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Alaloth: Champions of The Four Kingdoms News

[18.9.24] New Hotfix available now!

[h2]CHANGELOG[/h2]
[h3]Changed[/h3]

Here's everything you need to know about the journey!



Hello Champions!

Over the coming weeks, we'll be providing details on what to expect from the full release. But for now, we want to take a moment to reflect on the incredible journey we've been on since the game first entered Early Access, allowing new players and people willing to jump in after the recent announcement, to have all the info needed about what we did during the development Let’s take a step back to Spring 2022. It was a pivotal moment for us. After some challenging months dealing with some of the worst people on the planet, we were finally able to regain full control of Alaloth. This was a critical turning point, allowing us to refocus on our original vision and reconnect with you, our passionate players. It wasn’t easy, but it marked the beginning of a new chapter. That renewed sense of freedom and ownership fueled the updates that followed. In this topic, we’ll list each Major Update, highlighting the changes, improvements, and community-driven feedback that have helped shape the game into what it is today. With each new release, we learned, grew, and adapted, always striving to deliver a better experience.

[h3]TRYING TO CREATE A UNIQUE CONCEPT FOR A NICHE[/h3]

Explaining what Alaloth is has always been one of the hardest parts of the job. We knew we were aiming at two different audiences within a genre that has its own niches. The idea was simple: bring 3D mechanics from modern action RPGs into an old-school isometric view, with world-building inspired by great classics like Infinity Engine games and cool stuff from the '90s. We had issues with the claim that the game is ideally somewhere between Baldur's Gate and Dark Souls, but still, this was the most common takeaway from user and press reviews. However, being 'in between' never meant being either Baldur's Gate or Dark Souls. It means creating a unique experience, heavily inspired by BG in terms of world-building, lore, isometric view, and mood, while drawing from modern souls-like games for hard-to-master, skill-based combat. This is what we originally envisioned and pitched!

The most common quote from people playing Alaloth. PCGamesN even threw in some D&D comparisons, and that’s when we knew we were done, in the best possible way!

[h3]LAUNCHING THE GAME INTO EARLY ACCESS[/h3]

We couldn’t share too much at the time, but now we can give you at least some context. We were forced to launch during the Summer Sale (the worst time of year) but it was a choice made to avoid bankruptcy, thanks to our amazing biz partner, who still drops suggestions for indie teams around. Pro tip: don’t listen to people with no real experience in development, publishing or successful launches, even if they say to have a lot of money. We lost 20.000 wishlists in a few months, possibly a unique scenario in the entire world of gaming. We had to rebuild momentum in just two weeks before launch, following months of silence and zero communication.

Thankfully, we secured a spot at Guerrilla Collective, worked hard, and despite everything, the launch went well. Alaloth was among Steam's Top Grossing games for the first two weeks, which gave us a much-needed breath of fresh air. Unfortunately, being forced to rush things did have consequences. For example, we had to choose between shutting down or including a few basic QoL features for a proper PC launch. While we managed to get mouse and keyboard support in, it was only partial at launch, which led to a number of bad (but justified) reviews that didn’t help us, despite positive feedback from the community and players. But we had a plan. With some cash in our bank account, we went into emergency mode and set up a schedule for the whole Early Access phase, which we initially planned to last about 12 months. We've delivered everything in just half of the time and that's what we've achieved so far. Check out this list!

[h3]MAJOR UPDATE N.1 - STRONGHOLDS [/h3]https://store.steampowered.com/news/app/919360/view/3378282860045230569
[h3]MAJOR UPDATE N.2 - WINTERWRATH [/h3]https://store.steampowered.com/news/app/919360/view/3648510249337999460
[h3]MAJOR UPDATE N.3 - DRAGONHOLD [/h3]https://store.steampowered.com/news/app/919360/view/5358762517220787013
[h3]MAJOR UPDATE N.4 - LOREBOUND [/h3]https://store.steampowered.com/news/app/919360/view/3685684605312614134
[h3]MAJOR UPDATE N.5 - SKYLIGHT [/h3]https://store.steampowered.com/news/app/919360/view/3862463748006596238
[h3]MAJOR UPDATE N.6 - CHRONICLES [/h3]https://store.steampowered.com/news/app/919360/view/4168717862258977934
[h3]MAJOR UPDATE N.7 - BLOODLUST [/h3]https://store.steampowered.com/news/app/919360/view/4201376568931678664
[h3]MAJOR UPDATE N.8 - FORGEMASTERS [/h3]https://store.steampowered.com/news/app/919360/view/6502721146241513967

As we've mentioned many times, not only did we have a backup plan for the funds we were supposed to receive that suddenly vanished, but we also reinvested every single dollar to improve the game, making it one of the biggest indie RPGs around, with data to back it up. Plamen has grown into a vast world with nearly 300 locations to explore, more than 450 NPCs to interact with, and over 200 quests. Even after hundreds of hours of gameplay, new content continues to emerge, with an evolving world that changes over time. We still remember when Chris Avellone delivered the very first document with the draft of the world back in 2018: the pantheon, the companions, and a timeline of events that have been iterated on for years to become what they are today.

[h3]COMMUNITY MATTERS[/h3]

Another hot topic has always been Community Management, and it's worth explaining how we've handled it as a small team. We've tried to respond to every review, good or bad, and every piece of feedback on all platforms: from Steam to Reddit, Facebook, Twitter, and so on. Studios and publishers usually have dedicated teams handling this on a daily basis. Here, everything is managed by a single person, wearing multiple hats: directing the game and the company, posting updates, and even creating graphic assets for social media [and much more]. We've always been open to criticism, and bad reviews are a foundation to build upon. However, we've also been very clear about our approach to responding: we don’t follow the always-right policy typical of big publishers and corporations. Anyone can say they think the game is bad,no problem. But no one is allowed to make statements that are simply untrue. In such cases, they'll get a proper response.

Just a reminder about the game running perfectly on Steam Deck. We've spent a lot of time optimizing it following our community willing to play the game on the go!

'I don't like the game' is perfectly valid. 'I don't like the game because this feature is missing' when the feature is actually there, will get a clear explanation from us. This is important because people could get the wrong idea about the game, that offers a 100+ hour single-player campaign, highly replayable with emergent content even after hundreds of hours. We've always been polite in our responses, explaining things as best we can. Without a dedicated marketing budget or a full team focused on this, reviews are the only tool we have to build organic visibility, and we genuinely care about them, as we care about the people who support us by playing the game.

Some have said we beg for reviews, but that's simply how it works. The best way to get reviews from people who enjoy the game is to ask them to consider leaving one, while those who want to give a thumbs-down tend to do so very quickly. So, with 1.0 on the way, if you are enjoying the journey, please consider this. It's the most useful thing to support the team. 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. We've recently announced 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!

Join the community, get rewards!

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. Once again: the more followers we amass, the greater the rewards become!So spread the word, rally your friends, and join us as we embark on this thrilling adventure together.

[h3]RELEASING JUST ONE DAY BEFORE DRAGON AGE? NO, WE’RE NOT MAD[/h3]

Simply put: Veilguard is a Triple-A game, playing in a different league. The next update and the full release will be delivered in one single strike, and our goal has always been to release a top-quality game. With no external support, no marketing budget, and all activities handled in-house, we weren’t able to launch earlier than the date we’ve chosen. Releasing a day before or after Dragon Age, or even a week later, would essentially make no difference for us. Additionally, there will be several indie releases and Path of Exile in November, so the situation remains the same. What might seem like a bold move is actually quite simple reasoning: RPG fans will likely be browsing the store for Dragon Age around that time, and while many will talk about DA, some might stumble upon a large indie RPG,priced at half the cost, heavily inspired by the same games that inspired Bioware itself. This could certainly pique buyers' interest.

Moreover, our wishlist numbers are looking good. Perhaps not as big as a high-budget production, but we’re approaching 200k. Hopefully, not all of these players will be waiting exclusively for DA. Wish us luck! [There’s even a very personal reason behind the choice of October 30th, but that’s a story of love and friendship we’ll share another time. No spoilers for now!]

[h3]ARCANE ARTS ANYONE?[/h3]

Over the next month, we aim to update you at least once per week with the things we’re working on. While the game content can now be considered complete, a massive Day 1 update will be the final content drop, packed with tons of exciting features that have been requested along the way. This will be a new Major Update, introducing these new elements alongside the biggest round of polish we've ever done.

With the introduction of Valestrum, we’ve gradually woven sorcery into the game. With the 1.0 release, things are about to get even more magical!

Subscribers and Keepers will have early access to this build for testing before we share it with the press and content creators. We’ll provide a dedicated topic with all the details regarding the launch, new bundles, and our long-term plans, which include the Moonstone Pass (name is a work in progress, but we love it!). The Moonstone Pass will cover a full year of post-launch activities, including free updates and DLC. Rest assured, our dedication remains unchanged, and you can expect us to continue working on the game for a long time.

Prepare for a few patches coming up in the next few days. We’ll be fixing some minor issues while starting to prepare for the launch, pushing various updates that will serve as the foundation for the big day!

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/

Mark your calendars, Alaloth is leaving Early Access next month!



Hello Champions!

We’ve been working on Alaloth for years, and it’s been one hell of a ride! We’re just a small indie team, a family business really, and we’ve faced some serious challenges along the way. We’ve dealt with the loss of one of our founders, survived the Avellone storm, a flood, a publisher who vanished, and a partner who walked away from its contract, leaving us to fight tooth and nail to keep going. But we did it. We pushed through every obstacle to bring a game to life that’s over 100 hours of unique gameplay, with a beautiful community behind it, and a promising future ahead. After a fruitful Early Access period where we gave 110% and did everything we could to make the game bigger and better, the time has finally come: Alaloth is coming out with its full 1.0 release on October 30, 2024!

[previewyoutube][/previewyoutube]

And starting next week, we’ll begin unveiling all the new features, improvements, and surprises coming your way with 1.0. We’re beyond excited to share what we’ve been cooking up, thanks to all your amazing feedback. We’re not saying it’s been easy, but we're proud of what we've built, with no help, no marketing, no support, and less than 10 people on the team, all pouring our hearts into this project.

The game has grown bigger than we could have ever dreamed, and all we could do was keep working, hoping to get through the tough times. For now, we’re just going to take a moment to soak it all in. We'll be back before you know it!

Stay legendary, share the love!

Alberto & the Alaloth team

[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/

[29.8.24] New Hotfix available now!

[h2]CHANGELOG[/h2]
[h3]Added[/h3]
  • Wolf Pack pawns are now available in World Map.

[h3]Changed[/h3]
  • Tweaked vendor gold caps and regen rates.
  • Tweaked armor properties and attributes.
  • Tweaked the stock of the Throwmaster in Military Camp.
  • Updated various quest texts to improve consistency with reworked loot.
  • Swapped the model of Ulgrag Dhara'Ahzim with a new one.
  • The Throwmasters in Ice Fields and Tanyard Footbridge are now wandering merchants, moving between locations in the area of the original ones.

[h3]Fixed[/h3]
  • Added missing bark to a guard in Southern Griffin Platform.
  • Fixed various typos.
  • Removed halo on upper border of brown wolf pawn sprite.
  • Fixed some Throwmasters being able to sell the same recipe multiple times.
  • Fixed a bug that prevented the vendor wealth info to be hidden when interacting with non-humanoid services (Alchemy Table, Workbench, etc).
  • Fixed a bug that prevented all the reagents to be shown on-screen when the number of reagents was more than five.


[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/

A whole new crafting sys, new items and much more!



Hello Champions!

We are thrilled to announce the release of our latest update, Forgemasters! This update is the culmination of countless hours of work, dedication, and feedback from our amazing community. Crafting has always been an essential part of Alaloth, and with the ever-growing list of items and content added on the way, we knew it was time to give it the love it deserves. When we first envisioned Alaloth, our goal was to create a world where players had complete freedom from the start. The game’s rich crafting system was designed to let you forge your own path, with every item and resource readily accessible as you ventured across the lands. However, as the game has evolved, so has the need for more depth and refinement in crafting. The Forgemasters update brings a complete overhaul to the system! We’ve introduced new recipes, rebalanced existing ones to align with the latest drops from mobs, and added a range of new reagents and materials for you to discover. Whether you’re crafting powerful weapons, sturdy armors, or reliable shields, you’ll find that everything has been fine-tuned for better balance between quest rewards and the items you can craft on your own.

[previewyoutube][/previewyoutube]
[h2]SHOW ME YOUR GOODS![/h2]

The update brings significant improvements to crafting, enhancing the existing system without changing its core mechanics. The new items introduced in Bloodlust as drops from various mobs have been integrated into many crafting formulas, enriching the possibilities for players. We’ve revisited and rebalanced all existing recipes, fine-tuning the numbers for every craftable item in the game to create more consistency across sets. This update provides a more coherent approach to reagent gathering by aligning certain materials with specific regions, encouraging exploration and adding purpose to the light farming already present in the game. We’ve also introduced new gear sets, adjusted creature drops across Plamen, and refined the game’s economy, making the crafting experience more rewarding and interconnected.

Old recipes, new possibilities! The reworked crafting system revisits classic recipes, now enhanced with newly added items for greater consistency and smoother crafting experiences

[h2]THROWMASTERS[/h2]

We’re also excited to introduce the Throwmasters, a new class of specialized vendors focused on ranged combat. These skilled artisans offer a variety of bows, throwing knives, and other essential gear for ranged classes. We’ve carefully balanced their stock to fit seamlessly with existing vendors, ensuring a coherent in-game economy. For example, a lone ranger-style Throwmaster in the wilderness might carry not only weapons but also food supplies, recipes, potions, and herbs. On the other hand, a city-based Throwmaster will have a different selection tailored to urban needs. Additionally, some Throwmasters, with numbers set to grow, can craft various types and tiers of bows, as well as unique weapons

Throwmasters are focused on ranged combat, are scattered across the world. Look for the target-like icon above their heads to spot them and stock up on all your ranged gear needs.

The number of Throwmasters is set to increase in the next update! These vendors will not only be more common but will also be able to craft unique, powerful items tailored for ranged combat.

[h2]ISOMETRIC RPG SALE[/h2]

Along with the release of Forgemasters, we’re happy to announce that we've joined the Isometric RPG Sale, a special event organized by our friends at META, dedicated to all things isometric RPG. We’re thrilled to be part of this event, especially after our recent collaboration on a special bundle with Pathfinder: Wrath of The Righteous. The sale will run for a full week and is particularly important as it’s the last chance to grab Alaloth at a heavily discounted price. Once the event ends, Alaloth will see a slight price adjustment, which will reflect the final price leading up to the game’s full release. We’re aligning this new price with other similar games in terms of content, following Steam’s recommendations and community feedback. During its development, Alaloth has received over 100 patches and 8 significant content updates, adding dozens of hours to an already massive 100+ hour campaign available since EA launch. So, we want to give everyone a heads-up: this is the final opportunity to purchase the game at a significant discount before version 1.0 is released, after which discounts will adjust accordingly.

Humbled to share the stage with so many amazing RPG!

[h2]INDIEMANIA[/h2]

Speaking of announcements, we’re thrilled to share that Gamera Interactive will be participating in Indiemania, the biggest indie showcase of the summer, broadcast by IGN from September 12th to 14th. During the event, we’ll be unveiling a brand-new trailer packed with crucial information about our final sprint toward launch. This is an event you won’t want to miss as we get closer to the release of Alaloth and all the exciting news we’ve been waiting to share with you.

Here we are, joining the biggest indie event of the summer!

[h2]SUPPORT US[/h2]

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. We've recently announced 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. Once again: the more followers we amass, the greater the rewards become!So spread the word, rally your friends, and join us as we embark on this thrilling adventure together.

Changelog here for you all as usual!

[h2]CHANGELOG[/h2]
[h3]Added[/h3]
  • New crafting recipes for weapons, armors, shields
  • New items available
  • New vendors: Throwmasters, specialized in ranged weapons and selling unique equipment

[h3]Changed[/h3]
  • Updated lootables in Tyl’Nar, Moonvale, Solemnwood, Brystead Lookout Tower and Lornwood.
  • Lush Grass has been renamed to Ironvine and its description has been changed accordingly.
  • Destructible objects will no longer trigger the killcam.
  • Talons of The Beast and Soulrender Blades are now Unique weapons.
  • Updated rarity of some crafting materials
  • Changed Black Pearl description
  • Vendors will now accept only a subset of items each (i.e. blacksmiths aren’t interested in purchasing trinkets or rings and so on).
  • Vendors have their gold capped: they’ll regen it over time.
  • Vendor wealth will now be shown when in a vendoring context.
  • Revised Stash UI to streamline filtering between macro categories of items.
  • Bows, throwing knives are now being sold by Throwmasters.
  • All craftables have had their reagents revised.

[h3]Fixed[/h3]
  • Fixed Harpy’s sleep effect not interrupting attacks of affected targets.
  • Fixed Lorian’s skill “Mercy Shot” bolt floating above the target position when unable to damage it: now the bolt will continue flying straight in such scenarios.
  • Fixed missing steps SFX when moving with the standard bow attacks.
  • Crafted armors weren’t applying the full set of additional attributes granted by their crafting material.
  • Fixed typos and reworked texts
  • Fixed a bug that could leave the AI in an invalid state following a “Support” or “Defend” command.


Stay legendary and see you in the forge!

[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/