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Shades Of Rayna News

Patch Notes 1.2.0.1 - 1.2.0.2

[p][/p][p][/p][p]You can join Discord server here.[/p][p][/p][p][/p][p]Shades of Rayna Update 1.2.0.1[/p][p][/p][p]-Fixed the problem with event pass.[/p][p]-Fixed the problem with leaderboards.[/p][p]-Fixed the problem with ultimate input key.[/p][p]-Fixed the problem with Ranger's Windrush passive skill stack.[/p][p]-Fixed the problem with ultimate skill drops not working with magnet.[/p][p][/p][p][/p][p]Shades of Rayna Update 1.2.0.2[/p][p][/p][p]-Ultimate damages now scale with highest damage attack, not the base damage stat.[/p][p]-Increased Ghostwalk Rupture duration from 2 seconds to 4 seconds.[/p][p]-Fixed the problem with the second page of event pass.[/p][p]-Fixed the problem with ultimate charge sound.[/p][p]-Fixed the problem with Execution Chain ultimate.[/p][p]-Fixed the invulnerability problem with Ghostwalk Rupture ultimate.[/p]

Patch Notes 1.2.0.0

[p][/p][p][/p][p]You can join Discord server here.
[/p][p]
Shades of Rayna Update 1.2.0.0[/p][p][/p][p]-Added new feature: Ultimate Skills.[/p][p]-Event pass for the new season: No cosmetic items.[/p][p]-Attribute upgrade penalties now only apply on every 5 levels.[/p][p]-Increased lootpod reward count scaling with difficulty.[/p][p]-Decreased anniversary shop reward costs.[/p][p]-Increased damage value of Dragonheart Prowess relic from 25 to 75.[/p][p]-Ranger's Volley passive now pierces 1 more enemy, total of 2.[/p][p]-Fixed loot spawn of high tier items, such as riftstones.[/p][p]-Increased loot spawn count and chance from mobs.[/p][p]-Increased the health of pinnacle bosses because of the effect of ultimate skills.[/p]

New Feature: Ultimate Skills

[p][/p][p][/p][p]You can join Discord server here.[/p][p][/p][p]Ultimate skills will be added to the game with the next season. You can select 3 ultimate skills at the same time on top of your regular skills.

There are 3 different ultimate progress types, each with 3 unique skills (slow-medium-fast progression), making a total of 9 ultimate skills. These types are:

-Skill progress with damage deal
-Skill progress with kill
-Skill progress with movement
[/p][p]
Ultimate Skills[/p][p]Execution Chain (Damage - Slow) - Trigger an instant execution blast that jumps to another nearby enemy (Regular enemies only)[/p][p]Cataclysm (Damage - Medium) - Trigger a massive explosion centered on your character[/p][p]Path of Ruin (Damage - Fast) - Drop 3 Consequence Bombs along a line aligned with your character[/p][p]Damage Echo (Kill - Slow) - Your last 20 damage instances is repeated as shockwaves around you[/p][p]Mark of Decay (Kill - Medium) - Create damaging zones beneath each nearby enemy, dealing damage over time.[/p][p]Tempest Barrage (Kill - Fast) - Shoot 16 shrapnel pieces in all directions, 5 times, with a short delay between each wave[/p][p]Ghostwalk Rupture (Movement - Slow) - You become phased and immune to all damage for 2 seconds. Every enemy you pass through explodes after the effect ends[/p][p]Afterimage Assault (Movement - Medium) - Trigger 5 consecutive damage explosions at the player’s recent movement positions[/p][p]Fault Line (Movement - Fast) - Every step creates straight fault lines in the direction you move, piercing through enemies, for 3 seconds[/p]

Shades of Rayna 2 Is In Development

[p][/p][p][/p][p]You can join Discord server here.[/p][p][/p][p]I'm excited to officially announce that Shades of Rayna 2 is currently in active development.[/p][p]This sequel is being built from the ground up with a clear goal: delivering a more refined, polished, and focused ARPG experience while staying true to the core identity of the first game. Based on everything I learned from Shades of Rayna, I am reworking systems, improving presentation, and simplifying complexity without sacrificing depth.
[/p][h3]Key Features[/h3]
  • [p]Developed with Unreal Engine 5[/p]
  • [p]Significantly improved visuals compared to the first game[/p]
  • [p]Higher-quality and more fluid animations[/p]
  • [p]Core mechanics from Shades of Rayna redesigned and presented in a cleaner, more intuitive way[/p]
  • [p]All classes from the first game will return[/p]
  • [p]A brand-new Necromancer class will be added[/p]
  • [p]No Early Access — the game will release as a complete experience[/p]
  • [p]Sold at a fixed price[/p]
  • [p]No DLCs planned at launch[/p]
  • [p]No relic system[/p]
  • [p]Each class will have 10 unique skills[/p]
  • [p]Every skill includes both an active and a passive component[/p]
  • [p]Players can equip:[/p]
    • [p]1 active skill[/p]
    • [p]4 passive skills[/p]
  • [p]Each skill has its own dedicated skill tree[/p]
  • [p]No portal-based activities[/p]
  • [p]Maps will follow the same style as Shades of Rayna 1, with moderately expanded layouts
    [/p]
[h3]Demo & Release Plans[/h3]
  • [p]A playable demo will be available when the Steam store page goes live[/p]
  • [p]Demo planned: Q2 2026[/p]
  • [p]Full release planned: Q4 2026[/p]
[p]
I’ll be sharing more details, visuals, and progress updates as development continues.

Thank you for your continued support.[/p]