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Cloudheim News

Letter from the CEO

[p]Hi, I’m David, a game designer who made the rather inadvisable decision to leave AAA development and start a game studio that could focus on building things we love. Now, I’m proud to work alongside a team of exceptionally talented individuals at Noodle Cat Games… which definitely didn’t get its name from when I drove by a ramen shop next to a pet store.[/p][p][/p][p]One of Cloudheim’s first defining concepts from October 2022, showing the feeling we wanted from characters and blins.[/p][p][/p][p]Years later, we’re equally excited and anxious to share the early access version of Cloudheim. We set out to make Cloudheim because we couldn’t find anything quite like it — a simmering stew of many of our favorite things, ranging from cute monsters to ridiculous fighting game combos to management simulation games. Cloudheim is not perfect, but I believe you’ll discover a game imbued with heart, character and depth. From this core, the game will continue to rapidly improve thanks to player feedback and community engagement.[/p][p][/p][p]Cloudheim’s immaculate graphics in late 2022. No artists were permanently harmed in the creation of this prototype, but the same cannot be said for the eyes of the artists who had to look at it daily.[/p][p][/p][p]Cloudheim’s first single character concept art from November 2022. You can see this character’s design in both Astrid and Mana today![/p][p][/p][p]Cloudheim’s inspirations are broad, but the one that truly led us here, and that I felt was worth a mention, is the indie gem Recettear: An Item Shop's Tale. Although Cloudheim plays quite differently, our team loves how Recettear blends different game modes into something great. Recettear left a deep impression from what that indie team was capable of doing and the risks they took, and it stuck with me for more than a decade when I decided to follow in their footsteps instead of chasing a AAA paycheck.[/p][p][/p][p]Cloudheim in January 2023, long before our heroes learned how to properly hold weapons.[/p][p][/p][p]Today, it’s hard to believe where Cloudheim is now compared to the early prototypes we made, and how much it’s grown beyond the small seed that was initially planted back in 2022. Noodle Cat’s team breathed life and color into the world of Cloudheim in a way I could only feign to imagine, and I’m grateful to their dedication to building a dream together.[/p][p][/p][p][/p][p]Cloudheim in early 2023, with its first ultra wide gameplay tests.[/p][p][/p][p]I don’t believe in the concept of the auteur game designer in most of today’s game development industry. Games are built from the creativity and passion of a broad group of developers and support teams. Cloudheim is entering early access with work from our artists, QA, engineers, designers, and more who all poured their passions into the game across the years, and coming from individuals in countries across the world.[/p][p][/p][p]Cloudheim in July 2024, when greebles became feared.[/p][p][/p][p]Although I started Noodle Cat, Cloudheim is not mine alone. It’s theirs. Each decision, each piece of art, written line of code, and feature added to the project has contributed in making the game what it is today. Cloudheim belongs to the team.[/p][p][/p][p]Cloudheim in May 2025, when we made the tutorial level.[/p][p][/p][p]Studios like Noodle Cat are born out of a desire to make games for players. To create something that we love, and hope you’ll love too, and join us on the journey ahead. This is fundamentally different from the approach that exists in most of the industry; one that our team came from before working together to build Cloudheim.[/p][p][/p][p]Cloudheim today, as we release into Early Access.[/p][p][/p][p]While Cloudheim has belonged to the team for years, today that is about to change. We made the game for you, and so we are now giving it to the players. From now on, Cloudheim belongs to you.[/p][p][/p][p]— David Hunt[/p]

Welcome to Cloudheim - Early Access Release Info

[p]Hello, Runari![/p][p]We're so glad to have you here with us at the start of Cloudheim's Early Access release. It's already been a long journey since we announced the game back in February, did several beta tests, and released the demo out to the world.[/p][p][/p][p]All of the feedback, bug reports, silly co-op moments and crazy combos that have been shared with us through the community has led to this point, and we can't wait to continue that as we begin this new stage in Early Access![/p][p][/p][p]Compiled below is all the info you need to know ahead of the release so you'll be ready to dive right into Cloudheim right away![/p][p][/p][h2]Price[/h2][p][/p]
[p]Currency[/p]
[p]Price[/p]
[p]Launch Discount (10% Off)[/p]
[p]USD (United States)[/p]
[p]$29.99[/p]
[p]$26.99[/p]
[p]GBP (United Kingdom)[/p]
[p]£24.99[/p]
[p]£22.49[/p]
[p]EUR (Europe)[/p]
[p]€28.99[/p]
[p]€26.09[/p]
[p]BRL (Brazil)[/p]
[p]R$88.99[/p]
[p]R$80.09[/p]
[p]JPY (Japan)[/p]
[p]¥3,400[/p]
[p]¥3,060[/p]
[p]KRW (Korea)[/p]
[p]₩32,000[/p]
[p]₩28,000[/p]
[p]MXN (Mexico)[/p]
[p]Mex$334.99[/p]
[p]Mex$301.49[/p]
[p]CAD (Canada)[/p]
[p]CDN$38.99[/p]
[p]CDN$35.09[/p]
[p]AUD (Australia)[/p]
[p]A$43.95[/p]
[p]A$39.55[/p]
[p]CNY (China)[/p]
[p]¥108.00[/p]
[p]¥97.20[/p]
[p][/p][h2]Release Times[/h2][p][/p][p]Table Version[/p]
[p]December 4th, 2025[/p]
[p]• North America - 7:00 AM PST, 9:00 AM CST, 10:00 AM EST[/p][p]• South America - 12:00 AM BRT[/p][p]• Europe - 3:00 PM GMT, 4:00 PM CET[/p][p]• Africa - 4:00 PM SAST[/p]
[p]December 5th, 2025[/p]
[p]• Asia - 12:00 AM KST, 12:00 AM JST[/p][p]• Oceania - 2:00 AM AEST[/p]
[p][/p][h2]System Requirements[/h2][p]Note: As the game is still being developed, these requirements may change over time.[/p]
[p]Minimum Required[/p]
[p]Recommended[/p]
[p]OS: Windows 10[/p][p]Processor: AMD Ryzen 5 2600X G / Intel i5-8600K[/p][p]Memory: 16 GB RAM[/p][p]Graphics: NVIDIA GeForce GTX 1660 / NVIDIA GeForce RTX 3050 / AMD Radeon RX 6600[/p][p]DirectX: Version 12[/p][p]Storage: 30 GB available space (SSD Required)[/p][p]Additional Notes: Internet connection required.[/p]
[p]OS: Windows 11[/p][p]Processor: AMD Ryzen 7 5800X / Intel i7-12700[/p][p]Memory: 32 GB RAM[/p][p]Graphics: NVIDIA GeForce RTX 3070 / NVIDIA GeForce RTX 4060 / RX 7700 XT / RX 6800 XT[/p][p]DirectX: Version 12[/p][p]Storage: 30 GB available space (SSD Required)[/p][p]Additional Notes: Internet connection required.[/p]
[p][/p][h2]Early Access Launch Features[/h2]
  • [p]1 - 4 Player Online Co-Op Multiplayer[/p]
  • [p]Keyboard and Mouse with rebinding, Controller Support[/p]
  • [p]Localization: English, French, German, Spanish (Latin America), Spanish (Spain), Japanese, Korean, Portuguese (Brazil), Simplified Chinese[/p]
    • [p]Note: Localization is ongoing and will be improved in future updates![/p]
    [p][/p]
  • [p]Choose from 26 available characters, each with several unlockable appearance styles[/p]
  • [p]Explore 4 major islands with dozens of dungeons and quests available: Arcadia, Dustlanger, Greenvor, and Frostvaldr[/p]
  • [p]Play your way, choosing weapons and skills from 4 playable classes (Runeblade, Breaker, Sentinel, Ranger), each with 80 levels of progression.[/p]
  • [p]Loot, craft, and unlock over 2,000 items from weapons, potions, and food while growing your base in the skies[/p]
  • [p]72 Blins to amass for your growing Blin empire[/p][p][/p]
[h2]Supporter Pack DLC[/h2][p][/p][p]As a new studio working on our first game, it means a lot if you're able to show your support with this cosmetic supporter pack! With your purchase, you'll unlock the following:[/p]
  • [p]Extra Characters: Brooks, Jarl Erland, Emma, Sylf[/p]
  • [p]Emotes: Jellycow Express, Catch a Ride, Galloping Greeble, Ninja Rush, Sign UwU, Runari Stride, Gnasher Strut, Sign Broken Brooks[/p]
  • [p]Bifröst Character Style: Show off your support with this cosmic style line, available for 26 characters![/p]
[p][/p][p]In case you missed it, we also previously revealed our roadmap on what we'll be doing after launch, which you can view here. In addition to all the content available from the start, we'll continue adding in more content, bug fixes, and other improvements for you to look forward to throughout Early Access![/p][p][/p][p]Thank you for being with us for this moment, and see you all on December 4th.[/p][p][/p][p]— Noodle Cat Games[/p]

🪽 Cloudheim Early Access Roadmap

[p]Hello, Runari![/p][p][/p][p]We are a little over a week away from Early Access release on December 4th, and we’re excited to share something many of you have been asking for: a first look at Cloudheim’s Roadmap![/p][p][/p][p]This roadmap is designed to give you some highlights of what to expect throughout the Early Access period.[/p][p][/p][p][/p][p][/p][p]Plain Text Version:[/p]
Cloudheim Early Access Roadmap
[h2]Ongoing Updates[/h2]
  • [p]Localization[/p]
  • [p]Bug Fixes & Performance[/p]
  • [p]Player Feedback[/p]
[h2]Future Updates[/h2]
  • [p]Winter Event[/p]
  • [p]More Weapons & Abilities[/p]
  • [p]New Island: Myrkstorm[/p]
  • [p]New Island: Pyregard[/p]
[h2]And More...[/h2]
  • [p]Recipe Book[/p]
  • [p]Blin Guild Upgrades[/p]
  • [p]Item Management[/p]
  • [p]Enchantment Station[/p]
  • [p]More Crafting and Decor[/p]
  • [p]More Class Abilities[/p]
  • [p]New Characters[/p]
  • [p]Combat Balancing[/p]
  • [p]Mastery System Pt 2[/p]
  • [p]More Quests[/p]
  • [p]More Dungeons[/p]
  • [p]More Enemies[/p]
  • [p]Weather System[/p]
  • [p]Bonus Adventures[/p]
[p]Follow for the latest news and updates![/p][p][/p][p]Of course, given the nature of game development, this is subject to change, and that includes feedback from our community! We also have several other cool things in the works that can't be shared just yet...so stay tuned![/p][p][/p][p]Feel free to join us over on the official Discord server for announcements and to chat with the team. We can't wait to start this adventure with you — see you in Early Access![/p][p][/p][p]— Noodle Cat Games[/p]

Demo Update #9 - Combat Refinement

[p]Hello, Runari!
[/p][p]Steam Next Fest may be over, but there are still tons of content we wanted to add in for the demo. This will reflect the ongoing work we’re doing and what you can expect with the Early Access release on December 4th![/p][p][/p]
A Note On Impulse Changes
[p]Before we get into the patch notes, we wanted to address two pieces of feedback regarding Cloudheim’s combat that we wanted that was a focus for this update. One, some players found the combat to feel “floaty.” And two, it was hard to perform combos because of how enemies moved in combat. A lot of work was done to impulse behavior specifically to address this.[/p][p][/p][p]In the game, impulse is what we call the damage and related behavior done to enemies through physics. Damage done by impulse is represented as yellow number pops, and there are four possible states:[/p][p][/p]
  • [p]Launch, when you knock an enemy into the air (like with a jump pad)[/p]
  • [p]Pull, when you yank an enemy toward you or a target location (like with the lasso)[/p]
  • [p]Push, when you knock an enemy away from you (like with Homerun)[/p]
  • [p]Smash, when you knock an enemy into the ground (like with Ground Pound)[/p]
[p][/p][p]Good combat revolves around maximizing impulse damage, which is why a common tip is that the longer you keep enemies in the air, the more you do![/p][p][/p][p]Now, there are more visual distinctions when you are in the middle of an impulse combo on an enemy. The more you add to the impulse combo, the more damage the enemy will take once they finally land on the ground. Or even better, knocking an impulsed enemy into another will deal tons of damage![/p][previewyoutube][/previewyoutube][p]Furthermore, we’ve also made major changes to how the game handles enemy movement when being impulsed, in an attempt to make it behave more along player expectations. It will also consider factors such as distance, speed, force, and mass. This is done through two approaches: applying slow-mo and adjusting gravity. Here are some example scenarios:[/p][p][/p][h2]Push[/h2][p]Now, the distance an enemy travels when they are kicked, for example, is less, but done faster. Thus, your kicks should feel more immediately impactful. We also made changes to better improve kick targeting (to be your intended target), which was especially egregious in low FPS/high-ping scenarios.[/p][p][/p][p]Using skills like Homerun and Force Wave will push enemies fast, as odds are you’re using them as a finisher or wanting to knock them against other targets.[/p][p][/p][h2]Pull[/h2][p]At ground level, lassoing an enemy from close up will quickly pull them closer to you, as you’re likely wanting to do that to immediately connect into the next attack. Under the hood, this involves adjusting the enemy’s mass and making the gravity higher, resulting in a “thwump” behavior as they’re dragged along. [/p][p]Likewise, pulling an enemy from further away will apply the slow-mo effect as they approach you to give a larger window in setting up combos. It’s also more reliable overall that pulling an enemy will have them pulled toward you, as this wasn’t always the case before. [/p][p]The height at which you lasso things will also play a factor in how enemies are pulled. Ultimately, it should open up more ways to lasso things and connect them into air combos![/p][p][/p][h2]Launch[/h2][p]Launching an enemy using a jump pad will now apply a reduced gravity effect, and the impulse combo begins as soon as the enemy is lifted in the air. Combined with changes made to push states, the game should better handle how enemies fly when off a ledge, smacked by a hammer, and in many other situations.[/p][p][/p][h2]Smash[/h2][p]Odds are, an attack or skill that smashes is used as a satisfying finisher at the end of a combo, as hitting the ground is when all that impulse damage gets applied. Thus, enemies in slow-mo that are hit with a smash will immediately exit it, giving it that extra “oomph” as they land.[/p][p][/p][p][/p][p][/p][p]All of these interactions play a part in enhancing the combat experience. Imagine this: you send out a jump pad, lasso a grobb into it, jump up, and then finish with a Ground Pound. Those are three types of impulse states as the game constantly analyzes and adjusts values, and then calculates the appropriate impulse damage to apply at the end.[/p][p][/p][p]We've also made adjustments to jump behavior, which should also address some related feedback we've received in this area. These changes are now live in our latest demo update, along with many other great additions you can read in the full patch notes down below.[/p][p] [/p][p]We can’t wait for players to dive in, and as always, are eager to hear your feedback![/p][p][/p][p]— Noodle Cat Games[/p][p] [/p]
New Features
[p][/p][h2]Combat[/h2]
  • [p]Added a new skill, Flameburst (Breaker), which unlocks at Class Level 8[/p]
    • [p]Release a short wave of flame around you, burning enemies. Heals you and nearby allies for every enemy hit.[/p]
  • [p]Added a new skill, Mana Lash (Runeblade), which unlocks at Class Level 10[/p]
    • [p]Quickly strike an enemy at range, dealing bonus damage based on your current mana burn levels. Recovers mana for nearby allies if the enemy is defeated. If this skill causes you to overload, it will upgrade to an explosion on the target.[/p]
  • [p]Note: These skills are not granted retroactively if you are past the class levels in old saves[/p][p][/p]
[h2]Enemies[/h2]
  • [p]Added new VFX and improved impulse-related hit reacts with enemies, such as when hitting the ground or other objects[/p]
  • [p]Some Wood minions have been replaced by the new “Seedlings” enemy[/p]
  • [p]Water Grobb models have been updated[/p]
  • [p]Updated the model and audio for the final boss in Rose Ruins[/p][p][/p]
[h2]Base/Shop[/h2]
  • [p]Updated the visuals for the Forge, Key Press, Prospecting Site, and Gardening Plot stations[/p]
  • [p]The Key Press now supports queuing[/p]
  • [p]Added more decor options[/p]
  • [p]Pressing Build while close enough to a movable decor/station will automatically select the object for movement[/p]
[p][/p][p][/p][h2]UI/UX[/h2]
  • [p]Several more Tips have been added[/p]
  • [p]A handful of menus have been reworked, including Equipment, Inventory, Guild, and Build[/p]
  • [p]More skill icons have been updated[/p]
  • [p]Mana Burn now shows the duration remaining until you regain movement and basic attacks[/p]
[p][/p][h2] Effects/Audio[/h2]
  • [p]The water bubbles for the Parched Temple puzzle have been updated[/p]
  • [p]Updated the visuals for the skills “Blizzard Beam,” and “Become as Vortex”[/p]
  • [p]Updated the model for fishing rods[/p]
  • [p]Added more sounds to fishing[/p]
  • [p]Added a chime sound when discovering a secret[/p][p][/p]
[h2]Accessibility[/h2]
  • [p]Added "Motion Blur" and "Field of View" to Video Settings[/p][p][/p]
Changes
[p][/p][h2]Classes[/h2]
  • [p]Class Progression unlocks have been updated and expanded[/p]
    • [p]The max level for all classes is now 80[/p]
    • [p]Some levels will grant stats instead of skills[/p]
  • [p]Skills can now come in different rarities, with better effects at higher rarities[/p]
    • [p]Note: If playing on an old save, there may be some inconsistencies[/p][p][/p]
[h2][/h2][h2]Exploration[/h2]
  • [p]Streamlined the flow of the tutorial levels in terms of layout[/p]
  • [p]Removed Baldurian rarity drops for all ores[/p]
  • [p]Mineable rocks will only take one hit to break now[/p]
  • [p]Checkpoints in dungeons have been made more visible[/p]
  • [p]Removed the option to travel to Odin Shell from Sylfstone checkpoints in dungeons[/p]
  • [p]Reduced the drop rate of lockboxes[/p]
    • [p]Note: You are still guaranteed at least one in the final chest at the end of dungeons[/p]
  • [p]The enemy encounter at Frogopolis will now spawn even if you are not currently on the related questline[/p]
  • [p]Adjusted fishing loot tables for more variety and better scaling later in the game[/p][p][/p]
[h2]Quests[/h2]
  • [p]Added more location markers to various quest steps in Arcadia[/p]
  • [p]Added better context/cues for a certain step during “The Lost Blin” quest[/p][p][/p]
[h2]Controls[/h2]
  • [p]Majorly changed jump behavior, including animations. You now jump faster, higher, and have more control.[/p]
    • [p]Added an option in Settings to choose jump behavior (Tap versus Hold)[/p]
  • [p]Lasso Balancing[/p]
    • [p]Using a lasso point will now refresh your jump stacks[/p]
    • [p]The starter Lasso will now focus on one target at a time, and favor unarmored targets over armored ones[/p][p][/p]
[h2]Combat[/h2]
  • [p]❗Made several changes to how the game handles impulse damage and related calculations[/p]
    • [p]Overall, combat should feel “weightier” — see additional notes below.[/p]
  • [p]Changed how the game handles input buffers to improve transitions at the end of combos into new attacks[/p]
  • [p]Improved airborne combos and plunge attacks[/p]
    • [p]Plunge attacks now factor in camera direction[/p]
  • [p]Movement and basic attacks are now restored earlier when Overloaded (Mana Burn), and this happens before you fully recover to use skills again[/p]
  • [p]Made various changes to the VFX and overall feel of weapons, including axe combos and dagger attacks[/p]
    • [p]Some weapons now have new animations[/p]
  • [p]The spin attack during the normal axe combo now deals 33% more damage[/p]
  • [p]Missing with “Pile Driver” will now refund the mana cost and no longer force a jump[/p]
  • [p]Skills with deployables have been updated[/p]
    • [p]The number of deployed objects depends on the rarity of the skill[/p]
  • [p]Adjusted explosive barrel behavior[/p]
    • [p]You can now set the fuse with weapon hits, and the time required to explode has been reduced[/p]
  • [p]Fire debuff stacks have been changed[/p]
    • [p]Stacks can now build up to 10 (up from 5), apply faster while having a shorter duration, and will now damage nearby enemies[/p]
    • [p]For players, damage occurs when overflow happens beyond 10 stacks[/p]
    • [p]For enemies, damage occurs at every stack, with more stacks equalling more damage per tick[/p]
    [p][/p]
[h2]Enemies[/h2]
  • [p]Enemies will now have a "slow-mo" effect applied to them during various impulse combos[/p]
  • [p]Bomb Beetles are now deadlier — this applies to friends and foes alike!💣[/p][p][/p]
[h2]Base/Shop[/h2]
  • [p]Added a quest step to purchase the Viking Brew upgrade during shop onboarding[/p]
  • [p]Some corrupted ore now have a cube shape and new visual effects for better visual distinction[/p]
  • [p]Shopper Changes[/p]
    • [p]Shoppers are now pickier! They will only buy their desired item type (the icon above their head), and leave if it is not found. Previously, they would still try to buy other items.[/p]
    • [p]Shoppers may now want to purchase unrefined ore[/p]
    • [p]Shoppers who want refined bars or weapons will appear at later store levels[/p]
    • [p]Increased patience timer for shoppers who want refined bars or weapons[/p]
  • [p]Blin Changes[/p]
    • [p]Lockboxes now have a chance to drop Blin Whistles[/p]
    • [p]Blin Whistles automatically summon on toss as long as you have enough room[/p]
    • [p]Slightly increased the default max Blin capacity and scaling of the number of Blin Houses that can be built per Shop Level[/p][p][/p]
[h2]Effects/Audio[/h2]
  • [p]Updated the audio for broken pottery (you know who you are).[/p][p][/p]
Notable Bug Fixes
  • [p]Made some improvements to game thread (CPU) performance[/p]
  • [p]Catch-all bullet for a myriad of performance and optimization improvements that are too granular to detail goes here[/p]
  • [p]Fixed the Frostsworn Edge weapon not having a cooldown for its weapon skill (Homing Ice Shards)[/p]
  • [p]Fixed the Blade Phalanx ability not dealing damage[/p]
  • [p]Removed some instances of enemies in Arcadia spawning underground and other inaccessible areas[/p]
  • [p]Fixed that one set of floating grass in Golden Galleon Shore that people kept reporting[/p]
  • [p]Fixed multiple bugs relating to the final boss battle in Rose Ruins[/p]
  • [p]Fixed dungeon checkpoints that should address issues with spawning at the start of the instance[/p]
  • [p]Fixed an oversight that allowed players to build more than one Gnasher Nest. He is THE ONE.[/p]
  • [p]Items in the shop should no longer be halfway in the ground or in a station slot after being tossed[/p]
[p]
[/p]

😺What's Noodling - Cloudheim Dev Blog #7🍝

[p]Hello, Runari![/p][p][/p][p]What's that on the horizon? Oh yeah, it's Cloudheim's Early Access release! We are just one month away from the big December 4th date, and the team has been full speed ahead with new adventures, improvements, and fun surprises waiting for you.[/p][p][/p][p][/p][p]The demo offered a glimpse of what you can expect, but Early Access will take you further into Arcadia and beyond, with an additional three fully-fledged islands to explore. Each island brings new enemies to battle, materials to gather, and dungeons to discover. Here's a preview of what to expect in each one![/p][p][/p][h2]🐸 Arcadia: Grimsladd Awaits[/h2][p]Your time in Arcadia is not finished yet! While the demo stops short of continuing the story, Early Access lets you progress toward the lost city of Frogopolis, where the god Grimsladd awaits. It won't be easy to navigate his domain, but expect plenty of rewards for those who find success.[/p][p][/p][p][/p][h2]🏜️ Dustlanger: Vitikki's Rest[/h2][p]Beneath the scorching sun, Dustlanger is filled with sand-swept ruins and abandoned bazaars untouched by time. Once alive with trade and travelers, enemies who've adapted to the harsh environment now invade the area. Grobb-infested dunes hide surprises for those willing to venture into this arid landscape.[/p][p][/p][p][/p][h2]🌿Greenvor: VargerKatt Roams[/h2][p]Greenvor hums with life, yet its heart is shadowed. Sprawling trees brimming with ancient magic span the island, though corruption lurks in their roots.[/p][p]Explorers will encounter floating islets, whispering spirits, and ambushing enemies aiming at the unwary. Off the coast, the god VargerKatt watches over the land — what dangers could be drawing his attention?[/p][p][/p][p][/p][p][/p][h2]❄️ Frostvaldr: Brimir's Grave[/h2][p]Frozen winds sweep across Frostvaldr, a land of snow, ice, and abandoned encampments. In the past, this was once a bustling industrial area for minerals and lumber, overseen by the resident lord from his castle. [/p][p]Now, chilling winds are all that remain, along with the final resting place of the fallen god Brimir. This frozen landscape is as beautiful as it is treacherous, with plenty of secrets around every corner.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]Danger and discovery await with each island, and we can't wait for more Runari to answer the call of the gods and retake the Shattered Realms. Get ready for new adventures with Cloudheim in Early Access, coming December 4th![/p][p][/p][p][/p]