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Cloudheim News

Check out the Crafting Trailer!

[previewyoutube][/previewyoutube]

Looking forward to building out your base? Let us know in the comments!

⛅Closed Beta Signups Are Live!


Hi everyone!

The team has been hard at work on the game, and we’re now officially taking signups for Cloudheim’s Closed Beta period.

Cloudheim is a co-op game set in a colorful fantasy world, combining physics-based combat with crafting and base management. If you're looking for some fast-paced action with a dash of downtime, this is your chance to be a tester and have your feedback shape the game!

We’d love to get more eyes on Cloudheim and hear your thoughts. Sign up now to be a part of our upcoming playtests!

🖊️How to Sign Up




  • Signing up will add you to the waitlist until we start rolling out invites.
  • Details will vary depending on tests, and more specific information will be sent to invited testers.
  • Make sure to check your inbox, including Spam/Promotion folders!
❓FAQ


Why am I being required to sign into Discord?
A lot of playtest communications will be happening in our server, so we've made it an initial requirement to participate.

Do I have to connect my Steam and/or Epic Games account?
We're running different playtests on different platforms, so if you want to increase your chances of being invited, we recommend both.

When are the playtests happening?
Details will vary depending on the test. Invited playtesters will receive confirmation emails with more info.

What happens if I don't get in? Do I need to sign up for each playtest multiple times?
Some of our tests will be looking for only a small pool of players, and the requirements will be different with each one. If you don't get into one, that's okay! You only need to sign up once to stay in the pool for future invites.



We can’t wait to share the game and hear your thoughts. For the latest playtest news, such as dates and invite waves, make sure to join our Discord server. 👇

😺What's Noodling - Cloudheim Dev Blog #2🍝

Hellooo cool cats,

Welcome to the next edition of What’s Noodling, our dev blog for Cloudheim! In case you missed it, we recently premiered our new combat trailer at the Future Games Show Spring Showcase. You can check out the video here:

[previewyoutube][/previewyoutube]

🍀Squad Up with 4 Playable Classes

Cloudheim offers four playable classes, each bringing unique strengths to the battlefield.



  • The Spellblade weaves physical attacks together with magical abilities. Cast down a crash of lightning or lay down a healing aura to turn the tide of battle!
  • The Outlander favors big, heavy-hitting attacks, striking down foes to expose their weaknesses and wearing down enemy armor.
  • The Treasure Hunter jumps in and out of battle with their swift movements, always on the lookout for vulnerabilities to maximize their next attack.
  • The Sentinel brings both defense and utility to the field, with skills that can summon tools, buff allies, and knock around enemies to change up the playing field.

All four classes in Cloudheim allow you to experience the robust combat system in different ways. We wanted to hit a wide spread of interests and playstyles, resulting in the classes you see here.

Of course, you’re not locked into any one choice — any unlocked weapon and skill is yours to freely equip and mix around. Try switching things up: how about launching a grobb with your hammer and then blasting them with a beam?



🪩Q&A Time!

We managed to wrangle some of our team's game designers and gained some insight into what goes into designing an action game like Cloudheim. Take a look!



[h3]Why an action game?[/h3]

David: I love survival-craft games and play all of them. But, most of them are set in dark worlds with a slower, more strategic approach to combat. This felt like a great opportunity to make a game in a genre I love while doing something different, and really focus on the moment-to-moment experience and how it feels to use skills in combat.

Kevin: Something we wanted to avoid was “window overload” where more of your time is spent in UI menus than really experiencing the world and its gameplay. It’s like having you and your friends show up to a party but everyone whips out their phones. The hope with Cloudheim is that we can capture the fun of exploring, looting, and crafting in a more immersive way.

[h3]What would you say makes Cloudheim’s combat unique?[/h3]

Kevin: One thing we agreed very early on was to make combat the differentiating factor compared to other games in this space. With our team, we really wanted to bring more elements that are usually seen in fighting games into the project. For example, the sense of timing and flow you get from a combo in real-time — and being able to remix it as you go depending on the flow of battle. Or how addicting it is to try juggling an enemy in air as long as possible. We've spent a lot of time trying to give the player a strong sense of control over combat, and aimed to make it easy for anyone to go cook up a combo. We want each new fight to feel like you're about to create another chaotic masterpiece.

Ivan: With Cloudheim, the chaotic and physical nature of each engagement means you’re always adjusting your moves on the fly. Even if you come in with an idea of what combo you want to execute, odds are you’ll be changing it up depending on how the battle goes. Blink, and you might miss a good opportunity to juggle an airborne Grobb.

David: There’s a system in the game called Mana Burn, where you can keep casting skills even on cooldown, but at a cost. Do it too often, and you enter a state that has your movement greatly reduced, and any next attack can K.O. you. Stronger spells naturally fill up the bar faster, so there’s an added layer of decision-making that comes with this kind of risk-and-reward mechanic.



[h3]Are there any challenges in making this kind of game that people might not realize?[/h3]

David: Starting out, we weren’t even sure if it was possible to make this game. Having fluid, combo-driven combat in a peer-to-peer multiplayer environment was certainly a big undertaking.

Ivan: The playable characters in this game are very powerful. Monsters can easily be tossed and juggled around. When trying to design enemies that can still feel threatening despite this, some choices might be at odds with our combat values. It’s a worthwhile challenge to find that balance!

[h3]Any gameplay tips for players?[/h3]

David: There’s a lot of room to leverage the animation cancelling in our game. Try mixing different attacks together, such as throwing a thunder spear in the middle of a weapon combo — if you press fast enough, you’ll still be able to complete the attack chain.



There you have it! We hope players have as much fun with our combat system as our team has had in developing it.

🌠Community Spotlight

Can you guess which of the four classes is the most popular so far? We polled across our communities and the winner is…

🥁Drumroll, please… 🥁

…the Spellblade!

Here is a breakdown of the results:

🔨Up Next: Crafting!


Running around the world and conquering dungeons is fun, but eventually you gotta bring all that loot to your base. We’ve covered the action part of our action-craft game… you already know what’s coming up!

Our next trailer will dive into the mechanics of blacksmithing, shopkeeping, alchemy, and more.

As a teaser, here’s an NPC mid-contemplation. Which potion do you think they’ll buy?


Stay tuned!

Watch the Combat Trailer!

[previewyoutube]https://www.youtube.com/watch?v=WYf070uR9UI[/previewyoutube]

What class will you be playing first? Let us know in the comments!

😺What's Noodling - Cloudheim Dev Blog #1🍝

Hello, everyone!

Thank you so much for all the interest and support as we announced Cloudheim for the first time. The team here at Noodle Cat is super excited for what's in store, and we are here to kick things off with our very first Dev Blog!



⁉️FAQ Round-up

Here are some of the most common questions we’ve gotten since the game’s reveal.

Q: Will there be a demo?
A: Yes! We also plan to have playtests leading up to the game's launch. Expect more news on this soon.

Q: Can I play singleplayer?
A: Yes, you can play solo. Each world save will also have various settings such as experience gain and enemy difficulty that you can tune to your preferences.

Q: How is multiplayer handled?
A: Multiplayer is peer-to-peer hosted. Right now, we don’t have plans for dedicated servers.

Q: Is there crossplay support?
We are looking into it, but can’t guarantee crossplay support just yet.

Q: Will the game release in Early Access?
At this time, we don't have plans for it to be in Early Access.

Q: How much will the game cost?
We don't have a set price to share at the moment, but expect Cloudheim to be a one-time purchase — no free-to-play models or subscriptions.

Q: Is it an open-world game?
Not exactly. Cloudheim has more of a hub system where you have your core base, with locations to explore and more unlocked as you progress. That said, some of the maps are pretty big!

Q: Can I play as different characters?
A: Yes! While there won’t be a character creator, you’ll be able to unlock and play as different characters.



🌅How It All Started

Now, let’s go back to the beginning, before there was a game or even an Unreal project set up…

From the start, we knew we wanted to make something unique. At Noodle Cat, our founding team drew inspiration from playing games across different genres over the years. “We would play survival games, fighting games, management games, and see things we could bring together to make a new kind of experience,” says David, our CEO.

That’s why it’s hard to fit Cloudheim into any one category. It’s not strictly an ARPG, nor a survival game, nor is it a base-builder. Instead, we’re calling it an “action-craft” game, where the core loop is about using fast-paced, combo-driven combat to defeat enemies and explore the world, while bringing back loot to your base to craft and unlock even more playstyles for your next adventure.

We also wanted the world setting to be something more whimsical and fun, rather than being dark or punishing.


This playfulness is reflected not only in our art direction, but with the gameplay itself. You can kick greebles out of a cannon, feed ore into a chomping smelter, and open treasure chests with your magic lasso.

And while we do want Cloudheim to be a game that’s easy to pick up, there’s still plenty of room for those looking for a challenge as well. If all you want to do is dive into a mob of monsters and swing around a hammer — go for it! If you’d prefer tactfully chain together combos or time the perfect block with your shield, you can do that too.



Or maybe you’re the type to take the reins back at base. If sorting inventory and managing the store is more of your jam, there’s something for you as well! We wanted to make a game where the whole family and friend group can play together.

🌠Community Spotlight

This is the section where we usually highlight some of the really cool stuff from our community! But since things are just getting started, we’ve decided instead to share some creations from the Noodle Cat team ourselves. Enjoy. ✨

My computer when someone sets off 20 explosive barrels.

Are we the baddies?

“Yeah, that’s me in the trailer.”

“Hear me out… your house is ON the flying turtle.”

That level 2 grobb when the squad shows up.

🚂Up Next: All About Combat


Welcome aboard the hype train, because we’re just getting started! We’re excited to announce that Cloudheim will be in the Future Games Show Spring Showcase.



Tune in March 20th, 1 pm PT/4 pm ET/8 pm GMT as we unveil a brand new trailer covering more on the combat of Cloudheim — including classes, weapons, and enemies!💥

Here’s a quick teaser:


See you then!