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  3. GRAVEN Early Access Patch #1 is now available!

GRAVEN Early Access Patch #1 is now available!



Thank you all for all of the fantastic feedback we've gotten over the past 5 days.
We're incredibly humbled by all of the feedback, suggestions, and criticism we've gotten this past week, and we truly take it all to heart.

As you might already know from reading this post, we've been hard at work since the initial release, working on a range of issues, features and new content requests.

We're super happy to be releasing the first Patch for GRAVEN.
The update includes a ton of fixes, tweaks and changes.

You can continue playing with your old saves, however you might experience some issues. Therefore we recommend starting with a fresh profile.

Let's start with a few highlights:
[h2]New Features[/h2]

  • We have enabled a Bug Report Tool - You can use it by pressing the "HOME" button.
  • We have added Key Door and Entry/Exit markers on the Maps
  • Environment Hazards have been added. You can now kick enemies into a Cheval De Frise to kill them
  • Kicking now consumes stamina. Kick impulse has also been increased
  • The Discharge Spell has been added to the game
  • Swamp Gas Hazards have been added. These can be ignited by using the Inflame spell
  • Skeletons are now more deadly. You can now destroy their shield using the Inflame spell.
  • We added proper ultrawide support, using a Ultrawide Correction slider. You can find the option under Graphics options.
  • Added Profile Name in the bottom right of the Main Menu, as well as automatically closing the Profile menu when you select a profile.
  • Added Shiny metal for 3Dfx mode.
  • Fixed Ability to revert scroll wheel.
  • Add a Popup with text, once you talk to the Ferryman after opening the library door, so the players know that this is the end of EA.

Check out the video below, for a small showcase of some of these new additions to the game:
[previewyoutube][/previewyoutube]
[h2]Bug Fixes and General Tweaks[/h2]

  • Saving and Exiting the game, now properly lets you go into the Brine Muskeg
  • The Peat Burner now has a proper description
  • You can now use the Inflame spell while your head is above water
  • You now respawn with 30hp
  • The Blacksmith has been made unavailable, as his main feature - Upgrading Spells and Weapons, wasn't ready yet. Therefore he served little purpose.
  • Number of Barrels and Crates has been limited. Loot drops have been limited from breakables.
  • Enemy Stunlock has been tweaked significantly, so enemies are harder to fight.
  • The Hints for the Turtle Pillar sequence has been placed closer to the Pillar.
  • The location of the turtle door is now hinted in the level.
  • Fixed issue where the game would crash if you spoke to the Blacksmith with a controller connected, or would spawn in a "White box" without any saves.
  • Fixed crash related to killing skeletons.
  • Fixed issue where you would get more than 100% secrets.
  • Added missing animations for Peat Burner's secondary fire
  • H1L2 - Fixed inverted normals on mesh and wooden boards not breaking.
  • Added SFX to new PeatBurner secondary animation montage for alt-fire.
  • Tweaked audio volume level for PeatBrick pickup SFX.
  • Revised EA concluding text.
  • Adjusted resonating breakable material in Lice Slough.
  • Falling through water when hitting geometry while trying to jump out of the water no longer happens.
  • Projectile Range for Deacons and Cuff Arrow Skeletons has been increased
  • Enemies are now overall more agressive, and stunlock less
  • Made it harder to jump out of the boat before you reach the docks
  • Slightly increased the Enemy Kick range. Kicking enemies off ledges is now also a more viable strategy
  • Tweaked turtle key pickup text to lead the player to the water
  • Substantially lowered drop rate values, deleted some drop opportunities entirely.
  • Added double resolution Gargoyle textures to better fit environment density when upscaled in various maps
  • Stripped loot table values from several breakables.
  • Moved Cuff Arrow Pickup to guard just before Brine Muskeg entrance.
  • Updated one of turtle puzzle hints so that there is only one possibility for the bottom piece
  • Revised inventory descriptions to use relative language instead of hard numbers
  • Fixed low lightmap res on intro tunnel and dock tower doorframe.
  • Adjusted flinch, shock, burn values for most enemies available
  • Removed a misleading lore scrap
  • Tweaked inflame range slightly
  • Tweaked inflame particle
  • Tweaked Lichanthropes
  • Player no longer collides with chopped off heads
  • Surfaced blood on 3dfx chrome effect. Added metal mask texture for shortsword
  • Fixed Flying broken bedframe in hub town
  • Changed Concurrency setting for player dirt SFX that plays when landing
  • Fixed main menu broken scale in 21:9
  • Fixed orientation of spell pickup meshes in the UI
  • Improved leap arc / animation playback for the Lichanthrope.
  • Improved range and speed of Peat Totem
  • Decals are no longer projected on to the player model
  • Potions are now limited to 9
  • Fix main menu quit button having wrong localized text
  • Add "Can't pickup" health potions text
  • Fixed pickups disappearing when they can't be picked up but still overlapped
  • H1L2 - Added extra wood structure at the broken staircase fall in Clotted Avenues.
  • H1L0 - Replaced Apothecary house with new mesh.
  • Added more omph to kicking


Furthermore, we're also happy to reveal the full early access roadmap for GRAVEN.
The roadmap reveals what we plan on adding to the game over the duration of early access through 2021.

You can find the roadmap below:

We will continue to update the game further based on your feedback, and we're looking so much forward to being able to release the next big Content Update!
Thanks for supporting GRAVEN everyone!