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DevBlog #6 | Version 0.5.6 – Kicking off the year!

Welcome to our first update of 2025! We hope you had a fantastic holiday season, and we’re excited to kick off the new year with a big update for Valor of Man. (Don’t worry, we spent a lot of quality time with our families during Christmas, but we also had time to work on our beloved game!)

This release is packed with enhancements, new mechanics, balance changes, and of course, your ideas brought to life. Let’s dive in!

[h2]Streamlined Tutorial[/h2]

  • Revamped the tutorial for Action/Reaction mechanics to be quicker and less overwhelming.
  • The Bestiary window (formerly Enemy Details) is now hidden by default for reduced complexity. Use shortcut B to toggle it on/off or hit the button on top of the enemy Portraits.
  • Next Action and Reaction are now shown as icons on enemy portraits. Hover over them for detailed information.
Dev Comment: These changes make the game more welcoming for new players while retaining depth for veterans.
  • Improved starting fight against Zephyrath (Bone Dragon).
    • Zephyrath now always collapses in the second turn, giving players a better tactical opportunity to capitalize.


[h2]Sneak Peek: Berserker Class[/h2]

Introducing a first look at Alistair’s upcoming Berserker class! While this is still in development, we couldn’t resist sharing a preview of its raw power.



Dev Comment: The Berserker is shaping up to be an adrenaline-fueled addition. We can’t wait to see your reactions when it goes live.

[h2]Gameplay Improvements[/h2]

  • Action Controls:
    • Left-click to perform actions, right-click to cancel/select units.
    • Added an option to revert to the old system.
  • Shortcut keys F1–F4 can now be used to select heroes.
  • The Grid now turns grey when a hero has no actions left.
  • Improved end-turn mechanics: The confirmation is disabled by default but still available as an option.
  • Exhausted heroes now stay on the battlefield, displaying the reason for their exhaustion.
  • Renamed Miscast keyword to Strain for clarity.
Dev Comment: These changes enhance usability, accessibility, and overall gameplay flow. Your feedback was key for these, so THANK YOU!


[h2]Enemy Behavior Overhaul[/h2]

  • Introduced new Instinct keywords:
    • Define behaviors like Dive, Rush, and Reposition.
    • Enemies now move more naturally with an improved pathfinding algorithm.
    • Enhanced Tormentor reactions with keyworded tooltips.


Dev Comment: These updates make enemy behavior more intuitive and combat more strategic.

[h2]Quality of Life Improvements[/h2]

  • Added Save & Quit to the main menu, allowing players to reload their campaign without fully exiting the game.
  • Added a Back button for the map menu.
  • Dragon Collapse/Reassemble animations revamped for smoother visuals.
  • Staff projectiles now appear larger for better visibility.
  • Added new hero banter for extra personality.
Dev Comment: Who doesn’t love a bit of in-fight humor?

[h2]Balance Changes[/h2]

  • Added Remove Conditions option for in-game events to counteract permanent debuffs like -1 Action Point.
  • Reworked starting weapons and abilities:
    • Blade Dancer’s starting weapon now deals higher damage with a single hit (instead of two weaker ones).
    • Teleport is now a free action.
    • Warrior’s Free Move added.
    • Buffed Blade Dancer’s Feign Death
    • Buffed Anointed and Piety abilities for the Cleric
  • Reworked Pendant of the Moon: passive magic resistance replaces its active ability.
Dev Comment: These adjustments focus on improving flow, accessibility, and fun.

[h2]Bugs & Stability[/h2]

  • Fixed Miss sound not playing for Royal Assassin.
  • Added a ceiling to the Undead level. (Poor skeletons had no roof!)
  • Fixed overlapping subtitles in artifact rewards.
  • Improved flavor text visibility in the fight rewards menu.
Dev Comment: No more squinting at your screen to read flavor text!

[h2]Looking Ahead[/h2]

Thank you for all your incredible support in 2024! We’ve got an exciting roadmap for the new year, and your feedback has been essential in shaping Valor of Man. Let us know what you think of 0.5.6 and keep those ideas coming.

Happy adventuring! 🎮

— Legacy Forge

Dev Blog #5 | Update 0.5.5 – Your Feedback, our Changes.

Greetings, Wardens!

Update 0.5.5 is live, bringing improvements inspired by all the feedback we received from the community (thank you a lot for that!), new features to enhance the experience, and some thoughtful tweaks to balance the gameplay. Let’s take a closer look at what’s changed!

[h2]Improvements[/h2]

[h3]Customizable Player Experience[/h3]

We’ve introduced an option for players to choose their experience level with turn-based RPGs.
  • For Beginners: A small health boost for heroes to make the first playthrough more manageable.
  • Optional Help: Players can choose to cure all conditions that would otherwise be inflicted during the first fight.
Dev Comment: These changes aim to smooth the onboarding process while keeping the challenge intact for veterans.

[h3]Casting and Combat Enhancements[/h3]
  • Standardized and improved casting animations across all abilities.
  • Added distinct visual effects for spells, with unique styles tied to the Seer and Occultist mage classes (coming in future updates).
Dev Comment: Even though the Seer and Occultist aren’t in the demo yet, their personality shines through in their animations, FX, and staff designs.

  • Undead Improvements:
    • Added different hit effects for undead enemies.
    • Improved animations for collapsed enemies, like the Undead Dragon and Ogre.


Dev Comment: Let’s be honest—undead blood didn’t make sense.

  • Enhanced attack sounds for better timing, volume, and impact.
  • Improved Action Camera dynamics, which now rotates and follows targets for a more cinematic feel.


[h3]Enemy Card Overhaul[/h3]
  • Simplified visuals and deemphasized flavor text for clarity.
  • Grouped similar enemy reactions for better organization.
  • Improved descriptions to reduce clutter and confusion.
Dev Comment: Feedback from the community inspired these changes to make understanding enemies easier and faster.

[h3]User Interface and Tutorials[/h3]
  • Updated Miscast and MP keyword colors for better clarity.
  • Simplified descriptions for effects like Stun, Knockback, and Poison.
  • Reworked icons for abilities with limited charges.
Dev Comment: Icons were too similar before—this update makes them distinct and intuitive.
  • Added new tutorial tips:
    • Explaining hero exhaustion and conditions.
    • Clarifying movement mechanics when another action is selected.
Dev Comment: Some unique mechanics weren’t explained well, so we’ve added tutorials to ensure players have all the necessary information.

[h3]Music System Revamp[/h3]
  • Reworked the music system for smoother transitions between songs.
  • Added new combat and map-phase tracks.
  • Default music volume now set to 75%.
Dev Comment: The old music system’s abrupt transitions often disrupted immersion. These improvements aim to keep the audio experience seamless and engaging.

[h2]Balance Changes[/h2]

[h3]Heroes balance:[/h3]
  • Disabled Legendary Conditions.
Dev Comment: These were too punishing for new players since there isn't an easy way to remove them at the moment.

[h3]Starting Fights Tweaked:[/h3]
  • Adjusted enemy reactions to make the early battles more welcoming for new players.
Dev Comment: The opening battle against Zephyrath was a little too punishing for first-time players.

[h3]Boss Redesigns:
[/h3]
  • Tormentor: Now only terrifies heroes pulled with hooks, allowing for more positional counterplay.
  • Succubus: Fewer Seduce abilities to give players more opportunities to strategize.
Dev Comment: Bosses should be challenging, but they should also allow room for players to outsmart them.

[h3]Boss Nerfs:[/h3]
  • Tormentor damage reduction: 20%(from 32%).
  • Spider evasion: 24% (from 32%).
  • Succubus health: 100 (from 105).


[h2]Bugs & Stability[/h2]

- Fixed miss sounds not playing sometimes.
- Fixed hero banter appearing too early in fights.
- Resolved UI overlap issues between items/artifacts and progression dials at the end of runs.
- Fixed Scorpions showing -1 Terror in some cases.
- Corrected Inferno Burn stacking display values.

[h2]That’s All for 0.5.5![/h2]

We couldn’t have made these improvements without your feedback—thank you! Keep sharing your thoughts via the in-game feedback form or on our community Discord.

We wish you all a Merry Christmas and a Happy New Year!

— The Dev Team

DevBlog #4 | Update 0.5.4 – Ancient Artifacts and Fresh Improvements!

Hello again, Wardens! Update 0.5.4 is here, and we’ve got some exciting new features, balance tweaks, and a sprinkle of polish to enhance your journey through Valor of Man. Let’s dive in!

[h2]Key Features in 0.5.4[/h2]

[h3]Ancient Artifacts: A New Power Awaits[/h3]
Introducing Ancient Artifacts, a powerful new tier of equipment exclusively available through the Antique Trader. These artifacts boast unique effects, such as:
  • Immunity to Trample or Poison Damage.
  • Health regeneration.
  • Massive buffs on the first turn.
Dev Comment: These artifacts are a gold-exclusive way to supercharge your heroes. Since the Antique Trader only shows up once per Chapter, deciding when and where to spend your gold becomes even more strategic.



[h3]Expanded Artifact Pools[/h3]
We’ve added more common and rare artifacts to the default pool, unlocking new playstyles from the start of your adventure.
Dev Comment: Previously, many artifacts required unlocking, which limited early-game variety. This change ensures a more consistent and enjoyable experience for everyone.

[h3]Split Buttons for Buffs and Debuffs[/h3]
Buff and Debuff abilities now have separate buttons in the Action Bar, making them easier to identify and manage.
Dev Comment: Heroes gain a lot of abilities over time, and grouping buffs and debuffs together caused confusion. This small but impactful change keeps things smooth and intuitive.



[h3]Improved Tutorials[/h3]
We’ve overhauled how the enemy screen is introduced to new players, using delays, animations, and effects for a gradual reveal.
Dev Comment: The Enemy UI can feel overwhelming for first-timers. This update ensures a more seamless learning curve.



[h3]Balance Changes[/h3]
  • Normal and Elite Fights: Normal fights now reward more XP, while Elite fights give slightly less.
    Comment: Elite-less runs are now a viable, more relaxed option while keeping multiple-elite runs just as rewarding.
  • Hard Fights, Big Rewards: Hard fights (available later in the Chapter) now have a higher chance of dropping items.
    Comment: This ensures you have enough gold and gear to make those tough decisions at the new specialty shops.
  • Tormentor Boss Reaction – Huff & Puff: A new reaction allows the Tormentor to move more dynamically.
    Comment: This balances the difficulty and keeps the fight engaging.



  • Ogre Chieftain Adjustments: Reduced scaling of Enrage and tweaked his multi-action deck.
    Comment: He’s a little too powerful for Chapter 1. These changes keep him challenging but fair.



  • Starting Fight Positioning: Improved hero placement in the Dragon fight so everyone can contribute from the start.
    Comment: No more awkward moments where Elara can’t reach the Dragon on turn one!
  • Lance Update: Lances now have the Pierce effect.
    Comment: This makes lances feel more impactful without being overpowered.
  • Goblin Nerf: Lowered Goblin health.
    Comment: They’re tricky enough as it is—time to tone them down a little.

[h3]Bugs & Stability[/h3]
Here’s a quick rundown of the fixes and optimisations in this patch:
  • Performance: Visual FX now load faster and reuse assets where possible.
  • Animation: Smoothed out animations for mages, multi-hit attacks, and sword/shield abilities.
  • Projectiles: Staff projectiles now fire from the weapon tip.
  • Tutorial Fixes: Fixed issues with tooltips not triggering correctly.
  • Level Design: Resolved blocked tiles in scorpion and bug levels.
  • UI Improvements: Fixed enemy outlines briefly appearing when they shouldn’t.



[h2]And That’s All for 0.5.4![/h2]
This update brings a fresh layer of strategy with Ancient Artifacts, clearer UI, and better balance across the board. As always, we’d love to hear your thoughts—check out the new in-game feedback form to share your experience!
Happy adventuring, Wardens! 💪
— Legacy Forge

Dev Blog #3 – Version 0.5.2 – Beta Phase is NOW LIVE! + New Features!

Hey, Wardens!

We're pleased to bring you another big update. Version 0.5.2 is here, packed with exciting features, balance adjustments, and a few shiny new toys to discover. Here's everything you need to know. (Just a heads-up: Like in our prior update, Version 0.5.2 isn’t compatible with previous saves. Your current save file will be backed up, and you’ll start fresh in this version.)

[h2]Open Beta is Live! [/h2]

That’s right—the beta is open! We’ve granted access to those who joined the waitlist and are very happy to see the interest in our beloved game. If you missed the opportunity to join that list, you can request access through the Store Page or by joining our Discord Server, where you can also discuss the game with us and other playtesters!

We are eager to hear your impressions regarding the new updates! Thank you for the support, Wardens!

[h2]Key Features in 0.5.2[/h2]

[h3]Hero Action Bar Overhaul[/h3]

We’ve reworked the action bar to help you manage abilities better as your heroes grow stronger:
  • Categorized Abilities: Moves, weapon attacks, spell attacks, heals, buffs, and items are now grouped for clarity.
  • Auto-Selection: The game will auto-select the next available action when an ability goes on cooldown.
  • Shortcut Cycling: Pressing a shortcut key repeatedly cycles through abilities in the same category.
Dev Comment: As we develop Chapters II & III, the number of abilities heroes can gain is increasing. This new system ensures that the action bar remains easy to use while allowing you to unleash epic power without artificial limits.



[h3]Level-Up Details[/h3]

The level-up screen now provides detailed insights into how your heroes grow:
  • See health gains per level.
  • Learn about new trinket slots, extra courage, and additional abilities.
Dev Comment: Initially, we worried that showing health gains might make passive health-boosting abilities feel less impactful. Instead, it’s done the opposite—players love seeing their progress in detail.



[h3]Specialty Shops[/h3]

Introducing two exciting new shops per Chapter:
  • Rarity Item Shops: Blacksmiths, Armorers, and Jewelers let you buy weapons, armor, or trinkets based on rarity.
  • Antique Trader: Offers rare artifacts and the upcoming Ancient Artifacts, which are incredibly powerful but situational.
Dev Comment: We’ve long wanted specialty shops, and now they’re here! They add depth to map choices and provide new opportunities for spending gold.



[h3]15 New Artifacts[/h3]

Uncover fresh artifacts with unique effects and synergies. Let us know which one becomes your favorite!

[h3]Map Legend[/h3]

No more guessing—icons on the map now come with a legend for easy navigation.

[h3]Descriptions and Keyword Improvements[/h3]

We’ve polished ability and item descriptions for better clarity.

[h3]In-Game Feedback Form[/h3]

Have thoughts? Share them with us directly through the in-game feedback form. We’re listening!



[h3]Balance Changes [/h3]
  • Ranged Attacks and Magic
  • Ranged and spell attacks now cost 2 action points instead of 1.
  • Power for these abilities has been increased to reward clever positioning.
Dev Comment: Ranged-heavy builds became too dominant. These changes balance the scales while maintaining the fun of long-range tactics.

[h3]Critical Hits Revamp[/h3]
  • Critical hits now deal +25% bonus damage instead of maximum damage.
  • Damage can be improved with abilities and items.
  • Strong enemies now have Critical Resistance, reducing crit chance slightly (but high crit builds are still viable).
Dev Comment: Crits were outpacing other abilities due to their massive damage output. This update keeps crits powerful but more balanced and engaging.

[h3]Items and Economy Revamp[/h3]

We’ve adjusted gold and experience gain to match the epic scale of Chapters II & III. Time to get rich and powerful!

[h3]Bugs & Stability[/h3]

Here’s a peek at what’s fixed:
  • Cooldowns now display correctly when affected by abilities or items.
  • Resolved issues with Mass Cure+ not working in some scenarios.
  • Adjusted mouse scroll sensitivity for smoother controls.
  • Tons of other fixes and stability improvements.

[h2]And That’s a Wrap for 0.5.2![/h2]

With the beta now open, we can’t wait to see you explore the new content. Explore, experiment, and let us know what you think—your feedback shapes the game!

Until next time, Wardens. Stay safe and have fun!

— Legacy Forge

https://store.steampowered.com/app/2699280/Valor_Of_Man/

DEV BLOG #2 - MAJOR UPDATE (0.5.0) | New Classes, Action Cam, and More!

Hello there Wardens!

We're back with a big update, and we’re excited to walk you through all the new features, changes, and improvements in version 0.5.0. but, before we start and as a heads up: this update makes some major changes under the hood, so the save files from earlier versions won’t work with this one.

Why? We've made a massive overhaul to the Hero abilities system, which means a bit of a fresh start here will allow us to build more smoothly in the future. This change aims to prevent any issues when we add new abilities or make adjustments. If you have any questions, jump into our Discord server, and we’ll be happy to chat! And now… Let’s get started!

[h2]Heroes, Classes, and New Abilities! [/h2]

The hero roster just got a major upgrade with 12 new classes spread across our four main archetypes. These new classes bring fresh playstyles and strategies, giving each run a unique twist. Here’s a quick breakdown:

[h3]Alistair (Warrior Archetype)[/h3]
  • Captain: Tactical Command - Empowers allies and controls the field.
  • Berserker: Unleashed Rage - Unleashes raw fury but sacrifices defense.
  • Champion: Shield of Valor - Absorbs and redirects damage to protect the team.

[h3]Ignatius (Cleric Archetype)[/h3]
  • Theurg: Shield of Compassion - Healer and protector of those in need.
  • Paladin: Divine Resilience - Gains strength from injuries and can survive deadly hits.
  • Inquisitor: Blood Pact - Risks health to weaken enemies with powerful debuffs.

[h3]Elara (Rogue Archetype)[/h3]
  • Blade Dancer: Dance of Blades - Strikes swiftly and evades with finesse.
  • Ranger: Ranged Specialist - A master of ranged attacks, especially effective on distracted foes.
  • Assassin: Cunning Disguise - Blends into surroundings, surprising and avoiding danger.

[h3]Octavia (Mage Archetype)[/h3]
  • Archmage: Sorceress of Destruction - Commands powerful, destructive elemental magic.
  • Seer: Prophetic Insight - Can reveal hidden dangers and prevent surprises.
  • Occultist: Whispers of the Abyss - Taps into the abyss, with some risky (but powerful) spells.

Each class comes with its backstory, strengths, weaknesses, and a unique quote that hints about its personality. As you play, you can mix and match these classes to find your favorite combos. Unlock them as you progress, and explore a whole range of tactics as you unlock and level up! We’d love to know: Which combo are you most excited to try?



[h2]Cinematic Action Cam [/h2]

Get ready to see your heroes in action like never before! We’ve added a cinematic action cam that zooms in on big moments during combat—attacks, critical hits, and finishing blows all get their own spotlight. This feature amps up the intensity and gives battles a fresh feel.



[h2]UI and UX: Smooth and Sharp [/h2]

We’ve polished up the UI to make every move in combat feel smooth and intuitive:
  • Enhanced Feedback: Clearer action visuals mean you’ll never miss a beat in battle.
  • Detailed Hit Info: The cursor now shows combined hit and damage percentages, so you can better predict outcomes.
  • Action Queueing: Queue up moves and attacks for a seamless flow—single moves need confirmation to prevent misclicks.
  • Targeting Improvements: One-click attack on an enemy lets your hero move and attack in one go.
  • Ability Previews: Right-clicking abilities now shows possible upgrades in the Heroes screen, Level-Up screen, and the Almanac.

[h2]Balance Tweaks [/h2]

With these new classes and abilities we’ve adjusted enemy stats, so now you’ll notice Elites gaining more HP as you progress through each act. Our goal is to keep the encounters challenging, making the enemies nastier as you progress through the game.



[h2]Bugs and Fixes [/h2]

No update is complete without a round of bug fixes. Here’s a look at some of the biggest fixes in 0.5.0:
  • Reduced Almanac load times and improved UI.
  • "New Abilities!" notification now clears after you leave the Level-Up screen.
  • Fixed multi-hit animations so every hit plays as expected.
  • Corrected bugs with specific abilities, like the Scorched Dice artifact and Berserk ability upgrades.
  • Lots of visual tweaks for abilities, tooltips, and character screens.

You can check the full list in its dedicated post: https://store.steampowered.com/news/app/2699280/view/4445708897933590810


[h2]And That’s a Wrap on 0.5.0![/h2]

We’re thrilled to bring this update to you, and we hope you have as much fun with the new classes and features as we did making them! Dive in, experiment with class combos, and let us know what you think. Join us on Discord, tell us about your favorite class, or share which ability saved your team on the toughest level.

Until next time, happy gaming Wardens!

https://store.steampowered.com/app/2699280/Valor_Of_Man/