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Coridden News

Updated Demo for Steam Bash Bash

An updated demo is now live for the Steam Bash Bash event!

The biggest change is that we’ve added a new challenge at the end of the story demo - can you beat the new boss? Other things improved since last time:
  • Improved terrain and vegetation in Riveredge (wilderness)
  • Enabled passive skills on beast mastery
  • Added 3 beast mastery trees (Houndra, panteliz, roker) with 10 skills in each (both passive and active)
  • Improved UI beast mastery (not final)
  • Improved UI health bar (not final)
  • Improved balancing (energy cost, damage, health, attributes)
  • Improved AI combat behaviour (positioning and targeting)
  • Added more items and item modifiers
  • Modified some item drops (creature ranged)
  • Changed amount of XP gained in story (to increase level progression)
  • Made certain dialogues optional
  • Increased the number of enemies in the first zone/wilderness (Riveredge)
  • Modified some tutorials
  • Changed jump length for humans (shorter) & certain beasts (longer)
  • Fixed jump obstacles in cave passage (Riveredge) so only beasts can jump over (Panteliz or Houndra).
  • and of course fixing a lot of bugs and other small stuff…
Hope you have fun, let us know what you think!

Dreamhack Beyond Demo & Livestream

It's Dreamhack Beyond this week and with that the Coridden demo is live on Steam once again, with more polished graphics, combat and new features!

Here are some of the things we've been working on since the last update that's included in the demo:
  • You can see the new style of the UI in the Character menus (equipments, inventory, skills etc)! We haven't implemented new UI everywhere, but we wanted to include this already so you can get a feel for it and so we can hear how you like it 😉
  • We've also added some new options (more are coming later on), such as windowed mode.
  • Now you can try out different difficulty levels for your demo or horde playthrough! ːsteamthumbsupː
  • It's still very early, so the balancing will no doubt need more work further on.
  • We also have an early version of the Beast Masteries into the demo now! We'll be working more on this feature during the next coming weeks (atm they are quite limited).


We'll be doing a live stream on Sunday 5/6 at 18.00 CEST talking about the new features and more, join us then!

Double energy bars and various VFX + combat upgrades - Dev Update #2 2022

Hey all, here is another update from the devs!

First we wanted to mention that tomorrow we’re doing a live stream where you can ask any questions you may have, discuss future plans with us or simply chat! We’d be thrilled if you’d like to join us on tomorrow (Monday 11th of April) 21.00 CEST at our channel https://www.twitch.tv/aftnareld

Lately we’ve been taking in a lot of feedback and using it to try to improve and polish the gameplay.
We’ve mainly been doing a lot of smaller fixes and upgrades, but one big design change we decided to implement is that you now have two energy bars: one for your human form and one for your beast form. Both melee and ranged attacks now cost energy, with melee attack damage being significantly reduced if you’re out of energy. This will give you a good reason to use, equip and upgrade both your human and melee form, making the combat more interesting and varied!

New feature: two energy bars

Some other things we’ve been working on:
  • Making movement look and feel more smooth and responsive
  • Improving VFX, primarily the different elemental damage type attacks
  • Make it easier to navigate and polished up some demo levels
  • Improving UX, mainly for Class selection and Player health/energy bars
  • Changed up the horde mode in the demo, so you now face more varied enemy waves
  • Added new item slot: Creature Accessory (only affecting stats)
  • Improving loot drops modifications so it is possible to receive a greater variety of randomized items with higher rarities (highest chance to see these items is to play the horde mode)


New heat/fire damage weapon VFX

Beast masteries, new animations and more - Dev Update #1 2022

Hey creatures of all kind!

We’ve really gotten up to speed again after the holiday break in January, and as the short month of February is coming to an end, I wanted to write about some of the things we’ve been working on lately:

To make our world feel more alive and lively, we’ve animated the people in town. Now they’re talking, walking and overall having a more exciting life than before. Also, we’ve been working on another friendly creature that you’ll be able to see flying around in town later on.



We’ve been continuing working on making the combat feel and look better, polishing animations, control and effects. The difference between light and heavy (charged) attack should be more apparent now! Also we added health drops from enemies, as it was requested by many to have more ways to get health back.



We’ve added a new little teaser in the form of a “coming soon” tab in the character menu, namely the “Beast Mastery” tab (name not final). Here you will be able to upgrade your different creature forms with new bonuses, skills etc. as you level them up. Hope you’re as excited for this one as we are!

The Big but Short 2021 Update!

This year is coming to an end, and we wanted to take the time to summarise what we’ve been working on this year since the demo week last summer! (If you’ve read the weekly updates on our discord server then this may not be much news, but more of a recap.)

We have an updated playable demo available early to our Discord community, so if you want to try it out during the holidays, go ahead and download it there!

We could write a whole page of what we’ve been up to, but we don’t want to drag things out walls of text... So here is a list of some things we’ve been working on instead:
  • Added 2 new creature variations
  • Worked on levels and quests for the main story line
  • New environments (also updates to environments in demo)
  • Updated character models
  • Updated animations
  • Added new melee weapon categories for humans: heavy weapons & dual wield
  • New music
  • Remap system (still early version)
  • Various UI/UX updates (this is something we are going to work even more on early next year!)
  • Design and implementation of classes and skills. They are very much still under development, but you can try out a limited portion in the latest demo!

So what's to come for 2022? Our current plan is to have a Kickstarter campaign early next spring, as we decided to push it forward to make a better demo before we ask anyone to pledge to our campaign - we want to put out something great for you to play and show our commitment to this project! And we want to of course continue adding more content and polish into the game, working on story, quests, UI and UX, classes, skills, items, levels, creatures… The list goes on ;) We’re going to publish an approximate roadmap for you at the latest during the Kickstarter campaign.

We’re still in a stage where we are able to change a lot of things, so if you want to help us and make an impact on the game - don’t hesitate to let us know what you like and don’t like!

Have a wonderful holiday, wishing you all a merry christmas and a happy new year.
Hope you are as excited as we are for what's to come for Coridden in 2022!