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Havenhold News

Concluding a fruitful year

What a year it has been for us! In 2023, we announced our game's rebrand, conducted various sessions of Pre-Alpha focus group tests, as well as a one week invite-only Alpha Zero playtest with close to 500 select players. We received encouraging and constructive feedback that has helped us continuously improve the game experience.

So from the bottom of our hearts, thank you to all that have followed us, tested the game with us, and given us your time and feedback!

As a small team, we managed to make a ton of progress in development this year. We completed various core systems such as the Siege and Territory War Mechanics, In-Game Economy, Questing System, and made significant improvements on our Combat Mechanics while polishing our enemy AI. I’ll also be sharing a few peeks of progress made on our in-game environments, complemented by a upgrades of our UI. Here's a look at some of our highlights:



[h2]Key takeaways from our playtests[/h2]

[h3]Combat and Movement: Aiming for Fluidity[/h3]
Improving combat movement and fluidity have been our key focus since we concluded Alpha Zero. Playtesters shared that combat felt clunky and slow at times, which detracted from the overall enjoyment of the game.

We have since tested out different movement speeds, added a sprint function, and polished our animations, paying particular attention to the transition between animations.

[h3]Tutorial Revamp: Guiding Players to Success[/h3]
A pain point during Alpha Zero was the lack of tutorial to guide players at the beginning of their experience. Explanations for more complex systems in the game, such as the territory war mechanics, were lacking.

We are currently working on a completely new tutorial experience that combines the world lore, with key info on basic controls, as well as streamlining certain war claim systems to be more intuitive and easily understood.

[h3]Putting the focus on group play[/h3]
As an MMO, and one that has a focus on organized PvP experiences, Havenhold is a social game at its core. However, social and collaborative elements were lacking during the Alpha Zero experience with players reporting that they felt little need to work together with others.

We are working on creating more crafted moments for co-operative gameplay, with the addition of game systems and mechanics that would require collaboration. We are also changing the way Keeps are introduced to players to encourage guild interactions and strategic gameplay.

[h3]Enhancing PvE Experiences: Variety and Challenge[/h3]
Since the Alpha Zero test, we have added 5 new mobs and 1 new boss to the game (with more to come!). In addition to increasing the variety of enemy types, we are also enriching their skills and abilities, as well as polishing their AI capabilities to be smarter and more challenging to beat.


[h2]Art Showcase![/h2]

2023 has been a BIG year for the Art of Havenhold. I’ll let the work speak for itself 🙂






Once again, thank you so much for all the support you've shown us in the past year. 2024 is going to be even more exciting. All of us at Wolfpack Games wish you and your loved ones a happy holiday ahead!

Stay warm and healthy,
Angela & the Wolfpack


[hr][/hr]

Wishlist Havenhold on Steam: https://store.steampowered.com/app/2015760/Starkeepers/

Discord: https://discord.gg/havenhold

Twitter: https://twitter.com/playhavenhold

TikTok: https://www.tiktok.com/@playhavenhold

Website (sign up for future playtests!): https://www.playhavenhold.com/

YouTube: https://www.youtube.com/channel/UCtmRqaLdiusy5FKg4dk2New

Concluding a fruitful year

What a year it has been for us! In 2023, we announced our game's rebrand, conducted various sessions of Pre-Alpha focus group tests, as well as a one week invite-only Alpha Zero playtest with close to 500 select players. We received encouraging and constructive feedback that has helped us continuously improve the game experience.

So from the bottom of our hearts, thank you to all that have followed us, tested the game with us, and given us your time and feedback!

As a small team, we managed to make a ton of progress in development this year. We completed various core systems such as the Siege and Territory War Mechanics, In-Game Economy, Questing System, and made significant improvements on our Combat Mechanics while polishing our enemy AI. I’ll also be sharing a few peeks of progress made on our in-game environments, complemented by a upgrades of our UI. Here's a look at some of our highlights:



[h2]Key takeaways from our playtests[/h2]

[h3]Combat and Movement: Aiming for Fluidity[/h3]
Improving combat movement and fluidity have been our key focus since we concluded Alpha Zero. Playtesters shared that combat felt clunky and slow at times, which detracted from the overall enjoyment of the game.

We have since tested out different movement speeds, added a sprint function, and polished our animations, paying particular attention to the transition between animations.

[h3]Tutorial Revamp: Guiding Players to Success[/h3]
A pain point during Alpha Zero was the lack of tutorial to guide players at the beginning of their experience. Explanations for more complex systems in the game, such as the territory war mechanics, were lacking.

We are currently working on a completely new tutorial experience that combines the world lore, with key info on basic controls, as well as streamlining certain war claim systems to be more intuitive and easily understood.

[h3]Putting the focus on group play[/h3]
As an MMO, and one that has a focus on organized PvP experiences, Havenhold is a social game at its core. However, social and collaborative elements were lacking during the Alpha Zero experience with players reporting that they felt little need to work together with others.

We are working on creating more crafted moments for co-operative gameplay, with the addition of game systems and mechanics that would require collaboration. We are also changing the way Keeps are introduced to players to encourage guild interactions and strategic gameplay.

[h3]Enhancing PvE Experiences: Variety and Challenge[/h3]
Since the Alpha Zero test, we have added 5 new mobs and 1 new boss to the game (with more to come!). In addition to increasing the variety of enemy types, we are also enriching their skills and abilities, as well as polishing their AI capabilities to be smarter and more challenging to beat.


[h2]Art Showcase![/h2]

2023 has been a BIG year for the Art of Havenhold. I’ll let the work speak for itself 🙂






Once again, thank you so much for all the support you've shown us in the past year. 2024 is going to be even more exciting. All of us at Wolfpack Games wish you and your loved ones a happy holiday ahead!

Stay warm and healthy,
Angela & the Wolfpack


[hr][/hr]

Wishlist Havenhold on Steam: https://store.steampowered.com/app/2015760/Starkeepers/

Discord: https://discord.gg/havenhold

Twitter: https://twitter.com/playhavenhold

TikTok: https://www.tiktok.com/@playhavenhold

Website (sign up for future playtests!): https://www.playhavenhold.com/

YouTube: https://www.youtube.com/channel/UCtmRqaLdiusy5FKg4dk2New

We are Havenhold. Sign up for Alpha 0!



We've been counting down the days to share today's update. We're proud to unveil our title's transformation to a new and improved identity - Havenhold.

This game is truly a labor of love which is close to 3 years in the making. It has been incredibly rewarding to watch the different parts come together, and we can't wait for you to experience it. So much so, that we are also announcing our Alpha test date in this update ;) But first, a letter from our Founders.

Originally posted by author
Hi everyone!

Today is a special one as we share an exciting announcement that marks an important milestone in the evolution of our beloved game-in-development: the rebrand of our game to Havenhold!

Since we revealed our game during the Summer of Gaming 2022 showcase, we have made tremendous progress in development, from building out core systems to upgrading the overall art style and getting the community involved in playtesting. Throughout this process, our identity has transformed. Havenhold, a blended word from "haven" and "stronghold", reflects a central experience that is rooted in shared conquests against competitive odds.

Making games is definitely an iterative process. As devs, we set out with a defined vision, but as the game is built over a long development cycle, we are also evolving design to realize a unique product that can make our game stand out. With Havenhold, we reinforce our commitment to creating an action-packed experience where fighting game combat meets strategic sandbox building. We will be doubling down on some of the more unique features of our game that are focused on the goal of conquest.

In the coming weeks, you will see the visual transformation of our game as we update our branding, logos, and other materials (you might even see some art reveals across our social channels)!

Thank you to our community for your support. Your belief in our vision drives us every day. We hope to bring more exciting news to you very soon!

Stephen, Sheldon, and Footman
Founders at Wolfpack Games


[h2]Alpha 0 Date: October 7th, 2023[/h2]

In exactly 1 month, we will be kicking off our week-long Alpha 0 test, where we invite you to participate and give us your valuable feedback!

We're calling it Alpha 0 because it is the first milestone where we have combined core systems into a looped MMO experience. The content is still bare-bones, and there's still massive amounts of work to be done. That said, we really want to get our beloved community involved early in our dev progress to help us iterate in positive directions. This test will be under NDA.

The test will be conducted across 2 servers - EU and NA.

Here's a teaser for what you can expect for the Alpha test:

[previewyoutube][/previewyoutube]

[h3]How do I sign up? [/h3]

Sign up for Alpha 0 here: https://www.playhavenhold.com/

If you have already signed up in the past, you don't need to sign up again.

See you in-game!




[hr][/hr]

Wishlist Havenhold on Steam: https://store.steampowered.com/app/2015760/Starkeepers/

Discord: https://discord.gg/havenhold

Twitter: https://twitter.com/playhavenhold

TikTok: https://www.tiktok.com/@playhavenhold

Website (sign up for future playtests!): https://www.playhavenhold.com/

YouTube: https://www.youtube.com/channel/UCtmRqaLdiusy5FKg4dk2New

Development Update #11: Claiming & Conquering

We’ve been getting a lot of questions about Starkeepers' territory conquest, “vassalization” mechanics, and political structures so we hope that this update provides some helpful insight as we dive into some of the dev team’s thoughts and design direction for this aspect of the game!

A big part of the core gameplay of Starkeepers involves clans working together to claim territories on a seasonal map. These territories provide access to important resources which can be used to build up and upgrade your Starkeep, as well as further expand your territory.

[h2]So what exactly is a Starkeep?[/h2]
Starkeeps are moveable fortresses built by players that can hold down territory for a clan, and during wars, they could be subject to siege. These are designed to be war machines that serve as a base of military operations for players. Every player will be able to create their own Starkeeps, while also helping clan mates build on their Starkeeps and fight alongside them during battles.

[h2]Why own territory? Can clans monopolize territory resources?[/h2]
The more territory that a clan controls, the more Aurum the clan will be able to control. Aurum is a shared resource that is used to upgrade Starkeeps as well as produce materials that can be used in wars. Most importantly it allows clans to launch campaigns (declare wars) and continue to conquer more territory.

Resources that can be used individually for crafting are generally available for everyone with some more special or rarer resources being dropped in co-op dungeons. Even if your clan does not hold as much territory as others, there will still be plenty of opportunity to be able to gather individual resources and to ensure that you are not left behind.

That said, a clan will not be able to monopolize Aurum.

[h2]How do you claim territory?[/h2]
To be able to conquer territories, you will first need Claims. Claims take time to create (there will be multiple ways to acquire a Claim, some Claims can also expire). As long as you have a Claim to a territory, you have the option to utilize the Claim and declare a war of conquest (scheduling in the battle against the opponent). The defeated clan will become a subordinate clan to the victors.

[h2]How do sieges work?[/h2]
As a season progresses, a war can take many battles (sieges) with the vision being that, towards the peak or later stages of a season, there could be large-scale wars spanning many battles across multiple days. Maybe even weeks! Sieges will be scheduled based on windows of availability between both sides, allowing ample time for each side to prepare for the upcoming battle. We believe that scheduling these battles will provide a better experience overall and avoid the possibility of you returning to your Starkeep only to find it was invaded while you were away.

It would be possible for clans to have multiple siege battles happening on different members’ Starkeeps at the same time. Though, it might be worthwhile taking time between battles to help repair each others’ Starkeeps and be prepped for future battles.



[h2]How does “vassalization” work?[/h2]
If a clan defeats its rival during a war, the rival will become a subordinate clan to the victors, effectively being integrated into a hierarchical structure led by the victorious clan.

This might sound like it will be full of negatives to be a subjugated clan but it isn’t all grey clouds and rain. It is generally in the best interest of the victor to keep their subordinate clans happy and to govern wisely and responsibly.

Low taxation, and generally offering assistance or support to the subordinate clan will keep relationships from becoming strained. After all, subordinate clans are often needed to help in future conquests or to defend against larger rivals. If the ruling clan is not looking after their vassals well then they may not be able to rely on the subordinate clans to help.

Additionally, subordinated clans will automatically gain a Claim for a ‘war of independence’ when defeated in a war. This Claim can then be used to declare an independence war with the goal of regaining autonomy. In the case where a clan has multiple subordinate clans, it would be possible for the subordinate clans to work together and declare independence, potentially with devastating results to the ruling clan.

The hierarchy ruling structures are sorted into four tiers. The top tier is the ultimate ruling clan. At the end of a season, that clan will be crowned the ultimate rulers. Our “vassalization” mechanics are still being worked on and things will always be subject to change but, the intention is for our approach to allow for social strategy and lots of diplomatic depth among the player base.

***

There's plenty more to come as we continue to develop other parts of the game that you will be able to sink your teeth into. Keep your eyes on our future updates for more information and teasers for everything else that you will be able to do in Starkeepers.

We continue to run playtests of the game. If you have not signed up for our playtests yet, be sure to do so over at here!


[hr][/hr]

Wishlist Starkeepers on Steam: https://store.steampowered.com/app/2015760/Starkeepers/

Discord: https://discord.gg/starkeepers

Twitter: https://twitter.com/PlayStarkeepers

TikTok: https://www.tiktok.com/@playstarkeepers

Instagram: https://www.instagram.com/playstarkeepers

Website (sign up for future playtests!): https://starkeepers.com/

YouTube: https://www.youtube.com/channel/UCtmRqaLdiusy5FKg4dk2New

Development Update #10: What We Learned From pre-Alpha

First of all. Let’s preface this dev blog with a HUGE thank you to all of our playtesters who have taken part in our small-scale playtests so far! We are overwhelmed by the positive reception that our playtests have received so far and love being able to spend time with everyone, be in-game together and listen to all of the feedback everyone has to give.

Over the last three months, we have invited members of our community to experience parts of the game for the very first time! If you have not yet been invited to any of our playtests then do not worry. We are continuing to roll out small-scale playtests over the coming weeks and months. If you have not signed up for our playtests yet, be sure to do so over here and join our Discord server for updates.

During development, it is incredibly important for us here at Wolfpack Games to be active, attentive and engaged with our community (that’s you all!). Whether that is through keeping our question-and-answer opportunities open; being active on our social channels and, of course, through our playtests. We have always had at least one member of the Wolfpack Games team in every playtest to join in with everyone, answer questions and have fun with you all.

We still have plenty of work to do when it comes to implementing all of the feedback that our Pre-Alpa testers have given us so far but we are excited to share some of this feedback, and what we are doing to address them. We hope that you enjoy this bit of insight into Starkeepers, though do bear in mind that everything is still a work in progress.

Our earliest playtests were conducted with members of some incredibly passionate and experienced MMO communities. We are incredibly thankful to have worked with these knowledgeable communities and for their members lending their time to help us with our early tests. We hope to continue working alongside everyone and, if you are a member of a community who you think might be interested, do reach out to us and we shall see what we can do!

[h2]Fluidity of Combat[/h2]
Being an action combat game, combat is an integral part of Starkeepers so we are focussed heavily on testing this aspect of the game during our current phase of Pre-Alpha. We learned from playtesters that movement speed and how fluid our animations feel are areas that we should continue to polish. The detailed and specific feedback we have gathered has allowed our team to tweak areas of our combat to make gameplay feel more punchy and exciting.



[h2]Playability & Accessibility[/h2]
Building playability and accessibility into the game early on matters. Rebindable controls, clearer visual cues for telling players apart as well as creating more intuitive UI features were some of the key feedback points from playtesters. There is still plenty for us to do on this front and it will be a key focus in the following months. It is also a field where we will continue to seek input from our playtesters as we do not want accessibility to feel like an afterthought.

[h2]The Balance Between Vision & Gameplay[/h2]
Our playtesters helped us to reinforce our understanding of being able to find the balance between our creative vision for Starkeepers and what makes for good gameplay. We found this to be especially true when it came to some of our critical game design decisions. Friendly fire in PvP combat is a notable example that required finding creative solutions to avoid accidental collateral damage when fighting in close proximity with teammates.

***

Keep your eyes on your emails for when we send out further invites to our future rounds of playtesting! Also, if you have made it this far, you should go check out the pets channel in our Discord server. It is the best place to be.

Once again, a massive thank you to all of our playtesters who have taken part in the Pre-Alpha tests so far. We are looking forward to our future playtests together!

Drew & Angela
Community & Marketing

...

Wishlist Starkeepers on Steam: https://store.steampowered.com/app/2015760/Starkeepers/

Discord: https://discord.gg/starkeepers

Twitter: https://twitter.com/PlayStarkeepers

TikTok: https://www.tiktok.com/@playstarkeepers

Instagram: https://www.instagram.com/playstarkeepers

Website (sign up for future playtests!): https://starkeepers.com/

YouTube: https://www.youtube.com/channel/UCtmRqaLdiusy5FKg4dk2New