Baldur's Gate and Dark Souls had a baby! A thrilling RPG game that blends real-time action with an isometric view, set in a world of magic and monsters. Players must navigate through dangerous dungeons, battle fierce bosses, and uncover ancient secrets to save Plamen from an impending doom!
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Hello Champions!
It's me again, Alberto, Game Director of Alaloth.
This update was supposed to be very different, but as you probably noticed, we had some issues with the 1.0 launch that is not happend yet. So here I am, as usual, trying to explain things with full transparency.
Essentially, [url=https://store.steampowered.com/news/app/919360/view/4463723296443072513]everything was ready for the planned release[/url] on the 30th, but an issue surfaced regarding [url=https://store.steampowered.com/news/app/919360/view/4686648941181027884]the store availability of the new DLCs announced for launch[/url], [b]tied to the new bundles for the various Deluxe, Gold, and Ultimate editions of the game[/b]. For a development team, especially a small team like ours, planning is essential, and much rides on the launch moment and the following weeks. [b]Not having several offers available for users would have been extremely problematic resource-wise[/b], and unfortunately, we couldn't get support from Valve in time due to the time zone difference. We're talking about a pretty trivial issue, just a checkbox, that unfortunately caused cascading problems, leading us to this update.
So, what are we talking about, practically? Game owners would have noticed that on the 30th, a substantial update was available, which was, in fact, Arcane Arts, initially planned as a Day 1 update. [b]This update was essentially the first part of a more extensive two-part update that would constitute version 1.0 of Alaloth in its entirety[/b] and the second part would have been released in minutes along with the official announcement. For this reason, owners found the empty link to the announcement in the in-game news hub, which was never posted due to the issues just discussed. [b]The 1.0 version, therefore, wasn’t rolled out in full, but rather only the first part of the work was released[/b], [url=https://store.steampowered.com/news/app/919360/view/4547039255696769481]derived from last week's testing with players and the press[[/url]. By the way,[url=https://multiplayer.it/recensioni/alaloth-champions-of-the-four-kingdoms-recensione.html] the first Metascore that arrived yesterday was a fantastic 8.5/10[/url], which started the day off well...
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The issue was related to the Moonstone Pass and Ultimate Pack availability at launch[/i]
Among the options available, we considered reverting the work and rolling the game back to Forgemasters [October 10 build], waiting for Valve and then proceeding. [b]This would have caused save issues and confusion, especially among new users[/b], so at this point, we opted for a different solution: to release Arcane Arts anyway and hold back the second part of the update, considered the definitive release to pass into 1.0, [b]for a new release date that we're currently identifying[/b]. We’re not talking about months, of course, but rather a few days, which aligns with the post-launch activities already planned for November, with press reviews happening as well
[b]This doesn't mean, of course, that Arcane Arts wasn’t ready for launch[/b], but taking advantage of this challenging situation, we’re trying yet again to turn an incident into something positive, as we've always did. [b]A few extra days will allow us to resolve the store and DLC issues, and for Day 1, we'll be able to include a few things that were initially left out and planned as post-launch free updates[/b]. We’re deeply sorry for all this, and in the spirit of transparency that has always set us apart, we're here with explanations. Not having missed a deadline in 2 years before and having this silly issue on the day we’ve been so eagerly awaiting is quite disheartening, but shit happens.
I’m so sorry for the team that worked so hard to be ready, only to be held back by a mistake that’s probably on me. It’s tough to wear 10 different hats on little sleep and remember to check a small box while juggling 200 other tasks, coordinating with dozens of people, and a newborn.
Thank you for your understanding. In the coming days, we'll be detailing things that were initially planned for the days following the launch, and as always, you can find us, day and night, on Discord.
Arcane Arts changelog [which is massive] is already available in-game and we'll post it here soon, along with a detailed breakdown of the update explaining some design choices we've made even considering the feedback we've got from the community during the last week of testing on our internal branch.
Send some love to us, we really need it!
Alberto
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