Unveiling the Future of Relic Hunters Legend: Major Changes and New Horizons

Relic Hunters Legend

Save the galaxy in this action-packed co-op Looter Shooter! Join during Early Access to get an exclusive player badge—available for a limited time!

Dear Hunters, We have important updates and changes to share with you regarding Relic Hunters Legend, our beloved shooter-looter RPG. As you may recall from our previous announcement in June, we no longer have the support of a publisher, and we needed to find a sustainable way to keep the game alive for a longer time. After careful consideration, we have decided to implement some major changes to the game: [h1]Removal of Online Requirements[/h1] Relic Hunters Legend will [b]no longer be an online-only game[/b]. You can now choose to play solo or engage with friends in an online multiplayer experience. During these past months, we've worked diligently to ensure that all Early Access players’ progress in the online version is transferred. As the cloud servers are being shut down, your progress will be downloaded to your devices the first time you log in after the 0.11 update. [img]{STEAM_CLAN_IMAGE}/30762043/31dbc24b6e5d1d49e634c7d71ef9a758eb94a83e.jpg[/img] [b]The game will now feature save slots[/b]. Each "account" will function as a separate save. Players can create up to three new accounts, including their existing ones that will be migrated. If you already had an online account, after downloading the final patch and completing the migration, you will still have three new slots. The folder containing your progress will sync via Steam Cloud Save, just as offline progress syncs today. [img]{STEAM_CLAN_IMAGE}/30762043/2b110cc10a1089f614beb98865d2f73528aa5fdd.jpg[/img] Also, all accounts will be able to play online or offline by choosing to enable or disable online multiplayer before logging into their game. This means that the account progress you choose will be consistent, whether you want to play in single-player mode or online multiplayer. This is the most significant change we've made so far, and we are already implementing it in our Early Access to ensure a smooth transition for all players. [h2]Player Trading System[/h2] Since the current trading system depended on our dedicated online servers, it needs to be reworked to function in a peer-to-peer environment. Therefore, it has been temporarily disabled. [h2]Changes on the Help Others feature[/h2] Some features of the Help Others system functioned due to being interconnected with dedicated online servers. With these servers being shut down, we’ll have to remove the ability to Review other players who joined the game via Help Others. We’re exploring ways to provide automatic reviews based on how players behaved in their matches. [h1]Relic Hunters Legend Will No Longer Be F2P at 1.0 Launch[/h1] You know how the gaming industry has been changing a lot lately, and new challenges have been presented to various development studios - ours is no exception. With all these challenges in hand, we needed to think of a monetization plan for the game that would be fair to our players and sustainable for us as an independent studio. With limited resources, both financial and human, we couldn't keep the promise we made in our Kickstarter to make Relic Hunters Legend free-to-play. We didn't want to implement predatory monetization features that would make players spend a lot of time, effort, and money to progress in the game. We want to respect your time and money and provide a complete and engaging content experience. We have to focus our limited resources into making the game as fun as possible, and we just can’t spare the effort that goes into monetization. So now we’ll r[b]emove all monetization aspects[/b] from the game. The 1.0 launch will be a [b]fully premium game, priced at $20 at final launch[/b]. There will be no in-game transactions or other in-game purchases—just a one-time purchase. Founders and backers who supported us earlier and were promised monetization benefits will receive a new currency at the final launch that we've created called [i]"Fashion Credit,"[/i] equivalent to the value of the package they purchased. This currency will also be earned by completing missions and it’ll drop from enemies during your adventures - so everyone will be able to buy all cosmetics in the game. [h1]New Patch 0.11 Content[/h1] We have worked tirelessly over the past few months to ensure a more refined gameplay experience. We've fixed various errors, authentication issues, and bugs, many of which were reported by our community - and we’re immensely grateful for all the feedback and reports! This has greatly helped us improve the experience with Relic Hunters Legend and today, the game is more stable and performs much better. Some of these changes that are already included in the future patch are: [h2]New Save Slots feature and Online Data Migration [/h2] [list] [*] Your progress will be downloaded directly to your device the first time you log in after the update. [*] You’ll have 5 save slots - two with your migrated accounts and three empty spots for you to use as you wish. [/list] [h2]Content[/h2] [list] [*] Added different weapon variants for each region for Ducan Troopers and Turlek Boomers. [/list] [h2]Skill Changes[/h2] [list] [*] Skill Range and Skill Duration stats are now additive instead of multiplicative. [/list] We've adjusted some Skill Nodes to be more useful when playing solo: [h3][b]Pinkyy:[/b][/h3] [list] [*] "I've Got Your Back" now adds Overarmor to herself and not just to allies. Skill Node description has been adjusted to reflect this change. [/list] [h3][b]Raff:[/b][/h3] [list] [*] "Wrench" now gives Overshield to Raff even if no allies are hit by it. Skill Node description has been adjusted to reflect this change. "Field Repairs" text has also been adjusted. [*] "Keytar Blast" now gives Overshields to Raff, not just to allies. Skill Node description has been adjusted. [*] "Soothing Riffs" now gives a Self Heal to Raff when using "Keytar Blast." Skill Node description has been adjusted. [*] "I Got You" has been redesigned. It now causes "Soundscape" to grant Damage Reduction to Raff and nearby allies. [/list] [h3][b]Ace:[/b][/h3] [list] [*] "Backstab" text has been fixed to reflect it grants extra Critical Hit Chance instead of Critical Hit Damage. It now applies this bonus if the target is affected by a Lure Ability (like Ace's "Holo-Sandwich"). [*] "Sneaky" has been redesigned. It now grants extra Movement Speed when there are no enemies nearby. [/list] [h1]Update 0.11 Beta Test[/h1] To ensure that there are no errors during the final migration of your accounts, we plan to conduct a beta test for this new feature before releasing update 0.11. We’ll provide more details and dates for this test soon. We count on your support to ensure that everyone has a smooth and seamless experience with these significant changes we’re making to the game. If you have any interest or questions about this, keep an eye here on Steam or join our Discord to speak directly with the developers! [h1]Road to Launch 1.0[/h1] Our final release is approaching and you can expect the conclusion of our Relic Hunters' adventure with the arrival of the final Act! In this release, you will see: [list] [*] [b]Main Campaign Act 3[/b]: Concluding the game's main story. [*] [b]A New Region with more missions[/b] [*] [b]New Rebel Rank Chapters[/b] [*] [b]Cosmetics Unlocking Revamp[/b] [*] [b]Increased Storage Space[/b] [*] [b]New Steam Achievements[/b] [/list] Despite the challenges we've faced, we believe in our project and hope players will enjoy the final result. The game will feature approximately [b]30 hours of story campaign[/b] and offer over [b]200 hours of gameplay for those aiming for full completion[/b]. Our journey so far has been filled with highs and lows, and the game had a somewhat turbulent start. We are aware that removing Free-to-Play isn't what we envisioned during our Kickstarter campaign - we've faced the reality of our situation, making tough decisions that we believe will result in the best possible version of the game for both our current players and those yet to come. We are incredibly grateful for all the support the community has given to Relic Hunters Legend over the years, from the beginning of our Kickstarter to the more challenging early days of Early Access. We have fixed a LOT of issues, listened to all of your feedback, and we believe that 1.0 is a really good game that we’re proud of. The challenge will be to attract new players and hopefully get our Reviews back up to a good level - if that happens, we can continue working on our dream game and growing the Relic Hunters universe! — [h1]Thank you for all your support throughout these years![/h1] We want to express our deepest gratitude to you, our community. Without your support, we wouldn't even be here. We've been developing this game for a long time, pouring our hearts, sweat, tears, and effort into making the best game we can. We've faced numerous challenges along this journey, and at many points we thought our community could give up on us - but you never did. Thank you for being with us every step of the way. We really hope you enjoy 1.0 and the conclusion of the story of Seven, the Time Traveller. Your passion and dedication means the world to us, and we can't wait for you to experience everything we've created. Thank you, [i]The Rogue Snail Team[/i]