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Alaloth - Champions of The Four Kingdoms News

Many years, countless stories, one moment...



Hello Champions!

This is it. Writing this feels different, it’s so personal, more than anything I've shared before. Tomorrow, Alaloth finally leaves Early Access, and while it’s a big milestone for our studio, it’s also the end of a chapter that means everything to me. This journey started not 7 years ago, but in the ‘90s when I was just a kid, entranced by D&D, spending hours in the worlds we built with nothing but dice and imagination. Those early adventures, the endless maps, and characters scribbled on scraps of paper, they’re all in Alaloth, brought to life in ways I never could have imagined back then.

For the past 7 years as indie dev, Alaloth has been a constant, mixing the creation of our world with the whirlwind of real life. Through the development of this game, I’ve experienced every emotion: the ups, the downs, and the moments that make you who you are. There’s been loss and grief, incredible happiness, and some of the hardest challenges I’ve faced. This journey demanded more than just development skills, it took everything i had.

We’re proud of what we’ve achieved as a team: Alaloth has turned into something far beyond what i ever thought possible. It’s grown into a huge game, with hours upon hours of content, the result of a relentless drive and passion. Even now, it’s hard to believe we’ve created something of this scale and depth, something that people around the world can experience. But even as we step out, know that this isn’t the end, we’re here to keep expanding this world, building more stories, and making this fantasy realm everything it was meant to be.

And personally, this moment couldn’t be more profound. Two months ago, I became father, welcoming a new baby into my life. So, here I am, at 45, managing late nights, early mornings, and the final stretch of launching this game I’ve lived and breathed for years, after 24 years in a industry i still love, despite the shit we had to deal with on the way.

It’s midnight here, and I’d planned to have this out earlier, but there was just more work to do. It was supposed to be a different update, sorry, but tonight, it felt right to set aside the work and just share what this moment means.

Alaloth will launch at 7PM CET tomorrow. We’re here, still working on those final touches, knowing they’re worth it. Thank you all for being here, for believing in this world we’ve built, and for coming with us on this journey.

See you then.

Share the love!
Alberto

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The testing phase has been extended until the release!



Hello Champions!

We’re excited to announce that the test branch, originally scheduled to shut down today, will remain open until the release! We’ve rollied out an update today, reflecting the invaluable feedback we gathered during the first week of testing. Thanks to the extensive data collected, we've implemented a significant number of internal fixes. While we planned to update the test branch on Wednesday, we needed more time due to the numerous iterations we made. In this update, we’ve introduced new traits and proficiencies tailored for spell users, offering you a wealth of new character customization options. We’ve also reorganized traits into distinct categories for better clarity. Additionally, we’re excited to add part of the Grandmaster stocks, including magic robes, staffs, and a selection of recipes.

While you can start testing the Elementalist and a few other classes, please note that we’re still finalizing the requirements for casting spells. For example, to be a mage, you’ll need to wear a robe and wield a magic staff. The same goes for other classes, such as requiring knives for certain Rogue skills or two-handed weapons for Berserker skills. Dialogues, descriptions and a few card data are still missing but no worries! You need a new save in the test branch once updated.

[previewyoutube][/previewyoutube]
A new gameplay montage showing 7 minutes of Alaloth from the latest public build, Forgemasters!

We recognize that there's still much to accomplish over the weekend, but we're confident in our schedule as we work toward the full release. Thank you for your support and happy testing! If you didn't try Arcane Arts yet, just follow the instructions here. Standard version of the game, Forgemasters, has been patched too with a very few preparation fixes for the full release!

Stay legendary. share the love!

[h3]Follow our official channels to stay up to date:[/h3]
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Try Arcane Arts before launch and give us your feedback!



Hello Champions!

As promised, we’re excited to give all players who own the full game a chance to test the Arcane Arts Update ahead of the official 1.0 launch! This update, packed with massive new content, will be available at launch on October 30, but starting today, you can dive into the test branch for a full week until next Friday. While we’ve thoroughly tested everything on our side, we believe a short closed test with players familiar with the game’s systems will help us fine-tune the final touches for the big release. Your feedback will be invaluable in making the Arcane Arts Update the best it can be. You can leave your feedback on our Steam board or join our Disord posting in the dedicate #feedback channel.

[h3]HOW TO ACCESS THE TEST BRANCH[/h3]
Ready to test the new features to be released at launch? Follow these simple steps to join the 1.0 Test Branch and experience the new content firsthand. We've included some helpful screenshots to guide you through the process!

Open Your Steam Library and locate Alaloth – Champions of The Four Kingdoms.
Click on "Manage" and select "Properties"


In the "Properties" window, navigate to the "Betas" tab. Enter the password "arcaneartstesting" in the field, then "Check Code"

Click on the dropdown menu and select "arcane_arts_testing_branch". Close the window, and Steam will begin updating your game to the test branch version. Once the update is complete, launch the game and create a new save file (test branch saves are not compatible with the current Forgemasters version).

If you want to go back to the latest official version of the game, follow the same path and select "None". The test branch will be available today at approximately 4PM CEST, though the exact time may vary slightly depending on our preparations. It could go live a little earlier or a bit later, so stay tuned! The event will end next Friday at 4PM CEST.

[h3]WHAT TO EXPECT IN TERMS OF CONTENTS TO CHECK[/h3]

Please note that Arcane Arts content is still partially missing, so don't expect to experience everything yet. The focus of this test is on skill and spell scaling, as well as some key changes, listed here!
  • Revised XP system, with Stat Points will be awarded every 2 levels, for a total of 10 Stat Points. Hero Books are back, granting an additional 10 Stat Points to develop your char, encouraging exploration and questing at the same time. Special quests will also reward extra Stat Points.
  • Wisdom has been added as a stat, influencing Way of Gods spells and taking over Weakness and Confusion resistances, while INT remains crucial for other Ways.
  • Grandmaster shops are currently missing, and certain skills or spells might require specific conditions, such as wearing a robe to be an Elementalist or using light armor as a rogue.
  • Keep in mind that some text might be missing or change, and the test branch is mainly a way for us to collect data and feedback before the final iteration of the update on launch day. Also, consider that all the magic equipment such as robes, staff, wands [TBC] and wereables are not in at the moment, and will be added next week. We thought it was useful to test spells and scaling with the CS as it is now, before iterating a bit [and we did it already of course but still want you to try things a bit]

Participation is entirely optional, but for those interested, it’s easy to join! Please be aware that to play on the test branch, you’ll need to start a new save file, as it won’t be compatible with the current Forgemasters version [and viceversa]

Lastly, a patch for both the Forgemasters build and the test branch will drop next week, bringing new content to both versions!

Stay legendary. share the love!

[h3]Follow our official channels to stay up to date:[/h3]
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[10.10.24] New Hotfix available now!

[h2]CHANGELOG[/h2]
[h3]Added[/h3]
  • Added new loot tables for Cortians, Serlians, Drolnaks, Martum Acolytes, Martum Fanatics and Crawlers.

[h3]Changed[/h3]
  • Now when attempting to use a consumable inside an FA, a text will inform if the item was not usable at that time (e.g. attempting to use healing items when already at full health).
  • Updated Mounts names.
  • Now “Charge” skill and all variants for any character will deal Physical instead of Magical Damage; raise relative damage for player and enemy champions.
  • Now the Harpy’s song skill can be interrupted while the area warning indicator is still filling up.
  • Minor changes to aggro parameters in “Volkar’s Tomb”.
  • Revised enemy weapons, with new values for Physical and Magical Damage redistributed and Bleed and Stun values added
  • Changed quest item required in A Shield Against Darkness from Vaizmil’s Chalice to The Everlight.

[h3]Fixed[/h3]
  • Fixed sitting Troll in “Windcrest Heights” being invulnerable until the stand up animation completes.
  • Fixed Codex art for capital “Khunden-Hohn”.
  • Correct “Holy Fire” skill description to better state the increased damage on undeads
.


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A first glimpse of what to expect with the full release!



Hello Champions!

We've been listening to all your feedback over the years, and this last update before 1.0 launch, reflects both our vision and your passionate voices. It’s a blend of Alaloth’s signature melee combat and highly requested changes, bringing a fresh twist to spell users, professions, and much more. We're excited to share what you can expect from the full release! Let’s dive in!

[h3]A BRAND NEW MAGIC SYSTEM[/h3]

The biggest highlight of the 1.0 is the long-awaited magic system overhaul. While we’ve always stayed true to Alaloth's roots, grounded in visceral melee combat, the demand for a broader and deeper magic experience from our community has been impossible to ignore. You asked for a richer handling of magic and spell users, and we are ready to deliver. The rework isn’t just a simple tweak, it’s a complete transformation of how magic is used in the game. This required us to rethink the lore and mechanics to ensure balance and consistency within Alaloth’s world. Spellcasting will become an essential and thrilling part of the game, with each magic-using class now feeling unique while still respecting the brutal melee-focused combat that fans love.

A mage draped in flowing robes... finally!

We’ve introduced a variety of magic-focused classes that bring their own flavor of combat and spellcasting. Each class has been intricately designed to mesh with Alaloth’s systems without overshadowing the tactical melee combat the game is known for. You can expect an Alaloth-twist on traditional spellcasting—magic in our world is as deadly and precise as swordplay.

[h3]NEW WAYS OF POWER AND PROFESSIONS[/h3]

Along with the magic overhaul, we’re introducing two brand-new Ways of Power: the Way of Elements and the Way of Arcane, while also reworking the existing Way of Arms, Way of Power, and Way of Gods. These changes bring a new level of depth to character progression, offering expanded paths for exploration and a broader range of gameplay options. The Elementalist profession has been retired, replaced by four distinct mage professions tied to the lore of Valestrum, introduced in the Chronicles Update. These mages specialize in manipulating elements, each following their own unique orders. The new Way of Arcane includes the Arcanist, joined by three other professions: the Warlock, deeply connected to black magic, demons, and summoning, the Runemaster, a specialist in runes and sigils, and the Mystic Warrior, who is not a typical mage but a fighter enhancing their combat abilities with arcane powers.

The world of Alaloth is expanding with new professions that bring fresh ways to enhance your journey. Stay tuned to know more, revealing their unique strengths and how they will shape your adventure!

Notably, all four Ways now have four professions instead of the previous three. The reworked Way of Arms, Way of Nature, and Way of Gods maintain their structure but feature fresh stuff. The Way of Arms has seen a major overhaul, introducing more versatile combat options with a refined Warlord, an Archer (replacing the Marksman), the Rogue (focused on stealth), and the Berserk (focused on brute force). Guardian's skills are now used by other professions. For the Way of Nature, we’ve kept the Warden while adding the Bonder, a type of nature mage, alongside the Druid and Ranger, both connected to nature in their own distinct ways. The Way of Gods remains similar to its original form but now includes the Shaman, with their deep connection to spirits.

With the introduction of so many spellcasters, we initially considered adding mana alongside stamina. However, for balance and consistency, we decided to replace Stamina with Focus, which now governs both physical skills and spellcasting abilities, keeping the system streamlined and intuitive.

[h3]DYNAMIC SCALING FOR SKILLS AND SPELLS, GRANDMASTERS REWORKED[/h3]

In addition to the rework of ways and professions, we are going to introduce a dynamic scaling system for skills and spells, ensuring they grow alongside your character's development. Key characteristics like duration, damage, and effects now scale based on the progression of your character's Stats. When you acquire a skill, it becomes scalable across three different tiers, with options to invest 1, 3, or 5 Stat Points to enhance its power. Each profession has a dominant Stat that significantly influences its skills or spells, for instance, Strength for the Way of Arms, but other stats can also affect skills and spells in varied ways. Wisdom will be added.

Skills in Alaloth now scale directly with your stats, ensuring that every choice matters more than ever. Fine-tune your build to unlock your full potential!

This flexibility ensures that while each profession remains focused, there's room for customization and consistency across the broader system. Grandmasters will serve as micro-hubs for each profession, allowing players to train passive skills and access class-specific items. As champions of their craft, they will act as both mentors and gatekeepers for your journey through the game. We’ve refined their role to ensure each Grandmaster feels like a critical part of your development in Alaloth.

Train your passive skills and gain access to exclusive class-specific items, tailored to enhance your mastery: new Grandmasters are here!

[h3]POST RELEASE ROADMAP AND EXTRA DETAILS[/h3]

We want to assure you that the full release is just the beginning. We’re committed to supporting Alaloth post-launch, with future updates and content planned. From additional lore to new features, this is a journey we’ll be on together for a long time to come. With this update, we’re primarily highlighting the major changes the Arcane Arts will bring at launch, but that’s just a part of the massive Day 1 patch to expect. Arcane Arts will include a comprehensive round of iteration on every aspect of the game to ensure a proper 1.0 release, along with a ton of extra additions we’ll be sharing in the coming weeks. You can look forward to new quests, NPCs, items, weapons, armors, and more. Before launch, we’ll also give details about what’s next, including a DLC plan that’s ready, alongside a massive volume of free content to be released from day one and continuing into the next year. Additionally, we’ll be providing more information about localization and special bundles available at launch.

Our new roadmap will cover upcoming bundles and exclusive details about Moonstone Pass, with planned DLC on the way and a ton of free updates!

We can’t wait for you to experience all that the full release has to offer. Alaloth has grown into a truly unique indie RPG, and we are incredibly proud of what we’ve achieved. October 30 is just around the corne, prepare your blades, hone your magic, and get ready to step into Plamen like never before. Once again, we would like to kindly remind our wonderful community that if you wish to support the ongoing development of the game, there are numerous ways to get involved through our social initiatives.The Guild and Keepers Program, as well as Connect & Collect initiative. From sharing your gameplay experiences on social media and participating in our community forums, to contributing directly via our support platforms, every bit of engagement helps us continue to enhance and expand the world of Plamen!

Just follow us on our social media platforms: Steam, YouTube, Twitch, and join our Discord server. As we reach specific follower thresholds on each platform, we'll unlock exciting giveaways for our entire community.

Stay legendary. share the love!

[h3]Follow our official channels to stay up to date:[/h3]
Like Alaloth on Facebook Follow Alaloth on Twitter Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/