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Ravensthorn News

Quick-fix #1

There was something needed to be done asap so player immersion will not be broken.

Community Announcement #2 - Launch


Greetings everyone,

First and foremost, thank you everyone that messaged me in a way or another, I'll start filtering messages and reply accordingly.

Secondly, I'll admit it from start that the game is missing some key aspects of what I wanted to provide on launch, such as the Co-Op - it's just postponed - and dungeons or other small but needed stuff. There yet might be some bugs, but to my apology please understand that I'm overwhelmed by everything happening in my schedule and exhaustion is already a state of being. I've decided to launch the game as it is so far because otherwise tinkering on it would never finish.

My plans remain unshaken, I'll make way towards a dungeon system, some other elements such as NPC's and foes and the so much praised Co-Op that is playable to an extent will begin to be taken in consideration again. If the community decides that it's of their will to try it out, I could rebuild the Co-Op to a state somewhere to singleplayer fidelity.

I must tell that it is indeed a lack of attention that I've not set an welcoming discount for this launch, but trust me there will be plenty of them in the time to come.

This will be my main choice of announcements such as this one and explaining further updates, fixes and so on, while the social media will still get attention as a single developer it can be time-killing to keep up with everything.

For those that really want to know, I'll try to form a local team from my area at some point, but internationals are not excluded, just that I will leave everything some time to settle in.

Dear Curators, thank you for asking for my permission to curate the game, you will receive a key shortly. The fact that there's an interest for Ravensthorn is heart-warming for me and I do hope you'll understand what is this project about.

And in a final note, stay tuned in as there will be some small updates to give this dish some more flavor.

Cheers to everyone!

Truly,
Musbrich.

Demo Announcement - Final


Hey there!

So it is happening.. this is my final post regarding Ravensthorn Demo. Somewhere this weekend or next week I'll stop updating it, preparing for the late 2024 launch. Today's update will bring some more content and contour to the game such as a character stats management, some gear and the prototyping of Alchemy along various bug-fixes and QoL changes.

This Demo & Steam Next Fest grind was one of a kind, with good and bad some days were indeed tough lessons for me. Even though that the game didn't perform as I was hoping regarding wishlists and such, I've decided to keep going forward.

At launch I'll do my best to deliver a 100% fidelity inbetween singleplayer and co-op, such thing that will enter in development along this weekend, but it might not happen to have such fidelity. We never know what's ahead of us.

I do somehow expect to have a rough launch, but will try to not postpone it. And with those final words, I'd like to thank you all, for your smallest like or longest playthrough, you've made some of my days brighter. See you again soon!

Sincerely,
Musbrich.

Community Announcement #1


Yet here we are.. As I am daily working on the game for it's release in Q4 2024 and lacking touch with the community either here or on socials, it struck my mind that there must be shed some light upon this project.

I'll try to be short on words and deliver true actions, but here's a possible road-map:

Q4 2024:
* Launch with what can be found inside the Demo;
* A better polished game;
* More content, such as crafting / castle upgrades / or even some camps around the map?;
* Most likely there will be a proper Co-Op available, besides just joining in a squad and running around;

Q1 2025:
* A better polished game;
* Possible dungeon system;
* Clothing & armours;
* One NPC that stands both as quest giver, storyteller and trader?;

Q2 2025:
* A better polished game;
* Content regarding a new "continent"?;
* More content.

And so on.. There are still unspoken things that are best kept secret while time will unveil them.
Disclaimer, those are not promises, those are my thoughts regarding the path Ravensthorn will take. Of course I'll do my best to deliver as much as possible, but I never know what will serve the game best.

Community Bug-Report Hotfixing #5


Hey there! It has been a while since my last post here. IRL got too crowded too soon as I've changed workplaces and with the utter need to see as much as possible done in Ravensthorn, yesterday I've concluded that's better to rest as my brain couldn't do the work anymore. Good news is that even there's a time for work and a time for rest, I've managed to check all what's up on my mind for a while, and this beautiful rainy Sunday night I can get to sleep earlier.

Regarding this..
I've managed to fix the first reported bug on Steam, that about a hidden achievement that was not working. Now it is, along two more from which one is hidden and I won't spoil it for you. So thank you to the one whom pointed it out, otherwise I would'nt have had the motivation to see that achievement done too soon honestly, now it stands as a great addition to Ravensthorn Demo.

After a tedious process, mostly because I block myself for days on some minor mistakes, and with the help of two great individuals, I've managed to connect along three other on a server I was hosting on my personal PC. This meaning the Co-Op is on our reach as it needs some more polishing, such as character customisation being visible for everyone on the server, not the individual player; pick-up utility; stats management and some more, yet nothing impossible just time demanding.

Also I've decided to postpone the launch from Q4 2024 just to get some more days of work for a better polish and get a proper momentum, in hopes that more will join the community after Steam's Next Fest this October. Really considering to give back to the community, I'll let you know of one thing that's on my mind for the close-future after another polisihing campaign happens is in the means of those consacrated RPG themed dungeons, that will come in various sizes and shapes with time. As told before, after a polish or even two, some more content for crafting and building and when I'll have the Co-Op done in proper terms, my aim will move towards having one dungeon hopefully ready for the launch or close after. But as always, my problem is not how to do it or what will it take for, but time became slowly the most valuable asset that comes to my hands.

As always, there have been multiple hotfixes or small polishes, sometimes too many and too small to keep track outside my notebook, and still recommend to report bugs or whatever touches a nerve either on Steam Community or on Discord so I can see what can be done in good time.

Even if all my promises will not be there by launch and the future community might ravage Ravensthorn, I'll do my best to finish them step by step and in an ending word, I must admit that barely now things start to get a shape - even in my mind - of what will it be.

Yours sincerely,
Musbrich.