Xbox XS: Nov 6, 10am PT / 1 PM ET / 6pm GMT

UNBEATABLE Breakout Edition:

Steam: Nov 6, 10am PT / 1 PM ET / 6pm GMT

LOCALIZATION UPDATE

IMPORTANT for Chinese players: our Simplified Chinese localization will arrive post-launch. We want to ensure the quality is up to the standards people expect, and as a result made the difficult decision to push it back and not rush it into the day 1 release. UNBEATABLE will launch in English only, with additional languages coming in future updates. 

We know the demand for this game in other languages is high! We PLAN ON DOING THOSE. Everything is contingent on the game selling more than two copies, though

Okay, that was everything. (for now)

Thanks for being you. We'll see you soon.

<3 FROM D-CELL

Oaken Tower - Bocary
Greetings, Oaklings

This update is special - I have added some cool new features to the game!

Match history added to the game!

Your 10 latest matches are now accessible by clicking "History" in the bottom of the main menu!

You can even click each individual match to get into the End Game screen of that build and fight the oak etc.

New Feature: Build codes!

In the end game screen you can now copy your build code and share it with other players. They can then paste it in the end game screen to fight it (Like the Oak).

Fight the dev!

See if you can beat my late game shield build >:) Paste this code into the end-game screen:

=o0IvgFA+9uve5Tv85LcL8D9+BEY8DJwudyDpquPlyBUbz27gf36dGzvu7H4xyoHvkOD/fcAIr4BjMpMIBONG5thJzx0EIZGpTiWfsFNrnpRAqKY1gJ4MsCDRgaTmiHhe/HJZAObLTUGpzzQrHWjVLzgbhW8BF0POSLqkWSoDt72E0XssMeXyi7ZjVro4S99ONOxOxrcb1bkyj+ojI+6o469BHDZYZH3lWBPFW7JXRNIRfSlHrnhHcw0/2xo/3xrXLbqIs0YLZzSqxa/kMwWGFatiHTmMVpuGlHtCEffHQ9UXpOzJHAhgNX1kZBTgvLe0gddjLXOWCKnftSNGoo3+wWM2x0NgUHF7UbQ4F2Gs4ldosy5lbAuakPeA3SA+fbSSBVHH2chvCC08qSMVdFmvMSVXtUxHQFHlABA4i9CxIoNOV0kQm2JhQu5RNjioz5pgkXIiQHjef/oG9WO0FjrBDHIJy2anIiXLqXNIPUSJnRjkomxtqIKlRHKXIa735GO/GsD0mV7QAzwqtEVFzJe

Custom Mode

You can now go to settings and enable "Custom mode".

This will allow you to copy/paste builds throughout the game in Casual mode. With this feature enabled, you can do a live 1v1 against one of your friends. You can also copy all the build-codes every day from your entire run to have someone fight your run. See my latest video for reference!https://youtu.be/xlX8ADSWFi4?si=PpxD1cExB_dNVT77

In the future, there will be ways to compete live without sending these codes back and forth manually ;)

Balance:

🟢Cursed Tiara (Cursed): Dark --> Dark + Crystal | "Start of combat: Gain +1 bonus multicast per dark item" --> gain +5 bonus multicast.

🟢Solaris (Epic): 45 gold --> 40 gold.

🟢Petal Staff (Common): 4.3s CD --> 4.1s CD.

Other:

🔸Added the quick-concede button to The Oak fight. Added a link to the game Wiki page on the Main Menu.

🔸Improved the settings menu.

🔸You can no longer use CD-reduction potions on items with the lowest possible CD.

🔸Game version and mode is now displayed top-left in game.

🔸Added a link to the Wiki in the main menu (still unfinished).

Fixes:

🔸Mythic Rod 3-star no longer requires unique items as indicated by its text.

🔸Arrow indicators now correctly go away for 3-Star Modern Archery and Wardbinder.

🔸Upgrading Brass Knife with events no longer messes up its gold generation.

🔸3-Star Elvish Orb can now properly gain multicast as it states.

🔸Fixed Fire Orb typo. Tried to fix a bug where Petal Staff would display random damage numbers in the shop when hovered.

🔸3-Star Brew Today now also creates rainbow potions.

🔸Mythic Rod now says +6 DMG correctly on trigger.

🔸3-Star Nugget no longer shows trigger count.

Lastly: Remember Spooktober lasts until 2nd of november and will be gone on the 3rd.
Grab your limited Icons while you can!

//Bocary

Pathfinder: Abomination Vaults - Megabit Bruce

Hail, Pathfinders! 

The Abomination Vaults Adventure Path was the perfect choice for our first Pathfinder ARPG. Its sprawling mega dungeon, memorable bosses, and tightly packed encounters are tailor-made for action combat and exploration.

We sat down with Creative Director Wyatt Gray (WG) and Art Director Jonathan Dufresne (JD) to discuss why the team chose Abomination Vaults, how its narrative and design support fast-paced gameplay, and what it was like bringing this legendary Pathfinder adventure to life. 

 

Adventure Path Selection 

Q: What initially drew the team to Abomination Vaults

WG: Paizo allowed us to choose any Adventure Path. We explored a wide range, then narrowed it down to “mega-dungeons.” With Paizo’s guidance, we shortlisted five standout options in their history. 

 

Q: Were other Adventure Paths considered? Why choose this one?  

WG: We considered Emerald Spire, Thornkeep, the Dwarven Citadel, Zolurket, the Hollow Mountain, the Pyramid of Kamaria and the Red Redoubt. Abomination Vaults felt like the best fit: it’s modern (PF2E), still recent, and offered a compelling variety of environments and enemies for players to explore. 

Story & Setting Fit 

Q: How does the Abomination Vaults narrative fit hack-and-slash gameplay? 

WG: Having a single clear arch-villain at the bottom of the dungeon created a straightforward plot for our game, which is needed to keep the action moving forward. The array of cool bosses and the relatively linear layout of the dungeon all facilitate the kind of straightforward experience we wanted to offer.

Q: Which elements within the dungeon’s design suit fast-paced combat and exploration?

WG: The dungeons of the original adventure path are too small to support the fast-paced nature of our game, a player would clear them floors in a minutes compared to the hours needed to fully explore a level in the TTRPG format. But key areas and ideas from floors can be adapted to be both more straightforward and expansive.

The monsters translate well; we start by examining their abilities and attributes before adjusting them to offer a strong combat experience in the action format.

 

Bosses often need a few special moves to be appropriately epic and dynamic for an action game. Pathfinder combat can be relatively static, whereas we wanted to ensure that a boss could easily and consistently threaten all four heroes from anywhere on the battlefield. Expanding the boss’s move roster is almost always necessary to make that happen. 

Character & Encounter Variety 

Q: How do enemies and bosses provide diverse combat? 

WG: Many of the monsters and bosses of Pathfinder already have unique elements to their design which we lean into. We explore their lore, societal roles, and think about the combat roles we need, to reach final designs. 

Q: How does the Adventure Path support ARPG-style progression?

WG: The adventure path does not dictate the player progression or abilities beyond suggesting what level players should be at each level of the dungeon. We often discuss whether an XP or milestone system makes more sense for our progression. Each has its own benefits and drawbacks.

 

We look at the equipment used in the adventure path as a starting point then add our own. The loot of the adventure path doesn’t always fit the mechanics of our game, so we’ve adjusted it to better reflect items that are valuable and usable to the four heroes. Armor, weapons, magical accessories, and resources that they can utilize to power up, are spread around the dungeon. 

Dungeon & Environment Design

Q: How does the structure suit level design?

JD: The Abomination Vaults structure has minor impact on the procedural or handcrafted level pipeline, especially on the technical side. What it does offer is great inspiration and a chance to showcase our artists’ ability to create striking moments and visuals. The challenge is finding the balance between procedural generation and handcrafted design. We don’t want levels to feel repetitive, and the only way to push them to a truly polished state is by layering in a strong pass of handcrafted elements on top. 

Q: How do you use environmental storytelling?

WG: Environmental elements help us control the pace of the players. A dark hallway, poisonous fog, balance beam, quick puzzle, or destructible obstacle can be used to slow the players down, giving the heroes more time to chat or take in their surroundings before getting to the next encounter or plot point.

 

These same environmental elements can be used to create interest in an otherwise less exciting part of the level, like hiding a treasure chest or adding something to hold the players’ attention while they navigate down a long corridor. 

Challenges & Opportunities

Q: What challenges have the team faced so far in adapting Abomination Vaults to a hack-and-slash game?

WG: Adapting enemies and bosses to an action format can be challenging, as they often need some rework to feel properly exciting and threatening for a co-op action game.

The narrative and floor layouts also needed to be “linearized” from its more open-ended design in the books, where DMs are expected to adapt to the player’s manifold choices. We need to know what the players will do, where they will be, the order they will do things, to prevent the game’s scope from exploding. 

Developer Insights / Personal Reflections 

Q: What excited you most about translating the original adventure path into your game?

WG: The opportunity to brings these biomes to life, and the unique challenge of envisioning the hybridization of Pathfinder and action, have both been very exciting opportunities. 

JD: I also see a lot of excitement anytime we start working on a boss! From the concept phase all the way to in-game implementation, it’s always a blast. It’s really cool to see the team jump in with ability ideas the moment they get a look at the boss design from the book. And it’s even cooler to watch it come to life in-game only to completely destroy us in testing, haha! 

Bringing It All Together 

Translating Abomination Vaults into an action-packed, re-playable ARPG has been a journey of adaptation and creativity. By expanding dungeons, reimagining encounters, and leveraging environmental storytelling, we’ve created a living, breathing world that honors the spirit of the Adventure Path.

Sharpen your blades and ready your spells...the Abomination Vaults await. We can’t wait for you to explore its depths and experience this legendary adventure in an entirely new way when the game launches. Stay up to date on game news by joining the official Discord and following us on social media. 

 

~ The Pathfinder: Abomination Vaults Team

Discord | Twitter | Twitch | Facebook | Instagram| Bluesky | TikTok | {LINK REMOVED} | Wishlist on Steam 

 

 

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