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Community Premiere with friend of the studio, Sp4zie!



Community Premiere with friend of the studio, Sp4zie!

https://www.twitch.tv/sp4zie

World map reveal and a deep dive into the world of V Rising.
Tune into Sp4zie's stream tomorrow, March 31st at 14:00 GMT!

V Rising is getting a closed beta and it kicks off on March 23

A closed beta has been announced for V Rising, the new project from the folks behind Battlerite.

The upcoming open-world vampire survival game from Stunlock Studios will enter closed beta on March 23, and the first test session will run for one week, giving invited players a chance to build castles, hunt for blood, and explore the world of Vardoran ahead of the game’s Early Access launch.

The closed beta will allow for solo or co-op playthroughs as you fight against bandits, mystical creatures, and the light-wielding Church of Luminance in skillshot-based combat. On PvP servers, the addition of player versus player conflicts will add an "extra deadly challenge to the equation."

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The Closed Beta Begins!



The Closed Beta Begins!

We’re finally starting the V Rising Closed Beta and are planning three test sessions before Early Access. Our first test begins March 23 and focuses on the new player experience! We’ll be shaking the dust off of a few thousand untouched coffins and introducing them to the world of Vardoran for the first time, so everyone begins on a level playing field. Those who haven’t had the opportunity to test the game just yet should start checking your emails soon, as we’ll be sending keys out later today!

This first test will last for one week with PvE and PvP servers in North America and Europe. The in-game content will include all four regions we plan to feature with Early Access! Much of this content is still in development and will continue to improve during our road to the Early Access release. We’ll be inviting around 3000 players to test this time around. The volume and duration of this test will be the largest we’ve done so far. If technical issues arise, we may need to alter the test times and conditions. We will let all participants know if this occurs.

Watch the new V Rising Closed Beta Trailer


[previewyoutube][/previewyoutube]

Future Testing


We’re planning to run another test towards the end of April, and this one will also run for a week. The April build will most likely include additional content we’re already implementing and working on in the back end and any quick fixes we’ll be able to execute from player feedback collected during the March beta.

Expect a further follow-up test in May, but we’ll have more details to share a little bit later!

Important Questions


I didn’t get an invite to the test yet. Did I miss out?
Be sure to keep checking your email! Sometimes, our send-outs get sorted into spam folders depending on your service, so keep checking and be patient. You may not get selected for the first round of Closed Beta tests, but that doesn’t mean you won’t get chosen for later ones. Every test will be more exciting than the last, so patience will be rewarded. Keep in mind that the testing is limited, and you might need to wait for Early Access if you don’t hear from us.

Do I have to pay anything to participate in the closed beta tests?
No. Please be wary of any attempts anyone makes to get you to pay to play the closed beta.

Can I join the following tests if I get invited to the first test?
We’ll be reevaluating the testing parameters of each test as they come, which may mean adjusting who gets access.

Can I stream my experience?
This test will be under a strict NDA, so there will be absolutely NO STREAMING, recording, or screenshots of any kind allowed during the Closed Beta. For this, you’ll have to wait for Early Access! When we get there, we will appreciate all the support we can get to spread the word about the game.

Will progress be saved between tests?
Character/World progress on servers will not be carried over between tests or to Early Access.

Will the complete game be accessible and tested in this first Closed Beta test?
You will be able to explore all regions, and we are testing all currently available features. However, this is not the Early Access version of the game, and there is more juicy content and features in the works that we’re currently working on and hope to include in the later tests.

Why not have more tests?
Testing requires a lot of work and active time from the team, and we’d like to keep focused on development so we can get the game into the hands of as many players as possible as soon as we can. We’ll be able to do more optimization, refinement, and improvements to the game during the Early Access period to realize the vision of V Rising.

Any update on the Early Access release date?
We can’t share this with the community just yet, but we’re not far off from being able to announce it. You may find it’s closer than you think!

I have a question that wasn’t answered here; where can I ask it?
Contact us anywhere! We’ll be looking for more questions to answer across all of our social media platforms for another blog soon to satisfy all of your curiosity about this next step in our release. Discord, Twitter, and Facebook messaging are all excellent ways to get in touch with us directly, and we’ll also keep a close eye on the other platforms that you can find down below!

Join The V Rising Discord Server

V Rising Tiktok

V Rising Facebook

V Rising Twitter

V Rising Instagram


Lots of love and a pint of blood,

/The Marketing Team

Spooky V Rising Horror Poster Art Contest!



We’re excited to announce we’re partnering up with HP OMEN for our first ever V Rising art contest! We want you to interpret V Rising and its gothic world by creating a retro-style horror poster for the game for this contest. The inspiration should come from either old horror movie posters (any decade from the 1920s to the 1990s) or retro horror game cover art.

Check out the Rules, Prizes, and Inspiration in our Blog:
https://blog.stunlock.com/horror-poster-art-contest/

🩸 V RISING DEV UPDATE #10: Sharpening Our Fangs



Hey there vampires, for today’s Dev Update, we thought it might be nice to share a little taste of what everyone’s working on at the moment!

We could say that we’re simply working on aspects of player versus environment or trying to improve our world’s artistic fidelity, but that isn’t really what you come here for, is it? Today we offer you a little window into the nitty-gritty specifics of our development process, examples of the little critical details that you might not always be thinking about but are sorely missed if they’re overlooked. Today is all about those important details!

[h2]The Creatures of Vardoran[/h2]

A living world typically requires living inhabitants, and we’re dedicating effort to realizing the vitality of that atmosphere. A few projects are ongoing surrounding the creatures of Vardoran and the various ways you can interact with them, and the details about them that make them feel more natural and immersive.

For starters, there’s some work that our Technical Artist Filippa is currently doing! She’s working on a couple of different systems that revolve around critters and how they’ll operate. Filippa has been putting together various behaviors for all the creepy little critters that populate the world, doing her best to make an estimated simulation of what one would expect to feel scurrying around you on your way through the wilderness.

If you get too close, they’ll scatter.

“The system has two parts; the critter’s behavior and determining when and where to spawn them,” Filippa explains. “The critter’s behavior is quite simple. They will mind their own business if you keep your distance; however, should you get too close, they will immediately notice you and flee in the opposite direction.”

However, the second part of the explanation is a bit more complicated. Because it would hinder overall game performance from constantly processing all these little background creatures out in the world, Filippa is designing a system that generates the critter only where it needs to. It determines where players are and uses specially tagged objects out in the world to spawn them out of sight where they can wander into a view. They’ll retreat until they get a bit of distance and disappear upon being scared. These new systems are part of what adds depth to our world.

[h2]Dark Steeds With Superior Breeds[/h2]

Maybe you’re a little more interested in something you’ll be experiencing more directly, like mounts! Well, our Creative Director Martin Lövgren (Also lovingly known as ‘Shelt’) has for us some interesting new advances on mounts from game design! With expansions on the mount system, they’re looking to make your riding companions a little bit more fleshed out and interesting.
In earlier iterations, we found horses extremely valuable but ultimately disposable. They weren’t challenging to find in certain areas, and there was very little unique about them individually. One horse was just as good as another. However, there have been some changes. Horses now have randomized qualities, offering differences in movement speed, rotation, and acceleration. So naturally, some will feel better to ride than others, and you’ll quickly find yourself coveting your favorite mount. Of course, if you’re going to have a favorite, you’re going to have to be able to name it as well. The cherry on top is the addition of storage space, allowing your horse to help you carry your loot from place to place with even greater efficiency!

[h2]V Blood On The Dance Floor[/h2]

Meanwhile, in animation, our artists are working on bringing the dreaded elite creatures of Vardoran to life, our V Bloods! (More on that here, in case you missed it!) One of our animators, Olov Skiöld, is bringing life and sometimes unlife to our most dangerous units, giving them the attention they deserve to ensure that their animations display their various unique personalities.

“How a unit is standing can speak volumes on how they behave, and in this case, how they would go about attempting to strike down the player. The way the Lightweaver stands in her concept art gives the impression of an elegant but frustrated individual with destructive powers at her fingertips.”

- Olov

Taking cues from the personality displayed in the key art and chats with the other members of the art and world team, Olov can then take a shot at translating that personality into the Lightweaver’s stance, movement, and attacks.

Early blocking of the animation to the left, finished animation to the right.

[h2]Moving Mountains with Max[/h2]

The world team spearheaded by our Producer Max Tiilikainen has been pushing in broad strokes to expand and refine the world of Vardoran! Our preliminary beta test offered them a lot of valuable data and feedback, and they’ve been acting decisively to improve our world experience holistically.

But how?

Much of our starting zones have seen huge changes since our first test, seeing massive changes to how we’re utilizing our chunk system (something you may be familiar with from our fourth dev update.) The various parts of the world were arranged into little ‘chunks’ that we could quickly move around, but the world team has taken these areas built of many individual chunks and fused them. Making the terrain more technically cohesive lets them blend the spaces to fit more naturally together and frees them up of some technical limitations. They’re currently taking advantage of this by refining the zones for building, making it easier and more intuitive to find places to place and expand your castles without running into awkward terrain.

I wonder what’s behind that gate?

Further iterations of our starter zone are also underway. Max and the world team are going over Farbane Forest with a fine-toothed comb, looking for places they can enforce that theme and making sure you get the dark fantasy experience you expect when you step into our world for the first time.

[h2]Blades, Bats, and Blood Trails[/h2]

As always, I was thrilled to get to check in with one of our 2D Artists, Viktor Blomqvist, to check out some concept artwork for V Rising! Viktor has a few concepts to share, many of which have already been produced or are currently in production by our VFX Artist Adrien Nieto.

Here we have some artwork representing a concept for Blood Trails, an effect that players will be following from their Blood Altars to hunt down powerful V Blood rich foes. Follow the scent of scarlet blood to close in on your prey.

The text provides context that will feel more obvious in-game and may not appear in the final UI experience.

These are updated visual effects for one of the abilities tied to the sword’s ability kit. If you think it looks exciting now, wait until you get the chance to try it for yourself!

A sword technique where you hurl your sword towards an opponent, knocking them up in the air for a follow-up assault.

Finally, it’s time to get a little batty. Vardoran is a vast world, and you may need to do a little bit of teleporting to get around– but a proper vampire can’t simply blink in and out of being. They need to make a proper entrance. I truly hope you agree with me when I say this is what a black-magic-slinging, blood-drinking underworld-ruling creature of the night’s entrance should look like.

A vampire arrives at a predetermined teleportation location.


[h2]Prepare Your Paintbrushes[/h2]

Any artists out there that feel the call of the night? Do you love horror? Does dark gothic fantasy inspire you? Well, sharpen your pencils and prepare your paintbrushes! Boot up your tablets, fellow scoundrels of the arts, because we’re preparing for… an art contest! There will be fun, there will be prizes, and there will be… more information coming soon!


[h2]Closed Beta Update[/h2]

We’re getting closer to kick-off for the official closed beta testing! We’re looking forward to taking all the information from our Preliminary Beta Test and putting it into effect for the upcoming Closed Beta. We’re on schedule to begin testing toward the end of March, and we plan to welcome a new bunch of bloodsuckers to descend on the lands of Vardoran. Make sure to keep an eye on your inbox, and if you haven’t signed up, it’s never too late to do so. Just in case you haven’t, sign up here!


[h2]Tiktok Goes the Clock[/h2]

Stunlock Studios has also launched our very first Tiktok account! Be sure to drop us a follow if you’re interested in finding a new avenue to find yet more exclusive V Rising game content!


[h2]Here Comes The Sun[/h2]

Is it getting bright in here? I think it may be time for us to return to the dungeon and get back to work. No rest for the wicked, after all. I hope you’ve enjoyed another glimpse into the inner workings of Stunlock Studios and V Rising, and we hope to see you again in the next one.

Of course, if you’re looking to keep up with us between now and then (and you should), drop us a follow on the various platforms we’re nesting in down below! We’re very active, so if you’re hungry for content, I would highly recommend checking them out.

Wishlist V Rising on Steam

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Join The V Rising Discord Server


V Rising Tiktok

V Rising Facebook

V Rising Twitter

V Rising Instagram


Lots of love and a pint of blood,

/The Marketing Team