October Development Blog
During October we focused on “tidying up the house”, polishing the game and fixing several bugs that came up during the last few months. Not everything turned out as expected, but we’re still working hard and we’re focused on providing the best experience possible for our players.
The new build for the founders is very close to being deployed. We hope you enjoy the news to come!

We kept improving and creating different enemies for the new enemy Faction that you will meet in Act 2 of Relic Hunters Legend. You already know that we’re not going to spoil them, but we already have five new enemies done for this mysterious new faction.
Take a look at this new melee weapon that some of these enemies will use against our Relic Hunters.

Pretty cool huh?! How do you think they’ll use it?
The new faction aren't the only new enemies that will show up in Relic Hunters Legend. We’re finishing the implementation of the Ducan bosses that our players will face during their journey. One of them is Captain Flamebeak! We talked a little about him in the last Dev Blog, but we kept adding unique features to the fight, like the Lava floor! Still needs some adjustments, but it’s looking pretty cool already.
Never has a battle in Relic Hunters Legend been this hot! Glad I was using cheats while recording the GIF and taking 0 damage :p


Along with the development of Acts 2 and 3 of the main Story, we kept creating more maps and props to compose these new scenarios. Our 3D art team is taking care of every single detail to enhance your experience and immersion in the story.

New maps and missions come with new Map Nodes that are going to be viewed on the Galaxy Map. The next Acts of the game will open up more places on the Cradle for our players to explore! Take a look at the first pass for some of these new nodes we’ll have:

As the story unfolds, it’s also necessary to develop and implement the new NPCs that you will meet. We designed and animated a bunch of them this month and you can check one of them here! Some NPCs are pretty cool and others are nasty and evil, but you’ll judge it by yourself when you encounter them.

Jimmy and Pinkyy have already become the cool kids and now it’s Ace’s turn to get stylish! Now whenever you reach a new Gear Score Rank (such as Common I or Rare I) you will get a visual upgrade for Ace too. Nice and tidy and ready to track down some shiny Relics!

We are working on an inventory screen for you to check out and organize all of your currencies and materials. We’re still tweaking some stuff on this screen, but it’s already working in-game.

Now you can mark Gear and Weapons in your backpack or storage as “Favorite”, protecting them against being Recycled. No more accidentally breaking your favorite weapon, yay!
~
We are working on a new Stats Screen so you can see detailed RPG stats for your Hunter and their gear. Again, It still needs some polish and improvements, but it’s a first pass and is already in the game!


In previous Dev Blog updates we have shown you our upcoming Game Modes. We kept improving the experience, implementing new visual feedback, adjusting the gameplay and fixing a lot of bugs that show up on the way. So check it out:
[h2]Distraction Mode[/h2]
New visual feedback: progress bar with fire vfx, new radial bar, megaphone icon, and more.

Bugfix:
[h2]Defense Mode[/h2]
Bugfix:

[h2]Delve Mode[/h2]
Bugfix:
We have moved the loot interface to the middle of the screen. This makes loot easier to see, but most importantly will free up space on the right side of the interface for one of our most requested features yet: multi-quest tracking! Coming Soon™.

As we implemented and created several new features, many bugs appeared along the way. Some were easy to solve and others not so much. We planned to deploy an update for our founders to play this month, but a major bug in the weapon aim appeared and we need to fix it before releasing it for everyone. But don’t worry, we’re already addressing it and soon our alpha players will be able to experience a lot more content than they have ever see!

There are many more things to come, so stay tuned for new updates! 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.
Thanks for reading and supporting our journey so far.
Cheers ~
The new build for the founders is very close to being deployed. We hope you enjoy the news to come!

New Faction Enemies
We kept improving and creating different enemies for the new enemy Faction that you will meet in Act 2 of Relic Hunters Legend. You already know that we’re not going to spoil them, but we already have five new enemies done for this mysterious new faction.
Take a look at this new melee weapon that some of these enemies will use against our Relic Hunters.

Pretty cool huh?! How do you think they’ll use it?
Ducan Flamebeak: Lava Floor
The new faction aren't the only new enemies that will show up in Relic Hunters Legend. We’re finishing the implementation of the Ducan bosses that our players will face during their journey. One of them is Captain Flamebeak! We talked a little about him in the last Dev Blog, but we kept adding unique features to the fight, like the Lava floor! Still needs some adjustments, but it’s looking pretty cool already.
Never has a battle in Relic Hunters Legend been this hot! Glad I was using cheats while recording the GIF and taking 0 damage :p

More maps and props

Along with the development of Acts 2 and 3 of the main Story, we kept creating more maps and props to compose these new scenarios. Our 3D art team is taking care of every single detail to enhance your experience and immersion in the story.

Map Nodes
New maps and missions come with new Map Nodes that are going to be viewed on the Galaxy Map. The next Acts of the game will open up more places on the Cradle for our players to explore! Take a look at the first pass for some of these new nodes we’ll have:

New NPCs
As the story unfolds, it’s also necessary to develop and implement the new NPCs that you will meet. We designed and animated a bunch of them this month and you can check one of them here! Some NPCs are pretty cool and others are nasty and evil, but you’ll judge it by yourself when you encounter them.

Ace Gear Score Skins
Jimmy and Pinkyy have already become the cool kids and now it’s Ace’s turn to get stylish! Now whenever you reach a new Gear Score Rank (such as Common I or Rare I) you will get a visual upgrade for Ace too. Nice and tidy and ready to track down some shiny Relics!

Inventory
We are working on an inventory screen for you to check out and organize all of your currencies and materials. We’re still tweaking some stuff on this screen, but it’s already working in-game.

Item Favorite
Now you can mark Gear and Weapons in your backpack or storage as “Favorite”, protecting them against being Recycled. No more accidentally breaking your favorite weapon, yay!

First Pass: Stats Screen
We are working on a new Stats Screen so you can see detailed RPG stats for your Hunter and their gear. Again, It still needs some polish and improvements, but it’s a first pass and is already in the game!


Game Modes
In previous Dev Blog updates we have shown you our upcoming Game Modes. We kept improving the experience, implementing new visual feedback, adjusting the gameplay and fixing a lot of bugs that show up on the way. So check it out:
[h2]Distraction Mode[/h2]
New visual feedback: progress bar with fire vfx, new radial bar, megaphone icon, and more.


Bugfix:
- Edge tracking fixed
- Story rounds now can be added
- Reward is appearing correctly
- Adjustment on the announcements
[h2]Defense Mode[/h2]
- Desert Hideout lanes fixed
- Added VFX and death/explosion animation when Gatecrasher self-destroys
- Added announcement for "Get Ready" at the beginning of the first round of Defense
Bugfix:
- Open/closed Gatecrasher animations have been fixed and display at correct time
- Chests will no longer erroneously appear with an X for drop-in remote clients
- Megaphone icon no longer appear in the Gatecrasher

[h2]Delve Mode[/h2]
Bugfix:
- Mission objective is now correctly updated for remote clients after drop-in
New Position for Loot
We have moved the loot interface to the middle of the screen. This makes loot easier to see, but most importantly will free up space on the right side of the interface for one of our most requested features yet: multi-quest tracking! Coming Soon™.

Tons of Bug fixes
As we implemented and created several new features, many bugs appeared along the way. Some were easy to solve and others not so much. We planned to deploy an update for our founders to play this month, but a major bug in the weapon aim appeared and we need to fix it before releasing it for everyone. But don’t worry, we’re already addressing it and soon our alpha players will be able to experience a lot more content than they have ever see!

There are many more things to come, so stay tuned for new updates! 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.
Thanks for reading and supporting our journey so far.
Cheers ~