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Coridden News

Become a tester for Coridden!

[h3]We need your help - Become an alpha and/or beta tester! 🌟[/h3]
Starting next week, we will have an Alpha Act 1 available to playtest for you who want to become game testers! From there on we will keep making updates and share new test builds with you, all the way to the release of Coridden.

As you know we are a small indie team, and your help can really make a huge impact on the game! So if you like playing Coridden, finding bugs, coming up with ideas & suggestions on improvements - please fill out this form and join the game tester crew! (Note: To be a game tester you also need to be a member in our Discord server)

[h3]Update regarding demo[/h3]
The current demo will only be available to play until this Thursday, the 31st of August. This is due to the planned testing and feature on the G.Round platform in September. A demo with lots of new content will be uploaded to Steam in due time! šŸŽ‰

Exciting new things coming up…

[h3]Greetings Shifters! ✊🐲[/h3]

It’s Gamescom times, but we unfortunately aren’t attending this year. Instead we're staying at home working hard on the game in preparation for the exciting things ahead! We’ll share some news on that with you down below, but first a little update on some of the things we’ve been working on this month:

Conjures are back!

We’ve been working on making the conjures (summons) work properly, and added a conjure skill to every class! Conjured beasts are not only helpful in fights to draw aggro and do damage, they can also be ridden. Any passive skill that requires riding will work both when using a conjure and when riding another player.

Scaptor conjure. We’re still working on a proper look for them, so that’s going to change soon as well!

Health drop changes

Also, we’ve experimented with a small change to the health orbs - now they lie on the ground and need to be picked up, instead of automatically being picked up. We wanted to try this change to give you more control over when you want to use that heal, and also add in the co-op trouble of choosing who should get the health boost. šŸ˜‰

New enemy type (kind of)

Some of you may recognize this enemy as the old ā€œdemo bossā€, now that the ā€œnew bossā€ has more of the right thematic feel (electric) the ā€œoldā€ one has gotten a behavior remake and is now a tougher variant that can shield itself from your attacks.

The "Head-plated" Roker enemy. Name still work in progress, we'll see if we can come up with something better soon!

Finally, we’ve been working on polishing up a couple of new areas, writing, adding quests, and preparing a new build we call ā€œAlpha Act 1ā€. This version will soon be available to download and playtest early for our discord members and on the playtesting platform G.Round! We’ll provide you with more info on our discord soon, hope you are excited and eager to help us test this new version!

Thank you for your continuous support!

All the best,
/ Narin, Aftnareld Dev

Forge items with Alterants and a sneak peak at new town

Greetings Shifters! ✊🐲

This month we’ve added the fun new feature for you who like to tinker with your items, called ā€œForgeā€. With the help of the forge, you can insert different kinds of Alterants (modifiers) that you find while looting out in the world. Alterants have different kinds of bonuses that improve your item. They also have 3 different kinds of shapes, which is important when forging your item, as your items need to have matching Alterant Spaces available.

The different Alterant shapes:


The Forge can be found inside the Dayal's house, your home:



The game world is growing and getting more and more ready to be explored by you soon! The latest area that we have worked on is the place called ā€œWreck Townā€, which is a scavenger settlement located inside a cave. Here scavengers live a bit more safely and trade goods with each other, some of them might be hard to come by in the capital…

A first look at "Wreck Town", an underground scavenger town:


The Forge is now in the updated demo uploaded today for you to try out if you want!
As usual, we’d love to hear your thoughts, let us know here or in our Discord!

✨Other demo updates include:
  • New Guard Mission type: Defend Beacon (similar to old Horde mode)
  • Made it easier to compare items by giving more space to item stats
  • Add Buyback option in store
  • Make Use Skill Buttons more clear on Controller
  • Add Instructions on how to navigate map
  • Added option to add Sprint toggle button in Remap settings
  • Current character level is now shown on player HUD
  • The NPC Ira stays and helps in the Roker boss fight and can be resurrected by player(s) if taken down
  • Sell Prices can now be seen on items outside the store
  • Added dialogue option to travel directly to Riveredge Mine level after Arena


šŸ”§Some Demo Fixes:
  • Fixed issue where items sometimes fly up in the air and get stuck
  • Fixed so HP is restored again when changing scenes/levels
  • Fixed issue where some enemies had too repeating struck sounds
  • Fixed issue with light flickering near NPCs in Arena
  • Fixed issue where there was not enough nests in Guard Mission to complete the mission
  • Fixed issue with interactable objects where the prompt didn’t disappears when player interacts
  • Fixed error where Guard Mission tutorial shows wrong button prompt to close tutorial
  • Fixed issue where players got stuck after VO intro


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 ā€œAlterantsā€ 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 ā€œsocketingā€ 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 ā€œsee-throughā€ 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

šŸ”§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

šŸ‘ŠEarlier 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 ā€œGuard Missionsā€.
  • 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)

šŸ”§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

šŸ–Šļø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