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Coridden News

Beast ranged attacks, robotic enemies & new system in the works

Greetings Shifters ✊🐲

It’s summer time for us, meaning that we are taking a bit more time to actually go outside and get some sunshine to recharge our batteries, but the game is nevertheless progressing!

In this update we wanted to start by sharing some new VFX and types of Creature Ranged Items. There are now a total of 5 different types of ranged items: Breath, Shot, Spit, Blast and Beam. Each type can be one of the three elements: heat, chemical or electric. Here are some GIFs showing a selection (we're still working on implementing the Beam variant correctly, but it will be ready very soon):

Fire Spit

Electric Shot

Poison Breath

Poison Blast

Electric Breath

Our work on the main story and areas is steadily progressing. We’ve also been working on improving enemy behaviours as well as starting to add a new type - robotic enemies.

Lastly we want to mention that we’ve started implementing our “Alterants” system - you will be able to find Alterants with different kinds of bonuses that can be inserted into your equipments to improve them (similar to “socketing” in other action RPGs). This will give another fun layer to the itemization and more freedom to customize your character gear!

As usual, we’d love to hear your thoughts, let us know here or in our Discord!

Our latest demo changes:
  • Improved sound system and some sound effects
  • Restructured beginning of story demo a bit to lead players to next area quicker
  • Changed so you don’t have to replay part before boss appears every time you retry
  • Attributes are no longer placed automatically, players have full control to place them however they want
  • Modified some cooldowns on active skills (shorter)
  • Modified some skills to provide better healing possibilities for all classes
  • Improved some enemy animations and behaviors
  • Implemented new “see-through” shader



Updated demo - April edition!

Hey Shifters! 🐲

Since the last news update we’ve managed to get quite a lot of new improvements and changes to the demo. Today we’ve also uploaded a newer version, fixing some issues that have popped up and added more new skills to try out.

Parallel with working on the main game we’re continuously working with updating our demo and so we’d love to hear your feedback and suggestions here on the forums or on our Discord!

Changes in today's demo update:
  • Support for rebinding to move to cursor on mouse and keyboard
  • Added a manual save button in game tab
  • New active & passive skills (Rapid Aim, Flame Strike, Hurl Healing Ball, Weapon Masteries, Gouge, Combustible Hit, Lethal Weapon, Durable traps, Shade Away, The Elementalist and more)
  • Removed energy cost from melee weapons
  • Updated/added new active skills, passive skills and skill levels
  • Lowered the cooldowns of most skills
  • Store now looks like inventory and you can sort the items by category
  • Updated multiple active & passive skills (Flame Jet, Shock Bolt, Leap Attack, Homing Bolt, Explosive Trap and more)
  • Hunter class can now place up to 3 traps simultaneously
  • Improved aiming with bow/crossbow feels more precise with controller
  • Tweaked object interaction responsiveness

🔧Fixes
- Remap setting are now be saved when using a Player Profile
- Fixed a bug where the player didn’t start at the right location when loading a game in online multiplayer
- Fixed a bug that made the quest progression go out of sync in online multiplayer
- Fixed a bug where the skills was not saved/loaded correctly
- Fixed so chests aren’t empty when looted
- Fixed bug where it sometimes was possible to talk to Ira in the middle of the first wave, triggering the boss too early

👊Earlier demo improvements this month:
  • MKB Aim & Controls: Player character now turns towards mouse position when in combat. Standard control scheme for Keyboard & Mouse is changed to make it easier to dodge + cast skills, (dodge bu taping the right mouse button)
  • MKB Ability casting: Using an active ability that shoots a projectile is changed so that pressing the ability button (number 1, 2, 3, or 4) starts to aim the ability and is then fired by pressing the left mouse button
  • Controller ability casting: Using an abilities that shoots a projectile is now fired by releasing the aim ability button (LB)
  • Class UX: UI/UX for Human Class skills now have a skill-tree style structure with multiple Skill Tabs (2 for now per Human Class).
  • Playable Creatures: Scaptor and Ramox creatures can now be played in the demo, if found and defeated in “Guard Missions”.
  • Skills: New and improved (VFX, balancing) skills for humans and beasts to try out!
  • Inventory Overview: Player can now view items in inventory by category, and items are automatically sorted by level (highest to lowest)
  • Inventory Tabs: The inventory is now expanded with two tabs/boxes that can be switched between (more tabs/boxes can be added later on if needed).
  • Saving: It’s now possible to save the game and character progress.
  • Map look: New VFX shader for the map
  • Video Tutorials: Tutorial pop-ups now also have a video that shows how the player should do certain things. The tutorials are now closed with the button it wants you to press instead of E on keyboard and Y on controller.
  • Difficulty: Now higher difficulty also gives higher chance for rare drops (description in-game updated as well)

🔧Fixes
- Worked on making it more responsive to perform active abilities for Human Class skills and Beast Mastery skills
- Moved tutorials to the side, not to obstruct the player too much
- Fixed issue where character choice in main menu can be ignored
- Moved Chief Arjun (Guard mission quest giver) so the guard missions primarily are found if exploring the city
- When host ends a multiplayer session, the joined in players no longer get stuck in a loading screen
- Players can no longer move while equipping gauntlets cutscene plays
- Fixed a bug where the aiming behaved weird. This was very annoying

🖊️In progress/Known Issues
- Issue where players can get stuck in loading screen when defeated in a Guard Mission (hard to replicate)
- Issue where the game gets very slow when too many enemies are engaged in Guard Mission, that can disconnect an online game session
- Map VFX can sometimes not work on certain computers, only UI is visible
- Class Skill Tabs still being worked on, some of them now have very few skills
- Working on changing so Passive Skills have circular frames while Active Skills have rectangular frames to make them more distinct from each other

New map look, beast mastery skills & updated steam trailer!

Greetings Shifters!✊🐲

Time for another update on Coridden from us devs. As you may know we’re a very small team, so our progress may feel slow but it’s steadily moving forward! At the moment quite a lot of stuff is happening "behind the scenes", such as working with the game environments and quests for the main campaign, that we of course don't want to spoil yet....

So in this update, we instead wanted to show you the new look of our 3D Map (made by our talented intern)!

Map over Quilon, the capital town

Also, we’ve polished attacks and animations for Scaptor and Ramox, as well as giving them beast mastery skill trees so they are now playable! More new skills will be added to these forms as well as the other beast forms as we work with beast skills further.
(*Beast masteries are where you learn & upgrade passive and active skills to use in beast form)

One of Scaptors active skills, called "Sting Missiles"

One of Ramox active skills, called "Black Hole".

Lastly, we’ve just done some work on Coridden’s steam page, the biggest point being updating the trailer with new footage from how the game looks now in 2023!

How do you like it? What parts do you find the most exciting? Any parts you find less interesting?
Let us know your thoughts: Comment below or join the discussion on Discord!

Celebrate couch co-op gaming this week with us 🤝

We’re excited to be a part of Friendship Games Week 2023, a celebration of couch co-op, local multiplayer, and split-screen gaming! This week the Coridden demo will once again be available to play on steam, with new updates:

  • New Mode: It’s now possible to try out an early version of “Guard Missions”, that you can access in town (complete a simple mission in a procedurally generated environment). For the moment only one mission type.
  • Playable Creatures: Scaptor and Ramox creatures can now be played in the demo, if found and defeated in “Guard Missions”.
  • Skills: New and improved (VFX, balancing) skills for humans and beasts to try out!
  • Item Mods: Several new mods added, items with randomised mods can be found exploring or when defeating enemies (yellow colour, horse shoe symbol)
  • Item Icons: New item icons for weapons, armors, creature forms (and more on the way!)
  • UI/UX: Further UI/UX improvements for Main Menu, Dialogues, Map and more
  • Optimization: Optimization work done, you should experience an overall higher frame rate!
  • Online sync: Sync when attacking is now more correct in online multiplayer


Also make sure to take the chance to browse the Friendship Games Week steam event gallery to discover more local multiplayer games!

As always we’re happy to chat, let us know your thoughts here on the forums or come join us on Discord 🤗

Have an awesome gaming week!

New creatures, class skills and procedural game mode - Dev Update #3 2022

Greeting Shifters ✊🐲

As the last days of the year are approaching, we wanted to update you on the progress on Coridden! Since the latest demo period, we’ve been working a lot to improve the UX, UI and game feel - and we hope you’ll feel the differences in the upcoming demo updates.

New playable creature type: Demonhorn Ramox

We’ve also been working on the different game areas and adding and balancing items, with the aim towards reaching an alpha state of the game - where it's playable from start to finish with a fair amount of items and skills to try out.

New playable creature type: Coral Panteliz

In addition to that, we’ve added a new type of challenge, called “Guard’s Missions”, that will let you go exploring procedurally generated areas with one of three increasingly difficult objectives to complete for various rewards.

New playable creature type: Barkskin Dragolem

We hope to get the game out to your hands as soon as possible, but we want to make sure it’s as good as it can be - and we are super thankful to everyone who wants to contribute and help us to reach this goal by playtesting and giving us feedback! Follow to keep a lookout for when we have new versions to playtest available, or join our discord to get notified there.

Wishing you all happy holidays and great new year, we’re looking forward to showing you much more of Coridden in 2023!