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Ravenswatch Patch note (Steam Deck issues) - Version 0.14.03



Greetings, Ravens!

We have pushed a patch oriented on Steam Deck fixes, but also the missing Spiderlings in Co-op! Check out the patch note down below for a detailed look at the changes:

[h2]:: Patch note - Version 0.14.03 ::[/h2]

[h3]Fixed bugs[/h3]
  • Spiders: Fixed a bug where some spiderlings were not visible to peers in multiplayer
  • Steam Deck:
    + Fixed the Explosion/Attack indicators that were not displayed on Steam Deck
    + Fixed a crash when changing Chapter in multiplayer on Steam Deck

[h3]Currently investigated issues[/h3]
  • Very long / Endless loading screen in Multiplayer
  • Desynch / Random disconnection issues
  • Can’t join with code / No code is showing
  • Possible crash when changing texture quality in the Settings menu

[h2]:: Early Access Roadmap ::[/h2]


[h2]:: Fan arts ::[/h2]

Thank you all for sharing your beautiful artwork!

By @RevealYourSins

By @Slinaro

By @Mil

[h2]:: Social Links ::[/h2]

Visit Passtech Games website: https://www.passtechgames.com

Follow the official Ravenswatch Twitter account: https://twitter.com/PlayRavenswatch

Follow Passtech Games on Twitter: https://twitter.com/PasstechGames

Join Ravenswatch’s subreddit: https://www.reddit.com/r/ravenswatch

Watch us on Twitch: https://www.twitch.tv/passtechgames

Follow us on Facebook: https://www.facebook.com/gaming/PasstechGames

Follow us on Instagram: https://www.instagram.com/passtechgames


- The Passtech Team 🍉

Ravenswatch Hotfix (Game Difficulty) - Version 0.14.02



Greetings, Ravens!

We have read your feedback, watched videos and live streams, and looked at the data, and we can only agree with your reports and recent reviews. This huge and outstanding update that we had worked on and planned for months didn’t meet your expectations on some levels, but we are here to remedy that!

While we’re planning more changes, here is a quick hotfix to resolve some issues. You can learn more about our plans in our latest Dev Diary and Roadmap:

https://steamcommunity.com/games/2071280/announcements/detail/3744235839669247375

[h2]:: Hotfix - Version 0.14.02 ::[/h2]
🐦 = Community feedback & reports

[h3]Balancing[/h3]
  • 🐦 Overall Difficulty: XP Boost
    Design Notes: In response to feedback, we've adjusted the game's difficulty to better match the game's new timeframe (6 days, 2 Chapters) and to give new players a better introduction to the game. The XP acquired by heroes is a pillar of the game's development, enabling them to tackle the map's advanced challenges more serenely, but also to be sufficiently prepared for the final confrontation. We've therefore adjusted the XP acquired during the game for the first difficulties to gently bring players up to the sustained pace required for the higher difficulties (Nightmare 6 and above, for which the difficulty remains unchanged).
    + Normal / Nightmare 1: +25% XP from any source
    + Nightmare 2 / Nightmare 3: +20% XP from any source
    + Normal 4 / Nightmare 5: +10% XP from any source
    + Nightmare 6 / Nightmare 7: No change
  • Nightmare Difficulty 8: Changed Nightmare 8 modifier, now reducing the amount of XP collected by 20%
  • Nightmare Difficulty 9: Nightmare 9 does not reduce the time limit anymore but removes 2 feathers instead (like the former Nightmare 8 modifier)
    Design Notes: For the Nightmare 9 difficulty, we have chosen to remove the additional time malus, which no longer seemed relevant, and to apply a change to Nightmare 8 in order to provide a tense and very challenging experience in these high-level difficulties. Note: As it was added in a hotfix, full localization for the Nightmare 8 modifier is not available (only French and English).
  • Faceless Master Nightmare: Design Notes: Storm Island's Master Nightmare did not correctly apply the Nightmare 3 and 6 modifiers designed to make it stronger. As a result, its setting was always the same for all difficulties. We've corrected this and adjusted its starting values to make it more manageable on difficulties lower than Nightmare 6. Its power is similar to the previous one from Nightmare 6 onwards.
    + 🐦 By default, -20% overall damage, -30% overall HP
    + Now Properly scales with Nightmare 3 & 6 modifiers
  • Ranking points: Base ranking points for meta progression set to 125 (from 100)

[h3]Fixed bugs[/h3]
  • 🐦 Cyclops fight: Fixed the teleportation issue in Co-op preventing players from fighting the Cyclops
  • Beowulf: Fixed wyrm being stuck in air when Beowulf is stunned during a wyrm ability
  • Aladdin: Fixed second wish description displaying min/max shards amount in the wrong order)
  • Geppetto:
    + Fixed ‘Nailing Strike’ last attack that was not healing dummies properly
    + ‘Family Meeting’ now takes into account Meca-Puppets for Dummies count
  • Roc Birds: Fixed a bug that could make some Roc Birds not hittable after being leashed
  • Faceless Master Nightmare: Fixed a bug where an FX stun was incorrectly displayed in multiplayer after it had been staggered
  • Treants: Fixed missing spawning behavior for Treants when summoned from a Grimoire or another enemy spawning event
  • 🐦 Jinns: Fixed Jinns stuck in spirit form, resulting in being blocked permanently in combat mode

[h3]Known issues[/h3]
  • Infinite loading in Lobby or Chapter Two in co-op
  • On Steam deck, some attack signals are not displayed

[h2]:: Updated Roadmap ::[/h2]



Additionally to this hotfix, we are working on a new Difficulty System for our next Update, planned for Q4 of 2023. A new Hero will also join the Ravenswatch, and a first iteration of public Matchmaking will be available in the next Major update of Ravenswatch.

Join us on Friday, September 15th on Twitch to meet the devs and ask questions about our latest update or future content!

Follow us on Twitch to not miss out on the live stream:
https://www.twitch.tv/passtechgames

17:00pm (CEST) / 16:00pm (BST) / 8:00am (PT) / 11:00am (ET)

[h2]:: Social Channels ::[/h2]

Visit Passtech Games website: https://www.passtechgames.com

Follow the official Ravenswatch Twitter account: https://twitter.com/PlayRavenswatch

Follow Passtech Games on Twitter: https://twitter.com/PasstechGames

Join Ravenswatch’s subreddit: https://www.reddit.com/r/ravenswatch

Watch us on Twitch: https://www.twitch.tv/passtechgames

Follow us on Facebook: https://www.facebook.com/gaming/PasstechGames

Follow us on Instagram: https://www.instagram.com/passtechgames


- The Passtech Team

Our latest Update - Dev Diary #04



Greetings, Ravens!

Oh boy, we’ve got a lot to talk about! Maybe let’s start with the positive: We’ve received so much good feedback on Chapter Two since the Experimental Beta and now the release of the update. We wanted to thank you for coming back to the game and playing the new content, we know it was highly anticipated.

Now onto the problematic stuff about the update. We have read your feedback, watched videos and live streams, and looked at the data, and we can only agree with your reports and recent reviews. This huge and outstanding update that we had worked on and planned for months didn’t meet your expectations on some levels, but we are here to remedy that!

[h2]Addressing your concerns[/h2]

[h3]Looking at the feedback and data[/h3]

What really stands out from all the data we collected over the last few days is how difficult the game has become since the last update, especially in solo. It has become adamant that we went too far, and we need to work on this issue quickly. If you were doing alright before the update, you are now struggling too much with the recent changes; and worse: if you were struggling before, you cannot simply win a run now. Our data is pretty clear on that:
in normal mode, the success rate for completing Dark Hills before the update was 23%, and the success rate for completing both Chapters is now 8%.


You would believe that it’s pretty normal, right? We added a new Chapter to go through, thus making it harder to reach the end as you have to stay alive twice the time as before. Yet, we noticed that people now have a hard time reaching the end of Chapter One. Almost all the criticism we received was about the shorter timer, and how this is the reason the game is harder now. It’s true, since most people cannot reach Chapter Two, they do have less time to explore, level-up and win! (The initial intention was to have MORE time since now you can explore two Chapters, with 6 cycles instead of 4). We believe we need to explain a little bit better why we made this change and why it was necessary (whether now or later).

[h3]Why the change?[/h3]

In our patch note, we explained we wanted a dense and intense experience. By reducing the timer, we anticipated the fact that a run is now 40 minutes long instead of 25 (that is also why there were a bunch of ‘nerfs’ in this update, we had to balance things for two Chapters instead of just the one). We’ve also anticipated the third Chapter, coming later during this Early Access, which will also increase the final time of a run. We are aiming for between 1 hour and 1h15 for a complete run. This is how we should have presented the idea of a dense and intense experience from the beginning because it is the identity of Ravenswatch.

We announced the reduction of the timer back in July, and we tested that idea during our Experimental Beta tests a few weeks ago. It seemed that it was well received by the beta players at the time, perhaps the beta was played by more hardcore players, resulting in positive feedback about the change.

1 = It's too restrictive ❌ / 5 = It's perfect now 👌

[h3]What’s the solution then? (if that’s possible to find in a few days)[/h3]

Now this change resulted in a lot of negative feedback and worries, that are to be fair, completely valid! After analyzing lots of community content and feedback, we are trying to find solutions to the ramping difficulty issue, without changing the timer again as we know it is necessary for the future of the game (runs will be too long, and you won’t be confronted with choices to make…). Having a pocket-open world gives the impression that everything should be explored, whereas in a roguelike you still must make choices. Exploring everything won’t make you stronger, choosing to focus your time on Activities and participate in combat will. It was something that was possible only on Dark Hills as the time was extended, but now that Storm Island is here, goals are different. Changing the timer is not the solution, it will only push the problem for later when we add Chapter Three and the End game.

We believe XP is the most important resource in a run's success. While objects and Dream Shards are obviously crucial in building powerful synergies, it seems that a lot of people favor loot over Activities that offer huge XP boosts (Tumors, Quests...). The lack of positive feedback, when you complete those missions, is an issue we wish to address quickly in order to send the right message to the players during their run.

We are planning to rework the Difficulty modes system in our next Major Update (check the roadmap down below for details), but in the meantime, we will quickly patch the Shores of Storm Island update accordingly with the feedback we received and the data we collected. We will also rework in a future update how you gain Rank points in the meta-progression, as failing a run now makes it harder/slower to unlock new Talents.

We are rebalancing the whole experience, making the Normal mode and the first few Nightmare difficulties more accessible. Leveling up and reaching levels 4-5 before the end of Dark Hills won’t be a pain anymore. The modifier for Nightmare 9 (reducing the timer from 18 to 15 minutes) will also be updated.

We are also working on bug fixes, here is what we are targeting:
  • Cyclop co-op issues
  • Permanent combat mode, preventing you from doing anything
  • Loading issues on Chapter 2
  • Steam deck attacks zone issues

This is the first patch we are planning to address those issues. Your feedback and suggestions are always welcome and appreciated to finetune Ravenswatch during its Early Access period! Please remember the game is still in Early Access and everything is subject to be nerfed/buffed and rebalanced as we add more content and read your feedback!

Our main focus is to give you back the original experience in terms of difficulty and fun. You can expect the hotfix in the upcoming days.

[h3]Devstream on Friday 15th, come and ask your questions![/h3]



Still not totally convinced or reassured? Join us on Friday 15th for a Devstream on Twitch! Adrien (Game Director) and Margaux (Communication Manager) will talk about the Shores of Storm Island update, recent challenges, and answer any questions you still may have.

Follow us on Twitch to not miss out on the live stream:
https://www.twitch.tv/passtechgames

17:00pm (CEST) / 16:00pm (BST) / 8:00am (PT) / 11:00am (ET)

[h2]What’s next? Updated Roadmap[/h2]



While we’re working on improvements for the Shores of Storm Island update, here’s a new look at our updated Roadmap for the rest of the Early Access!

Our next update will add:
  • A new Hero joins the Ravenswatch! Any guesses or wishes?
  • The first iteration of Matchmaking! This was the #1 requested feature, we moved it up on our planning to give you access to the first version of the Quick match system.
  • Reworked Difficulty system, as explained above, we are working on this to improve the overall experience.
  • And more!

[h2]News from the Passtech team[/h2]

[h3]Gamescom[/h3]

Passtech Games recently participated in Gamescom 2023! We held a booth to showcase the Shores of Storm Island update to the press, it was quite a fun experience!

[h3]Moving out[/h3]
Last month, we said goodbye to our old office to move into a bigger studio! The team expanded quite a bit since the launch of the game in Early Access, and we needed more room to properly welcome our new team members!

- The Passtech Team 🍉

[h2]:: SOCIAL CHANNELS ::[/h2]

The Shores of Storm Island update is live!



Greetings, Ravens

The Shores of Storm Island update is now available for everyone on Steam! After conducting a short but effective Experimental Beta, the new content and features are ready to be released to the world. This marks Ravenswatch’s second Major update, check our roadmap down below to see what’s coming for the future of the game.

To celebrate the new update, Ravenswatch is 15% off on Steam from September 7th up until September 14th!

[h2]Watch The Shores of Storm Island update trailer[/h2]

[previewyoutube][/previewyoutube]

[h2]Summary[/h2]

REACH the shores of Storm Island,

GAIN more power and talents in your journey,

DEFY the storm and the new Master Nightmare!

  • Chapter Two: Storm Island, a new map to explore
  • Defeat the new Master Nightmare
  • Fight the Cyclops to free Sinbad from his inevitable fate
  • +10 new Enemies to slay, including 1 new Mini-boss
  • +20 additional Talents for all Heroes
  • And more!

Read the full patch note here:
https://store.steampowered.com/news/app/2071280/view/3692443175569940152


[h2]Get the Update[/h2]

Update the game on Steam right now to get access to Geppetto and a ton of other new content for Ravenswatch!

If you were playing the Experimental Beta before, don't forget to revert to the 'None' version in the Betas tab of the game's properties.

Ravenswatch is currently 15% off on Steam until September 14th, don't miss it:

https://store.steampowered.com/app/2071280/Ravenswatch/

[h2]How to get my Experimental Beta save[/h2]

Thank you so much for participating in the Experimental Beta of Shores of Storm Island a couple of weeks ago. Your suggestions, feedback, and bug reports helped us shape the rest of this update.

If you want to keep your save from the Experimental Beta, follow these steps:
→ Open the Experimental Beta save repertory located here: \Steam\steamapps\common\Ravenswatch\_Save\storm_island_experimental_beta
→ Copy ‘Profile_1.ob’
→ Go to \Steam\steamapps\common\Ravenswatch\_Save and paste ‘Profile_1.ob’ there
→ Click ‘Yes’ when asked to replace the previous ‘Profile_1.ob’ file
→ Launch the game and have fun!

⚠ We recommend making a copy of your original save and storing it somewhere safe on your computer before replacing it with your Experimental Beta one.

[h2]New Roadmap[/h2]
Stay tuned for our updated Roadmap!

[h2]Social Channels[/h2]
  • Visit Passtech Games website: https://www.passtechgames.com
  • Follow the Ravenswatch Twitter account: https://twitter.com/PlayRavenswatch
  • Join Ravenswatch’s subreddit: https://www.reddit.com/r/ravenswatch
  • Follow Passtech Games on Twitter: https://twitter.com/PasstechGames
  • Watch us on Twitch: https://www.twitch.tv/passtechgames
  • Follow us on Facebook: https://www.facebook.com/gaming/PasstechGames
  • Follow us on Instagram: https://www.instagram.com/passtechgames
- The Passtech Team 🍉

Ravenswatch Patch note - Shores of Storm Island Version 0.14.01



Greetings, Ravens!

The Shores of Storm Island update is now available for everyone on Steam! After conducting a short but effective Experimental Beta, the new content and features are ready to be released to the world.

[h2]TL;DR:[/h2]

Because we know our patch notes are lengthy ones and you probably just want to play, here’s a “too long, didn’t read!” summary just for you:
  • New Chapter: Storm Island
  • New talents for all heroes
  • Timer and reduced cycles
  • Snow Queen rework
  • Mini-map rework
  • Fixed Cinematics issues
  • Fixed projectiles in slopes issues

Read the detailed patch note below:

[h2]:: PATCH NOTE 0.14.01 (September 7th 2023) ::[/h2]
🐦 = Community additions

[h3]New features[/h3]
  • New Chapter - Storm Island:
    + A new map in a completely different setting. Reach the shores of the island, brave the storm, and defeat the Nightmares!
    + You will now continue your journey in Chapter Two after a victorious conclusion in Chapter One, allowing you to reach level 8 of your Upgrades!
    + You can now save in-between two Chapters, and continue your progression another time! (solo only)
  • 1 new themed quest: Defend Sinbad from the Cyclops!
  • 4 new enemy types:
    + Roc Birds: Rocling, Roc Eggs, and Phoenix Roc
    + Gnolls: Hunter Gnoll, Shielded Roc, and Gnoll Chieftain
    + Jinns: Storm Jinn, Ifrit Jinn, Evil Jinn
    + Crabs: Reef Crab, Mud Crab, and Coral Crab
  • 1 new Mini-boss challenge: Boss Crab
  • 1 new Master Nightmare: Faceless Master Nightmare
  • Inventory / Map:
    + 🐦 Improved the overall look of the Map and Minimap in the Inventory menu and the HUD to make it clearer and more detailed
    + 🐦 Icons on the Map and Minimap have been improved to be more legible
  • Loading screen:
    + 🐦 Added a loading animation
    + Added new icons for the tips
  • Heroes: New Upgrades Talents for everyone!
    + 🐦 (Upgrades have been renamed Talents)
    + Scarlet: 3 new Talents
    - Pulverize
    - Double Strike
    - Explosive Rush
    + The Pied Piper: 3 new Talents
    - Spinning Solo
    - Stimulant Vibes
    - Music of the Spheres
    + Beowulf: 3 new Talents
    - Sparkling Shield
    - Retaliation
    - Fiery Slash
    + Snow Queen: 5 new Talents
    - Shards Flurry
    - Radiant Crown
    - Strafe
    - Ice Spray
    - Freezing Stars
    + Aladdin: 3 new Talents
    - Wish of Omnipotence
    - Leaping Strike
    - Tornado Jump
    + Melusine: 3 new Talents
    - Razor Tail
    - Soothing Presence
    - Wisp Surge
    + Geppetto: 3 new Talents
    - Laser Lenses
    - Family Meeting
    - Vacuum Capsules

[h3]Heroes adjustments[/h3]
  • Scarlet:
    + 🐦 Human Special (Bomb) no longer stuns allies (but can still stun Scarlet)
    + 🐦 Readapted Wolf ‘Bite’ (Power) targeting so it doesn’t miss close targets
    + Scarlet is now instantly Intangible when triggering ‘Grandmother's Souvenir’
    + Increased Hunter’s Souvenir damage to 250 (from 150)
    + Fixed a bug where eating the last Master Nightmare tentacle with ‘In the Belly’ could result in not stun it properly
    + Fixed a bug where Scarlet’s Talent ‘Shapeshifter’ max health reduction was not counting Vitality points correctly
  • The Pied Piper:
    + 🐦 Fixed the ‘Explosive Rats’ Talent description displaying an incorrect damage value
    + 🐦 Now displays current and max number of rats over trait ability
  • Beowulf:
    + 🐦 Fixed Trait activation that was incorrectly canceled when Beowulf is stunned
    + Attack Critical Chance buff obtained when triggering Trait with ‘Blademaster’ Talent now lasts for up to 5 seconds
    + Improved ‘Crimson Fire’ explosion radius so it is wider for larger enemies
    + Fixed damage over time of ‘Scorched Earth’ not being reduced properly when combined with ‘Double Shock’
    + Set extra damage from ‘Eruption’ explosions to +60%/+75%/+90%/+105% (from +100%/+125%/+150%/+175%)
  • The Snow Queen: Complete rework detailed below:
    Design Notes: We chose to make more in-depth changes to the Snow Queen after carefully taking into account the various feedback we had for her as well as our own perception of the character. Though the character was overall very appreciated, some of her core mechanics were not satisfying enough, especially at night, with the removal of most of her immediate damage. We took some time to think about the core aspects of the character, kept what was satisfying with her, and adapted the rest or even reworked some aspects so it fits better the vision of the mage/combo character we had in mind. We hope you’ll enjoy it and we are eager to hear from you about the changes!
    + Frost generated by abilities no longer behaves differently according to daytime. It now always deals damage and applies Chilled to hit enemies
    + Former Special (‘Shatter’) is now her Trait ability ‘Ice Crown’
    + Former Trait (‘Ice Skating’) is now her Defense ability and has a small intangibility window at start
    + Former Defense (‘Gust of Cold’) is transformed in her new Special ability, ‘Ice Shards’. It no longer Chills enemies nor grants intangibility but sends waves of Ice shards in a cone that deal extra damage to Chilled targets
    + Chilled effect now lasts 5 seconds (from 4) and reduces movement speed by 40% (from 50%)
    + Attack damage reduced to 18 (from 20)
    + ‘Frost Exposure’ and ‘Biting Gust’ Talents have been removed
    + 🐦 ‘Ice Clone’ Talent is no longer limited to one clone. In addition to that, destroyed or expired clones now explode to deal damage around and Chill hits enemies
    + ‘Freezing Shatter’ Quest Talent is renamed ‘Rupture’. Each step now requires only 2 targets to be shattered at once instead of 3. When complete, it no longer re-applies Chill to shattered enemies but applies Vulnerable to them instead
    + ‘Frost Queen’ Talent is now a Starting Talent (Level 1). It now makes Frost last longer on the ground (similar to the former Night Frost but without the damage removal) and makes the Chill slowing effect more potent
    + 🐦 ‘Windy Lances’ Talent is now a Standard Talent (Level 2+). Its aiming has been improved and the general behavior adjusted so it can more easily benefit from its duration reset on hit.
    + ‘Slide’ Talent now transforms the Dash Ability, making it leave a frost trail, dealing damage and chilling enemies passed
    + 🐦 Halved the duration required to build up power with the ‘Frost Surge’ Talent
    + ‘Wind Shield’ Talent is renamed ‘Ice Shield’, and now allows Defense (‘Ice Skating’) to apply a Shield on the Snow Queen and other Heroes passed during the ability
    + Increased Frost Ray’s damage per second to 160 (from 120) and doubled targeting speed
  • Aladdin:
    + Second Wish (Wealth) now grants 15 to 25 Dream Shards (from 25 to 50)
    + ‘Slide Attack’ is now a Standard Talent and deals 400/500/600/700% Attack damage (from 300/400/500/600)
    + Fixed a bug where ‘SwordJinn’'s FX stays displayed if Aladdin is stunned while performing this Talent
    + Fixed an issue where Consumable objects from Second Wish were not interactable if spawned next to an exit or entrance of a cave
  • Melusine:
    + Increased ‘Water Bomb’ damage to 400 (from 300)
    + Fixed a bug where the sound FX of ‘Wisp Ballet’ could last after she is stunned during the channeling
    + Fixed a bug where Shield generated from ‘Protective Flow’ would not apply on Intangible Allies
  • Geppetto: Design Notes: We adapted Geppetto’s Trait so it is more challenging to keep all three dummies active at the same time so it is more valuable to try to maintain them in life rather than just letting them die to build a new one.
    + Trait’s cooldown is now frozen when all dummies are active
    + Dummies’ attack stagger power reduced to 5 (from 10)
    + Dummies are now invincible while under the effect of ‘Overclock’ Ultimate
    + ‘Overclock’ cooldown set to 10s + 20s by activated Dummy (from a fixed 90s)
    + ‘Overclock’ is now disabled if no dummy is active
    + Fixed Dummies damage description not taking ATTACK damage increase into account
    + Fixed Dummies ‘Fireworks’ missiles incorrectly scaling with ATTACK damage (it still scales with general DMG)

[h3]Balancing[/h3]
  • Timer:
    + Chapters are now 3 days each instead of 4
    Design Notes: Previously, with a solo chapter to play, there were 4 cycles of day and night before the final encounter. With the addition of the second chapter, we had to adapt this so the overall playtime fits the dense and intense experience we are looking for. Games are now longer, as the two Chapters will be played over 6 cycles. It means you’ll spend less time on the first Chapter (3 cycles) that’s why we made different adjustments to smooth it up and adapt some things related to the fact that you now play on two Chapters.
    Nightmare difficulties may be now more challenging because of the extra duration of the run as well as some changes that make them more potent. Consider reducing the difficulty on your first tries to experiment with all the changes we made.

    + 🐦 The timer is now a countdown timer to 0
  • 🐦 Pigs quests: Changes have been made to the quests
    + The quest doesn’t spawn too far from the starting tile
    + Resources required to repair the house are now set to 16 resources for 1 player and 2 more resources per additional player (up to 22)
    + The time to gather the resources has been reduced to 255 seconds from 270 seconds
    + Enemies spawning is limited to 2 families maximum (selected randomly)
    - Exception 1: The Ghoul family cannot spawn for the Stone House
    - Exception 2: The Treant family cannot spawn for the Straw House
  • Ravens Feathers: Start with 6 Raven Feathers, 4 if playing in Nightmare 2+, 2 if playing in Nightmare 8+
  • Healing Orbs: In Chapter One, Healing orbs now heal 25 (from 20) or 15 in Nightmare 4+ (from 10)
  • Grimoires of Monsters: Grimoires XP rewards increased to 600/900/1200 (from 300/420/540)
  • Wishing Wells: Wishing well prices increased to 150/250/350 (from 100/150/200)
  • Vision Towers / Map reveal :
    + Vision Towers and Chapter Start vision now reveal up to 4 Points of Interest (from 3)
    + Starting Vision effect now always reveals the Optional Quest location
  • Talents: Talents rarity drop rate set to 75/20/4/1 (from 60/30/9/1)
  • Magical Objects / Consumables: Design Notes: Many Magical Objects were previously balanced for a single chapter so they could quickly be significant. Since the game is now played over 2 Chapters, we adjusted some values, mostly those that allow scaling over time.
    + Voodoo Doll: Extra Damage to bosses set to 20% (from 30%)
    + Ogre Blood: Increase DMG by 1 for each 10 Vitality (from each 5 Vitality)
    + Horn of Plenty: grants +2 Vitality per Magical Object (from +5)
    + 🐦 Excalibur: Increases DMG by 10 for each Legendary Talent (from 20)
    + Unicorn Horn: Cooldown increased to 60 seconds (from 30)
    + Oni Mask: DMG increased by 20 per cursed object over legendary (from 30)
    + Four-leaf Clover: Grants +5% Crit Chance (from +10)
    + Sandman’s Magic Mirror price set to 150 (from 75)
    + Sandman’s Gingerbread Man price set to 50 (from 75)
  • 🐦 Dash: DASH can now be interrupted by any Ability a very short time after it is triggered
  • Masters Nightmares:
    + Tentacle Master Nightmare (Chapter 1 Boss) Base HP decrease (now 300 from 400)
    + Masters Nightmares now stop dropping healing orbs after some time
  • 🐦 Priest Cultist: Healer enemies will not target other healers with their healing abilities

[h3]Fixed bugs[/h3]
  • Hangs: Fixed an issue where the game would soft lock the players if you simultaneously opened the map and pressed the ‘Back’ button on a controller
  • 🐦 Same Heroes: Fixed an issue where it allowed multiple players to play as the same Hero in co-op (two Scarlets, etc.)
  • 🐦 Slopes: Fixed an issue where projectiles from the Snow Queen and the White Ladies were coming through the slopes
  • 🐦 Teleportation during cinematics: All teleportation issues during cinematics should be fixed, report us new ones if you find any!
  • Summoned enemies: Fixed summoned enemies that were staying on the battlefield on target lost or ‘leashed’ behavior (they now properly die or disappear)
  • Inventory: Fixed a bug where the first Ability hovered by a mouse in the Inventory menu was not the correct one to be displayed
  • Pushback: Pushback and hit stuns were not properly replicated for peers while playing in co-op
  • Audio:
    + Fixed a bug where Scarlet’s bomb’s SFX was not replicated for peers while playing in co-op
    + Fixed a bug where Beowulf’s Talent ‘Fiery Slash’ SFX was not replicated for peers while playing in co-op


[h2]How to get my Experimental Beta save[/h2]
Thank you so much for participating in the Experimental Beta of Shores of Storm Island a couple of weeks ago. Your suggestions, feedback, and bug reports helped us shape the rest of this update.

If you want to keep your save from the Experimental Beta, follow these steps:
→ Open the Experimental Beta save repertory located here: \Steam\steamapps\common\Ravenswatch\_Save\storm_island_experimental_beta
→ Copy ‘Profile_1.ob’
→ Go to \Steam\steamapps\common\Ravenswatch\_Save and paste ‘Profile_1.ob’ there
→ Click ‘Yes’ when asked to replace the previous ‘Profile_1.ob’ file
→ Launch the game and have fun!

⚠ We recommend making a copy of your original save and storing it somewhere safe on your computer before replacing it with your Experimental Beta one.

[h2]New Roadmap[/h2]

Stay tuned for our updated Roadmap!

[h2]Social Channel[/h2]


- The Passtech Team 🍉