Greetings, Ravens!
Here we are again with another Dev Diary update! We’ve got many things to talk about before the end of the year, so let’s jump in!
But just before! We've made a vlog out of this written Dev Diary! It's shorter but with even more concept arts. Let us know if you enjoy this format and if we should continue it!
[previewyoutube=cVA5ANV4SGI;full]Video[/previewyoutube]
Connection issues status
We've already tackled many of the network issues since the beginning of the Early access, but some online problems remain and are harder to track down and eliminate. We want to make our thinking and process clear, so here's a little transparency on what we're working on and what we have identified:
When players are having trouble establishing a connection in P2P together (because of firewalls, VPNs, location, etc.), our server creates a relay between them. We believe that it's this relay that creates packet losses and leads to extensive delays, intangible enemies, disconnections, and more.
We released a hotfix to our latest update, revolving around general connection issues in co-op. Read about it here:
https://steamcommunity.com/games/2071280/announcements/detail/3879350083351937884
While working on a more immediate solution, we have also decided to switch our current service provider, so we can better distribute this relay across the world and benefit from a more stable solution. We expect it to be a big structural change, so we want to make the transition as smooth as possible and it takes a little bit of time. This will help with all the general issues related to delays, disconnections, and high PINGs.
We'll keep you updated on this matter along with our progress.
Stats Sun Wukong
It’s already been a month since the release of the Sun Wukong Update! We’ve got some fun stats and facts about the new hero, let’s have a look:
Sun Wukong was picked for 269 546 runs since he was made available! But over 700 000 deaths were counted, that’s almost 3 deaths per run! (We see you struggling with the Yang stance haha).
Altar of Heroes
As requested by the community for a long time, we’ve started working on a new Activity that will let players revive fallen Heroes or buy extra Revive Feathers. We’ll share more details in our next Dev Diary as we’re hoping to release this new feature in our next Update, planned for Q1 of 2024!
Here’s a little glimpse at our visual research for this highly anticipated altar:
Work in progress concept art
It’s something we’re sure will be deeply appreciated, especially after we add the third and last Chapter of Ravenswatch which will increase the overall length of a run.
Chapter 3
It’s still early to talk about the third Chapter of Ravenswatch, as it’s expected to be released for Q2 of 2024, though we thought it would be nice to share our progress on this future big addition to the game!
The third and final Chapter of Ravenswatch will bring a whole new map to explore, new enemies, one new themed quest, and a new Master Nightmare to defeat. Much like Storm Island, it will be a challenge to complete as you’ll have to cross both the first and second Chapters of the game to reach the final one.
Right now, we’ve set the layout and level design of this new map, as well as a few enemies that are currently being animated. The mood of this Chapter will be even darker and gloomy, with a never-ending Nightmare invasion. Here are a few concept arts to pique your curiosity (we don’t want to show too much too early):
Work in progress concept art
Work in progress concept art
Work in progress concept art
Community Questions
[olist]
We will probably launch a poll/form in a couple of months, to gather some information about what YOU would like to see out of the game once the Early Access is complete.
EDIT (01/05/2024): Hello y'all!
There's probably confusion (on our side) about our live service comment. We see you getting worried and want to reassure you about our intentions.
Perhaps another word we should have used is "post-launch content" as we intend to have free and paid DLCs. The game won't be free-to-play, there won't be in-game microtransactions and no internet connection will be needed to play solo.
Now, we can understand players want to explore the whole map (like a true RPG) or that it contributes to the difficulty of the game. We’re keen on balancing the difficulty as we make patches during this Early Access, but we’ll also make custom modes available for those who want to get rid of the timer (and more) and enjoy the game differently. The custom modes will let you dabble with many customizable settings, giving you the chance to tailor your own experience.[/olist]
Christmas at Passtech Games!
As the team is getting ready to take a well-deserved holiday break, Passtech brings Christmas to the studio! We celebrate the whole day with good food, presents opening, games together, and even a brainstorming session on our next game after Ravenswatch ????
???? We wish you all Happy Holidays! ????
It’s also Christmas on our social media! We’re currently running contests on both Twitter and our Discord server to win keys and awesome prizes for the holiday. Join the Discord now for a chance to win, or follow us on Twitter to get all the details!
- The Passtech Team ????
Social Channels
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