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Blade & Sorcery News

Update 1.0.1 released

Hi!
Kospy there as Baron is taking a break today ːsteammockingː

A minor update has been released today (1.0.1) to fix some major issues with the 1.0 release.
Minor update should not break any mods, so no worries about this.

If you are using the HTC Vive controllers, please note that the binding changed to fix an issue with hyper focus being unable to be used on this controllers. The new binding also improve how we open the menu and I hope it would also improve life of HTC Vive players (the controller lacking two buttons it's all about finding the less painful workaround). See the new bindings below that I lovely did using paint :p

Changelog for 1.0.1:
  • Fixed issue with currencies not being refunded when you die in home/shop
  • Fixed issue with the golem head crystal being storable in the player inventory before its been pulled out the golem
  • Moved bloom intensity and post processing profile under graphics section
  • Removed debug symbols from Oculus uploads
  • Fixed Post Processing colour grade profiles
  • Fix for modded book categorys not loading icons
  • Fixed HTC Vive wands slow motion not working
  • Fixed PressToMove for Vive wands missing in the options
  • Fixed duplication bug when swapping pages on the inventory
  • Fixed race condition causing a hang when loading save files or container contents
  • Updated Vive wand bindings to allow hyperfocus to work


New HTC Vive binding:

1.0 - The End Update, is now available!

Hello mates, The Baron here carrying the good word from KospY and the Warpfrog team.

How can this possibly be... the day has arrived. Blade & Sorcery 1.0 is now available! ːamadeus_happyː

What a journey, guys... From a one man project started by KospY to a studio of +20 fulltime developers. From a little indie arena sandbox to the beginnings of a fantasy IP.

All of us at Warpfrog are blown away by the events of the past 5 years, and we want to truly thank all of you guys who supported the game in Early Access. We carry some cynicism for common practices in the modern game industry, so when Warpfrog was founded we pledged to reject what we always hated as gamers ourselves and do things on our own terms.

Through your support, you guys let us remain independent from shareholders and publishers, and enabled the studio to become the truest and most authentic version of itself.

Now lets set the celebrations aside as you have waited long enough; let's get into the 1.0!

[h3]Before you begin[/h3]

If you are moving from Early Access to the 1.0 Update, do yourself a favour and solve your troubleshooting issues before you they begin -

Remove all of your U12 mods!

U12 mods will not work on 1.0, so as usual, mods will need an update.


MAIN FEATURES


As a caution I should warn that anything past this point may be considered a spoiler for those who wanted to play the update as a blind experience! Be warned!

[h2]Crystal Hunt Game Mode[/h2]

The all new Progression Mode is now in the game - start as a lowly warrior or mage and increase your character's power by unlocking new skills.

Find loot in the dungeons to buy and sell weapons and armor in a physical store.

Delve deep into the lore which gives context to the events of Crystal Hunt and world of Byeth. Uncover the secrets of the ancient Dalgarians!



We are delighted to add this gamemode for folks who always wanted a little more out of Blade & Sorcery than the default sandbox experience.

Staying true to the Warpfrog way and our beliefs on game design, this is not a hand-holding experience. However, Crystal Hunt will give motivation for the player to progress and develop through the game, as well as now having a definitive game ending to strive for.

Your Crystal Hunt character will be separate from your Sandbox one. We added some option goodies on character creation so you can customize your game and difficulty level; for example you can tweak the damage received or dealt modifiers, determine if Dalgarian language is automatically translated into your language, or enable death consequences if you please, such as losing gold or even permadeath.



Crystal Hunt was truly nuts for us to work on, because it was like dropping a new game on top of the established Blade & Sorcery game that you already know. The Warpfrog team really worked hard on this as we wanted to do justice with our final major content update.

We hope you like it!

[h2]Dalgarian Dungeon[/h2]

The Dalgarian Dungeon is an entirely new dungeon biome to explore, revolving around the ancient race of Dalgarians; a highly advanced and magical people, now extinct.



The most notable difference about the Dalgarian dungeons compared to Outpost is the sheer scale; you will notice the "rooms" are not just physically bigger in terms of structure sizes, but also much larger in terms of space, with more open layouts.

This should give a different vibe to exploring the Dalgarian Dungeon as compared to Outpost, which has a more linear sense of progression through it.

[h2]Skill Tree[/h2]

Your Crystal Hunt character will start off as a no-skilled warrior or petty mage. Prepare to have the rug pulled from beneath you when you realize how complacent you have likely become to being OP in sandbox mode!

Over the course of Crystal Hunt, you will earn the ability to unlock skills, steadily increasing your power. These skills correlate to the 5 branches on the Skill Tree - Fire, Gravity, Lightning, Body and Mind.



A player could choose to go all-in on one skill branch and become the penultimate master of that element, for example being a Fire mage than incinerates all foes. Alternatively, a player might choose to dabble across a few different branches and diversify; perhaps you want to have some fire powers, but still enjoy the utilitarian versatility of being able to gravity glide.

Worth noting - although there is an absolute ton of skills, the idea is not that a player would have all 78 skills unlocked at the same time. If you did this you would be so unbelievably OP and your game absolutely chaotic with so many compounding skill effects, lol.

Our estimate is that a player will likely have two fully unlocked skill trees the time they reach the end of the game, or one tree plus a couple of other random skills. In theory, a player could continue to play Crystal Hunt and unlock everything (and some players surely will) but our intent was playing Crystal Hunt with a specific build, and then giving yourself the replay value to go back and play gain with a whole new build playstyle.

[h2]New Skills[/h2]

The madness.. the sheer madness... Crystal Hunt has a grand total number of 78 skills to be unlocked.

Each of our skills are playable game features; we avoided anything that would have been "gamey" like +5 damage, or +10 health, etc. The skills are actually things you can do or have an impact the gameplay somehow.



To get even crazier, a lot of the skills have synergies that stack with each other to create interesting effects.

For example, a player might unlock 3 separate skills; Gravity Bubble to create a bubble where enemies are weightless, Hyperfocus where time moves in slow motion but you do not, and Dilation Bubble which slows time on objects passing through a gravity bubble (like arrows).

These are three separate skills, but when you combine all these skills together, you will find a synergy that is unique! The combined effects create a timestop type of effect, as you can see here --



Remember, this is not even one of our 78 actual skills in the game! This is just an example of how a player can leverage the simulation factor of Blade & Sorcery to synergize skills and create totally new things and make really interesting character builds.

Creative players will have a blast mix and matching skills to find all new off-skill tree effects, and I guarantee that you guys will find lots of combinations we never even dreamed of.

This is in beauty part of B&S being a simulation game!

[h2]New Golem enemy[/h2]

One of the many secret things we kept close to our chest before the trailer drop was this beauty, affectionately named "Hector" by the community.



We really want you to experience everything related to the golem in VR, so I will avoid saying too much here!

However I will say that the golem is huge and fully physical, so if you were wondering - yes it is climbable!

[h2]Lore[/h2]

A huge ask from players over the years has been for the introduction of lore to give a grounding and context to the gameplay of Blade & Sorcery.

We are beyond delighted to have finally delved into this and add depth to the world of Byeth!



A large asterisk I will place here is to warn you that while we have deep lore, the game does not hold you hand. It is not a "sit back and enjoy the story" type game with a narrator guiding or breaking things down for you, nor is the world and story events revolving around you.

A player can find lore scattered throughout Crystal Hunt, which they can collect to piece together the bigger picture of the world and its events. There is a lot to find... At one point there was some genuine concern that our lead designer Shrubokrant may have legitimately been writing a novel, lol.



But on top of this, a player may also use inference to observe the world around them and come to conclusions about things, of which the game will not validate for you.

Our Art Director Glitch skirted with a descent into madness on this, adding micro details to the world to make sure it was as cohesive as possible with the lore. For example, the coins in the game have the face of an ancient king that you may read about in some lore.

But who will get this??? Haha, even if some players will never notice such small details, we feel it will be absolutely awesome for those who are into this type of attention to detail and do! That is very much our vibe.

The team also went all-in with the portrayal of the Dalgarians. When it came to Dalgarian environment design, cdmpants and his Environment Team really sat down and laid out a society that made sense. If this was a real society, the Dalgarian dungeons would not just be a collection of random rooms; everything should have served a purpose for them.



Last but not least, depending on how hardcore you want your lore experience to be, we also have ancient texts to discover in the game that are in the Dalgarian language.

To crack this language would require a player to literally decipher it themselves in a throwback to the hardcore era of 90s-esque dungeon crawlers that involved paper maps. It is not some Zodiac killer level cryptography lol, but should be exciting for folks who are into this type of thing.

However, we realize how hardcore this is and also that there is a great inconvenience due to the VR headset factor, so we have a difficulty option to automatically translate for players who just wanna enjoy an action game without a pen and paper, lol. Automatic translation of Dalgarian language is the default for the game and the manual translation option is just an added layer for the hardcore madlads out there who want to be fully immersed in the experience.



Final thought: we also realize that some players may not give a hoot about lore and simply want to play an action game - no problem!

Our lore is there, but a player can choose to take Crystal Hunt at face value and just blast through it, enjoying the action, unlocking skills, finding loot, etc. No worries, you can do this and you will still be able to finish the game.

Meanwhile players who dive deep into the lore:




[h2]Loot[/h2]

Had you ever found a treasure chest in U12 Outpost only to be crushed to find it was non-interactable? No longer!

Throughout the Crystal Hunt dungeons, players will find loot in the form of coins or valuables, sometimes hidden in side-room chests, sometimes on shelves, or sometimes hidden cunningly in the environment.



Players can also potentially find rare crystal shards in dungeon runs, which can be used to unlock new skills on currently unlocked skill branches.

Finding these bonus crystal shards in the wild is truly satisfying.... there is something very rewarding about it on a primitive level, as you will see. Lyneca refers to this as inducing some kind of dormant "loot goblin" part the brain, and you know what... he is 100% right! ːgoblinː


[h2]Shop[/h2]

What would all that loot be without somewhere to spend it!

Crystal Hunt introduces a new shop location for the player to visit, where the player can sell loot, and buy new weapons and armours.

As always, we wanted to avoid as much gamey abstraction as possible, so the shop is an actual physical experience where you can take things from a shelf to look at or try them out before purchasing, then take them to a counter when you are ready to buy.



We also have something completely new and unusual for Blade & Sorcery that we kept under wraps - a voiced NPC as the shopkeeper! (voiced by yours truly ːlunar2019piginablanketː)

The shopkeeper is facially animated, with reactive voice lines to try give him a bit of life and make the shopping experience a little varied each time.




[h2]New Weapons[/h2]

1.0 comes with a grand total of 76 weapons, not including things like arrows, quivers, throwing pouches or props. ːamadeus_spookedː

Tiered weaponry is also finally implemented into the game, so Crystal Hunt will have a progression of gear to purchase.



We tried our best to avoid gamey mechanics like having upper tier weapons "deal more damage", since after all, a player should be allowed complete the game with a rusty dagger if they are so inclined. Instead, upper tier weapons will have other benefits, such as being able to hold an imbue charge for longer, increased reach, additional offensive spikes, or slicing through certain armours easier.

Meanwhile, blunt weaponry will be more effective against armoured enemy, whilst blade will be better for slicing skin.

[h2]New Armors[/h2]

There are now a total of 90 individual armour pieces that comprise of 10 full sets. These armours provide various levels of physical protection and will also be utilized by the enemy.



There is also a whole new mechanic to go along with 1.0 armour - Heavy armour will provide you with better physical protection, but lighter mage armour will allow you to cast spells faster. If you go all-in on mage gear, you will be slinging spells like crazy but you will have a "glass canon" type character.

The nice thing is you can mix-match armour pieces to find the best balance of physical defense and magical offense for your desired character build.


[h2]Ruins Replacement Map[/h2]

Everyone's least favourite map finally got a total makeover.



The Ruins was one of the earliest maps in the game, introduced back when the we were still using some store assets. This meant the textures always clashed with the rest of the game and looked ugly by comparison.

We have been dying to remedy this for the longest time, so when we finally were able to redesign Ruins we decided to go whole hog and completely remake the map from scratch, making it lore friendly in the process.



I'm sure there will be some nostalgia for the old Ruins map, but the new map keeps the essence of the original - the verticality, the chandelier, the moody lighting, etc.


[h2]Arena Map Revamps[/h2]

Ruins was not the only map to get some TLC. To compliment the addition of world lore, all arena maps from sandbox have gotten cosmetic touch-ups.



Not only were were beautifying and optimizing the old maps, but we wanted to create a sense of cohesion between them, to make these locations feel like they are all part of Byeth and not just random places in isolation.





It also gave us the opportunity to shake some of the old maps up!




[h2]Enemy Factions[/h2]

In the past, enemy difficulty was directly tied to armour levels, so easy enemies were the "gladiators" and hard enemies were the "soldiers" in armour.

To coincide with Crystal Hunt and the new lore, enemies are now separated out into factions, and difficulty is now faction based. That means it is possible to find enemies of any faction difficulty with mix-matched configurations of armour.



Although any faction could potentially have any configuration of armour types, the different factions will tend to lean towards different strengths and weaknesses to provide a varied challenge.

For example, you are likely to find more armoured knights in the Eraden army faction whereas you will likely face a lot of powerful mages in The Eye.




[h2]New inventory system[/h2]

Before Crystal Hunt and loot there was no great need for an inventory other than a place to hold your potions and torches. However, many players did not even realize there was an inventory at all!

Admittedly, it was not very intuitive. This has been rectified in 1.0 with a very clean and intuitive inventory system that still keeps within the spirit of VR and is lore friendly.



A little bonus to this new inventory system is that you can now see how your armour protection is stacking up, as well as how your armour impacts your spell casting speeds as mentioned earlier in the armour section.


[h2]Journal[/h2]

A cool and immersive way for players to keep track of the lore they find in game is the introduction of the journal. Any lore you find will be added to the journal and sorted by faction, so tracking down all the lore has a little bit of a "gotta catch em all" vibe for lore enthusiasts and completionists.



If you are not playing the hardcore manual Dalgarian translation option, you will be able to see Dalgarian text that is translated to your own language here too.


[h2]Status effects[/h2]

You might be wondering exactly what this could be since in the past you could already make enemies weightless with gravity or zap them with electricity to stun them. When we say status effects here, what we are talking about is a whole new under-the-hood system we added for how enemies become effected by status effects. The long story short is you will not see it in any gamey type of way, but it should come across intuitively.

For example, enemies exposed to fire now generate "heat" (under the hood) until a point that they actually catch fire, and eventually being on fire will char them!



As I say, you wont completely see the mechanics of this under the hood stuff but you will experience it in a nice and immersive simulation way. We also made this as moddable as possible for modders to add in their own status effects.

The creation of this new system also allows us to add status effects to the player, so you may be interested to know the player can also experience these effects if hit with them from other mages!

--

That just about wraps up all the major features! Goodbye, and good luck.




Did you know Steam has a character limit on the news? Lmao, they are probably thinking no sane person would hit that cap...



There are many more parts of the update that are not flagship features but absolutely worth mentioning!

[h3]More varied enemy mages[/h3]

Enemy mages have a wider variety of spellcasting at their disposal. This includes access to new spells, but also the ability to imbue weapons and arrows, and utilize some of the same combat skills player has.

This makes certain factions like The Eye particularly nasty!


[h3]New enemy voices and dying sounds[/h3]

More than 3 AAARRGHH sounds? Not in my Blade & Sorcery! ːsteammockingː

Finally addressing a long running community gag, we have added a ton of new sounds to enemies to give them more variety in voices and deaths.

The inspiration for this was based on the popularity of the mod Painful Death SFX by Sushin, who in fact works for Warpfrog!


[h3]Cross-elemental merges[/h3]

As well as each skill tree branch having their own progression, there are sections of the skill tree where unlocking two prerequisite skills on different branches may unlock a brand new cross-elemental skill.

These tend to be the biggest and baddest of skills, so are typically requiring a player to have unlocked the upper tiers of multiple skill trees, meaning they are usually late game skills.




[h3]New Tutorial[/h3]

Not just a reworked tutorial, but the tutorial now serves as an introduction to Crystal Hunt and gives context to the events around which the game takes place.

If you are playing Crystal Hunt for the first time, don't skip it!


[h3]Home persistence[/h3]

Something we had to remove some time ago has returned, with improvements! Objects you place in Home will be saved in that position when you return.

This means, although not technically an intended feature, you could put gear around your home to add visible clutter, like place a sword on a shelf. We felt this was a nice little immersion element, but if you smash up your Home furniture then that will be on you! haha


[h3]Stash system[/h3]

The book spawner in Home has some new utility in Crystal Hunt. The book spawner now serves as a kind of inventory storage for all the items, weapons and armour you purchase in Crystal Hunt, so if you buy things in the shop, they will appear here for access at any time later. You may even enjoy the element of collecting all the game weapons and armour to display in your book.

Another handy QOL function is that if you drop a weapon or item anywhere in Home, you can now quick retrieve it. You can maybe see how this would be useful in conjunction with the Home persistence. ːtankː


[h3]Sandbox enhancements[/h3]

All new weapons, armours, factions, and skills can be found in Sandbox. You can even pick and choose which skills you want to use in sandbox mid-game, as well as pick the default sandbox skill loadout when making a new character. For example, maybe you want to have the classic B&S U12 spell experience, or maybe you want no spells at all.

Following the philosophy of "we wont tell you how to have fun", we added no barriers in Sandbox, and everything is unlocked. But for this reason we recommend you play Crystal Hunt first so as not to spoil the new content. However, it is your call!


[h3]Graphics enhancements[/h3]

It is always our desire to push, push, push PCVR to the very limits!

We added some new graphical improvements to make the game even more beautiful, such as clouds casting shadows and eye adaptation to lighting changes such as going from inside a cave to outside, and vice versa.


[h3]Continued optimization[/h3]

This is a forever job for us, so nothing new there, but we continue to add optimization and improvements to dungeons, props, etc.

A pretty big boost we added was through a new custom ocean that should be a lot more performance friendly!




[h3]Cheats[/h3]

The cheat menu has a couple of new goodies to check out. We also reserved the option for the player to play Crystal Hunt with cheats if they like.

Conversely, when making a new character there is the option to disable the possibility of accessing the cheat menu mid-game in order to prevent yourself being tempted to cheat.




[h3]Mod manager QOL[/h3]

A much needed QOL feature - the ability to uninstall all mods at once.

It's funny how such a seemingly obvious thing is not obvious at the time. The necessity of this became quickly apparent when we were DM'd by some dude asking the best way to uninstall his 150 mods, lol.




[h3]Credits[/h3]

See the lovely folks behind Warpfrog!

You might also enjoy the credits video as a little chronology of the game development. Nostalgia time!


[h3]Localization[/h3]

The game supports 11 languages in total; English, French, German, Spanish (EU), Italian, Japanese, Korean, Portuguese, Thai, Chinese Simplified and Chinese Traditional.


[h3]About the SDK[/h3]

An update SDK is coming! Modders will still be able to make mods as they did in U12 in the meantime, but 1.0 SDK will have some nice additions such as be the ability to make mods for Crystal Hunt itself; creating new skill tree branches for example.

If a modder has a whole modded skill tree, it should slot nicely in with ours and pro-modders could even go so far as adding description text and tutorial clips to match the vanilla skills style. ːsteamdanceː

---

[h2]What's Next?[/h2]

Is this really "the end"?

Only of Early Access! Blade & Sorcery's major content development and roadmap are now complete but we will continue to support the game with bugfix patches, optimizations or QOL stuff, even when working on our next game, which will be made using our new and much improved ThunderRoad 2 framework.

In the coming weeks we are likely to be cranking on patches for 1.0 bugs that the community will inevitably unearth. The emphasis will be getting the game into the best and most stable condition it can be.

This will be the best case scenario for modders too, as without any major updates disrupting the modding scene it means your mods will no longer need updating and we will hopefully have a lovely modding renaissance period.

---

You have now reached the bottom of this very long news; the year is 2034 and The Elder Scrolls VI is about to be released any year now. ːwftogrinː Thanks for reading!

On behalf of KospY and the Warpfrog team, our sincerest thank you to our players for giving us your time, your support, and sending us your good vibes over all the years of Early Access.

Now, go play some Blade & Sorcery! We are just gonna rest our eyes...



Full Changelog here!

Blade & Sorcery leaving Early Access

The end of an era is approaching!

The Baron here, and I told you guys the next time you heard from me would be with a trailer and release date, so here you go! --

1.0 Full Release, "The End Update", is dropping on June 17th 2024 for PCVR. This marks the official full release of Blade & Sorcery, which has been in Early Access these past 5 years.

Check out the trailer!

[previewyoutube][/previewyoutube]

A reminder; this is your last chance to get the game at a discounted Early Access price!

When the update drops on June 17, the game price will increase from $19.99 to $29.99, marking the end of Early Access. Despite this being full release, we wanted to keep the price affordable for new players in the era of "AAAA games". ːzoya_doneː

However, if you already own the game then no worries, this will be a free update for you so any price change will be moot.

A quick note about Nomad, since Nomad players also read these news; Update 1.0 will come to Nomad, but the release date is unknown for now. Once PCVR is released and stable, the team can switch to the Nomad update porting process, which will for sure take months as it is a mountain of work. However, take solace in the knowledge that it is our goal to attempt a full port of the PCVR update to Nomad.

In the decision to release Nomad as standalone and not merge both versions into one game, we essentially doubled our work because it meant we had two separate developments to support. However this was the only way to make sure PCVR development was not limited by the Quest 2 hardware, so this is why Nomad is a completely separated "made for Quest" sister-title.

That's it for now, folks! Hope you guys enjoy the trailer, cheers!

Crystal Hunt Progression Preview

Hello mates, Baron here with all the latest on what KospY and the Warpfrog team are working on as we approach 1.0 release.

And some good news for you - this will be the final 1.0 preview news! After this, the next time you hear from me should be with a trailer drop and release date. ːsteamdanceː

Since this is the last 1.0 preview news, I felt it would be apt to give your guys an overview of just what Crystal Hunt is exactly, and how the game loop in the new progression mode is going to work. I wanted to do this news last, since everything had been so WIP and dev-art until only recently, so it wouldn't have done justice if I previewed things earlier.

Now, let's get into what Crystal Hunt is about!



Deep in the mountains of Eraden, entrances to long lost Dalgarian ruins have Inexplicably revealed themselves, triggering what folk have begun referring to as The Crystal Hunt. Within weeks of the first entrance discovery, major factions across Eraden mobilized to compete in finding these ruins and securing the valuables within.

Taking up temporary residence in abandoned Outposts dotted all around Eraden, the factions race to map out the surrounding wildlands and discover new Dalgarian entrances. This is where Player come in; also motivated to find Dalgarian ruins, Player will visit these faction occupied Outposts to gather intel on potential ruin locations.

The Outposts are as you know them in Sandbox and will be occupied by one of four factions, each presenting different challenges and difficulty levels. Outposts will have loot scaled on that difficulty, from gold and valuables which the player can use to purchase new weapons and armour in the shop, to Crystal Shards, which are minor magical crystals that can be used to unlock new skills on the skill tree.



Each faction is motivated by their own agenda in the Crystal Hunt, something a player can choose to delve into if they wish by finding lore and piecing together the bigger picture.

On this part, I've mentioned many times before that this won't be something forced upon the player and is optional. You could play the game at complete face value and enjoy it as a straight up action game with progression elements. But we know there are many fans who will be interested in the world of Byeth and the Blade & Sorcery universe, so we added deep lore for those players.

And as a side note, digging deep into the lore and the storylines of each competing faction may give you a more complete perspective on things! ːpraisesunː



The player will choose the background for their character and how they want to begin. Perhaps you are a lowly Gravity mage, or a Mind mage with slow-motion, or perhaps you would like a challenge and begin with no magic at all!

We also included a slew of customization options on start, from tweaking damage values, to death consequences (including permadeath for you mad lads who asked for it), to QOL things like whether you would like Dalgarian language to be translated automatically vs busting out a pen and paper and making an old school cipher yourself, which hardcore players may enjoy.

The player will begin progressing through Outposts and gathering intel on Dalgarian locations, ultimately leading the player to explore the Dalgarian dungeons themselves. From there, the objective will be to acquire a Crystal Core; this is the main currency for progression and what will lead the player to the end of the game.

The Dalgarian Dungeons are something we are deliberately holding back on over-revealing so that you guys can experience it firsthand in VR. ːlunar2019piginablanketː Images are cool, but they can't do justice to experiencing the scale of things in VR.



The Home map that Early Access players will be already familiar with will act as the hub between dungeon runs. Here the player can relax, visit the shop, equip new gear, or unlock new skills.


Remember this thing? It has been driving players crazy since U10 with wondering what the heck this thing was.

You guys jammed cups in it, came up with all sorts of conspiracy theories about its purpose, but now I am glad to put you out of your misery and confirm it is as some of you had correctly guessed - this is the skill tree!

When the player has at least one Crystal Core, they can interact with the skill tree; this was something we tried to make as interactable and immersive as we could for VR, as opposed to just a floating UI.



The Crystal Core itself is what unlocks a branch (the lowest branch) on the skill tree - Fire, Gravity, Lightning, Mind and Body. From here, players can use the lesser Crystal Shards they found in Dungeons to purchase skills within those branches.

If a player was to find a second Crystal Core, they can make a decision whether they want to unlock a new Skill Tree branch and diversify their character, or if they would rather merge Crystals together and push on to the next tier of power level in a specific branch.



There are pros and cons to either direction, so this will be up to the player! One player might find it cool to be able to slow time, featherfall, and cast the odd fireball, making themselves diverse and a little bit good at everything, whereas another player might decide to go all-in on specialization and become a full blown Fire Mage; outstanding at incinerating foes but not so versatile in other non-combat situations.

[h3]Release Status[/h3]

What is the release status I hear you say!

Currently we are in full polish and bugfix mode. This is the final stretch (ːamadeus_happyː) but is also not estimable how long this stage will take (ːamadeus_spookedː). Polish means increasing the user experience by features more presentable to players, whereas bugfix on the other hand is fixing things that are broken in the game. And ... HO BOY.

Average Warpfrog dev bugfixing 1.0:



This update is a big one, so you can imagine the hell we are in right now with bugs.

With every update, we have always had a rough time with bugs simply due to the nature of the game being a physics simulation sandbox, but also because bugs are a compounding issue as ThunderRoad (our game framework) and the project have gotten more and more complex over the years.

So if you think of the trouble we might have had on any previous update, multiply this one by four. ːsteamdeadpanː

Random bugs. Random breakages. Lighting issues. Regression....

Wake up one day to test the build. Home is on fire? Cool, cool



Everything is on fire? Why not.



Some unholy Cthulu creature decides to manifest in your game? Just another day.



But despair not, we are on it! The whole team are trying their best right now and are pushing really hard to focus on cleaning up the game into a playable state. We can do it!

I should also state, I have read some comments of anxiety from players thinking 1.0 marks the final time we would touch the game. Be assured that 1.0 only marks our final major content update and the end of Early Access. There will be further patches for bugfixing, stabilization and QOL things. I certainly wish the 1.0 release was so perfect that it would need no improvements haha, but that is never the reality of things.

With that, I will talk to you guys next time at the trailer release news, so it is heads down until then and back to the bughunt for the Warpfrog team. Wish us luck!



Crystal Hunt Environments Preview

Hello mates, The Baron here with another little sneak peek of 1.0, this time taking a look at environments.

First let me preempt what I know is going to be the recurring comment from folks after reading this news:



Your pain has been acknowledged. We are absolutely dying to release more than anyone, believe me! ːamadeus_spookedː

At the moment we are (worryingly) still wrapping up on critical components of Crystal Hunt. This is not bugs or polish, this is more like actual main mechanisms of Crystal Hunt that prevent the game even being played through start to finish.

After these missing components get done, we will finally be able to switch to bugfix mode and the game should then be "playable", albeit buggy, so hopefully at this point we could get an idea of how bad is the QA period is going to be.

So that is what's going on in development. I would say it is best not to get caught up on release dates and let it happen when it happens.

The update is freaking huge and it's like a new game getting dropped on top of the game you know so well, so thanks for your patience on this -- let us cook!



Now, news time.

I wanted to throw a spotlight on environments in this news because it is going to be such a huge part of 1.0 with a lot of new content.

Environment team have been mostly focusing on a couple of major tasks on their road to 1.0; namely adding an entirely new Dungeon biome, improving the current sandbox maps to make them lore friendly (including the brand new Ruins revamp) and improving / optimizing graphics where possible.

Let's get into the new dungeon first, as this is a major component to the lore aspect of the new Crystal Hunt progression mode.



This is going to be a really fine balancing act, because we wanna show off lots of cool stuff but we are also dying to keep as much as we can a surprise so you guys can enjoy the experience for the first time in VR. ːlunar2019piginablanketː

I'm gonna try my best to walk this fine line!



The Dalgarians -- who they were and what were they all about. This will be a major hinge in the player's motivation while playing Crystal Hunt, as you explore the ancient Dalgarian ruins and gather lore to piece together a bigger picture of the world and events surrounding the Crystal Hunt.

I mentioned many times before that this will not be a hand-holding experience, and is aimed at a more self-motivated, "old-school" type of player who enjoys digging deep and piecing things together.

However I also mentioned that if you are not this type of player that is okay too, as it will be possible to enjoy the Crystal Hunt progression mode at face value and without reading a single bit of lore; you may simply enjoy the aspect of unlocking new skills, exploring ruins, fighting, etc.



When creating the Dalgarian dungeon biome, the environment and design team wanted to try something quite new for B&S by moving away from the familiar medieval style, which was mostly based on real world references - if you hadn't realized, Western Europe served as a huge inspiration for Eraden in architecture and design; medieval France, Celtic Ireland, etc.

This task was challenging for the team because they had to imagine an entirely new environment from scratch, without relying too directly on real world references. The team didn't want it to feel too familiar that you might associate it with any real world location.

There was indeed a lot testing, tweaking and refining in this process before the guys hit something that felt good.



The goals were to create a location that instilled feelings of discovery and exploration, so that entering a new room would be surprising, intriguing and impressive by its scale; something very awesome in VR!

In contrast, there was a desire to stay away from old tropes like the classic "RPG Dark ruins / Crypts" type dungeons, while still retaining the feeling of danger and slight spookiness from liminal spaces.

This was an ancient civilization that has been undisturbed until now, so we really wanted to capture that.



An effort was also made to incorporate environmental storytelling. While not overt lore exposition, the idea is that the rooms themselves could be open to interpretation for the player to infer what kind of ancient civilization this was.

For that reason, when it came to the room conception process, this would involve the key question: "what is this room's purpose?" The team wanted the archaeological remnants of the Dalgarians to be logical and lore fitting.

We always opted for quality over quantity in this process, though we ended you with a ton of rooms anyway, lol.



There are also miscellaneous and cosmetic changes coming to some of the Sandbox maps.

With the new lore of Blade & Sorcery being added in Crystal Hunt, we were out to make the world of Byeth feel more coherent as a fantasy world.

For this reason we wanted to revisit the sandbox maps and pull them into that lore to make them feel part of this world as opposed to them feeling like random disjointed maps.

The most noticeable of this effort is the appearance of Oron in the sky!



Did you know Byeth was a moon? ːsteamdanceː

We are always pushing, pushing, pushing PCVR to its limits to make the best looking VR game we can. To go with this, some maps have had improvements in textures, dressings and lighting, whilst still trying to keep everything performance friendly.

Canyon got a cosmetic makeover and looks absolutely gorgeous.



But it's not just Oron that makes an appearance in the sandbox maps. The Azure Star now makes an appearance too.

And who knows, maybe it will have a part to play in Crystal Hunt... ːtmntdonː



That's it for this news, folks. Hope you guys are excited!