August Developments Blog
Hey Hunters, how are you doing?
August was a pretty awesome month for us, we celebrate the 6 years of our Relic Hunters franchise and with all of your help, we accomplished 100k wishlists for Legend. We couldn’t be happier about it. And of course, we kept working pretty hard to develop even more features and stories for you to enjoy in Relic Hunters Legend.
We’re also celebrating these achievements with the Celebration Weapon Contest, so if you want to get a chance to win two Relic Hunters Legend Alpha Key, check what you need to do and the rules of the contest to participate in the previous Steam News! (the event will roll out until 05th September)

So with no more further ado, check out the things we’ve been working on in August for the game:


More maps for you to enjoy! These are some prompts for Ubabela, the most prosperous touristic city around the Oasis, the last remnant “ocean” in the Cradle. Will be the hunters able to relax and drink coconut water on the beach or will be a lot of trouble waiting for them in this paradisiac place? Well, you’ll have to discover it by yourself in the second Act of the Relic Hunters Legend story when the game launches!

We also kept modeling and implementing some pretty fancy buildings and other cool assets for Semilla City, the richest place in the Galaxy, where all the elite members of the Duke Ducan Empire live.
We’re working on the Second Act of the story in Relic Hunters Legend, the script is done and now we’re implementing the dialogs and adventures in the game.
These adventures and features will not be available for our alpha players to play until launch, but will be worth the wait!

We implemented some of the new species of Kamis that we’ll have in Relic Hunters Legend. With new behaviors, attacks, and visual and sound effects, you’ll be shocked to face them!

We had already implemented Pinkyy's new cosmetics, but we needed to make their icons too, so now she has it all! We can't wait to see how everyone will combine these cosmetics and improve Pinkyy's style.

We tested our previous chat and we realized that it needed some changes, so we developed and implement Chat 3.0:
With all the new maps and stories being implemented, of course, we’ll have new Music and Sound Effects too! We’re not going to reveal it for you now, but you’ll have a great surprise with the Legend’s soundtracks.

We talked about these game modes in the June and July Dev Blog and we kept improving the experience with them this month. For Defense and Distraction, we finished implementing the game modes in the normal mode and started to make the missions on Hard and Epic. We also made some bug fixes that were discovered in our playtests.
In Delve we’re making the polishment to enhance the experience with this game mode. To access this game mode, the player needs to have a Delve key that they’ll be able to get from Special Missions and the Mission Requirement System is already implemented.

We revised all the dialogs and fixes some minor typos that we discovered.
We kept working on streamlining all the dialogs in Relic Hunters Legend and we also included dialog options in the Side Adventures.

We improved the settings in our Ambient Profile and now the shadows, daylight, and nightlight are looking so much better now.
We created a system that will prevent the player from leaving their party if they start a Story Mission to complete an Adventure. This system still needs some polishment but is already in the game.
As we talked about in the previous developments blog, now you can pause the game when playing solo. We tested this function a lot and kept improving the experience with it this month.

We developed a shader for the vegetation and assets sway and we’re also working on new shaders to make our environments more interactive and beautiful to improve the immersion in our game.
We tested out a lot of the new features that we’re implementing in the game and this month we fixed some bugs in the Compare System, Chat, Bubble Chat, Options, and UX Gamepad. (We talked about them in the previous dev blog)

There were also some Bug fixes that came from the feedback of our community playtest that we already addressed and fix, such as:

And there are many more things to come! Keep following us on social media, join our Discord Channel to hang out with us, and ask your questions about Relic Hunters - we’re always there to assist you and our community loves to make new friends.
Cheers,
Rogue Snail Team

August was a pretty awesome month for us, we celebrate the 6 years of our Relic Hunters franchise and with all of your help, we accomplished 100k wishlists for Legend. We couldn’t be happier about it. And of course, we kept working pretty hard to develop even more features and stories for you to enjoy in Relic Hunters Legend.
We’re also celebrating these achievements with the Celebration Weapon Contest, so if you want to get a chance to win two Relic Hunters Legend Alpha Key, check what you need to do and the rules of the contest to participate in the previous Steam News! (the event will roll out until 05th September)

So with no more further ado, check out the things we’ve been working on in August for the game:

New Map and Assets

More maps for you to enjoy! These are some prompts for Ubabela, the most prosperous touristic city around the Oasis, the last remnant “ocean” in the Cradle. Will be the hunters able to relax and drink coconut water on the beach or will be a lot of trouble waiting for them in this paradisiac place? Well, you’ll have to discover it by yourself in the second Act of the Relic Hunters Legend story when the game launches!

We also kept modeling and implementing some pretty fancy buildings and other cool assets for Semilla City, the richest place in the Galaxy, where all the elite members of the Duke Ducan Empire live.
Second Act of the Story (Main and Side Adventures)
We’re working on the Second Act of the story in Relic Hunters Legend, the script is done and now we’re implementing the dialogs and adventures in the game.
These adventures and features will not be available for our alpha players to play until launch, but will be worth the wait!
New Kami Species Implemented

We implemented some of the new species of Kamis that we’ll have in Relic Hunters Legend. With new behaviors, attacks, and visual and sound effects, you’ll be shocked to face them!
Pinkyy’s Rarity Icons

We had already implemented Pinkyy's new cosmetics, but we needed to make their icons too, so now she has it all! We can't wait to see how everyone will combine these cosmetics and improve Pinkyy's style.
Chat 3.0

We tested our previous chat and we realized that it needed some changes, so we developed and implement Chat 3.0:
- Now every tab has icons and the label will appear only when selected.
- Party and Whisper tab will open when you receive a message, except when the input is focused
- Chat sounds only trigger when the tab is open
- Announce System implemented: now we have announces when the player enters or leave the party and when they receive a Heart or Super Heart
- Help button pop-up
New Music and SFX
With all the new maps and stories being implemented, of course, we’ll have new Music and Sound Effects too! We’re not going to reveal it for you now, but you’ll have a great surprise with the Legend’s soundtracks.

Delve, Defense and Distraction Game Mode Improvements and Bug fixing
We talked about these game modes in the June and July Dev Blog and we kept improving the experience with them this month. For Defense and Distraction, we finished implementing the game modes in the normal mode and started to make the missions on Hard and Epic. We also made some bug fixes that were discovered in our playtests.
In Delve we’re making the polishment to enhance the experience with this game mode. To access this game mode, the player needs to have a Delve key that they’ll be able to get from Special Missions and the Mission Requirement System is already implemented.

Dialog Typos
We revised all the dialogs and fixes some minor typos that we discovered.
Streamlined Dialogs and Side Adventures Dialog Options
We kept working on streamlining all the dialogs in Relic Hunters Legend and we also included dialog options in the Side Adventures.
Improvements in the Ambient Profile

We improved the settings in our Ambient Profile and now the shadows, daylight, and nightlight are looking so much better now.
Party System Improvements
We created a system that will prevent the player from leaving their party if they start a Story Mission to complete an Adventure. This system still needs some polishment but is already in the game.
Pause Function Improvements
As we talked about in the previous developments blog, now you can pause the game when playing solo. We tested this function a lot and kept improving the experience with it this month.
Shader Improvements

We developed a shader for the vegetation and assets sway and we’re also working on new shaders to make our environments more interactive and beautiful to improve the immersion in our game.
Bug Fixes
We tested out a lot of the new features that we’re implementing in the game and this month we fixed some bugs in the Compare System, Chat, Bubble Chat, Options, and UX Gamepad. (We talked about them in the previous dev blog)

There were also some Bug fixes that came from the feedback of our community playtest that we already addressed and fix, such as:
- Backpack potion in front of the Back Button
- Leave Party Button Fixed
- Seven Passive ability Fixed - it was triggering at the very beginning of the game and now it’s fixed
- AutoEquip: Fixed the UI and the network operation and we also fixed the equip item notification appearing when the item has already been automatically equipped.
- Removed the Gameplay jingle when closing the game

And there are many more things to come! Keep following us on social media, join our Discord Channel to hang out with us, and ask your questions about Relic Hunters - we’re always there to assist you and our community loves to make new friends.
Cheers,
Rogue Snail Team
