[p]Hey there, fine felines![/p][p][/p][p]Our newest trailer premiered at IGN Live recently, but in case you didnât see it, take a look here:[/p][previewyoutube][/previewyoutube][p][/p][p]This blog is all about the vibrant world of Cloudheim! Discover new lands as you and your friends explore the islands and delve into monster-filled dungeons. Letâs get into it![/p][p][/p]
â¤ď¸It Starts (and Ends) at Home
[p]At the heart of every adventure lies your base. Perched atop Odin Shell, itâs where youâll gear up, make plans, and set off through the mysterious Bifrost gate to explore the islands below.[/p][p][/p][p]
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[/p][p]When your journey ends, itâs time to bring it all back â and it's a good thing loot is automatically collected, isnât it? Once youâre home, you can refine materials, craft new weapons, and stock your shop with goods to sell. This is where your progress takes shape and where the next journey begins.[/p][p][/p]
đşď¸Explore a Fractured World
[p]Cloudheim takes place in a world broken apart by the events of RagnarĂśk. As such, the overworld maps in the game are separated as islands, which you travel through thanks to the powerful magic of the Bifrost Waygate.[/p][p][/p][p]Youâll explore grasslands overtaken by grobb tribes and their wooden encampmentsâŚ[/p][p]
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[/p][p]âŚa desert where an ancient god slumbersâŚ[/p][p]
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[/p][p]âŚand a winter domain full of abandoned mines and castle ruins.[/p][p]
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đDangerous Dungeons & Rewarding Ruins
[p]As you explore the islands, youâll discover entrances to dungeons brimming with both enemies and treasure alike.
[/p][p]Encounters are often layered with puzzles, environmental hazards, and locked areas that call for clever use of your tools and skills.[/p][p][/p][p]
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[/p][p]Treasure chests packed with valuable loot are scattered throughout, rewarding curious explorers who stray from the beaten path. In Cloudheim, itâs not just about reaching the end; itâs about everything you uncover along the way.[/p][p][/p]
đŞŠQ&A Time!
[p]We brought in some folks from the team to chat about level design and world-building.[/p][p][/p][p]
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When it comes to world-building, what does âshow, donât tellâ mean to you?[/p][p][/p][p]
Ian: It means treating the player intelligently. I'm always considering how to balance the guidance the player needs for their goals against the least amount of guidance needed to make things feel vast and immersive. Exploration is my favorite aspect in games, so I know how good it feels to slowly piece together an understanding of an area and the lore surrounding it. It's like a giant puzzle![/p][p][/p][p]
John: To me, âshow, donât tellâ is about making the world feel lived-in through its design, not its dialogue. A ruined bridge can suggest a fallen kingdom. A sun-drenched clearing after a claustrophobic cave can imply safety or relief. Good world-building invites the player to observe, speculate, and feelânot just listen. When done right, even the quietest corner tells a story that feels personal, because the player discovered it rather than being told about it.
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Wojtek: It's the best method of storytelling, whether you're a writer, a filmmaker, or a game designer. It's also the most expensive, as it requires scripting sequences, animating objects, adding visual and audio effects, and other similar tasks.[/p][p]To get a little technical, in Cloudheim, we designers have a fantastic tool at our disposalâthe signal system. This in-house technology allows us to script a sequence of events quickly, visualize all the connections, and debug them efficiently. The system lets us create building blocks and reuse them.[/p][p]We've developed modules that detect player presence, track where the player is looking, switch effects on and off, change materials on objects, and more.[/p][p][/p][p]
How do you account for different player behaviors, like those who like to rush through versus the ones searching every corner?[/p][p][/p][p]
Ian: I do my best to make areas multifaceted but still cohesive. Giving a clear goal, adding a puzzle, unique combat encounters, and a ton of little secrets ensures that everyone has something to do, but they can still run straight to the end of an area if that's their playstyle.
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John: Itâs a question of rhythm and affordance. Some players want to express mastery through speed. Others want to express it through thoroughness. As designers, our job is to ensure both feel seen. That can be through visual signposting, branching flows, or soft pacing shiftsâmoments where the game invites a deeper look without demanding it. Ultimately, itâs about respecting player agency while still guiding the experience.
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Wojtek: Always need to ensure we have things for both player types - ideally a golden path that is easy to find and follow for people who want to rush through, and many cool things and secrets to discover for people who enjoy exploring.
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What are some things to consider when designing a dungeon, especially for a co-op game?[/p][p]
Ian: I want dungeons to hold value for players because they feel like truly different experiences, so it's important to me that dungeons have a unique theme for their gameplay, story, and art. Everything from the enemies that spawn to the foliage on the walls should make a space feel unique and satisfying to explore. My hope is that the variety is something players will notice and appreciate as a team.
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John: A couple things come to mind, but perhaps most importantly, you want moments that test the group as a group. Not every challenge needs to be hard individually, and some of the most rewarding moments come from timing, coordination, and shared tension. A great co-op dungeon lets players feel like they pulled something off together.
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If you had to pick just one favorite area (without too many spoilers!), what would it be?[/p][p]
Ian: There is a particularly bouncy corner in our desert with a lot of destruction and a unique puzzle. I love that place![/p][p][/p][p]
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Wojtek: (Had the same answer as Ian.) It is a perfect mix of an interesting space with a lot of movement options, dynamic combat, impressive visuals and challenging puzzles.[/p][p][/p][p]
John: Without spoiling too much? Itâs an area where the environment shifts in a way that changes how players move through it. Itâs got a strong silhouette, an offbeat mood, and a moment where the party usually stops and says, âWait, what just happened?â[/p][p]I love spaces that catch players off guardânot with difficulty, but with personality. The ones where the world surprises you a little, and you remember it not because it was the hardest or the biggest, but because it felt different. Thatâs where the magic is.[/p][p][/p][p]
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[/p][p][/p][p]This is just a glimpse of what goes into creating a world like Cloudheimâs, and we canât wait for players to begin their adventures and discover whatâs in store![/p][p][/p]
đŁCommunity Corner
[p]Did you know weâve been running some playtests? Here are some (actual) comments left by our testers:[/p][p][/p][p]
âA beautiful blend of action, adventure, crafting, and creativity!â[/p][p]
âThey have an entire area dedicated to frogs.â[/p][p]
âEver wanted to Sparta kick something so hard it flies into orbit? Play Cloudheim.â[/p][p][/p][p]Weâll be doing more tests, so itâs not too late to join in on the fun![/p][p]
SIGN UP HERE[/p][p][/p]
đşď¸Up Next: Characters & Creatures
[p]Look forward to our next blog as we cover the different characters and wonderful creatures, both friend and foe alike, that you can meet on our journey.[/p][p][/p][p]
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[/p][p]Stay tuned![/p][p][/p][p]
