1. Alaloth: Champions of The Four Kingdoms
  2. News

Alaloth: Champions of The Four Kingdoms News

[4.4.25] New Hotfix available now!

[h2]CHANGELOG[/h2]
[h3]Added[/h3]
  • Added Chinese and Russian loc

[h3]Changed[/h3]
  • Enemy HP and Poise scaling.

[h3]Fixed[/h3]
  • Increased icons size of services available in the Location Infobox, to keep them readable on smaller screens.
  • Fixed some missing text translations for FR, DE, PT-BR, ES, PL, TR languages.
  • Fixed some texts overflowing in the main menu and character creation.
  • Fixed right column in World Overview UI page becoming unresponsive to scroll input after the first time of being open and closed.
  • Fixed missing interaction with alchemy table in the orc stronghold.


[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/

https://store.steampowered.com/bundle/46630/Alaloth_Champions_of_The_Four_Kingdoms__Deluxe_Edition/

From design philosophy to behind the scenes decisions that shaped the game!



Hello Champions!

When I first thought about creating Alaloth, I knew we wanted to offer something special. This wasn’t just about building another RPG, it was about crafting a world with depth, challenge, and soul, inspired by the classics I grew up playing. As we approach the first DLC announcement, we thought it would be the perfect moment to tell a few stories, not only about the game itself but about the incredible journey behind its development. From the creative inspirations that shaped its brutal, beautiful world to the obstacles we overcame along the way. Alaloth was born from a love for hardcore RPGs, blending classic inspirations with a fresh approach to challenging combat and deep world-building. To celebrate how far we’ve come, we’re diving into two special updates. This first one will take you behind the scenes into the development, inspirations, and evolution of Alaloth. The second will focus on in-game secrets and details you may have missed!

[h3]N.1 - A LOVE LETTER TO THE CLASSICS: RPG, BOOKS AND MOVIES[/h3]

Alaloth is the culmination of years of rich, personal adventures that have shaped its very foundation. The inspiration draws heavily from the creator's childhood, starting with Dungeons & Dragons and expanding through decades of exploration in both gaming and storytelling. It’s not just a game, but a tribute to the beloved classics that defined an entire generation. You’ll find echoes of Lord of the Rings, as well as the raw grit of Conan, the whimsical magic of Willow, the legendary romance of Ladyhawke, and the dark allure of Stormbringer. The influence of games is undeniable too: countless hours spent in Daggerfall, the first "endless" game, and Ultima Online, the expansive experience that left an indelible mark. Baldur’s Gate and classic TSR titles on the Amiga also played key roles, along with the influence of Moontone and Rolemaster, offering deep worlds to explore and immerse in.

Everything started here. Of course.

[h3]N.2 - HOW A GOOD IDEA IS THE KEY TO STANDING UP[/h3]

When you're a small indie team, self-funding your project, you need to find a way to stand out in a sea of games backed by larger studios with bigger resources. It’s about carving out your own niche and building something that resonates in that space. That’s why we decided to create a game that blends the world-building, lore, and depth of classic isometric RPGs with the action-packed, skill-based combat of modern Soulslike games. Think of it as Baldur’s Gate and Dark Souls having a baby: this unique combination was a major payoff, with our player base often referencing this blend as one of the most appealing aspects of the game. While most developers tout the uniqueness of their titles, we’re not trying to reinvent the wheel,it's tough to do that in such a crowded market. But we did manage to craft something new: a unique experience that stands apart. You could call it "Alalike," and it’s unlike anything else out there.

Creating a unique game: the only way to stand out among the big guns...

[h3]N.3 - HANDCRAFTED, NOT PROCEDURAL[/h3]

At its core, this game is built on a foundation of handcrafted design, but it doesn’t shy away from the benefits of procedural generation. While the world and characters are meticulously crafted to tell a cohesive story, there’s a very small layer of randomly generated content, such as bounties, that adds variety and replayability. This mix allows the game to feel both personal and dynamic, offering new challenges with every playthrough while keeping the soul of a handcrafted experience intact. The decision to go with pre-rendered visuals was a production-wise choice driven by the size and scope of the team, and by the studio’s position in the market. It wasn’t about shying away from innovation, it was about strategically focusing on art and atmosphere rather than competing with the tech-heavy giants pushing standard AA Unreal-like visuals. By leaning into pre-rendered elements, the team was able to create a visually distinctive world that stood out, providing a more unique experience rather than just another tech-driven spectacle.

A world like no other: Alaloth offers one of the biggest, most immersive living worlds ever created in an indie RPG!

[h3]N.4 - BUILT WITH THE COMMUNITY[/h3]

Even though we were initially forced into Early Access due to challenges with our previous publisher and a disappointing venture capital partner, it turned out to be the best decision we could have made. Early Access allowed us to engage directly with the community, listen to feedback, and shape the game in ways we hadn’t initially imagined. We've released over 120 patches, 9 free updates, and added hours of content to a single-player campaign lasting 100 hours, all while building one of the largest game worlds ever created by an indie team, bigger than games like Pillars of Eternity, Baldur’s Gate, and others made by industry giants. Alongside these updates, we set up various community activities to further involve players in shaping the world of Plamen. By participating in daily activities on our Discord and social media, players not only contributed their ideas and feedback, but also earned rewards for their engagement.This constant two-way communication has been instrumental in ensuring that Alaloth stays true to its core while growing and evolving with the support of the community.

Just one of our many community-driven initiatives!

[h3]N.5 - CHRIS AVELLONE[/h3]

We’ve been incredibly fortunate to collaborate with Chris Avellone, one of the most influential game designers and writers in videogame history. Chris was instrumental in the first iteration of Plamen, creating the timeline, developing the companions, and crafting the first atlas, which has been iterated upon many times since. His work remains the foundation of everything we’ve built, providing a solid framework that continues to shape the world and narrative of the game.

Simply one of the greatest RPG writer of all time!

[h3]N.6 - A UNIVERSE BUILT TO GROW[/h3]

Dragonlance was a key inspiration for Alaloth, particularly in terms of structure and IP building. Much like how Dragonlance grew into a massive franchise with rich lore, novels, and other media, Alaloth was crafted with a similar vision in mind, creating a universe that can expand across different platforms. We’ve already begun this journey with Alaloth: The Tempest, a prequel comic that’s out on the market, and the expansion doesn’t stop there. Books are coming soon, with a novel nearly ready for publication, and we have many more exciting projects lined up: Chants of Heroes is already available for pre-order here. The goal is to build a world that’s not just limited to a game, but a universe that fans can explore through stories, comics, and more, ensuring that the Alaloth world grows alongside its passionate community.

Expanding an IP the right way,staying true to its roots while exploring new frontiers. Who knows… maybe even on Netflix?

[h3]N.7 - OUR DESIGN'S JOURNEY OF VALIDATION[/h3]

From the very beginning, it was incredibly tough to pitch the game vision to publishers and to the team. We started with the unique idea of bringing 3D action combat in iso camera, an idea that many felt might not resonate with the broader market. As a result, we lost some people along the way, as they believed the game wasn’t going to succeed or that it wasn't worth pursuing. But as we continued to build, the feedback we received was overwhelmingly positive, proving we were on the right path. On a daily basis, we saw players connect with the world, the lore, and the mechanics, validating that we had created something unique. Alaloth may not be a game for everyone, but we’ve succeeded in crafting exactly what we envisioned: an experience that stands out in the RPG landscape. This journey has been further validated by recognition from industry figures and awards, including winning Best RPG and Best Game Direction at the Nyx Awards, or Best Visual Excellence at Reboot Blue, with jurors like Fumito Ueda and Patrice Desilets praising our work. Alaloth got more than 20 international awards, 6 front cover on printed press [something unique for an indie game] and has been nominated among Best RPG and Best Coop games on Metacritic in 2024.

Nothing better than see your idea validated by people playing the game!

[h3]N.8 - A MICRO TEAM OF SURVIVORS[/h3]

Our team is small but mighty. We’re a micro team of passionate individuals who’ve fought through adversity together, whether it’s the global pandemic, navigating toxic partners relationships, and overcoming the challenges of a legal battle with a VC firm. We’ve faced it all, and each trial has only strengthened our bond and determination. We may be small, but our resolve is fierce, and our shared vision propels us forward every day, no matter what obstacles arise. During the peak of production, our team was a small but passionate group of about 20 dedicated individuals. As we moved through the challenges of Early Access, the team was reduced to just 5 people, all of whom gave everything they had to bring the vision of Alaloth to life. Now, with the game out, we’re thrilled to be expanding the team, welcoming new talent, and working on exciting new projects that will take Alaloth to the next level. Along the way, we made an important choice to prioritize work-life balance, establishing a full remote work structure since COVID and adopting a 4-day workweek. This shift has helped keep our team healthy, motivated, and focused, allowing us to maintain a sustainable pace without sacrificing the quality of the work

We started as a family business in a small room, growing to a team of 18 before COVID. Since launching in Early Access, a core team of 6 has handled everything remotely!

[h3]N.9 - THE IMPORTANCE OF A LONG TERM VISION IN DEVELOPMENT[/h3]

At the heart of Alaloth is our unwavering commitment to a long-term vision. Unlike many other indie projects that are often focused on quick returns or short-term milestones, we’ve always seen Alaloth as a long-term investment, not only in terms of game design but also in terms of the technology and tools we've built. From the very beginning, we set out to create something that could grow and evolve far beyond its initial release, and we’ve invested heavily in creating a foundation that will support future content, expansions, and updates.

Yes, we want to make isometric RPGs forever—classic inspirations, modern execution, and no compromises.

[h3]N.10 - POST LAUNCH COMMITMENT[/h3]

Even after the full release, our commitment to Alaloth and its community remains stronger than ever. Since launch, we’ve continued to push updates, including the free Wyrmwood Update, which introduced fresh content for everyone. We've also added localization for several languages, including Italian, German, French, Spanish, Portuguese, Polish, and Turkish, ensuring that players from around the world can enjoy the game in their native languages. But we’re not stopping there. We’ve promised a ton of free content moving forward, with regular updates planned. The roadmap for future free updates will be shared alongside the announcement of exciting DLC content coming in 2025, along with the long-awaited console release. We’re committed to providing players with ongoing experiences, new features, and a vibrant world that grows with them.

The adventure is far from over, more awaits in Plamen after the release of Wyrmwood, our first post launch update!

Our next update will dive into the cool in-game content you may have missed! Stay legendary and share the love!

Alberto

[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/

https://store.steampowered.com/bundle/46630/Alaloth_Champions_of_The_Four_Kingdoms__Deluxe_Edition/

[10.2.25] New Hotfix available now!

[h2]CHANGELOG[/h2]
[h3]Fixed[/h3]
  • Fixed regression bug occurring whenever a cutscene starts after a summon has already been removed; this could cause side effects like in Skygate where the barrier was not properly deactivated.
  • Fixed an issue with Polish language causing the game to stall when attempting to show plurals.


[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/

https://store.steampowered.com/bundle/46630/Alaloth_Champions_of_The_Four_Kingdoms__Deluxe_Edition/

[4.2.25] New Hotfix available now!

[h2]CHANGELOG[/h2]
[h3]Added[/h3]
  • New achievements for killing Bemith and Vrax.

[h3]Changed[/h3]
  • Changed art for quest item “Scorched Sythraak Scale”.
  • Changed some enemy stats, including dragons’ resistances, Vrax and Sythraak weapons and armors values.

[h3]Fixed[/h3]
  • Fixed sit goblins at Grivnok Hollow turning in place upon aggro while playing the stand up animation.
  • Fixed stats for weapon “Wyrmcleaver”.
  • Fixed description for “Bemith's Dragon Egg”.
  • Fixed some typo and reviewed various texts.


[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/

https://store.steampowered.com/bundle/46630/Alaloth_Champions_of_The_Four_Kingdoms__Deluxe_Edition/

Get the latest free content update and enjoy a unique special offer!



Hello, Champions!

As promised, we are committed to expanding the game with a series of free content drops that will enrich your experience, introduce new challenges, and refine the world of Plamen based on your feedback. Today, we are thrilled to unveil Wyrmwood, the first free post-launch update, bringing a brand-new high-level area to explore, along with new enemies, quests, items, and community-driven adjustments. Moreover, Alaloth has been featured on Steam as a Daily Deal! This is a huge achievement, and we couldn't be more thrilled. During Early Access, we had a lower price point and ran a few major discounts to bring in new players. Now that 1.0 is out, things will be different, and this Daily Deal is likely to be the biggest discount of 2025, making it something you definitely don’t want to miss! But let's move back to the update!

[h3]WHAT'S NEW IN WYRMWOOD[/h3]

The free update introduces new areas, mobs, NPCs, quests, and lore. The centerpiece of this content drop is Drakvalen, a savage island unreachable by sea, protected by the Talons and Dragonhold with the support of Edherest. Drakvalen is home to a young dragon, Bemith, and it is widely believed that she could spawn a dangerously powerful brood, which is why the area is strictly controlled. Access is only possible through a magical gate created by the mages of Valestrum, guarded by the Talons themselves, and entry is restricted without the explicit permission of Overlord Daskar.

From this outpost, the Talons defend the untamed lands of Drakvalen, ever vigilant against the darkness that threatens.

Within Drakvalen, the Talons have established an outpost known as Talonroost, where their troops gather and patrol the island, constantly scouting for signs of Bemith’s activity. However, the greatest threat in Drakvalen is the Sythraaks, draconic-like humanoids who revere Bemith as a goddess and protect her fiercely. Slaying Bemith will be no easy task. Also, a new location has been added to the continent: Grivnok Hollow, a secret camp where Vrax, the leader of the Brak’Shak clan, organizes his forces. This location serves as the setting for a new boss fight, where players can aid the Watchers in Valestrum in confronting the Brak’Shak threat.

Wyrmwood stands as a bridge between two worlds, guarded by the forces of Talons and Edherest

Alongside these additions, new quests, items, and weapons have been introduced, along with various quality-of-life improvements and minor fixes based on community feedback. Wyrmwood is just the beginning of our post-launch journey, and we can’t wait for you to explore these new challenges.

[h3]POLISH AND TURKISH LANGUAGES ADDED[/h3]

New languages were originally planned for later this year, but we thought it would be cool to speed things up, so here we are! Polish and Turkish have been added, and we're already in touch with both communities to refine these translations and make them official as soon as possible. Next step: Chinese, Russian, and Japanese!

New languages are now available! We’re actively monitoring feedback to address any issues

[h3]WHAT'S NEXT FOR ALALOTH[/h3]

As already mentioned, we are actively working on additional free updates, and a new roadmap will be shared as soon as new languages and the first free feature update are released. In addition, we are also putting things together for the first major DLC, which will further expand the world of Alaloth with even more content and challenges. So far, we are brainstorming about introducing new modes and possibly new difficulty settings, as many of you have requested, as well as new ways to progress once reaching the level cap: potentially a prestige class system or something similar.

The team is finally expanding to move forward with Alaloth and ensure its continued growth. Our goal is to push the game towards a Very Positive rating on Steam, and once again, we encourage you to consider dropping a review if you enjoy the game. Your support means everything to us, as we rely solely on organic numbers: no marketing budget, no big publisher clout. Every review helps immensely!

Stay legendary, share the love!

[h2]CHANGELOG[/h2]
[h3]Added[/h3]
  • Added the new region “Drakvalen”, along with locations [Wyrmwood, Talonroost, Crag of Glory, Cindercrypt], enemies [Sythraak, Bemith, Vrax, Shadowfang], quests, items.
  • Added a new FA for “Valestrum” [Grivnok Hollow].
  • Added Polish and Turkish languages.

[h3]Changed[/h3]
  • Changed some pawn dialogues in the world map.
  • Changed lore NPC at “The One Tree”.
  • Changed art for trinket “Ghostbind Fetters”.
  • Balancing changes to enemies and weapons.

[h3]Fixed[/h3]
  • Fixed issue with in-game date not displaying current month correctly in some cases.
  • Fixed issue where enemies would not drop their loot when killed with some types of damage or particular circumstances.
  • Fixed issue where in some cases enemies could engage and damage the player while a chronicle was playing.


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/

https://store.steampowered.com/bundle/46630/Alaloth_Champions_of_The_Four_Kingdoms__Deluxe_Edition/