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Relic Hunters Legend News

Christmas Event 2021

Create your own Relic Hunters’ Christmas Decoration and get a chance to win a Relic Hunters Legend Alpha Key! ːacedonkeyː

[h3]To participate you need to:[/h3]

  • Create a Christmas Decoration to decorate our Hunters' festivities, it can be an Ornament, a Stocking, a Custom Fairy Light, a Snowman, or a whole Christmas Tree. You decide what you want to draw!
  • Create a title for it
  • Send it all to the channel #xmas-event2021 in our Discord


ːpunnyː The Rogue Snail team will select five concepts that will fit into the following categories: ːpunnyː

  • The Funniest
  • The Sweetest
  • The Best Technique
  • The Best Concept
  • The Most Creative


We’ll be accepting submissions until December 19th, at 11 PM BRT(GMT-3) and the winners will be announced on December 23rd.

[h3]Rules: [/h3]

  • Don’t make any NSFW or offensive references in your concept
  • Submit both a draw and title of your Christmas Decoration. Only the draw or the title will not count as a submission.
  • You can send as many ideas as you like, there is no application limit
  • Submissions will be accepted until December 19th, at 11 PM BRT (GMT-3). Submissions made after that will not be considered
  • Only submissions made at the Discord channel #xmas-event2021 will be accepted




We're all looking forward to seeing our community's creations for the event! See you there!

Cheers ~

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:



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 ~

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!



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 ~


Halloween Livestream with Key Giveaways!

This Friday we'll be holding a Halloween Livestream with Relic Hunters Legend Key Giveaway! 🎃

Come have a spooky time with us and grab a chance to start playing our game earlier! Lucy will be with you showcasing the new features of our game that our founders will be able to check in the next update and giving away 30 Relic Hunters Legend Steam Keys!

We'll see you there and don't forget to bring your costume! 💀

The live stream will start at 5PM BRT / 3PM CT / 1PM PT on our Twitch Channel

September Development Blog

Hey Hunters, how have you been?

September had a lot of polish, improvements, and quite a few new things to be implemented in Relic Hunters Legend. We’re close to having the new alpha build ready for you to play and give us feedback about everything we have made so far.



New enemy faction implemented


We’re not going to spoil who these new enemies are, but we’ll let you take a peek at one of their new abilities. We want you to discover strategies to defeat these enemies by yourselves when the game is fully released.



So, now we have in our system the possibility of grenades and abilities to pulse damage when activated and other fighting styles have been added to enhance the experience and the challenges that our players will face in Relic Hunters Legend.

This Faction also brings new weapons for you to collect! Take a look at this faction weapon design:



Kami Nari and new projectile behaviors


Kami Nari is the new Electric/Magnetic Kami species and we added new projectile parameters for their attacks. We are now able to create more complex behaviors with bullets, such as this “zig-zag” pattern!



The Gatecrashers


We finished developing the Defense Game Mode (we explained how this game mode works on the June Dev Blog), but we still had to design and implement the Ducan Gatecrasher and the Kami Boom - the enemies that summon waves of enemies and destroy your precious chests.



Gear Score Rank Outfits for Jimmy!


We’re creating Jimmy’s Gear Score outfits - clearly Pinkyy is not the only one with style in this team! You’ll unlock these new cosmetic outfits as you level up and enhance the character’s Gear Score with powerful equipment and weapons.



Second Act Features




We already said that we’re working on the Second Act of the game and to make it happen we’re adding more maps, scenarios, missions, and NPCs. So by launch, our players will have tons of new places to explore, characters to meet, and stories to be revealed.



Some of the new NPCs have a lot of personality and we’re super excited for you to meet them!



New VFX and Animations for bosses


We have some new bosses coming up and they have new animations and VFX. This one is Captain Flamebeak that you face on the Delve Game Mode. He’ll keep things heated on the battlefield.



New Design for Semilla City


Along with the development of the new missions and maps for Act Two, we realized that our old concept for Semilla City didn't quite fit the current art direction, and it wasn't very clear that there was an entire city within it. So we decided to change it and now we’re happy with how it looks.

Old Semilla City

New Semilla City

New props and assets


We kept improving the environments in all the maps and missions, creating new assets and props that will make your experience with the game more fun and immersive.



New Animated Cutscenes underway


We finished the first pass of the new cutscenes that are going to be in Act Two and Act Three and we’re working on recording the new VO’s, creating the scenes and animations, editing the videos, and so on. How excited are you to see what’s next?

New sound effects and Music


With all these new features being implemented of course we’ll need more sound effects and Music. This month our Sound Designers worked on:


  • Music for Semilla City
  • Music for Hilltown
  • SFX for the Chat 3.0 system
  • Sounds for the new enemy faction (characters and weapons)





Improvements and polish on new Game Modes: Delve, Defense, and Distraction


We talked about all these new Game Modes in the previous updates, but we kept working on improving and polishing them, so take a look at what we did for them this month:

[h2]Distraction Mode[/h2]

  • New announcements and feedback for edge tracking and VFX
  • Fixing Blocker and Critical bugs
  • Multiplayer Sync
  • Fixed Chests at the end of the round
  • New visual feedbacks and icons




[h2]Defense[/h2]

  • Hard and Epic mode implemented
  • Multiplayer is working
  • Gatecrashers: Receives heal when the team wipes; Implemented the death animation; Rewards when defeated
  • Rounds working smoothly
  • Refactor on team wipe and lose and win condition
  • Bug fixes from the QA playtest
  • New VFX and UI




[h2]Delve[/h2]

  • Implemented Hard mode
  • Delve key working
  • Multiplayer working




The second Act of the Story is fully implemented


We finished implementing the second act of the Story and now we’re focused on reviewing and editing possible parts to better fit the player experience with our story. Alpha players will not be able to test this part of the game, but we guarantee that we are taking care of all the details to make this story exciting for you.



Map and Missions improvements


We've also revisited all our previous mission maps to improve and better adapt them to our game style. As an example, we've increased Desert Hideout's access areas, filling in the gaps that previously existed

Desert Hideout Before

Desert Hideout After


We also changed the pacing of some missions and how some maps were allocated on the Cradle:

  • Desert Hideout is on the way to Peaks Blockade
  • Galyno Desert is now between Red Mouth Hills and Ducan Desert Outpost
  • To Mend a Broken Spaceheart (Adventure) only unlocks after you made the Relic Hunting 101
  • No Man’s Land from Lv. 1/2/6 to Lv. 2/3/6
  • Desert Hideout from Lv. 5 to Lv. 4
  • Desert Outpost from Lv. 6 to Lv. 5
  • Galyno Desert from Lv. 4/5/9 to Lv. 8/9/11


IA improvements & fix


We improved and fixed some of our IA behaviors and we improved their efficiency on the System to avoid new problems


Chat 3.0


  • Tutorial improvements
  • Audio fixes
  • UX improvements:
  • Party as the main channel
  • Focus on the whisper tab when the player receives a message
  • Bigger chat list for whisper tab
  • Previous chat 100% removed from the game


Option page


  • Working 100% on controllers
  • Redoing key rebinding


New Party System
  • Transitions, Drop-In (Done)
  • Kick, Promote (Done)
  • Party Merge (In progress)
  • Party Away (In progress)


All these new things came with a lot of new bugs that we needed to fix too (game development is hard :( ) but we tested out with the whole Rogue Snail team and we managed to fix most of them. We’ll continue to polish and improve the game until we launch for everyone.

Our new Alpha Players update is really close, probably in October we’ll be able to deploy it for our founders and backers to play and give us feedback, we’ll keep you updated about it here and on our Discord Community!



Thanks for reading and supporting our journey so far.

Cheers ~