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Rewilders: The Lost Spring News

Wetlands Playtest Summary

[p]We've just wrapped up our Wetlands Playtest for Rewilders, and we are once again amazed by the energy and support from our community.
[/p][p]After the great response to the Grasslands Playtest, we were excited (and a bit nervous) to open a second round. This time we focused on a new biome with deeper mechanics and more progression systems in place. The response was overwhelming. Not only did hundreds of players join us again, but the level of detail in your feedback exceeded our expectations.
[/p][p]Every comment, every rating and every piece of advice has been reviewed, discussed and is being turned into clear actions for the team.[/p][p][/p][p][/p][hr][/hr][h2]General Sentiment[/h2][p]Overall enjoyment scores were even higher than in the previous playtest.

The Wetlands Playtest confirmed what we hoped: Rewilders is starting to connect with players in the right way. Every response helps us improve, but the numbers speak clearly:[/p]
  • [p]100% of players would keep playing[/p]
  • [p]Visual style: 4.9 / 5[/p]
  • [p]Exploration, combat feel, Hântu usage and overall experience showed strong improvements[/p]
[p]This biome brought more clarity to what Rewilders can become, and the feedback makes it clear: you're connecting with the identity of the game. The atmosphere, the mix of calm exploration and intense combat, and the creature companions are all emerging as key pillars of the experience.[/p][p][/p][hr][/hr][h2]Questions & Comments We Heard Often
[/h2][h3]What’s new in Wetlands?[/h3][p]The Wetlands biome introduced a major visual change, a new enemy, a wider range of Hântu (creatures), and a much more complex play session with more opportunities to test strategies and synergy.[/p][p]We also unlocked combat abilities that were previously unavailable. This helped us gather feedback on attacks like the sprint attack and jump strikes. [/p][p][/p][h3]Will the game offer clearer objectives and onboarding?[/h3][p]Many of you noted that key mechanics like Hântu abilities, healing, or blowdart use weren’t clearly explained. That’s completely fair, and expected at this stage.[/p][p]This was a raw playtest, not a demo or final gameplay experience. We intentionally skipped a full onboarding to quickly gather focused feedback on core mechanics and systems.[/p][p]That said, future demos will include a proper introduction to the core features, with an onboarding system that teaches organically without interrupting the flow.
[/p][h3]Will Hântu be balanced?[/h3][p]Some Hântu felt extremely powerful. Your feedback there is very valuable. We're already adjusting their, strengths and cooldowns based on this test.[/p][p]We’re also working on better progression and UI feedback so it’s easier to understand what each creature does and how it contributes to your build.[/p][p][/p][p][/p][h2]What We’re Improving Next[/h2][p][/p][h3]Tutorialization[/h3][p]The most frequent comment we received was about discoverability. Too many players missed out on features that were already available. [/p][p]This is our #1 priority now: helping players learn the game’s systems at their own pace, without information overload or forced pauses.[/p][p][/p][h3]Combat Balance & Feel[/h3][p]Many players noted improvements in combat compared to Grasslands: smoother, more readable and with more satisfying impact. Still, there’s work to do.[/p][p]We’re increasing responsiveness, improving dodge and parry feedback, and tuning enemy behavior when there are multiple threats on screen. We’re also iterating visual effects to make the action easier to read.[/p][p][/p][h3]Movement and Camera[/h3][p]Wetlands introduced verticality and more complex level design, and this made some movement limitations more obvious. We're working on tighter control feel, better acceleration and more intuitive camera behavior, especially when jumping or dodging in confined areas.[/p][p][/p][p][/p][p][/p][p]We’re once again incredibly grateful for your trust, your time, and your patience. The responses we received from this playtest are helping us make Rewilders more polished, more intuitive and more engaging without losing the identity that makes it special.[/p][p][/p][p]The next playtest will include more improvements, plus a whole new biome and more Hântu. If you joined this round, thank you. If not, you can still request access and will be notified as soon as it's live again.[/p][p][/p][p][/p][p][/p][p]We'll keep you posted with development updates. Your feedback is shaping this world biome by biome, and we can’t wait to show you what’s next.[/p][p]
- The Herobeat Studios team
[/p]

Wetlands Playtest Announcement + Sign Ups

[p][/p][p]Hello again, Rewilders![/p][p]After the amazing response to our first public playtest, we’re back with a new chance to get your hands on Rewilders: The Lost Spring. This time, in a brand-new biome.[/p][p]We’re inviting you to explore the Wetlands, where new enemies and Hântu await. The playtest starts December 15 at 3PM CET / 6AM PST and runs until December 20.[/p][p]Sign-ups are now open, and selected players will get access to a new area featuring a new enemy to challenge and expanded movement and combat mechanics.[/p][p]How to join the playtest:[/p]
  1. [p]Visit the Steam page and click the Request Access button.[/p]
  2. [p]If selected, you’ll receive an email with instructions to join.[/p]
  3. [p]Don’t forget to wishlist the game if you haven’t already![/p][p][/p]
[p][/p][p]This time, you’ll be exploring a swamp that was once full of life, now transformed into a toxic wasteland.[/p][p]You’ll also get a first look at:[/p]
  • [p]Expanded combat skills (have a first look at the Sprint and Jump attacks)[/p]
  • [p]Improved combat fluidity and responsiveness[/p]
  • [p]Two new Hântu companions with unique combat abilities[/p]
[p][/p][p]To everyone who joined the Grasslands Playtest in November: thank you. Your feedback has been incredibly valuable, and we’ve already implemented major improvements based on it.[/p][p]Some key takeaways:[/p]
  • [p]Combat: Players asked for faster, more responsive combat. We’ve improved animation timing, hit feedback, and unlocked key moves like jump attacks and light-heavy combos.[/p]
  • [p]Movement: The feel of running, gliding and dodging has been revamped. It’s now smoother, snappier, and easier to control.[/p]
  • [p]Controls: We've listened to gamepad users. "Hold to Sprint" is now disabled by default, and we've also added aim assist to improve accuracy with the blowgun.[/p]
[p][/p][p][/p][p]We’ve added a feedback form right inside the game’s main menu, plus a private Discord playtest channel where you can:[/p]
  • [p]Share bugs or ideas[/p]
  • [p]Talk directly with the devs[/p]
  • [p]Stream your playthroughs[/p]
[p]We read every message. Your feedback is shaping the game, biome by biome.[/p][p][/p][p]No worries! We’re expanding the test group for this round. Even if you weren’t selected before, you’ll have a better chance now. And if you’re still not picked, we’d still love to see you on Discord to chat and follow along as the world of Rewilders grows.[/p][p]Thanks for being part of this journey. We can’t wait to show you what’s waiting in the wetlands.[/p][p][/p][p]See you there,
Herobeat Studios[/p]

Grasslands Playtests Summary

[p]We've wrapped up our Grasslands Playtest for Rewilders, and it has been an amazing week for the team.[/p][p]
When we opened the registrations, we expected a small and focused group. Instead, we received far more applications than we ever imagined. Your enthusiasm pushed us to increase the number of participants so more people could join the adventure. We also added a short survey inside the game menu to gather structured feedback about combat, game feel, clarity and visuals.
[/p][p]Thanks to all of you, we now have hundreds of detailed responses that are already helping us refine the game. We cannot thank you enough for the time, curiosity and patience you invested in testing this early version of Rewilders.[/p][p][/p][p][/p][hr][/hr][p][/p][h2]General Sentiment[/h2][p]
Overall enjoyment scores were very positive, and a lot of comments stressed that the world, the atmosphere and the concept felt fresh and full of potential. [/p][p]We also saw that a large number of players discovered the game through the art style and stayed because of the mix between the cozy presentation and the more demanding gameplay structure. This gives us confidence that we are moving in the right direction.
[/p][hr][/hr][h2]
Frequently Asked Questions
[/h2][p]During the playtest, many of you shared questions or requests that appeared often. Here are some of the most repeated topics and what we can say about them:[/p][p][/p][h3]Movement upgrades and traversal[/h3][p]Yes, traversal will grow as the game progresses. The Grasslands is only the first biome, so there are not many places yet where you can take full advantage of the movement tools. As we add more biomes and expand the level design, you will be able to use and combine the glider, the hookshot and the wallrun, along with other tools we have not shown yet.[/p][p][/p][h3]Tutorial and onboarding[/h3][p]We plan to improve the early moments of the game, especially the first boss encounter and the introduction to core mechanics like parrying. You can expect clearer guidance and a smoother start.[/p][p][/p][h3]Creature progression[/h3][p]We will keep expanding the number of creatures so players can experiment with more synergies and see how each one becomes especially useful against specific enemy types. New creatures and new enemy variations will be introduced in the upcoming playtests, giving you more ways to build your own playstyle.[/p][p][/p][h3]Secrets and hidden content[/h3][p]This early build was focused mainly on combat, but the final game will offer much more to discover. The Grasslands is only the first biome and is intentionally simple, but future versions will introduce more variety, optional routes and areas with their own identity. [/p][p]Besides the Springs, upcoming builds will include special events that you can access through exploration. Moving around the world will not only open combat arenas, it will also lead you to useful elements for character progression and to optional content for players who enjoy collecting and uncovering secrets.[/p][p][/p][p][/p][hr][/hr][p][/p][h2]Things We Are Working to Improve[/h2][p]
Your feedback highlighted several areas where we can deliver a better and smoother experience. These will be our main focus over the next weeks:[/p][p][/p][h3]Combat feel[/h3][p]This has been the most common request. Many of you mentioned that combat felt slow, heavy or unresponsive at certain moments. We are already working on faster attacks, reducing the anticipation and recovery frames of the animations, more readable telegraphs, bigger combo windows and more fluid dodging. We are also reviewing visual effects, impact feedback and other small details that affect the overall smoothness of the experience.[/p][p]Part of this feeling also comes from the fact that this build did not include some of the most interesting attacks and combos. Moves like the spring attack, the jump attack or the charged spin attack were not available because the skill tree was locked for this playtest. Once these abilities are unlocked in future builds, combat flow will feel faster, more dynamic and more complete.[/p][p][/p][h3]Movement & responsiveness[/h3][p]We are reworking the general feel of movement. This includes increasing the base walking and running speed, improving acceleration and turning, and making transitions smoother. We are also adjusting camera behavior to reduce sudden shifts and to follow the character more naturally.[/p][p]Some players experienced discomfort with the camera tilt while gliding. We will adjust camera transitions and reduce unnecessary movement during traversal. The goal is to make movement feel agile and responsive right from the start, even before unlocking traversal abilities, avoiding any kind of motion sickness.[/p][p][/p][h3]Controls[/h3][p]We plan to improve the default layout for keyboard and mouse, since some inputs and finger combinations were not comfortable for some testers. We are reviewing how actions are assigned so everything feels more natural from the start. We will keep refining the control scheme to make it more intuitive for as many players as possible.
[/p][hr][/hr][p][/p][p]We are deeply grateful for the support, the thoughtful responses and the real excitement you showed for this project. Your feedback is helping us shape Rewilders into a richer, smoother and more enjoyable experience. This playtest was an important milestone for us, and it would not have been possible without your help.[/p][p][/p][p]We also want to share that a new playtest is coming soon. It will include many of the fixes and improvements mentioned in this summary, along with more content to explore and more abilities to try out. If you requested access but were not approved this time, please do not worry. Your chance is coming. We will be inviting a larger group of players for the next round so more of you can join, test the new features and see how the game is evolving.[/p][p][/p][p]We will keep sharing updates as development continues. [/p][p][/p][p]Thank you again for joining us on this journey, and see you soon in the next biome.[/p][p][/p][p]-Herobeat Studios' team[/p]

Grasslands Playtest Announcement + Sign Ups

[p][/p][p]Hello to our hive of hopeful players! [/p][p][/p][p]We have been busy bees behind the scenes working on Rewilders: The Lost Spring since we first revealed it to the world in August. We’re so excited to share more about how the game has been progressing and what it’s about in two ways: in a new gameplay video and through playtests. [/p][p][/p][p]Watch the new Gameplay Reveal Video[/p][previewyoutube][/previewyoutube][p]Potential playtesters can sign up now and for a select number accepted, they will have access to the Grasslands biome, where Abi and her Hântu such as Hornsby, Saddie Sprout and Leafy will join her in the first publicly playable version of the game ever from November 12th at 3PM CET / 6AM PST to November 17th. See below to find out how to request access and more about the playtests.[/p][p][/p][p][/p]
  1. [p]Go to the Steam Page and click the Request Access button. That’s all! [/p]
  2. [p]If chosen, you will receive instructions on how to access the game through Steam. [/p]
  3. [p]Wishlist the game if you liked it![/p][p][/p]
[h3][/h3][p]We’ve added a feedback form directly in the main menu of the game. It’s quick, and we’d love to hear your impressions, frustrations, and ideas. [/p][p]You’re also welcome to join our Discord community, where we’ve set up a private playtest channel just for you. There you can share your feedback, chat with the devs, and even stream your playthrough to other testers.[/p][p][/p][h3][/h3][p]Everyone who joins the Grasslands Playtest will appear in the game credits. Just complete the Google Survey to share the name you'd like us to use. And if you stick with us through future test phases, we might have a special reward waiting for our most dedicated players.[/p][p][/p][p]If you’re not chosen, don’t worry! There will be more before we release it into Early Access next year. We hope to have you join our Discord server either way, sharing the buzz for the game as we work on making it the best open-world roguelite with heart that it can be.[/p][p][/p][p]Yours truly,  Herobeat Studios[/p][p][/p]