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Relic Hunters Legend News

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 ~

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:



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

Celebration Weapon Contest!

August is a very special month to us and we want to keep celebrating all the goals we have reached so far with the Relic Hunters franchise! We’re working extra hard alongside our Mysterious Strangers to deliver Relic Hunters Legend the way we always dreamed of.

During our last livestream, we could see how much all of you are excited to play Relic Hunters Legend earlier, so we thought that the previous giveaway wasn’t enough and we’ll give you another chance to grab a Steam Alpha Key for the game!



In this event, you’ll have to create your own concept for a Relic Hunters Legend’s weapon with the theme: Celebration!

You can use your imagination! Will it shoot glitter? Will it have a party hat as the trigger? It is up to you!

To participate you’ll need to:
  • Draw the concept - you can make it digitally or manually
  • Create the name for your weapon
  • Make a small description of its function
  • Send it all to the channel #celebration-weapon in our Discord Server

We’ll be accepting submissions until September 05th, at 11 PM BRT (GMT-3) and the winners will be announced on September 07th.



The Rogue Snail team will choose the 6 best concepts to award the players with 2 Alpha keys each, so they can play together with their friends!

And remember: you don’t need to be a master gun designer, we’re seeking great, fun, and silly concepts for this contest! So just use your ~~imagination~~ and participate!

Rules:
  • Don’t make any NSFW or offensive references in your concept
  • Submit both a draw and a description for your celebratory weapon. Only the draw or the description 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 September 05th, at 11 PM BRT (GMT-3). Submissions made after that will not be considered
  • Only submissions made at the Discord channel #celebration-weapon will be accepted

Participate and show us what you got!



Cheers,
Lucy Guerrero
Rogue Snail, Community Manager