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Fablecraft News

Fablecraft is now available; welcome to Mythas, Mages

Well, hello, Mages! đź§™

We are officially here: we’ve released Tales of Fablecraft into Early Access.

[previewyoutube][/previewyoutube]

We’ve been marching toward this day for a while now, and it feels like it’s another beginning of our journey. Thank you for being here!

Before we get into the patch notes, we’ve gathered some links for newcomers (welcome, by the way!).

[h3]Looking for a group or want to talk with the devs?[/h3]
Join our Dicord! We’re happy to chat, and we’d love to hear about your adventures.

[h3]Want to stay in the loop on all things Fablecraft and Riftweaver?[/h3]
We’ve got you covered. We post updates on YouTube and Steam every week (not counting holidays), so subscribe to be notified or check our channel regularly.

[h3]Spot a bug? Have a feature request? Want to give feedback on something we’ve implemented?[/h3]
Head to our feedback board. There, you’ll be able to submit feedback, comment on existing submissions, and upvote the things you’d like to see happen with Fablecraft. Oh! And you can do it without logging into anything. Our team monitors the board daily, and we discuss features and add them to our backlog in monthly meetings.

[h3]Looking to GM a few adventures for your friends?[/h3]
We put together a pile of helpful GM resources, including player guides that you can send to your party ahead of your first session so they’re ready to roleplay. We recommend checking them out, though they aren’t required reading.

Finally, if you’re curious about all the features and content that arrived with Early Access, you can check out yesterday’s Steam update to see everything.

Here, you’ll find the patch notes for v0.14.0 of Fablecraft, the version that marks our official Early Access launch… but not before you have to look at the adorable Leafkin. You’re welcome.



[h2]The Complete Tales of Fablecraft v0.14.0 Patch Notes[/h2]

[h3]Features[/h3]
  • We officially launched the Marketplace! You’ll find two new adventures and loads of cosmetics so you can roll and roleplay in style.
  • We also added a bunch of new, free assets for homebrew, including more monsters, more battlemaps, more inventory items, and more environments. You can see the complete list here.
  • We added animation to a slew of older battlemaps, and they are super pretty.
  • We added a host of new combat VFX, too, making killing your friends even more satisfying.
  • Steam Achievements are now live for all you completionists out there!
  • We added support for homebrew music and soundscapes, so you can blare that solo yodeling session you recorded for “immersion purposes.”
  • We also added support for tagging those homebrew goods to make sure they are ready when you’re sifting through sneaky or sultry tags, as required.
  • Both House in the Manor and Murder on the Tipsy Pearl were updated with loads of polish (you should revisit these if you’ve already played them in Closed Beta, they are better).
  • We updated the Turn Tracker in battle quite a bit. You’ll now know when it’s your turn to set down the drink and make a move.
  • Health bar color confusion got you down? No worries! We updated the health bars with some better color scheming to help you quickly discern friend from foe. Friends have blue health bars, neutrals have purple, and foes have red. Clarity!
  • The main menu has been completely reworked so we can surface news and info that players need a bit better.
  • We also added a bunch of fresh loading screens, complete with beautiful artwork and ludicrous text notes for you to enjoy.
  • You may have noticed that we updated the in-game emoji set, too!

[h3]Bug Fixes[/h3]
  • Fixed a login bug.
  • Fixed some video suspension and error message bugs.
  • There was a typo in the Tallgrass Contract! It’s fixed, and now that contract is legally binding. (Maybe?)
  • Fixed some bugs related to dice rolls.
  • Fixed some battlemap camera movement issues, too, and it’s a bit spiffier.
  • We fixed that weird one where players couldn’t level up before dice rolls completed. You can ignore those dice rolls and get your levels now.

[h3]Known Issues[/h3]
  • Kickstarter Backers who never got around to redeeming their content codes will need to wait for our next-ish update (it’s coming soon!) to redeem their codes. We are working on the code redemption field for the Marketplace, but it’s not ready quite yet.
  • Some folks have reported that they or their friends are too quiet. Have each player open the settings menu, go to the audio section, and jiggle the microphone sliders. It works!

Fablecraft launches tomorrow; here’s all the free stuff included

We’re finally here, Mages! 🧙 We’re roughly 24 hours from the Early Access launch of Tales of Fablecraft.

We wanted to mark the near-release occasion with a thank you, word of our launch day timing plans, and a list of every single thing launching tomorrow, for free, in the base game of Fablecraft.

[previewyoutube][/previewyoutube]

Let’s begin.

[h3]Fablecraft is here thanks to players like you[/h3]

From our Kickstarter campaign beginnings to our Early Access release tomorrow, Tales of Fablecraft wouldn’t be here without your support. From our team at Riftweaver: thank you.

We appreciate our community tremendously and intend to incorporate your feedback into our vision for Fablecraft as much as possible. We’re doing that by keeping a tight line of communication with locations like our Discord and the Steam Forums and maintaining our official feedback board.

By the way, if you haven’t used that board yet, we recommend you do. The Fablecraft feedback board allows users to make suggestions, vote on other suggestions, and leave comments (all without logging in). We use this tool to prioritize community feedback, and we’re working to ensure it’s up-to-date with our launched features and development plans as we move.



[h3]This is the precise list of free Early Access goods[/h3]

Here’s the rundown of what players will find for character creation, session running, homebrew, and more once Fablecraft arrives.

Features The modes, classes, and tools.
  • Multiplayer Campaigns
  • The Road to the Starfall Festival Adventure and associated Game Master Guide
  • Singleplayer Tutorials
  • Singleplayer Combat Arena
  • Homebrew Player Portraits
  • Homebrew Environments
  • Homebrew Music
  • Homebrew Soundscapes
  • Four Character Regions
    + Highlands
    + Long Meadows
    + Coral Coasts
    + Wildwoods
  • Seven Character Classes
    + Guardian
    + Inventor
    + Merchant
    + Naturalist
    + Performer
    + Rogue
    + Sage
  • Three Combat Styles
    + Elementalist
    + Gravimancer
    + Radiant
NPCs Those non-player characters for your stories.
  • Dill Tallgrass
  • Maz Waverly
  • Dandelion Switft
  • Talia Poppyseed
Foes, Monsters, & Creatures The baddies, monstrosities, and (maybe) best-friend animals you’ll meet.
  • Bandit Leader
  • Blade Dancer
  • Blooming Prowler
  • Bone Collector
  • Karma Cat
  • Coastal Creeper
  • Crystalback Tortoise
  • Darkling
  • Highland Dragon
  • Frostfire Fox
  • Gnarled Oak
  • Havoc
  • Highland Hound
  • Hulking Slab
  • Leafkin
  • Leaper
  • Meadow Hound
  • Moss Wisp
  • Pridemane
  • Crystal Slab
  • Quartz Buffalo
  • Rocksquito
  • Sandhog
  • Sand Piecer
  • Scuttlefin
  • Sea Otter
  • Shadow Bandit
  • Sting Glider
  • Timberwolf
  • Woodland Hound
Environments The scenes that set the backdrop for your theatrics.
  • Afternoon Sailing, with variants
  • Breakers Marketplace, with variants
  • Coastal Viewpoint, with variants
  • Cavern Bridge, with variants
  • Cavern Crossroads
  • Crystal Staircase
  • Golden Staircase
  • Cavern Exit
  • Highland Outlook
  • Scenic Mountain Pass, with variants
  • Longstrider Camp, with variants
  • Old World Ruin
  • Ruin Atrium
  • Boarded Entrance, with variants
  • Dead End, with variants
  • Rolling Plains, with variants
  • Starfall Festival, with variants
  • The Fallows
  • Riverside Hamlet, with variants
  • The Four Corners
  • Cursed Grove, with variants
  • Divergent Paths
  • Heart Tree Village
  • Into the Woods
  • Laurel Falls


Battlemaps Where the tactical rubber meets the roleplaying road in gridded combat.
  • Interior Chamber, with variants
  • Ruin Great Hall, with variants
  • Ruin Entrance, with variants
  • Caravan Camp, with variants
  • Secluded Beach, with variants
  • Meadow Clearing, with variants
  • Mountain Impasse, with variants
  • Woodland Brook, with variants
  • Tavern, with variants
  • Village Square, with variants
Inventory Items The tools of every Mage’s trade.
  • Everyday Magic
  • Mood Ring
  • Ring of Invigoration
  • Rizz Fizz
  • Shadow Rune
  • Shepherd’s Cloak
  • Swiftstep Slippers
  • Wayfinder’s Pendant
  • Windsong Necklace
  • Bag of Fake Gold
  • Bitters of Mirth
  • Book of Constellations
  • Bubblefrog
  • Dandywine
  • Guardian’s Pack
  • Hourglass of Second Chances
  • Inventor’s Pack
  • Star Fragment, Large
  • Merchant’s Pack
  • Moonflower
  • Mysterious Scroll
  • Naturalist’s Pack
  • Performer’s Pack
  • Postcard from the Coasts
  • Rogue’s Pack
  • Sage’s Pack
  • Shell Game
  • Soothing Stone
  • Star Fragment, Small
  • Star Seeker
  • Undiscerning Scissors
  • Wolf Whistle


Music Tunes to set the mood.
  • All Deadly Things
  • A New Beginning
  • Are We Lost?
  • Around Every Corner
  • At the Ready
  • Downcast
  • Friends & Folly
  • Hero's Return
  • Mythas
  • Rays of Life
  • Sneaky
  • Standoff
  • Strategic Magic
  • Terrain Unknown
  • With Heavy Heart
Soundscapes The perfect chatter, clinks, crackles, and weather.
  • Campfire
  • Tavern Interior
  • Beach Waves
  • Ship at Sea
  • High Wind
  • Subterranean
  • Woodlands
  • Long Meadows
  • Rainstorm
  • Town


Hero Portraits These are how we internally named them; you’ll use your own name, of course.
  • Lapis
  • Serena
  • Cora
  • Wade
  • Monsoon McCoy
  • Nixie
  • Pepper
  • Callie
  • Sparks
  • Sid
  • Flint
  • Highland Hero
  • Gary Gleeman
  • Delphine
  • Astrid
  • Lark
  • Heath
  • Mac
  • Willow
  • Lynn
  • Silva
  • Kai
  • Sylas
  • Florian
  • Jasper
Dice and Battle Token Skins Roll in style.
  • Fable Dice Skin
  • Fable Player Token Skin
  • Rainbow Cake Dice Skin (Complete the tutorials to unlock)
  • Rainbow Cake Player Token Skin (Complete the Combat Arena to unlock)


[h3]The marketplace, of course, will be live as well[/h3]

That tall list above represents everything included in the base Fablecraft experience at Early Access launch. We’ll also have the first version of our marketplace live, offering additional adventures and cosmetics for purchase from day one. That marketplace will grow with time.

[h3]“What time are you launching?”[/h3]

Great closing question, reader. We aim to push the big green button on Steam tomorrow afternoon (July 23rd, 2024), Eastern time in the US.

That said, plans change and complications arise. Fablecraft will definitely launch into Early Access tomorrow, but there may be a minor delay in timing as we get the release version in place and push said big green button.

No matter what happens, we’ll announce the news once the game is officially live on our Discord (now’s a great time to join our Discord if you’re not already a member).

Thank you for your support, Mages. We are so excited to start this next stage of our journey with you. We’ll see you in Mythas.

This is the Tales of Fablecraft Development Roadmap 🗺️

Greetings, Mages! đź§™

We’re roughly a week away from the Early Access launch of Tales of Fablecraft, and we’re now ready to reveal the official Development Roadmap. What does the roadmap look like, and how will it function?

[previewyoutube][/previewyoutube]

Let’s begin.

[h3]Introducing the Tales of Fablecraft Development Roadmap[/h3]

Let’s start by taking a look…



As you can see, the roadmap is divided into quarter-segmented windows. Since these quarters can differ from company to company, here’s a quick breakdown of how we’re interpreting them.
  • Q1 runs January 1st – March 31st
  • Q2 runs April 1st – June 30th
  • Q3 runs July 1st – September 30th
  • Q4 runs October 1st – December 31st

You’ll also notice that we move from more detail to less as time goes on. Obviously, our near-term plans are more precise than those further down the road. As we near those time windows, you can expect more details for the items coming in late Q3 and Q4 2024.

We’ll check off features as we deliver them, too. In order to keep the roadmap as clean as we can, it’s possible that we may remove smaller, finished features as we move further away from when we complete them.

You may be looking at some of these things–such as the Fable Dice system enhancements–and begin wondering what in Mythas they could be. That’s totally normal! We’ll share more about everything in time across our blogs and vlogs.

Finally, the big one. As indicated at the top of the Development Roadmap itself, “This roadmap can and will change based on your feedback and our team’s priorities.” Game development is tricky, and we’re working to ensure both our vision and your feedback are considered as we make decisions. It’s entirely probable that our current plans will change based on something the community or our team needs in order for Fablecraft to be the best game it can be.

So! Expect and be ready for change! We’ll communicate changes to the roadmap as they happen on Steam and in our Discord.

[h3]What, exactly, is coming on launch day?[/h3]

What features can you expect from Fablecraft on July 23rd, 2024?

Here’s what’s included in the free, base game at launch:
  • The complete The Road to the Starfall Festival Adventure, updated and polished
  • All associated The Road to the Starfall Festival assets for homebrew
  • The GM Demo
  • The Hero Demo
  • The Combat Arena
  • New monsters for homebrew
  • New battlemaps for homebrew
  • New environments for homebrew
  • New inventory items for homebrew
  • Homebrew Player Character Portraits
  • Homebrew Environments
  • Homebrew Music and Soundscapes

Here’s what will be available for purchase in the brand-new Marketplace at launch:
  • The House in the Manor Adventure, updated and polished
  • Murder on the Tipsy Pearl Adventure, updated and polished
  • Several Dice Skins
  • Several Player Token Skins
  • Several Content and Cosmetic Packs, bringing the aforementioned goodies at a discounted price

If you’re curious, we broke down the prices for the aforementioned items in a previous blog post.

[h3]Don’t forget! We’re doing a save wipe as we near release…[/h3]

As we announced last week, we need to perform a content wipe right before launch. Here are the important details.

We will not get rid of the unlocks and adventures tied to your account. Those stay with you.

Your characters and current campaign progress are what's being wiped. So! Hop into your sessions and take screenshots of your campaigns, inventories, and character sheets. You'll need to spend a few minutes with your GM or players to get things back the way they were once we launch.


That’s it for the Tales of Fablecraft Development Roadmap and this week’s update. We’ll see you next week for our Early Access launch!

If you haven’t already, please Wishlist us on Steam. It helps our launch day visibility a ton! And tell your friends! Fablecraft launches into Early Access on July 23rd, 2024.

See you in our Discord, Mages.

Heads up, current GMs and players: You need to take action

Hi, Mages! đź§™ As we discussed in the release date post that dropped early this week, we're making a bunch of backend changes as we transition Tales of Fablecraft from its Closed Beta and Demo states to Early Access launch.

Those backend changes mean we need to wipe character and campaign data.

We will not get rid of the unlocks and adventures tied to your account. Those stay with you.

Your characters and current campaign progress are what's being wiped. So! Hop into your sessions and take screenshots of your campaigns, inventories, and character sheets. You'll need to spend a few minutes with your GM or players to get things back the way they were once we launch.

Speaking of launch! Fablecraft will launch on July 23rd, 2024. Here's the glorious release date trailer, in case you missed it!

[previewyoutube][/previewyoutube]

We're making the backend changes referenced above on Monday, which means the Closed Beta and Demo will be turned off sometime during the morning of July 22nd, 2024.

Those changes are coming with lots of free, base-game additions that you can look forward to, including:
  • New monsters
  • New environments
  • New battlemaps
  • New inventory items

So! Boot the Demo or Closed Beta, and take your screenshots. In less than two weeks, we'll see you with the launch version of Tales of Fablecraft!

https://store.steampowered.com/app/2176900/Tales_of_Fablecraft/

Until then, join our Discord and find your next party.

Fablecraft's release date revealed with a brand new trailer đź‘€

Greetings, Mages! đź§™ We're here to share the Early Access release date for Tales of Fablecraft, and we're doing it in style.

Check out our new trailer.

[previewyoutube][/previewyoutube]

[h2]Fablecraft will enter Early Access on July 23rd, 2024.[/h2]

[h3]What will be live at launch?[/h3]

When Fablecraft launches in (checks watch and tries not to panic) two weeks, it'll offers some marquee changes that aren't available in the demo or closed beta versions of the game.

Here's some of what's new and updated for release:
  • The Road to the Starfall Festival is still totally free, but the fourth and fifth sessions will be available to those who are picking up where the demo left off.
  • The Marketplace will be live, and you'll be able to snag new Adventures alongside Dice Skins, Player Token Skins, and more. You can read more about the marketplace and our pricing plans here.
  • Those extra Adventures may be familiar to some closed beta players, but they are House in the Manor and Murder on the Tipsy Pearl.
  • The good news for closed beta players on all previously available Adventures? They've been tweaked and reworked quite a bit and are well worth a revisit.
  • GMs will also have access to more than 130 free assets to homebrew their own campaigns, and...
  • GMs will be able to upload custom environments, music, and soundscapes to tell their own stories. The slate of custom homebrew tools will grow dramatically over time, and custom battlemaps are next in our queue.

[h3]Extra news to share...[/h3]

In addition to this release date news, we have extra tidbits to share for our long-time closed beta players and the new folks who've only recently joined us.

First, we're set to reveal our Early Access Development Roadmap next week. This roadmap will be extremely dynamic as we update it with released items, change plans based on our dev schedule, and prioritize our backlog based on your feedback and our capacity. The roadmap will be available on Steam, and we'll be sure to detail our plans for it in our weekly dev blog and video update.

Second, we have to do some backend cleanup for release, and that means we need to wipe characters and campaigns from the beta and demo periods. We are not removing your unlocks or owned content; that stuff sticks with your account. Please have your GM take some extra notes on where you are and what levels your characters have earned. Respeccing your character and picking up where you left off should be quick. Just make sure to take a few minutes to grab a screenshot of your character sheets and inventories before July 23rd, 2024!

We'll be sure to remind folks of the release wipe a few more times as we approach Early Access launch, but now's a great time to log in and snap those screens.

https://store.steampowered.com/app/2176900/Tales_of_Fablecraft/

Thanks for reading and checking out our new trailer. If you liked it, please share it with your party! Also, be sure to Wishlist Fablecraft on Steam before release. You'll be notified when the game launches, and you'll help our game achieve a little more visibility in the sea of titles launching on Steam.

Want to chat or ask questions about the trailer and game? Comment on this post or hop into our Discord to hear from some devs.

We'll see you soon!