November Dev Blog
Hey Hunters, how have you been?
In November, we’ve continued to improve, fix and create new features for the game, and you can check all of that below!
We have also figured out what causes the aim bug that detracts from the overall game experience. We've been working tirelessly to fix it to be able to release the new build for our backers and founders, but it's a much bigger problem than we'd like it to be. It was caused by a Unity update instead of our own code, so we are doing some reverse engineering to figure out how to fix it. We’ll keep you updated about it in our channels.
So without further ado, let’s check out the news:

Now you’re able to track four Adventures and Side Adventures at the same time and it’ll be listed on the right side of the screen.

We also implemented track icons in the Map Screen, so you can easily find the right mission to complete the quests on the world map.

We created a new tool that will advance the cutscenes and dialogues automatically, so you don’t need to click to progress in the story. You can also Enable or Disable the Auto Advance whenever you want to by clicking “H” or going to the main options and selecting it.

This new game mode will be only available in Act 2, so our early access players won’t be able to play it until the release. But we’re going to spoil just a lil’ bit here (visual feedbacks are placeholder):

Our goal with Rift was to create a game mode where Tank builds would be valuable. We wanted to avoid having another “DPS race” mode, and we are quite proud of the design we came up with for Rift.
The main objective of this game mode is to collect time orbs by defeating enemies and releasing the orbs at the Rifts to close them. The catch on this game mode, and why it’s a hard one, is that each Orb you’re carrying increases by 10% of all damage you take. So now would be a great time to care for your tank friends huh?
Also, if you die when you’re carrying orbs, you’ll lose all of them and it’ll affect item bonuses that you can get by closing the portals. Normal mode doesn't have a fail state, but on Hard, you’ll have a couple of lives and if you lose them you’ll lose the game as a party. Also, if your party loses too many orbs, two immortal mini-bosses will show up to prevent you from closing the portal.
It’s just a first pass, there's still a lot to do and test to finish this new game mode, but we wanted to share this news with you!
With all the new story missions and adventures, we would need some new music and sound effects, right? So we've made A LOT of them and we're sure you'll love the new Relic Hunters Legend soundtrack.

To make your immersion and experience with our game even more interesting, we've started to add more animations to our props and create new VFXs on skills and object details. You’re going to have a surprise when you play it for the first time!
We also created new Missions, so you’ll have new experiences and places to explore and find out the best strategies to overcome the challenges that you’ll face.

In our last update, we talked about the mysterious third enemy faction, which we are not going to spoil. But enemy variety is very important, so we are not done yet!! We're developing new Ducan and Kami enemies, even stronger and more fearless than you've ever seen, take a look:
[h2]Ducan Imperial Guard[/h2]

Inspired by the first concepts that we had back in 2018 of how the Ducan army would look like, we’re now creating the Ducan Imperial Guard, which you’ll encounter in Act 3. This one is just a sneak peek of what we’re preparing for you.
[h2]Kami Spit[/h2]

We already talked about the new Kami species that we were developing and now we finished implementing the Kami Spit! It has an unique behavior and is going to spit some venomous drool on you. The battle against it is going to be messy… and quite disgusting.

This was something our early access players were asking for a lot: Mass Recycle. You will now be able to configure which type of items you want to recycle and just press a single big green button to dispose of them all!
Using the same kind of filters, you can also set up the Auto-Recycle: items meeting the criteria will be automatically converted to Materials when you pick them up. No more clicking on each of the rags you dropped on the missions, yay!
After the game is released, we plan to keep improving these tools to turn them into actual “Item Filters” that you’d find in ARPGs such as Path of Exile or Grim Dawn, allowing you to filter not only by rarity and type but also by affix type, rolls, etc.

How could we forget to give stylish clothes to the most stylish Hunter in the galaxy? That's right, now Raff will parade in style with her new Gear Score outfits. She’s getting cooler and cooler every time.
We know that details make all the difference in the experience you have with the stories and games we make. With that in mind, we’re implementing new Shaders that give that extra boost to the look of our levels and make the game look even more beautiful. Today we have Seawater, Rivers, Lakes, and Fountain Shaders working! Look at how cool this beach is!


Well, this is something we never get tired of. We kept developing new assets that will compose the scenarios in the missions of the second and third acts. Each of these assets will be useful for future set dressing that we’ll need to do, so every work effort on it is priceless!


New Adventures means new Adventure Covers too! We've created almost every card that will appear in your Journal for Acts 2 and 3, adding a special touch to each quest you choose to complete. As a bonus, we've got some amazing wallpapers to share with you in the future.

So as you already know from the past updates, we were developing missions in the fanciest place in the galaxy: Semilla City. For that, we also needed to make a new background so that your experience with it was complete. You’ll be on cloud nine in this city ~

In the last update, we showcased the first pass in the inventory screen and we kept polishing and improving it. Now it’s easier to find materials to enhance your equipment.

Our Game Designers also worked a lot in polishing the experience with all the adventures, from acts one to three, and now we’re sure that you’ll have the best time playing all the quests that you’ll face in the game.
Well, as it's not always a bed of roses, with all the new features we made, a lot of new (and some old) bugs showed up. Our QA team is doing their best to track down all the bugs and help find a solution to fix them. Some bugs that we have already tracked and fixed this month are:
That’s it for November, there's a lot of news to come and we'll keep you updated on all of our channels. Join our Discord to share your thoughts on what you think about everything we share here and spend quality time with us and our amazing community there!

Cheers ~
In November, we’ve continued to improve, fix and create new features for the game, and you can check all of that below!
We have also figured out what causes the aim bug that detracts from the overall game experience. We've been working tirelessly to fix it to be able to release the new build for our backers and founders, but it's a much bigger problem than we'd like it to be. It was caused by a Unity update instead of our own code, so we are doing some reverse engineering to figure out how to fix it. We’ll keep you updated about it in our channels.
So without further ado, let’s check out the news:

Multi-Adventure Tracking
Now you’re able to track four Adventures and Side Adventures at the same time and it’ll be listed on the right side of the screen.

We also implemented track icons in the Map Screen, so you can easily find the right mission to complete the quests on the world map.

Auto-Advance: Story
We created a new tool that will advance the cutscenes and dialogues automatically, so you don’t need to click to progress in the story. You can also Enable or Disable the Auto Advance whenever you want to by clicking “H” or going to the main options and selecting it.

First Pass - New Game Mode: Rift
This new game mode will be only available in Act 2, so our early access players won’t be able to play it until the release. But we’re going to spoil just a lil’ bit here (visual feedbacks are placeholder):

Our goal with Rift was to create a game mode where Tank builds would be valuable. We wanted to avoid having another “DPS race” mode, and we are quite proud of the design we came up with for Rift.
The main objective of this game mode is to collect time orbs by defeating enemies and releasing the orbs at the Rifts to close them. The catch on this game mode, and why it’s a hard one, is that each Orb you’re carrying increases by 10% of all damage you take. So now would be a great time to care for your tank friends huh?
Also, if you die when you’re carrying orbs, you’ll lose all of them and it’ll affect item bonuses that you can get by closing the portals. Normal mode doesn't have a fail state, but on Hard, you’ll have a couple of lives and if you lose them you’ll lose the game as a party. Also, if your party loses too many orbs, two immortal mini-bosses will show up to prevent you from closing the portal.
It’s just a first pass, there's still a lot to do and test to finish this new game mode, but we wanted to share this news with you!
New Music and SFX
With all the new story missions and adventures, we would need some new music and sound effects, right? So we've made A LOT of them and we're sure you'll love the new Relic Hunters Legend soundtrack.
New VFX and Props animations

To make your immersion and experience with our game even more interesting, we've started to add more animations to our props and create new VFXs on skills and object details. You’re going to have a surprise when you play it for the first time!
New Multiplayer Missions
We also created new Missions, so you’ll have new experiences and places to explore and find out the best strategies to overcome the challenges that you’ll face.

New enemies
In our last update, we talked about the mysterious third enemy faction, which we are not going to spoil. But enemy variety is very important, so we are not done yet!! We're developing new Ducan and Kami enemies, even stronger and more fearless than you've ever seen, take a look:
[h2]Ducan Imperial Guard[/h2]

Inspired by the first concepts that we had back in 2018 of how the Ducan army would look like, we’re now creating the Ducan Imperial Guard, which you’ll encounter in Act 3. This one is just a sneak peek of what we’re preparing for you.
[h2]Kami Spit[/h2]

We already talked about the new Kami species that we were developing and now we finished implementing the Kami Spit! It has an unique behavior and is going to spit some venomous drool on you. The battle against it is going to be messy… and quite disgusting.
Mass Recycle & Auto Recycle

This was something our early access players were asking for a lot: Mass Recycle. You will now be able to configure which type of items you want to recycle and just press a single big green button to dispose of them all!
Using the same kind of filters, you can also set up the Auto-Recycle: items meeting the criteria will be automatically converted to Materials when you pick them up. No more clicking on each of the rags you dropped on the missions, yay!
After the game is released, we plan to keep improving these tools to turn them into actual “Item Filters” that you’d find in ARPGs such as Path of Exile or Grim Dawn, allowing you to filter not only by rarity and type but also by affix type, rolls, etc.
Raff’s Gear Score Outfits

How could we forget to give stylish clothes to the most stylish Hunter in the galaxy? That's right, now Raff will parade in style with her new Gear Score outfits. She’s getting cooler and cooler every time.
New Water Shaders
We know that details make all the difference in the experience you have with the stories and games we make. With that in mind, we’re implementing new Shaders that give that extra boost to the look of our levels and make the game look even more beautiful. Today we have Seawater, Rivers, Lakes, and Fountain Shaders working! Look at how cool this beach is!

More props and assets

Well, this is something we never get tired of. We kept developing new assets that will compose the scenarios in the missions of the second and third acts. Each of these assets will be useful for future set dressing that we’ll need to do, so every work effort on it is priceless!

New Adventure Covers

New Adventures means new Adventure Covers too! We've created almost every card that will appear in your Journal for Acts 2 and 3, adding a special touch to each quest you choose to complete. As a bonus, we've got some amazing wallpapers to share with you in the future.
Semilla City: Background

So as you already know from the past updates, we were developing missions in the fanciest place in the galaxy: Semilla City. For that, we also needed to make a new background so that your experience with it was complete. You’ll be on cloud nine in this city ~

Inventory Screen Improvements
In the last update, we showcased the first pass in the inventory screen and we kept polishing and improving it. Now it’s easier to find materials to enhance your equipment.

Story & Game Design
Our Game Designers also worked a lot in polishing the experience with all the adventures, from acts one to three, and now we’re sure that you’ll have the best time playing all the quests that you’ll face in the game.
Bugfixes
Well, as it's not always a bed of roses, with all the new features we made, a lot of new (and some old) bugs showed up. Our QA team is doing their best to track down all the bugs and help find a solution to fix them. Some bugs that we have already tracked and fixed this month are:
- At the end of a Payload round, the cartwheels don't spin without stopping.
- Some VOs were being called at the wrong time during the beginning of the missions.
- The last chest destroyed at the Defense mode before going into Teleport Round mode could be opened by the player.
- Drop-in in mid-game in Defense mode gave black screen of death
- Gatecrashers weren't dropping loot
- In Distraction game mode: The COTB increased the penalty as the round progressed.
- Defense and Distraction Chest did not drop loot for players who dropped in mid-game
- Charge Captain didn't do damage
That’s it for November, there's a lot of news to come and we'll keep you updated on all of our channels. Join our Discord to share your thoughts on what you think about everything we share here and spend quality time with us and our amazing community there!

Cheers ~