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SWORDHAVEN News

Swordhaven 1.0.2 is live


Thank you for all the reports, saves, and detailed repro steps. This patch is mostly about stability, quest flow, and polish across several locations (plus a bunch of audio and UI fixes).
Also: Steam Trading Cards are now available.



Also added a set of new reaction emojis, so you can better express your emotions:
ːfire_shːːfight_shːːghost_shːːpaw_shːːstars_shːːlove_shːːrooster_shː

Changelog:
- Improved performance in some heavy scenes
- Fixed several issues related to interactions, SFX triggers, and scene objects
- Multiple text and localization fixes across languages, including tag/placeholder cleanup and consistency edits.
- Portraits in the final location and beyond have been updated.
- Updated/adjusted music and sound effects for key moments (including final battle cues and environmental SFX).
- Fixed final voiceover issues and import/settings problems affecting playback.
- Improved subtitle sync (including ending sequences).
- Fixed projectile-related errors that could occur in combat.
- Fixed/adjusted several ability and status-effect behaviors
- Fixed an issue where some enemies would freeze after being stunned.
- Improved camera blockers in several areas to reduce pathing issues and “stuck” situations.
- Fixed multiple quest and dialogue blockers across several questlines
- Fixed a freeze when talking to the postman
- Various minor cosmetic and logic glitches, typos.
- Undid removal of doors in the Patricians guild
- Fixed the “Web Wrapped Fellow” dialogue so item-based options (knife/torch, etc.) correctly appear when available.
- Fixed flying crocodile issue
- Fixed issues with Living Artillery and Dirty Trick techniques
- Nerfed plant boss
- Fixed Captain's and Commander's questline
- Fixed Balta Ore veins issue
- Fixed shovel breaking on first attempt bug, made it luck based
- Static enemy behavior in the final and pre-final locations fixed
- Fixed numerous final location issues: boss behavior, enemy placement, added portraits to interactions of the final location, fixed final cinematics
- Final area sounds fixed
- Fixed a bug where reading a note on the island did not grant skill points
- Fixed a dialogue softlock when speaking with the Warlock
- Fixed an issue with mousetraps
- Fixed Kerewyd fleeing in a way that could break main quest progression
- Fixed an unintended auto-dialogue trigger after defeating the Kraken
- Fixed character spawns in the Drunken Snapper Inn
- Fixed a bug where you could receive two quests from different branches involving the postman and the tobacconist
- Fixed an issue where the world map fog-of-war would not open properly around Swordhaven
- Fixed an issue with the pirate leader encounter
- Fixed an issue with the Captain in the port
- Fixed issues with Jemmahor's and Nicodemus’ abilities


Please keep the reports coming
If something still looks off, send us a short description plus your save and logs to [email protected]

Saves and logs location (Windows):
%AppData%..\LocalLow\AtomTeam\Swordhaven

Thanks for supporting Swordhaven. We read everything and we are continuing to polish the game post release.

Yours,
AtomTeam

Swordhaven: Iron Conspiracy 1.0 Release

Greetings, friends!

The day is finally here, and Swordhaven v1.0 is finally out of Early Access!

We are supremely excited about this milestone, and we can't wait to hear your opinions on the game.


This is the first time we are releasing a game without a save wipe. Indeed, your saves from Early Access are NOT gone; you can always switch to your Early Access saves using the General settings. However, keep in mind that this may cause certain scripts to not work entirely correctly.



Swordhaven does not come out alone, but is instead followed by two DLCs: The Magus Tower Pack and The King's Hand Pack. As is our studio's tradition, these don't contribute anything especially valuable, but are intended for those of you who wish to support us further, even after purchasing the base game. It's only natural to give you a little something in return for your kindness: unique skins and items, and, in the case of The King's Hand Pack, a small extra location featuring a buried treasure guarded by blood-crazed monsters.

https://store.steampowered.com/app/4205670/Swordhaven_Magus_Tower_Pack
https://store.steampowered.com/app/4205680/Swordhaven_The_Kings_Hand_Pack/



Although this thread carries a tinge of finality, this could not be further from the truth, as there is still much left for us to do.

The Kickstarter stretch goal, the Cursed City, will be added with Swordhaven 1.1 as a large new location that will tie up loose ends in some of the more esoteric subplots, while presenting you with new items, skills, and abilities.

The console ports are also still to come, and their release will likely coincide with the Cursed City update.

Finally, as we continue work on all of the above, we expect a number of bug fixes and balancing tweaks to be necessary.



We anticipate your feedback and further suggestions!

Thank you so much for this spectacular journey.

Yours forever,
Atom Team

Swordhaven v.0.9.9 - The "Almost there" Update & Saving Info!

Greetings, friends!


We're nearly there! Swordhaven has been finalised, but it still needs the last bits of polish, so we're releasing the final Early Access version into beta for all of you to try before the full release.


Version 0.9.9 is a draft of what the release is meant to look like. You can play through the entire plot and see the end credits. It is still a bit rough around the edges, especially in the endgame, but it's all there for you to check out.


Those of you who wish to support our studio further may also consider choosing a complementary DLC. We have two to choose from: the Magus Tower Pack and the King's Hand Pack. As is our studio's tradition, these are a token of thanks for your continued support, featuring unique player character skins, unique items, and, in the case of the King's Hand Pack, a new location with a buried treasure protected by blood-crazed monsters.


Knowing that wiping saves on release is always a difficult, albeit necessary, decision that some of you may not enjoy, we have found a compromise this time. Upon release, the game will include a new setting related to save-file compatibility. There, you will be able to choose whether to continue using Early Access saves or switch to version 1.0 and later. Please note that this may break certain scripts!



There is also another boon for those of you willing to try out Swordhaven before release: the unique Veterans Pack will only be available while the game is in Early Access, with its unique item and player character skin to be lost forever upon release. We hope you check it out!



The changes in this version include the following:
  • The game can now be finished;
  • Unlocked two optional DLCs': The Magus Tower Pack and The King's Hand Pack;
  • Numerous balancing and technique-related fixes;
  • Various bug fixes made possible through beta player feedback;
  • New items such as the coveted backpack and more;
  • Improved weapon modification capacity and functionality;
  • UI fixes for crafting and potion brewing;
  • And much more!



We hope you check out this version of Swordhaven and give us your feedback.

https://store.steampowered.com/app/4205670/Swordhaven_Magus_Tower_Pack
https://store.steampowered.com/app/4205680/Swordhaven_The_Kings_Hand_Pack


Thank you all so much for making this journey possible!


Yours forever,
Atom Team

0.9.6

Greetings, guys!

We're releasing another small patch with glimpses of end-game content. This is of course still a work in progress, and some of the features are WIP, but we really hope that this makes a good impression.



We would also like to thank you for supporting us in Early Access. Everyone who bought the game during EA will receive a pirate costume, a tricorn hat with its own stats, and a unique haircut to help you live out your corsair adventure!
This is a tradition for our team, and a way to thank you for trusting us and travelling this arduous journey through thick and thin. All Early Access adopters will receive it for free.



The heaviest and by far the most important change this patch brings is the addition of new characters tied to major and plot-related quests throughout the game. Existing characters have also received further developments to their storylines and dialogues. Kroplys, Wykint (though these two are still WIP), and our sorcerer friend Agranat are among them.

We have also added the Pipe-leaf merchant and his wife to the store, the postmaster to the post office, a mysterious sea captain to Beggars Corner, the whole Alchemist encounter, and more.



Quality of Life improvements in this version include the addition of a new crafting station in the Outskirts and the finalisation of the tool-stacking display issue. Bows now have visual differences between crafting tiers; gamepad quick-menu access has been greatly improved; NPCs no longer spawn in a single spot after combat; and the camera now always takes the correct angle when entering a house.

Bug fixes include numerous cutscene improvements, saving issues no longer occur in the second level of the mines, Kerewyd no longer gives out infinite XP and much more. Please read the changelog for further information, and see you on the release date! We are very excited and as always eagerly await your feedback on the forums and Discord.

  • Added part 3 of Kroplys dialogue;
  • Added part 3 of Wykint's dialogue;
  • Added new NPC's;
  • Fixed freezes after the Sabre-Cat stun status;
  • Added Alchemist's Note;
  • Added notification when map updates occur during dialogue;
  • Fixed infinite XP gain bug (NPC: Kerewyd);
  • Fixed location exit bugs;
  • Fixed cutscene bug in Mines Level 2;
  • Fixed terrain inside some houses that caused incorrect camera angles;
  • Save support for Mines Level 2;
  • Pickaxe stacks now display total durability;
  • Fixed a bug where text phrases above characters' heads were visible from too great a distance;
  • Craft station added to Outskirts;
  • NPCs no longer spawn in one spot when exiting houses during battle;
  • Added visual differences for craft bows;
  • Added smooth movement during fast mouse click in the opposite direction;
  • Increased view zones in the first cave;
  • Updated Quick menu for gamepad;
  • Improved rotation of the character preview in the Creation menu;
  • Adjusted battle animations in Mines Level 2;
  • Fixed ambush tactic at random encounters;
  • DT (Damage Threshold) is now displayed as a percentage;
  • Auto input-type detection has been updated;
  • Added voiceover for Vavere for new saves;
  • Added new hairstyles;
  • Fixed a bug where characters didn't get tired after Loitering;
  • Added shadows for columns in churches.


Yours,
Atom Team

0.9.5 + Steam Deck Update

Greetings, friends!

Time for a new content update for Swordhaven. This time around we've been focusing on hunting down small mistakes, fixing bugs, adding new interactions with the environment, changing up how the Damage Threshold formula works, and most of all - making the city of Swordhaven feel more lived in.

The Steam Deck version has also improved, and was sent for a follow-up review to get the Verified status.



Travelling through Swordhaven you will now find more guard, dweller and visitor varieties, like the monk guard in the Chapel, warehouse guard in the Docks, visitors in the Slums inn, beggars on the streets, etc.



Some new NPCs have also appeared, with more to come. You can find a new character in the Chapel, in the Apothecary and in the Docks. Already existing NPCs received new dialogue, like the Commander who now has the third part of his dialogue active, or dialogue-related fixes like Sulanis who kept moving during his dialogue, Kaus and Lumger who's fight sometimes broke the game, etc.



Many quality of life updates added this time include fixes for minimaps; updated enemy logic; an improved level up icon that keeps reminding the player their character levelled up; an updated battle mode switch button, updated crafting recipes that now include new ingredients found all over the world, new awesome character portraits; new icons; crafting icons that better represent the final product; color variations for potion use effects and much more you will hopefully discover for a pleasant surprise!

Updated locations like the first level of the Mines dungeon received new logic, as did the Hero Base where the cats now behave properly and the plant-related issues are solved.


Mines now also feature new interactive objects that don't really do anything, but liven up the environment. A good example of this is the canary added to the Mines dungeon.

Weapons of all sorts were a little bit rebalanced, now getting extra bonuses on every hit. For example, daggers and spears are more likely to go through armour for a Pierce effect, mauls and maces have a small percentage chance of laming or knocking foes down, one-handed swords can Parry some blows, and more.

Last but not least, the DT system. What was a solid number, which ended up with all combatants attacking for 0 HP half of the time in late game, is now a percentage. Every 1 DT you get with your gear lowers incoming damage by 3% in this version, and seeing how 33 DT is the maximum you can get by collecting the best pieces of kit in the game, and drinking the best potions simultaneously, you *can* get to the "You received 0 Damage" stage, but it'll take some dedication. Also, Piercing is now much more viable, as it still negates all defenses when it succeeds. We are still working on how to best represent this formula without writing the actual DT formula in the pop-up, so any and all suggestions are most welcome!


We hope you will enjoy this update. The release of 1.0 is coming very soon and we are as excited as we are anxious to see what you guys think!

Can't wait for your feedback on this one!

Changelog:
  • Added part 3 of Commander Sersnys’ dialogue
  • Changed the color of the “Hunt” marker for hunting status effects
  • Added info pop-up when hovering over a portrait in the inventory and crafting window
  • Added monk guard to the chapel
  • Added warehouse guard in the Docks
  • Fixed encounter for the Northern Mountain Forest
  • Updated bonuses for mauls and maces
  • Added Esmun NPC to the chapel
  • Updated another set of item icons
  • Beggars have been added to the Old Quarter and Beggars' Corner
  • Added new portraits for the main hero
  • Added Merchant Inspiration status effect
  • Slime can now split (summon an ally)
  • Updated battle mode switch button
  • Updated Red Boots
  • Bear traps can now be picked up and thrown to the ground
  • Updated images for some random encounters
  • Added and updated icons for new potion bottles
  • Updated crafting material textures to match icons
  • Added warehouse guard Luzum in the Docks
  • Added visitor logic to the Slums hotel
  • Added apothecary Vanemyr
  • "+" icon now stays if unused points remain and shimmers after leveling up
  • Fixed Sulanis movement during dialogue
  • Updated logic for Level 1 Mines
  • Updated several temporary minimaps
  • Slightly reworked cat logic on the player base
  • Fixed garden-related issues on the base
  • Dropped items now fall correctly to the ground instead of remaining in the air.
  • Added Brengu and gang in Swordhaven
  • Fixed bug where the player couldn’t leave a location
  • Fixed bug where the pawnshop quest wouldn’t close
  • Fixed issue in the Kaus and Lumger fight cutscene
  • Updated Smelters Row logic involving the snake event
  • Added color variation for potion use effect
  • Reworked Damage Threshold system


>> The second level of the Mines dungeon is open for exploration <<

Yours, Atom Team