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Wolcen: Lords of Mayhem - All News

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Thursday - December 07, 2017
Sunday - December 03, 2017
Wednesday - October 25, 2017
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Box Art

Thursday - December 07, 2017

Wolcen: Lords of Mayhem - Kickstarter Update

by Hiddenx, 23:00

Henriquejr spotted some Kickstarter news for Wolcen: Lords of Mayhem:

Attributes refactor and new Character Sheet

Hello everyone !

First, I would like to make an IMPORTANT REMINDER FOR OUR KICKSTARTER BACKERS. It came to our attention that some of you didn't receive their mail with their Steam key. If you didn't receive your Steam key, please contact us so we can send it back to you. You can send us a direct message via Kickstarter or send us an email to [email protected] with your name and email linked to your Kickstarter account. As a reminder, all backers supporting us starting from 9 US$ are eligible for a Steam key.

Now, let's introduce our new features ;)

As you well know, Wolcen allows you to be totally free in the development of your character and doesn't make you chose between predefined classes. We want to keep that philosophy, and expand the interest of every attribute no matter the playstyle you chose.

ATTRIBUTES REFACTOR

Since we weren't satisfied with the current way attributes has an effect on stats, we devised a non-linear complex formula that can determine the effect of an attribute on a stat, based on that attribute's value compared to the level of an element. This will allow our players to shape their character's core attributes. We want you to be able to have viable specialized profiles from level 1 (like a crit-based build), explore interesting builds adapted to your playstyle, and allow you a huge buildup of attributes in endgame without blowing damage numbers up.

Attributes were renamed to reflect all their values. For instance, we wanted strength to mean more than "big muscles", so we renamed it Ferocity to reflect more aggressiveness and mightiness. It's easier then to imagine a mage being ferocious or a warrior having a strong willpower.

Here is the list of attributes effects and what they affect:

Ferocity

  • Defense Ability (compared to armor level)
  • Attack Speed (compared to weapon level)
  • Melee Damage (compared to monster level)
  • Critical Hit Damage (compared to monster level)

Agility

  • Dodge chance (compared to monster level)
  • Ranged damage (compared to monster level)
  • Critical Hit Chance (compared to monster level)
  • Move speed

Willpower

  • Spell damage (compared to monster level)
  • Ailment chance (compared to monster level)
  • Health regeneration
  • Spell resistance (compared to monster level)

Toughness

  • All resistances (compared to monster level)
  • Stamina Regeneration
  • Defense Regeneration
  • Maximum Health

We will provide the details on the formula later should anyone feel interested ;)

NEW CHARACTER SHEET

The UI for the character sheet has been modified accordingly and expanded to allow players to see exactly what their characters can do. We wanted a character sheet that would present relevant information to the players in their main window and allow them to see the total effect of their attributes without worrying about the formula.

The exhaustive list of stats can be consulted on the side window of the character sheet. We also revamped those, by removing old obsolete stats and adding new relevant ones.

That is all for today, see you next week for our new devblog ! And as always, thank you all for supporting us :)

Sunday - December 03, 2017

Wolcen: Lords of Mayhem - Sockets and Gems

by Silver, 22:27

The latest from Wolcen: Lords of Mayhem covers the work in progress on Sockets and Gems.

Work In Progress: Sockets and Gems

Hi everyone!

While work on update 0.5.0.4 is progressing at a rapid pace, many of its features are still being worked on or finalized. Today, I'd like to present a highly requested feature (and staple of the Hack and Slash genre): Socketable items and gems.

Because Wolcen is a classless game, items can roll with many kind of affixes on them, reducing the probability of getting an item that is appropriate for any given playstyle. While loot hunting can be exhilarating, especially after getting the item of your dream, it can also be frustrating if getting there takes too much time.

Entering Gems:

A Gem grants an affix to an item it is socketed into. Which affix depends on the socket type. There are three socket types: Offensive, Defensive and Support.

Items of a given type will often roll the same socket type: weapons will roll offensive sockets, armors pieces will roll defensive sockets and accessories will roll support sockets. This will not always be the case though, and you may sometimes get an armor piece with an offensive or support socket!
Gems are divided into types and tiers. The first iteration of this system will ship with 14 gem types, each divided into 5 tiers. A gem's tier will define how powerful its affixes are. As the game's level cap will be increased, we will add more gem tiers.

Some types of affixes will not randomly roll on items anymore, and will only be available by adding a gem to an item. This will lower the randomness in getting desired affixes, and will provide more control over build orientation. Some affixes will stay as random rolls but will also be available through gems, allowing players to double-down on affix-stacking. New affixes will also be added to the game.
Put a Fire gem in an offensive socket, and your weapon will inflict fire damage!

In addition to the 14 regular gem types, we are also adding unique soul gems: unique items will have one or more of their affixes pre-socketed as unique gems. You will be able to unsocket this unique gem and put it in a unique socket, granting that unique power to a different item. Soul Gems can only be socketed into dedicated sockets. Those will be quite rare on non-unique items, but unique items will always come with a unique socket.

You can put as many gems in an item as it has sockets, and their effect will stack!

Removing gems socketed into an item requires the services of the Jeweler, a new NPC. He will do it for a fee, of course :)

That's all for today! Next week, we'll cover another feature of update 0.5.0.4.

Wednesday - October 25, 2017

Wolcen: Lords of Mayhem - Kickstarter Update

by Hiddenx, 20:54

Henriquejr spotted Kickstarter update #61 for Wolcen: Lords of Mayhem:

Work In Progress: Defense and Resistance mechanic

Hi everyone! 

My name is Alan and I’m the resident game designer and community manager here at Wolcen Studio. I’m the one who usually writes these articles, even though I often speak for the team as a whole. 

Today I’d like to present two of the new features that you’ll be able to experience in update 0.5.0.3, the revamped defense and enemy resistance mechanics.
One of the challenges of building a modern Hack and Slash game like Wolcen resides in designing mechanics that are both deep and easily understandable to players. I always felt like armor in RPGs was difficult to conceptualize due to the reliance on complex mathematical formulas, which results in arbitrarily chosen numbers for armor values. How do you tell how much armor you need? Is 56 a lot of armor points? Plus I wasn’t satisfied with the current armor formula, as it was difficult to balance and forced me to give huge amounts of hp to the player even at level one.
The solution? Take the same basic principle of mitigation within armor range, but applied to the entire health pool once, complete with a way to visualize it.
[...]

Wednesday - August 09, 2017

Wolcen: Lords of Mayhem - Early Access Review

by Hiddenx, 19:46

Fextralife checked out the Early Access version of Wolcen: Lords of Mayhem:

Wolcen Lords of Mayhem Features

  • Dynamic combat system: fast-paced combat system with weapon-based combos and charged attacks. Dodge, Dash, Hack, Slash and unleash devastating spells on your enemies.
  • Open World: Discover the world and enjoy it at your own convenience.
  • Custom player: choose your gender and customize your player, skin color, hair, beard, eyes etc.
  • Tons of Loot: Weapons, Armor, Potions and randomly generated magic effects for more game play diversity.

Story and Setting

Before I get into the story and setting within the game, I’d like to first fill you in about how this game has evolved from a mod designed for Cryengine, to its current state.  The game was originally known as Umbra and had humble beginnings in an apartment in 2013 developing into a prototype that was featured at GDC 2015.  After getting some buzz, completing a Kickstarter campaign that raised $400,000 and becoming a full fledged indie studio we now have the early access title that is Wolcen Lords of Mayhem.

So now for the game. You play as a former officer of the Army of the Human Republic. After somehow developing magical powers, you are sentenced to death by your own people and decide to flee.  After escaping death, you are recruited by a mysterious group know simply as, Templars.  This is where your story begins.  You play through escaping an initial dungeon where at it’s end you activate a waypoint that is noticed by one of the Templars who brings you to the main town of Amarth where you will be sent on your first quest.  The story isn’t anything special but definitely borrows from other games.  There was even a soldier in the town who “Can’t fight anymore because I took an arrow to the elbow.”  Sound famliar at all?

[...]

Summary: Wolcen Lords of Mayhem is a game that has come from basically a proof of concept mod to a game that has a ton of potential.  WOLCEN Studio has been changing the game for the better since it was offered for early access last year.  They still have a long way to go but have a good base of a game that could flourish into something big.  The developers have a good rapport with the community and even offer a roadmap that shows what they have planned for gameplay, features, new abilities and even multiplayer coming to the game.  The game itself needs a little more content and polish if it wants to take on the big boys but it's in a position to make some waves if it shores up the ship. Note that this review score reflects its early access state and current price and is subject to change upon full release.

Score 7.5

Thanks Farflame!

Thursday - August 03, 2017

Wolcen: Lords of Mayhem - Update 0.5.0.1

by Myrthos, 08:58

A new update for Wolcen: Lords of mayhem is now availabe on Steam EA. It brings a new targeting system, a redesign of the elemental storms and some more stuff.

Update 0.5.0.1 will improve many aspects of the game, including a new targeting and player input system.
You can now lock onto enemies, easily move through hordes and more. The game should feel more responsive now!
With the new input system, auto-attack when holding the mouse button ans switching targets is now deactivated by default, but you can still turn it on in the game settings.

Elemental storms have been redesigned too, for a result that is far closer to the initial idea of elemental interaction. The old elemental storms will be turned into powerful area-of-effect spells that will add to the arsenal of elemental mages. ;)

In addition to that, we drastically reduced the size and complexity of the pithus caves. Going through them should be a far more pleasant experience (when it comes to exploring spider-infested caves at least).

Tuesday - July 11, 2017

Wolcen: Lords of Mayhem - New Trailer

by Hiddenx, 19:46

Wolcen: Lords of Mayhem Early Access version 0.5 comes with a new trailer:

Wolcen: Lords of Mayhem - Early Access Trailer

loading...

Friday - June 23, 2017

Wolcen: Lords of Mayhem - Update 0.5

by Hiddenx, 20:50

Wolcen: Lords of Mayhem got a new update:

Update 0.5 : New world map, new quests, new monsters and more!

Hi everyone!  

Update 0.5 is finally here! It may have taken a few late nights, but the team pulled it off and we are very excited to reveal our new world map and questline!

The new world map is much bigger and denser than the old one, and yet only represent less than a quarter of the final version of map! There’s new environments to explore, new monsters to kill, and other surprises! 

3 new randomly generated dungeon architecture have been added, which adds more variety to dungeon layouts. The new questline covers most of Act1 of the game, and will give you a preview of the lore and story of Wolcen. We will periodically add more content to Act 1, including side quests, treasure and optional bosses. You can now listen to the Main Theme of the game while in the main menu. This will give you a glimpse of the new original soundtrack being composed for Wolcen. 

A fog-of-war now hides parts of the minimap that haven’t been explored yet. This will further help with orientation in dungeons. All minimap icons have been redone and new icons have been added too.

We are aware that there might be some performance issues, and optimization will be a big focus for the next updates. You can get the game at a discount during the Steam summer sale. Now is the perfect time to jump in!  

There’s a lot more detail in the update’s changelog,  so peruse at your leisure! Have fun!

Wolcen Studio

Thanks henriquejr!

Tuesday - June 06, 2017

Wolcen: Lords of Mayhem - Update 0.4.2

by Myrthos, 10:28

Update 0.4.2 of Wolcen: Lords of Mayhem, sees the addition of a minimap and improved dashing amongst some other changes, that can be found here.

While developing update 0.5, progress has been made on a major feature that many of our players have been requesting for a long time : the minimap !
So here is update 0.4.2, feature a working minimap and overlay in dungeons, improved auto-dashing and more changes !

The new minimap is still work-in-progress and will be refined and improved in update 0.5, but is precise-enough for players to orient themselves within even complex environments.

Monday - May 29, 2017

Wolcen: Lords of Mayhem - Traps

by Myrthos, 10:16

This latest update for Wolcen: Lords of Mayhem is about the traps in the game.

My name is Lucas, I am a gameplay, network and UI programmer here at Wolcen Studio and you may know me as Caracole on the game’s Discord and Steam forums. I have been working on Wolcen: Lords of Mayhem for over a year now and have been responsible for the development of the housing system, cloud mode and all the new UI that we’ve been rolling out for a year now (the new main menu, new character sheet, item comparison system, and so on…).
Internally, I am also known as “the guy who like to clean up his room” because I regularly do some cleanup, formatting, refactoring and optimization of the code in order to keep everything clean and maintainable as the project has some code that is a few years old, not necessarily up to date or still used.  

On a daily basis, I am mainly working with Alexandre, our 2D artist, regarding UI integration and Hadrien when he requires UI for, for example, the passive skill tree, the active skill tree or his new quest manager.  

Recently, I have been working on the Dungeon Challenge, a game mode in which you will build your very own dungeon, using the same system as the Housing, to mine precious resources.
However, you will have to defend your dungeon and mines against other players trying to steal you and will have at your disposition creatures but also traps, which are today’s subject.

Friday - May 12, 2017

Wolcen: Lords of Mayhem - Version 0.4.1 Update

by Myrthos, 16:09

The Development of Wolcen continues with making version 0.4.1 available, which provides new spells, new items and force-move.

While the team is heavily focused on building the world and quests for update 0.5, work has continued toward improving other aspects of the game.
This update adds new spells and items to the game, and adds the highly requested force-move key !

Use Conflagration to ignite your foes by throwing fire from the tips of your fingers. You can even use both hands ! Thunderbolt will throw electric orbs that will damage anyone who stands in their path. With the right upgrade, they can fire electric arcs and even explode !
Holy Dive makes a return and now inflicts sacred damage. Fall from the skies and smite your enemies at the landing point !
Disruption also makes a comeback with its own modifiers. Use your powers to plant umbral bombs that will detonate after a few seconds !

loading...

Wednesday - April 26, 2017

Wolcen: Lords of Mayhem - The Quest System

by Hiddenx, 19:14

Learn more about the quest system of Wolcen: Lords of Mayhem in this development update:

Work In Progress: Quests system

Hi everyone ! My name is Hadrien and I am Gameplay and Rendering programmer here at Wolcen Studio, but you may know me as Nyhlus on the game’s Discord and our Steam forums. I have worked on Wolcen : Lords of Mayhem for over a year now, and I’ve created several features that changed the way you play, like the rotating Passive Skills Tree (PST) or the Resource Opposition System (ROS). Yeah, I’m the guy putting acronyms everywhere. And today’s feature is not really different, because I call it the NQM and it will change your whole experience of Wolcen in the future : the New Quest Manager.

You probably feel like me on this : Wolcen current quests are not that cool. They are too short and not very interesting, and that’s not what we want you to experience. We want the open-world to be challenging, rewarding and immersive, and this usually comes with solid quests that bring you hours of fun gameplay without repeating themselves too much. Such quests surely are a challenge to script, but we also needed a robust system that would be easy to maintain and to debug, because quests bugs can be really annoying and quite hard to fix. So a few months ago I started the development of the NQM, along with my colleagues from the Environments department who started to work on the new version of the open-world, and together we tried to design a system that would be super-powerful and easy to setup at the same time.

The implementation on my side was a bit tricky and needed a lot of strictness, because the world state had to be precisely saved and loaded depending on your progression inside each available quest, and data management needed to be handled carefully but I made it through with a lot of testing. Creating the system also required a global rework of the quests User Interface, so as to show different windows for rewards, tracking objectives and accepting / declining quests. This has been achieved by my colleague Lucas, the UI-Master of Wolcen.

[...]

Thanks henriquejr!

Saturday - April 08, 2017

Wolcen: Lords of Mayhem - 0.4.0 Update

by Hiddenx, 10:24

Henriquejr spotted Kickstarter update #51 for Wolcen: Lords of Mayhem:

Update 0.4.0: Active skills tree, Cloud mode, Daily Dungeon and more!

Hi everyone !  

Update 0.4.0 is now available !  

WARNING: Because of deep changes brought to the save files and the game in general, this update wipes saves that are older than 0.4.0 experimental. If you created your character on 0.4.0 experimental, only your inventory, active skills and passive skills and passive skills will be reset. We apologize for the inconvenience.

With this update, we are introducing the “Cloud mode”. In this mode, your save data (character, chest, house…) will be stored on our servers. You can still play in offline mode (with everything stored on your harddrive and no internet connection required) by clicking the “switch to offline” button on the main menu.
Multiplayer co-op is not available yet but Cloud mode is a first step in its direction.

With Cloud mode and 0.4.0, we are also introducing the daily dungeon: a daily randomly generated dungeon shared by every players. The daily dungeon is bigger than the random dungeon you are used to and should offer more challenge with more elite enemies and a boss at the end you have to kill to finish the dungeon. A new beautiful Orc Dungeon architecture is also available.

Furthermore, the daily dungeon is timed and offer you a way to compete with your friend for who finishes the dungeon the fastest.
You can access the daily dungeon by talking to Don John in Amarth. You will also find the leaderboard next to him.
The daily dungeon is only accessible in Cloud mode. 

With 0.4.0 also comes the new active skill tree which offers you customization options for each and every skill like more range, more damage, cost reduction, but also a few gameplay variants that completely modify the way the skill will work. We aim to develop 10 variants for each skill in the future, meaning a highly customizable gameplay.  

Two new enemies are also joining the party with 0.4.0 : the Grave Keeper, an elite warrior of the zombie horde who wields a deadly sword and leads its minions into the melee. 

And the Orc Warlock, a powerful sorcerer manipulating dark magic and taking an ethereal form to avoid direct fights 

Finally, with this update come a lot of bug fixes, optimization, balancing and QOL improvements like, for example, the automatic positioning of the item’s text to avoid overlap.

Friday - March 31, 2017

Wolcen: Lords of Mayhem - A Year in EA

by Myrthos, 09:01

In this case EA means Early Access, which started just over a year ago for Wolcen. The devs are looking back at what that year has brought them.

Wolcen, or Umbra as it was known at that time, started as a mod for the original Crysis, that gave users the tools to develop RPGs on CryEngine. Our CEO Daniel Dolui work for years on this project, with the goal of creating something reminiscent of the look and feel of Diablo 2, but made with modern technology. You can still find videos of this project on youtube, like this one or this one.  

As time went on, more people shared Daniel’s vision and joined the project, allowing the first working prototype see the light of day.  

2 years after, with a team of 4, a second prototype was ready to be presented at GDC 2015. It already featured many skills, armors pieces, impressive particle effects and a randomly generated dungeon. 
The prototype caught the attention of hack and slash enthusiasts, and word spread of a next-gen, class-free hack and slash being developed.
The very small team realized that fully realizing their vision would require expanding the scope of the project in a significant way. 

In may 2015, the Kickstarter campaign was launched and was a huge success, as we received almost twice the amount of funds. More than 11000 people gave us their trust, even though we weren’t big names, so the four of us left our bedroom to create our game studio and our licence. Wolcen studio was born. 

In march 2016, Wolcen was launched into Early Access, allowing us to build upon our relationship with the community.

Nothing is mentioned about a release date in the next year or so.

Saturday - February 25, 2017

Wolcen: Lords of Mayhem - 0.3.7 Update

by Hiddenx, 00:09

Wolcen: Lords of Mayhem has been updated to version 0.3.7:

Update 0.3.7 : Skull Crusher, new armors and more !

Hi everyone !

Update 0.3.7 has been deployed ! A new monster is awaiting in the grass fields, the mighty Skull Crusher. We’ve already revealed some of his moves in a previous devblog and you can now fight against him if you wish to test your skills.

To help you turn the tide in your favor, we’ve added three new sets of armor to the game : two light and a medium armor set. Proper affixes should roll on those new armor types, so players can better gear their characters according to their playstyle.

We also improved the Orc Charger. His charge is now smoother, and he’ll fall to the ground when hitting a wall.

This should be the last update before our next big milestone, update 0.4.0, which will introduce new major mechanics and new content. A lot of background work has been done in the past weeks in order to prepare for this huge update, so expect changes in overall balance and feel of the game.

[...]

Thanks henriquejr!

Tuesday - February 14, 2017

Wolcen: Lords of Mayhem - 0.3.6 Update

by Hiddenx, 00:45

Here's a new Kickstarter update for Wolcen: Lords of Mayhem:

Update 0.3.6 - Mage Staves and Hit Animations!

Hi everyone !

Today we are releasing update 0.3.6, which finally brings Mage Staves to the game !

The power of the Staff

Each Staff comes in four variety, depending on its elemental type. As you’ll see, each element has a different attack style ! We’ve included Fire, Frost, Lightning and Umbra staves, and more elements will be added in the future. Using staves will let you damage the enemy while letting your umbra regenerate. Because of this, Unlimited Power has regained its status as a proper spender.
Our animator has also worked hard to add hit reaction to every enemy in the game. Combat should feel more satisfying now, as monsters will express pain with each blow they take.
Continuing, we also have a preview of a new monster that you'll soon have to fight against:

Introducing the Skull Crusher

In one of the previous article, we showcased one of the new monster that were being designed, the Ghoul.

This time we’d like you to meet the Skull Crusher !

And we made sure the big guy deserves his nickname. Now twice as big as before, and wielding a gigantic maul, the Skull Crusher is ready to crush skulls, including the player’s.

[...]

Thanks henriquejr!

Monday - December 19, 2016

Wolcen: Lords of Mayhem - Monsters

by Myrthos, 12:39

A new video for Wolcen is available showing the new Ghoul and arrow shooting Orcs that keep a minimum distance to you and flee when in danger.

loading...

Tuesday - December 06, 2016

Wolcen: Lords of Mayhem - 0.3.3 Update

by Myrthos, 12:18

Wolcen: Lords of Mayhem has been updated again and has a long lists of fixes and additions.

Update 0.3.3 is now available for you to enjoy !
The team has worked hard to provide quality of life improvements to the game.
You’ll see a new item tooltip UI. Comparing items will be easier than ever !

There is a progress bar when charging an attack, teleporting to town or learning a spell.

The changes and additions can be found at the link. One thing to note is that this update will reset your progression.

Saturday - November 19, 2016

Wolcen: LOM - 0.3.2 - Player Chest, More

by Aubrielle, 04:50

Wolcen's latest update includes a player chest, a new character sheet, a passive blocking mechanic, and much more. The update weighs in at a whopping 8gb, but the devs have promised that it's the last one that big - future updates will be much smaller.

GENERAL:

* New: Player chest ! The player chest is now available in Amarth. You will also find a player chest in the housing furnitures for you to access your gear from your house. The player chest is shared between your characters.
* New: audio assets and audio system, triggering “horde” sound according to the number of enemies around
* Improved: Many of the content has been splitted for better loading times and, in the future, smaller updates. It should be the last 8Gb update! We now have 68 .pak, and we plan to split the data even more.
* Improved: Faster loading times. We once again optimized many files and you should gain a few seconds.
* Fixed: Plants near the river will now only give ferns, so players will always have enough to complete “The Cure” quest.
* Improved: The camera position has been slightly adjusted
* Removed: Halloween event dungeon.

Read the complete changelog here.

Wednesday - November 02, 2016

RPGWatch Feature - Wolcen Preview

by Myrthos, 11:12

Aubrielle takes an early look at Wolcen, the good looking ARPG made in CryEngine.

On the surface, Wolcen may not look much different than a lot of favorite Diablo-like ARPGs.  It includes fast-paced action combat, loot, intricate skill trees, and unlockable portals to take you quickly from one zone to another.  But it differs in a few key ways.  For one thing, CryEngine technology allows for beautiful weather and atmospheric effects never before seen in a game this style.  Rain-slicked streets and puddle-ridden dirt roads glimmer with the light of sunrises or guttering torches.  Forests come alive with realistic trees and undergrowth, and are made gloomy by low-lying fog or sullen, miserable rain.  Even from an isometric view, it's absolutely clear what the sky looks like, even if you can't see it directly.  CryEngine allows a developer to easily render realistic atmosphere in their RPGs, doing far more to immerse the player than the less sophisticated environments used in many recent ARPG titles.

Tuesday - November 01, 2016

Wolcen: Lords of Mayhem - Halloween Update

by Silver, 09:19

Wolcen: Lords of Mayhem has been updated bringing it to version 0.3.1. Click here for the changelist.

Hi everyone !
After the release of patch 0.3.0 last week, which added a host of new features like the passive skill tree and housing, the team decided to follow up with patch 0.3.1 this week.
We listened to the community's feedback and made some changes to the passive skills tree, and added new skills too.

Brutal Strike make a return in a completely new form, and players will be able to spin around thanks to the new Whirlwind spell.

We also made big improvements to player navigation. Players should not fall into the ground or fly in the air anymore, and can now go through destroyed objects and debris without any issues.

New housing assets are available as well.

And of course, you can expect the usual bug fixes and various balance changes.

Finally, there is a chance you could encounter some orange-headed enemies in the randomly regenerated dungeons...

Here is the complete changelog, have fun and happy halloween !

...

GENERAL:
* Modified: You now gain 3 Passive Points each Level instead of 2!
* Modified: Since the PST has been modified, we were forced to reset your progression in it.
* Fixed: The player was sometimes flying in the air when colliding with physical objects.

ENVIRONMENT:
* Improved: View distance of objects
* Improved: Fog performance
* Fixed: Missing physics on Mountains.

UI & VISUALS:
* New: Option to disable the ambient light around the player (activated by default).
* Modified: The White part of the ROS (indicating current consumptions) is back.
* Modified : Old blood decals have been removed from enemies.
* Fixed: The Reserved Resource feature in the ROS was malfunctioning on the Rage side.
* Fixed: Particle profiler displaying when too much particles on screen.
* Improved: Small reflection on Health globes
...

Friday - October 14, 2016

Wolcen: Lords of Mayhem - Experimental Update

by Hiddenx, 23:52

Henriquejr spotted Kickstarter update #38 for Wolcen: Lords of Mayhem:

Experimental Update 0.3.0: Passive Skill Tree and Housing preview !

 Hi everyone !

Today we are excited to finally bring you a taste of both our new Passive Skill Tree and Housing systems in the form on a experimental update !  

This update is optional, and only players who wish to experiment and give early feedback should opt-in. There are a few things to know if you do want to download the patch :  

  •  You need to create a new character.  
  •  Only the first two rings of the tree are available for now. 
  •  A few skills cannot be activated because some mechanics have yet to be implemented (stances, mob aggro, …) 
  •  Some skills depend on under-used mechanics (light armor specialization, backstab, shadow and sacred damage, …) 
  • The location of skills in the sub-classes will be subject to changes, and the skills themselves are being balanced. 
  •  Lore quotes are being written and will be added periodically. Feel free to submit yours if you think it fits a particular skill ! 
  •  Stat points attribution in the character sheet will remain. 
  •  You can respec your skill points for free by talking to the Loremaster. It won’t always be that way, of course. 
  •  You can spend skill points and rotate the tree by visiting the Gate of Fates in Amarth. The tree can also be consulted at anytime by pressing P. 
  •  You can be attacked and die while looking at the Passive Skill Tree in the wilderness. 
  •  There are a few known bugs with housing. Those are being fixed and will be detailed in a dedicated forum thread. 
  •  Furniture can be bought with gold for now, but crafting materials will be made available in the future. 
  •  Your house can be accessed by talking to the house master near the bridge in Amarth 
  •  The update adds auto-dashing attacks. Dashing can be disabled and enabled at will using the dedicated button on the UI or with the F key. 
  •  Changes have been made to enemy health and damage, as well as weapon damage and armor. Further changes will be made during the week in order to provide balance.
  • The maximum level is now capped at 20

This update comes with many other improvements and a partial rebalance of many game elements. This Branch will be updated over the week as we listen to feedback and bug reports.
Once the short testing period ends, the update will be made available to everyone with a detailed changelog and will pack even more improvements. This is by far the biggest update we ever made for the game, and dedicated feedback threads will be created in the forums.  

To download this preview patch, open the properties window of the game in Steam, and choose the experimental version in the betas tab.  

We can’t wait to see what kind of builds you come up with and watch your houses being built !  

Have fun !

Wednesday - October 05, 2016

Wolcen: Lords of Mayhem - State of the Game

by Myrthos, 12:05

Now that Wolcen is half a year in early access an update is provide on the state of development.

It has been a little over six months since Wolcen released in Early Access, so we thought it would be a good time talk about the development of the game, and where things are headed.
When the Kickstarter debuted SolarFall Games was comprised of 4 people, and Umbra (oh, nostalgia) was just a playable prototype. Back then, the goal was to make a cool but smaller hack and slash using CryEngine.
But that had to change when the game was funded with almost twice the goal reached in pledges. It was clear players craved for a Hack and slash with deep character customization and beautiful graphics.

Just as the team grew in size, so did the scope of the project. Wolcen is being made into a bigger, and ambitious game than what we had initially planned. We are working hard to turn old mechanics into innovative features like our new passive skill tree, the resource opposition system or the housing system.
Our goal is to make a really great game that can keep players engaged for years to come, the kind of game that we would like to play.  

Because of that, as many of you already guessed, the game will not come out in October as it was announced a year ago. At the time we did not fully realize the sheer volume of work that was to come. Videogames are often delayed, and this time is no exception.  

We would also like to address the state of the Linux port. Yes, it is still planned, but at this time, the team has to focus on a single platform in order to improve the current alpha. Our small team does not currently have the manpower to maintain two platforms at the same time and we still have to implement core features, fix bugs and improve the game’s stability on the PC version before we can move to Linux.
 We will try our best to release a working Linux version as soon as we possibly can, but we might have to migrate to CryEngine V first.  

The team is getting ready for the release the biggest patch to date, which will contain the new passive skill tree among may other cool things!  

We want to think our backers for their support, they made this game possible, and we hope to accompany them through the journey ahead of us.

Thursday - September 29, 2016

Wolcen: Lords of Mayhem - Passive Skills Tree

by Myrthos, 16:32

The devs of Wolcen: Lords of Mayhem announce their new passive skills tree, in which they want to make hundreds of passive skills available.

The design phase of the new Passive Skill Tree started soon after the launch of Early Access, and went through many iterations before we decided on the actual rotating version. We knew from the beginning that we needed a system that allowed a considerable amount of freedom when it comes to builds and gameplay variety, as there is no class system in the game. 

We sat down and spent time planning each section of the rings, making sure every one of them adds a layer of fun and fantasy to the gameplay and offer interesting skill combinations with other skills.
We even made a real world rotating tree made of cardboard !
We want players to be able to craft their gameplay experience by finding their path through a series of templates inspired by various archetypes. Sections that are closer to the center of the Tree represent broader and well known fantasy archetypes, while sections situated farther away from the center are more specialized and advanced.

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Wednesday - September 28, 2016

Wolcen: Lords of Mayhem - Female Character

by Myrthos, 21:00

Last week an update for Wolcen: Lords of Mayhem became available featuring the update for 0.2.8, including the female gender that you can select now as well.

Hi everyone!
Today we are happy to present you the female character!
It was a stretch goal during our Kickstarter, and one of the most demanded feature, so here is a small video presenting her, and her customization options:

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A list of other new and updated features can be found at the link.

Thursday - September 15, 2016

Wolcen: Lords of Mayhem - Housing

by Hiddenx, 14:27

A Kickstarter update about the housing in Wolcen: Lords of Mayhem:

Work In Progress: Housing

Hi everyone !
In today’s devblog, we’ll be giving you a sneak peak at the current state of the housing system. 

You may remember the housing from our kickstarter video. Needless to say we’ve made huge progress since then but the core stayed the same : offering you the possibility to build your very own home, from the floor and walls to the furnitures.
Your house is also a place where you’ll be able to rest, store items, put the legendary armors and weapons you are not using on display using arms rack and much more !

Once you’ve purchased the land, you’ll have to lay down the foundations of you home by placing some floor and walls chosen from a wide range of options : stone, wood, marble...

[...]

We are very close to having a first playable version of the housing for you guys and we can’t wait to see your creations! 

Stay tuned, as we are working on a huge, game-changing update that will transform the way the game is played. This is something that we have been teasing for a while, and is almost ready to be released. See you on the forums!

Monday - June 06, 2016

Wolcen: Lords of Mayhem - Kickstarter Update #31

by Myrthos, 17:12

In this development update for Wolcen: Lords of Mayhem the first animated gifs showing decapitation and dismemberment are available. Also there is some footage on new combos:

We also have more footage for Two Handed Axe Combos as well as special attacks for weapons. Those will consume Rage (and refill Umbra), with various effects and synergies. The Dual Daggers Rend will make all enemies around bleed for a small amount of damage, but each strike form the combo will increase the bleed damage significantly.
The Two Handed Sword Charged attack will strike enemies in a straight line for massive amounts of damage that increases with each enemy pierced. Make sure to impale as many enemies as you can ! The Two Handed Axe Charged attack strikes in an arc in front of the players, hitting all foes caught in the blast. The damage and range of charged attacks will vary depending on how much you charged it. Release the button too soon and it will be cancelled, too late and you won’t do maximum damage. Timing will be of the essence ! 
The version you are seeing right now isn’t finalized. The final one will have particle effect to make it awesome and help you see the charge levels.

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And the camera system has been revamped.

By default the camera now has a smoothing effect that always the players to veer off center, allowing you to see more of the world. There’s a slider to control the amount of sway, and a dissociated camera option to always have the player on the center of the screen. Raise the slider and uncheck the dissociated camera option to return to a traditional camera style (but still smoother than it was before), or put the slider to the minimum for a super-immersive and cool looking console-style camera. The choice is yours !

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Wednesday - May 25, 2016

Wolcen: Lords of Mayhem - Kickstarter Update

by Hiddenx, 22:51

Some major gameplay changes are explained in Kickstarter update #30:

PATCH 0.2.0 : REDESIGNED MAIN UI AND MAJOR GAMEPLAY CHANGES!

Hi everyone !  
Patch 0.2.0 took a long time to make, as it brings some game changing features to the alpha.  

The Resource Opposition System (Umbra vs Rage) is now implemented, and a whole new UI has been designed for it !
The new melee system and magical effects shown in our devblog video are now released ! 

 Weapon Based Combos 

We really wanted combat in Wolcen to feel visceral and satisfying, and weapons to represent more than just a bunch of statistics. Now your basic weapon attack (left click) will be replaced with a combo skill depending on the type of weapon equipped. Each combo is different and features unique animations, ranges and cleave angles, as well as special effects like a chance to stun. Experienced players will be able to take advantage of mid-combo bonuses by timing their strikes, and more casual players will get to enjoy awesome animations. 

 This is the very first iteration of this system, for this reason there might be a few minor issues, but we really want to hear your feedback on this. The next versions will add a special move assigned to right click (like a charged attack or a guard if you have a shield equipped), and an auto-dash feature, allowing you to close-in on the enemy with a fast attack.

Our second big feature is one we call “Resource Opposition System”. Early during development it became clear to the team that resource management was an issue in the game. Being classless, it featured three different resource pools: Mana, Rage and Stamina. Players were able to empty one of those resources, and they would still have enough to cast powerful spells with the other, and then still have enough for defensive spells that used Stamina. Our solution was a system we affectionally dubbed “Le Sablier” Le Sablier was an hourglass-shaped resource gauge that could rotate on itself. It featured a single resource pool that changed type between mana and rage depending on which side of the hourglass it was in. Mana flowed into Rage when it was up, and Rage slowly dripped into Mana. This system would in theory solve many issues of the old one and would add a lot of depth to the gameplay.

In the first iteration of this system you could shift the hourglass-vial whenever you wanted to, but it was too confusing to do that in the middle of combat. We then switched to an automatic system. Because this system imposed a strict rule that resources had to transfer from the top section to the bottom one, the hourglass had to shift every-time a resource was spent. This had the unfortunate side effect of slowing the gameplay down, so we made the difficult choice of cancelling this system.

We then developed a system not so different using simpler gauges, that allowed for resources to transfer quickly both-ways. Stamina was streamlined into points, and rolling uses one stamina point. It also was the perfect opportunity to finally rename Mana into Umbra, the magical energy of the game.

With this new system called Resource Opposition System, both Umbra and Rage will be useful, whether you play as a mage, warrior or a hybrid type of character. Because each resource fills the other in some way, every spell in the game can be useful no matter what your play style. New passives will allow warriors to transfer Umbra into rage when hit, or delay the time before Rage starts to fill Umbra. Mages will be able to accelerate the rate at which Rage gets transferred into Umbra. There is only one resource pool, and players will have to manage how it is spread across Umbra and Rage.

[...]

Thanks henriquejr!

Friday - April 29, 2016

Wolcen: Lords of Mayhem - Kickstarter Update

by Hiddenx, 23:30

Henriquejr spotted some news for Wolcen: Lords of Mayhem:

PATCH 0.1.9: HUGE PERFORMANCE IMPROVEMENTS, WEATHER SYSTEM, WEAPON TRAILS, DEATH SYSTEM WIP, NEW LOCALIZATION AND MORE !

Hi Backers, it's update time ! Here's the complete changelog :

GENERAL: Huge performance improvements. The performance shouldn’t decrease over time now. 
New: Weather system version 1.0. The sky is now more dynamic, with giant clouds blocking the sun, and rain all over the world of Wolcen.

 Hi Backers, it's update time ! Here's the complete changelog :

GENERAL:Huge performance improvements. The performance shouldn’t decrease over time now. 
New: Weather system version 1.0. The sky is now more dynamic, with giant clouds blocking the sun, and rain all over the world of Wolcen.

New: Dynamic weapon trails! The system is now fully fonctionnal. It will alow use to add nice trail effects to all weapons and skills using sets of particles. Most weapon particles are currently WIP. 
New: Once dead, you can only respawn in Amarth. Enemies will respawn. Every looted items on the ground will disappear.
New: Merchant purchases will now use gold limitation.
New: Active Effect for various magic icons (burn, open wound, movement speed) – Still WIP, some effects are not displaying icons at the moment.
Fixed various crashes involving enemies projectile 

 UI:
Improved: The HUD displaying loot icons is now running in 60 frame per second – Icon struttering is fixed.
Fixed: Waypoints name weren’t displayed on minimap.
Fixed : various bug displaying item details
New : Tooltip for Character Sheet details have been added
Improved: The Book tutorial will not appear out of the tutorial area
Fixed: Missing icons in the Passive Skill tree 

 LOCALIZATION:
Improved: English localization thanks to Squidcake!
New: Spanish localization by ldtime. Thank you ldtime!
New: French localization.
Fixed : A lot of missing strings have been replaced in both English and French. So Wolcen is now in English, Spanish, French, Chinese, German, and soon hungarian! Thanks to our awesome community. You guys you are doing a great job.  The fonts are work in progress. 

 GAMEPLAY:
Improved: Dead impulse is now more realistic. Most enemies doesn’t feel like weighing 20kg anymore.
New weapons to loot !
Improved: Enemies with elemental aura and affinity don’t have a permanent aura anymore – The effect is now active for a limited time, then disappears, and appears again (regular pulse)
Fixed a glitch allowing the player to move fast after a dodge (space bar) Greatly reduced bleed damage inflicted by butchers
Improved: Dialog boxes stay now 15secondes instead of 7.
Fixed: All enemies are now affected by the dead impulse (some of them were just falling on the ground).
Fixed: The player will never be blocked in a non walkable area (fixed – the previous patch was not 100% working) 

 ENVIRONMENT:
Improved: Optimize the polycount of the ferns by approximately 200%
Improved: Ennemies spawning on screen
New Megascans assets with an area reworked.

 CHARACTERS:
Fixed : Capes are now properly saved and loaded  

 ANIMATION: Various fixes for player animations
Ogre default attack modified

Wolcen: Lords of Mayhem - New Patch and Features

by Silver, 04:54

Expect performance improvements and new game features such as dynamic weather from Wolcen: Lords of Mayhem which has a new kickstarter update.

Hi Backers, it's update time ! Here's the complete changelog :

GENERAL:Huge performance improvements. The performance shouldn't decrease over time now.
New: Weather system version 1.0. The sky is now more dynamic, with giant clouds blocking the sun, and rain all over the world of Wolcen.

Weather effects
New: Dynamic weapon trails! The system is now fully fonctionnal. It will alow use to add nice trail effects to all weapons and skills using sets of particles. Most weapon particles are currently WIP.
New: Once dead, you can only respawn in Amarth. Enemies will respawn. Every looted items on the ground will disappear.
New: Merchant purchases will now use gold limitation.
New: Active Effect for various magic icons (burn, open wound, movement speed) - Still WIP, some effects are not displaying icons at the moment.
Fixed various crashes involving enemies projectile

UI:
Improved: The HUD displaying loot icons is now running in 60 frame per second - Icon struttering is fixed.
Fixed: Waypoints name weren't displayed on minimap.
Fixed : various bug displaying item details
New : Tooltip for Character Sheet details have been added
Improved: The Book tutorial will not appear out of the tutorial area
Fixed: Missing icons in the Passive Skill tree

LOCALIZATION:
Improved: English localization thanks to Squidcake!
New: Spanish localization by ldtime. Thank you ldtime!
New: French localization.
Fixed : A lot of missing strings have been replaced in both English and French. So Wolcen is now in English, Spanish, French, Chinese, German, and soon hungarian! Thanks to our awesome community. You guys you are doing a great job � The fonts are work in progress.

GAMEPLAY:
Improved: Dead impulse is now more realistic. Most enemies doesn't feel like weighing 20kg anymore.
New weapons to loot !
Improved: Enemies with elemental aura and affinity don't have a permanent aura anymore - The effect is now active for a limited time, then disappears, and appears again (regular pulse)
Fixed a glitch allowing the player to move fast after a dodge (space bar) Greatly reduced bleed damage inflicted by butchers
Improved: Dialog boxes stay now 15secondes instead of 7.
Fixed: All enemies are now affected by the dead impulse (some of them were just falling on the ground).
Fixed: The player will never be blocked in a non walkable area (fixed - the previous patch was not 100% working)

ENVIRONMENT:
Improved: Optimize the polycount of the ferns by approximately 200%
Improved: Ennemies spawning on screen
New Megascans assets with an area reworked.

Thursday - April 07, 2016

Wolcen: Lords of Mayhem - Update

by Hiddenx, 20:54

A big update for Wolcen: Lords of Mayhem has been released:

Update 0.1.7

Hi everyone !
First of all, we want to thank all of you for the help and feedback you provided us until now !
It has really helped us debugging and shaping the game, and we are working hard to fix the remaining crashes, glitches and other bugs.
We understand that performance and UI issues are the main problem at the moment, and we are working on it. In a close future we will also focus on decreasing loading times and adding new replayable mechanics.
For today, we are bringing a lot of new stuff, including a whole new dodge-roll mechanic in the game and 13 new skills as well! Here is the changelog, and a small video update.  

Cheers,
Wolcen Studio

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GENERAL:
New: (Game changing) Dodge system: Press the space bar to perform a quick escape move. It costs 5 stamina points, available per default.
New: 13 new Skills New/Fix: Magic effects for weapons and armor are now generated as normal adding a lot of new items modifiers in the game
New: Added a minimap arrow pointing to the current quest Objective (gold for main quest, silver for secondary quest)
New: Added a small animation for newly equipped items in the Equipped Slot of the Inventory
Fixed: graphical options are now saved (low effect mode, SVOTI, and distant depth of field)
Fixed: Camera rotation issue
Fixed: Camera stuttering – The player acceleration has been increased while the basic inertia stays smooth
Fixed: Dual Wielded weapons were not correctly restored when loading a characters
Fixed: Several crashes involving Orc skills Improve: the random generated dungeons are now less subject to invisible walls, we are working on a full solution.
Modified: The max camera distance has been increased by 10%

UI:Fixed: Various missing localization (@ui_something)
Fixed: Dialog Box border removed
Improved: Active Skills UI: Tooltip on Power and Utility
Improved: Top screen health bar design
Improved: Passive Skill Panel looks decent now
Modified: Text font for each UI panels
Modified: Close button is now similar in each main UI windows

ENVIRONMENT:Fixed: Unending night in the open World Modified: new lighting for the Character Selection
Fixed: remove the player chest in the dungeons
Modified : Reduced the number of bandits and outlaws spawns

AUDIO:Modified: Replaced the (annoying) sound when you learn a spell
Fixed: Some sounds were ignoring the Volume parameters

CHARACTERS:
New: Level of Details of “Ogre”.
New: Level of Details of “Pythus”.
New: Level of Details for “Old Zombie”.
New: Level of Details for “Champion Orc”.
Improved: Burn particle for Pithus based models and skeleton models
Improved: Driller model has new detailed texture (but the Improve: Eye shader for the player

AI:
Modified: NightStalkers no longer chase the player. However, they will teleport and attack if the player comes too close
Improved: Fluid movement for Infernal Dogs

ANIMATION:
New: Default dodge animation for one handed and two handed poses
New: Idle animation for NightStalker
Improved: Dual wielding movement animations
Improved: Dual wielding right attack animation
Modified: Ghoul animations

FX:
New: Two handed Glass Hammer (looking really good :))
Improved: Effect of used Rage Globe on Player
Improved: Explosion and trail of the Fire Rain Skill
Improved: Effect of Charger Orc

GAMEPLAY :
New Skills: Each of these skills can be looted on enemies. Each skills has various chances to be found.
List of new skills:
Umbra Ray: Cast multiple magic rays to nearby enemies. Only works if enemy are present
Blizzard: A small blizzard will damage and snare affected enemies
Chain Lightning: Lightning strikes several targets, bounding from one to another
Deep Strike: Strike a group of enemies by teleporting on them. You will have a chance to stun them on landing.
Lightning Bolt: Combo spells striking fast moving projectile all around
Magnetic Strike: A fast casted, localized, lightning explosion
Bloodbath: Enemies can no longer target you, and you steal health of the enemies nearby
Force Shield: Provide you a chance to drop incoming attack or projectile
Mass Frenzy: Enemies start to attack each other
Ground Stomp: Stun all enemies nearby
Umbral Bomb: A powerful explosion after a long delay in a localized area
War Cry: Increase you armor and rage rating during a limited amount of time Absorption Shield: Absorb incoming damage and make projectile bounce (can possibly strike enemies nearby)

Thursday - March 24, 2016

Wolcen: Lords of Mayhem - Early Access live

by Hiddenx, 20:57

Wolcen: Lords of Mayhem (formerly Umbra) is now live on Steam:

Trailer:

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Tuesday - March 15, 2016

Wolcen: Lords of Mayhem - Lower Early Access Price

by Myrthos, 12:35

The cost of entering Early Access for Wolcen: Lords of Mayhem (fka Umbra) is set to $20, which is lower than the tier where alpha access became available in the Kickstarter. Because fo that all those who pledged $20 or more will now be eligible to participate in the alpha. However this also means that those who pledged more at the time to get alpha access, pledge too much.

We will be releasing Wolcen: Lords of Mayhem on Steam in just about two weeks, but before we do, there’s some important information we want to share with you, our backers. Considering today's Early Access landscape and our desire to create a strong, robust community around our game, we have decided to set the price of the alpha version of the game to 20 USD at the start of Steam Early Access on March 24. This initial price will allow the game to be more accessible to those still discovering it for the first time, providing even more voices to help shape the experience as it grows.

We realize that some of you may have concerns at this news – and we understand that, had we had this information at the time of our Kickstarter campaign, you may have decided to invest your money differently. Your good will and support has allowed us to build this company, this team, and this game, and we want to ensure your contributions feel appropriately valued and appreciated as we continue forward. To that end, we plan on updating a number of our various backer tiers with additional rewards to reflect this new initial Early Access release price. Keep in mind that these new bonuses are in addition to – not in place of - the rewards each relevant tier will already be receiving:

All backers of the WARRIOR tier will now receive alpha access to the game on Steam Early Access.

All backers of the KNIGHT and above tiers will earn entry to the Early Access alpha, as well as an additional exclusive cosmetic weapon skin pack.

All APPRENTICE-level backers will receive alpha access, the previously described weapon pack, and an additional exclusive item. We have a few options we’re considering for what this item will be – it might be special armor, an exclusive pet skin, or something else entirely inspired by the community! If you qualify for this tier or above, you can reply directly to the email we sent you until April 7 with any suggestions for things you’d like to see. All backers of the SORCERER tier and above will receive all the previously listed exclusive items, as well as the Digital Deluxe Edition of the game (when it is available), with an estimated value of at least 39 USD. It will include an exclusive pet skin, a digital design works art book, and several exclusive cosmetic assets, both for character customization and for the Dungeon Challenge to come. And we’d like to add some other form of exclusive on top of these rewards, so again, if you have other ideas for things you’d like to see, we’d love to hear them – just reply directly to this message for your ideas.

Wednesday - March 02, 2016

Umbra - Becomes Wolcen: Lords of Mayhem

by Silver, 22:26

@PC Gamer Farewell Umbra and Solarfall Games and say hello Wolcen: Lords of Mayhem and Wolcen Studio respectively. This name change has also come with an announcement. The game will be available on Steam Early Access March 24th.

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The action-RPG Umbra looked pretty decent when we laid eyes on it last year, and it made enough of an impression to almost double its $225,000 Kickstarter goal. But much has changed since then. The title, for one thing, which is now Wolcen: Lords of Mayhem, and the name of the studio making it: formerly Solarfall Games, now Wolcen Studio. And on March 24, it will go live on Steam Early Access.

The Early Access release will contain the "basics" of the game, with large areas of the world open to explore, classless character advancement, and elemental magic effects. It will continue to evolve over the Early Access period (which of course is the whole point of Early Access), beginning with the addition of Apocalyptic Form, a "core combat mechanic" expected to arrive shortly after launch that enables players to "evolve their special abilities and appearance" to match their style of play. Personally, I'd expect more than a new haircut and a nice change of clothes from something called "Apocalyptic Form," but maybe there's more to it than it sounds.

Wolcen released a new teaser to go along with the Lords of Mayhem name change, and it looks pretty sweet. There's nothing about it that's obviously revolutionary, but the eye candy is nice, and that's a good place to start. Until the Early Access version lands, you can find out more about what's coming at umbragame.com-the name may have changed, but URLs are forever-but do note that with the Steam launch looming, preorders through the site are no longer being taken. (The studio said the preorder button will be removed in the near future.)

Source: PC Gamer

Thursday - February 04, 2016

Umbra - Development Update

by Myrthos, 12:38

A new development update for Umbra popped up, which talks about what will be in the alpha release.

We wanted to share how we’re going to be updating things over the coming weeks and months regarding the release of the Alpha early access on Steam. We have been working very hard on the game to provide you an exciting Hack and slash experience

A part of open world will be ready to explore; the different areas were meticulously refined in order to offer diversity in terms of gameplay and ambiance. Going from place to place will always have a different feeling depending of the path you choose to take and the time of the day. Enemies with dynamics level will randomly spawn making sure that you always have something to slay at any place. You will have to custom you build with skills depending of the situation.

The main story will begin right away with the mysterious templars helping you. The system of quests and the story line will be updated every patches to craft the adventure step by step until the final release. Randomly generated dungeons will be present on the open world. You will have to explore the world to unlock the different styles of environments generated.

Different class of weapon and armor are available at the beginning but expect a lot more to be added along the way. We'll continue to tune the features in terms of quality and quantity each month.

Craft, housing and dungeon challenge will not be available at first because we wanted to focus more on the core of the game before releasing these features.

Also, some of us will be present at the GDC in San Francisco at the Crytek booth, the game will be playable so come hang out with us if you are in the area !

Thursday - December 10, 2015

Umbra - Alpha Release Delayed to 2016

by Myrthos, 12:32

Another release that is being delayed to next year is the alpha release for Umbra.

It has been a long time since our last news, so we wanted to give you a small update about the game's development and the team !

We are now seven people working full time on Umbra, in addition of our various partners !

The development of the game is still keeping us very busy, and because we want provide you the best early access possible, we chose to delay the release of the game to early 2016. That way, it will give us more time to improve the version and include a bit more content that we originally planned. We are building some very exciting features, such as a brutal boss fight, a nice fraction of the open world to be explored and much more !

Tuesday - November 10, 2015

Umbra - Overview from Extra Life Stream

by Myrthos, 12:38

A German fan site for Umbra summed up the features that were talked about in that stream. Google translate says this, which I converted into this:

  • The Office had unfortunately been found later than planned
  • This resulted in a delay of one month
  • Currently, the Solarfall Games team consists of 7 employees
  • The first Alpha version is scheduled for mid-December
  • The known information regarding modding, animal companions and mercenaries were clarified again
  • The Stream showed the GDC 2015 prototype
  • The first multiplayer mode will be available about 3 months after the Alpha release in a patch (March 2016)
  • The game looks, in the current version, once again better than in the prototype version

Thanks Eye.

Monday - November 02, 2015

Umbra - Replay Mode Unlocked

by Myrthos, 22:42

The stretch goal for The Dungeon Challenge Replay Mode for Umbra has been unlocked.

This stretch goal unlock the Dungeon Challenge Replay Mode ! This will allow you to see exactly how other players take on the challenge of the dungeon you've created, so you can work to make it as deadly as possible !

We want, once again, to thanks everybody who took part in this great adventure ! The game evolved a lot recently, we now using the 3.8.3 version of the engine, and we refactored many features, to be more clean and scalable. The HUD has been rewrited to fit any resolution and we fixed a lot of bugs, and the game content is growing a lot since we all moved in the same place to work on the game.

We want to apologize again for the delayed reaction we had on some issue of backer downloading our prototype. We are working hard to create the best Early Access version possible, and our focus was very oriented to the game creation itself.

That being said, we are thinking about various option to fix these communication issue we have and we hope to make things much better in a close future !

Monday - October 05, 2015

Umbra - A Small Update

by Myrthos, 22:58

Here is some news about Umbra, although it actually is more about the team moving to a new office, that they now will increase their team size and should be getting some more work done.

We are very happy to come back to you today with some fresh news about our studio!

We had a lot of delays recently due to our office setup that took much more time than expected. We are now fully operational in our new place, and have started to work in a common place few days ago.

We are currently working on several side of the game. We are now running on CryEngine 3.8.3, and by jumping from a version to another, the game looks even better now !

We also took backer’s feedback in consideration since we improve performance a lot !

We want to thanks everyone who spend time on our forum to share ideas with us, some of them are very interesting and will be implemented in the final game !

Now that we have the proper place to work, we will be able to bring you more regular and frequent update! Stay tuned, and don’t forget to come on our forum to share your ideas for the project.

Sunday - September 13, 2015

Umbra - Umbra Prototype Preview @ The Gaming Ground

by Hiddenx, 07:54

Jonas Ek (TGG) made a preview for Umbra playing the recently released prototype:

So I made a 11 minute long Umbra prototype preview about one week ago (I have been playing the prototype build for hours and hours now). So, yeah, I've grown tired of Diablo 3 over time, I have been in search for something better, something new, and something exciting. Well, my search might be over thanks to Solarfall Games and their open-world, hack n slash RPG Umbra. However, I should point out that the final version of Umbra won't be released until October next year. Nevertheless, I think that Umbra will be worth the long wait. Besides, this gives SolarFall Games quite a lot of time to polish, tweak, kill off bugs and improve Umbra before the game gets released next year. Nevertheless, so far so good I have to say, I'm still waiting for some news updates for Umbra though, as it's been almost two weeks since Solarfall posted anything new about Umbra.

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Monday - August 17, 2015

Umbra - Prototype Released

by Hiddenx, 08:00

A new prototype for the crowdfunded Umbra has been released. All backers (with an high enough tier) got this email:

In this prototype you can experiment the basics of the gameplay, have access to various spells, and kill some monsters in randomly generated dungeons.

In the beginning, follow the main path and walk over the bridge. Go to see the human with a "!" above his head and click on "Start bounty" in the menu in order to create a portal to a randomized level.

Once you accomplish the mission, go talk to the character that opened the portal to get a reward.

In the main menu, you can click the "Help the Devs" button : By clicking this button, you will connect your game session to our server. This will allow us to gather some gameplay related info, for us to test our metric system. It will really help us in the game development process, so please click this button! You will have to click this every time you start the game.

Commands

  • [left click] Move and "weapon attack"
  • [middle click] Turn the camera
  • [1,2,3,4, right click] Use spells
  • [I] Open/close Inventory. Drag and drop item to equip them.
  • [S] Open/close Active skill menu
  • [T] Teleport (to use at the end of the dungeon)
  • [A,S,D] Use the potion on your belt


You can zoom in/out with the wheel.

System Requirements

Operating System
Windows Vista SP1, Windows 7, Windows 8.

CPU
Intel Core 2 Duo 2GHz, AMD Athlon 64 X2 2GHz or better (multi-core processor is strongly recommended).

Memory
4 GB RAM (8 GB recommended).

Video Card
NVIDIA series 400, Radeon HD 6000 Series or better (DirectX 11 minimum)

You may have to install the windows VCRedist, two .exe installer are in the 'VCRedist' folder at root. Please install all vcredist, x86 and 64, for 2010, 2012 and 2013 version !

Acknowledgements
This is an early prototype and does not represent the final quality of the game. You may encounter bugs and crashes, we are working on it. Not every feature is included in this prototype.

 

Wednesday - July 08, 2015

Umbra - Status Update

by Myrthos, 12:36

A status update for Umbra, which is about non-development stuff is made available by SolarFall Games.

As you know, a month ago our Kickstarter ended and so it is now time for us to give you some news, after this long period of silence!

We have been very busy lately, setting up all of the details of the post Kickstarter element, such as the migration of the website to a newer one, retrieving backers information, working on the creation of our forum and more!

We also chose a place to have our studio and this will allow us to perform at a much more efficient work place - rather than the Skype based system we used previously, and it will really be a great improvement for the game! We will post some pictures once we've finished moving in!

We have also been working on the forum for our website! It is now just a matter of week before we open it and we can’t wait to see the various ideas you guys have to share with us!

The prototype is also being prepared for backers of rank Wizard+, and should be delivered in just under a month.

Last thing, the exclusive Kickstarter rewards will be removed from the pre-order section of our website real soon! The classic Kickstarter reward will be replaced soon with a more classical shop, so spread the word, it is the last week to get the exclusive rewards of the Kickstarter.

We hope to have more exciting news to share with you guys real soon!

Tuesday - June 16, 2015

Umbra - High Level Planning

by Myrthos, 12:22

In their first post Kickstarter update for Umbra, Solarfall Games provides some feedback on what their plans are for the short and long term.

After a long month of working on the Kickstarter, we at SolarFall Games are counting down the days for us to get back to working on Umbra. We barely got any sleep over the last month, so we'll be taking a short break while Kickstarter collects the funds from the campaign! This usually takes around two weeks, so once that has been taken care of, and after getting some rest, we'll get back to Umbra non-stop.

So, to sum things up, depending on your reward tier, this is the order in which you'll get your rewards:

Forum Badge: Couple of months from now

GDC Prototype: Couple of months from now

Alpha Access: November-December 2015

Beta Access: 2016 (Month To Be Determined)

Full Release For Umbra: November 2016

Physical Rewards: After The Game Has Launched

Monday - June 15, 2015

Umbra - Kickstarter Successful

by Hiddenx, 07:40

Congratulations to SolarFall Games!

Update #17 on the Kickstarter page:

Thank you! 

It has been an amazing ride for all of us at SolarFall Games, and we couldn't have reached this achievement without all of your support.

Our Kickstarter was an intense and very rewarding experience. We started with a pretty excited but anxious state of mind and quickly rejoiced when we saw how many backers were supporting our game! Kickstarter management is a very hard and intense activity, but all the backers comment and their keen interest in what we wanted to offer inspired us to keep going strong! The community also provided us with some valuable feedback and interesting ideas, and once again, we're thankful for that! 

Press coverage has also been great during the whole campaign, and we also want to thank all the Youtubers and Twitchers - Gronkh, Natsuma_Z, AbilityDrain, Irregular Dave and more - that featured our game on their channels, as well as all the media outlets that helped us to spread the word about Umbra !

Umbra has ended at over 180% funded, thanks to 11k backers, which is definitely higher than our initial goal! Umbra has now become the most funded French game project on Kickstarter, and we can’t thank you enough for this! Umbra will now be a bigger and better game thanks to all of your help.

So, what’s next?

In the followings months, we'll open the forum, and all backers at their respective tiers will get access to the forum, as well as their precious forum badges!

We will also make sure we get all the prototype access ready for backers at the Wizard or higher tier in the following two months so that you can get a glimpse of what Umbra is all about !

For a few more days, people who didn’t get a chance to pledge at the Kickstarter will be able to purchase reward packs on our website, featuring the exclusive content for the Kickstarter. But once that time is up, we will switch to a more classical pre-order shop, and all the Kickstarter exclusive rewards will be gone! So if you know someone who missed the Kickstarter for Umbra, or who didn't have access to a credit card, be sure to share with them the link to our website!

And after that… well, we will restart working on the actual game!

We plan to release the Technical Alpha on Steam Early Access (around November-December 2015). We will also restart to work on our Devblog, to show you some of the cool tech we use in the game!

And for those of you that haven’t done so already be sure to find us in our social media pages below:

Daniel Dolui, SolarFall Games, Creator of Umbra

Thank You!

Friday - June 12, 2015

Umbra - Mercs and Pets

by Myrthos, 12:13

The Kickstarter for Umbra is currently $25K away from reaching the stretch goal in which a female character is added and with just 50 something hours to go that might or might not make it in.

The latest update however is about what mercenaries and animal companions are about in Umbra.

How many mercenaries or pets can you have at any given time? 

At first? Per the default set up, players will only be able to have one of each as they take on all the dungeons, missions and side-quests we’re creating for Umbra… but there’s a twist! Depending on how you build your hero, you will gain access to a set of passive skills that will improve your relationship with your pets and with the mercenaries you can hire, and this will allow you to have up to THREE dog companions and THREE mercenaries with you at once! 

 Like we’ve said over and over, we want players to play Umbra the way they want, and the game is very permissive for character building. Therefore, high-level passive skills allow for a lot of “super-effects” such as this one! Can you imagine running around a dungeon with the Umbra WarDog, the Zombie WarDog and the Frost Wolf by your side? Or how about a fierce group of experienced mercenaries to cover your back. 

And since, again, players can enjoy playing Umbra anyway they want, they can even select to go at it solo with NO PETS and NO MERCENARIES at their side for an even greater challenge! How will YOU take on this grand journey?

Thursday - June 11, 2015

Umbra - Multiplayer Hero Defense Mode Unlocked

by Hiddenx, 19:09

With 3 days to go SolarFall Games has finally reached their first Umbra multiplayer game element:

"Umbra is something that the SolarFall Games team and I have worked on for the last four years and we're ecstatic to see that the gaming world is as excited for the game as we are." said Daniel Dolui Lead Programmer and Game Director at SolarFall Games. "We've now unlocked our first multiplayer element, Hero Defense Mode! This is a replayble mission with randomized elements where players need to defend a temple, whilst achieving side missions outside of it.  It's fast, frantic and most importantly, fun!"

Umbra has so far achieved over $324,000 in pledges (144% funded), in-game canine pets for backers have been revealed, unlocked localisation for Russian, German and Spanish and also a global leaderboard so that players can claim bragging rights for the highest level, highest damage or even being the richest player in the world!

Umbra is an open world action-RPG taking place in a corrupted world that is falling apart. You are a former soldier, forced to flee the death penalty because of your magic powers. Being tracked down by humans and hunted by the monsters of the Wild, you are recruited by a mysterious group of Templars, and thus your epic adventure begins...
 
Currently Umbra's funding is now over $327,000, with 3 days to go on the campaign and there's still time to back the CryEngine3 based hack 'n' slash RPG from just $15!

-> Kickstarter page

Tuesday - June 09, 2015

Umbra - Apocalyptic Form

by Myrthos, 12:59

In their latest update for the Umbra Kickstarter the devs talk about the apocalyptic form.

The Apocalyptic Form is an ultimate power every player will have, and it will allow you to shapeshift into your very own avatar of destruction. You will build your apocalyptic form thanks to the various Apocalyptic Upgrades that will be unlocked according to your playstyle in Umbra, and you can mix and match up to three of them at once to create your particular Apocalyptic Form.

Now, enough talk, take a look at the video below!

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On the link above you will also find two more videos of a play-through using the alpha prototype of the game.

Monday - June 08, 2015

Umbra - Kickstarter Update #10

by Myrthos, 12:26

In the 10th Kickstarter update for the Umbra campaign we are provided with information on character customization and a new Reward Tier.

In today’s update, we want to share with you the early work available for the basic character customization elements in Umbra. As stated before, the initial funding features a male character hero with several customization options, which is why we can develop Umbra with the funds from our main goal of $225,000. Again, we're incredibly thankful of all of your support, and with your help we're aiming at creating a great looking female character with her own personalization options, fully integrated into the lore for Umbra.

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We also want to let everyone know that we're adding a new tier called Beast Tamer at $135, which will include Pet Skin 3 for... the Fire Wolf! You can see the concept art for this new pet skin below. Everyone at $135 or higher will be getting this new Kickstarter exclusive Pet Skin, so those of you at Duke or higher don't need to do a single thing since you're already getting this new Pet Skin!

 

Saturday - June 06, 2015

Umbra - Preview & Interview

by Hiddenx, 08:26

Umbra has already reached 6 of 13 stretch goals on Kickstarter with 8 days to go.

Nathan O'Grady (Invision Game Community) has written down his first impressions - some snippets:

Umbra is an upcoming next-gen hack n’ slash title from indie developers SolarFall Games. Their first project as a team of like minded games industry professionals, Umbra is inspired by Diablo II and aims to offer plays a rich RPG action adventure with huge levels of personalisation, customisation, open gameplay and excitement. The game is currently pre-alpha, and is just under two weeks away from completing its successful Kickstarter campaign. I was invited to take a look at just a small piece of what Umbra was all about ahead of any initial builds being completed, and I was happy to accept the offer!

(...)

The level which I played through in Umbra was remarkably well constructed considering it was randomly generated. Things did not look at all out of place, and if you did not know better you would believe the dungeon which I found myself fighting through had been purpose built rather than created by a computer as I sat and waited. My mission was to claim a bounty in this dungeon, which of course lay on the head of an enemy towards the end of it. As I fought my way through, I had plenty of chance to try out different skills, appreciate the environment around me, and generally just enjoy the game. I felt comfortable playing, and happy with the entire experience around me, which for a single level in a pre-alpha game is a pretty impressive achievement too. Everything flowed well from start to finish, and I was never caught out by any nasty bugs or problems. It all felt very nice to play.

As a whole then, my first look at Umbra was a very positive experience indeed. I did not find anything I didn’t like about what I was seeing or what I was playing – it all felt extremely well developed for a project which as yet is in a very early stage of development. There are a number of other exciting features which I did not get to see which sound like they will be fantastic additions to the game too, such as fully customisable house building and multiplayer co-op and challenges among many others. At this very early stage then, Umbra already appears to be surpassing what anyone would likely be expecting of it. If things continue along a similar road, the final product will be well worth the investment of the backers who have helped it!

 


 

Zulai Serrano (iDigitalTimes) has interviewed Lead Programmer and Game Director at SolarFall Games Daniel Dolui:
Umbra: The Modder-Friendly Indie Game That May Put Skyrim To Shame

Some snippets:

iDigi: Players will be able to customize their homes in Umbra. Can you elaborate on the housing system and what makes it unique?

The house will be built thanks to resources find during the game. You will need to first look for the requested elements and then collect them, and then come back to where you want your house and create it. You will be able to customize the ground and the walls, choose how to light the house and decorate with varied furniture.

The best housing element will be unlocked thanks to achievement in the game, and you will be able to create a statue of your own self slaying a boss for example!Another cool feature about housing in Umbra is the ability to build your home and showcase weapons, armors and other items all over the place!

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iDigi: How customizable is the game? Will it be modder-friendly (like Skyrim) when the time comes?

I started to develop games as a modder, so I would love that people change and mod the game as much as they want. Pretty much all game system and assets of Umbra are based on XML files, really easy and obvious to edit. We know that modding is something that can really push a game and we want to offer the possibility to people to really change the face of the game.

So integration of assets to our game system should be quite easy. If people want to go deeper into customization, they will then need to access Crytek’s Sandbox. It is a Crytek product, so we won’t be able to distribute it. The current version is currently available on subscription on Steam, but some assets are still compatible with FreeSDK, especially for weapon, props and animation creation.

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Thursday - June 04, 2015

Umbra - Random Dungeons and Endgame

by Myrthos, 12:30

With over $250K, three of the stretchgoals for the Umbra Kickstarter are realized and it is on to the next stretch goal, with the most interesting one (in my opinion) being the stretch goal at $320K: multiplayer support.

Anyway, this update is about the random dungeon generation and an explanation of the end game.

In today’s video update, we are going to show you how Umbra’s level generation works. It will allow us to give you a glimpse of its capabilities, both for gameplay replayability and for modders who will get their hands on Crytek’s Cryengine sandbox. Since some team members started to work on videogames in the world of mods, we would love to see our game modded, and we have therefore designed the game system in Umbra on XML files to make sure people will be able to easily mod them!

Please note that Sandbox is a Crytek product, so we will not be able to redistribute it with the game. We try to keep as much compatibility as possible with the freeSDK version, but the optimal way for people to mod the game will be to get an EAAS access.

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Tuesday - June 02, 2015

Umbra - Stretch Goals

by Myrthos, 12:13

Now that the Kikstarter for Umbra has reached its goal, it is time for the stretch goals.

We kick things off with a special thank you gift to all backers who are pledging for at least a digital copy of Umbra. If we reach $230,000, all backers at Warrior or higher will get a Kickstarter-exclusive green necklace that will grant them an extra boost to the gold and experience they earn as they play... wait, we already reached $230,000 didn't we? Then now you're all getting a free KS-exclusive item!

Next up we have a highly requested stretch goal: GamePad support! You're currently making your way to this second stretch goal, and right now you're at around 33%, which considering the huge push we had over the weekend, is actually closer that you think!

When launched, Umbra will be available in English and French. But knowing that we have fans from all over the world, we've also added a stretch goal to include localization to Spanish, German and Russian, so that more of you can experience Umbra in a new way. So if you want to play Umbra in English, French, Spanish, German and Russian, you know what to do! Of course, multiplayer is one of the first big steps for Umbra as it adds a new mode that can be played either online or over a LAN connection. And we can't implement multiplayer into Umbra without your support, so please don't forget to share the link to the campaign so that you can bring even more backers here who want to see Umbra grow!

And right after the first multiplayer mode we have one of the other highly requested stretch goals... a main female hero for Umbra! This won't be a re-skin of the male hero. This female hero will be a proper female

protagonist with her foot set firmly in the lore for Umbra, and we definitely want to see her implemented into the game.

There are several other stretch goals in the list which you can check below, so please spread the word and tell all of your friends about Umbra so that we can all work toward reaching all stretch goals!

Monday - June 01, 2015

RPGWatch - Umbra Interview

by Myrthos, 18:22

We interviewed Daniel Dolui from SolarFall Games, the indie studio behind Umbra. The currently are on Kickstarter and already reached their go with 13 more days to go.

Here is something from the interview:

RPGWatch: What in your opinion are the best features of Umbra?

Daniel: My favourite is the Apocalyptic Form and the possibility to have a build without any class restrictions. It allows me to play some archetype I always dreamed about, like a "Necro Barabarian" - a big barbarian with a two handed sword fighting in the middle of his undead minions - and add to it the apocalyptic form, a really nice feature I enjoyed in a pen and paper RPG game I played in the past.
The ability to craft your weapon with our very special crafting system and the possibility to create your house from elements gathered in the world is a very nice addition to the game.
Also, our particle effects are really nice, and it looks really cool in the middle of the action.

Saturday - May 30, 2015

Umbra - Kickstarter Update #7

by Hiddenx, 23:25

Umbra Double Feature Theatre!

Almost $200,000 pledged by close to 6,000 backers! That means that any moment now we’ll be less than $25,000 away from making the game a reality!

Today, we are going to share a long video with footage for Umbra. We recorded a gameplay video that will let you see more about the game and the skills you’ll be using. We also detail some of the game features that are already implemented, as well as others that will be available in the final game.

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Also, as a bonus, we added the one-hour twitch session with Crytek that took place two days ago! It was a great time, and we had a lot of fun sharing this session with Crytek and with all the viewers, and the video is quite instructive about the game! Oh, and if you want to get some of your friends and followers on social media join us to fund Umbra, be sure to share both videos with them!

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Monday - May 25, 2015

Umbra - About the Lore

by Myrthos, 22:54

SolarFall Games brings us another Kickstarter update for Umbra, which currently is $50K away from reaching it's $225K goal. The update is about the lore of the game.

Many of you have asked about the story of the game, so today, we are going to give you some extra details about it. We already gave you a look at Lambach, one of the first bosses you will meet in the game, but let us now take a deeper look into the world of Umbra. 

As we described in our Kickstarter page, Umbra’s story is rich, and an important lore has been created for the story. You will discover a large part of the game’s story thanks to the main quest, but a lot of information will be provided by reading a large amount of books found in the game. Each one will provide information about the universe, and might even lead you on to track a secret place full of treasure! 

For this update, we decided to provide you with an extract of the current rough draft of one of the books that you will be able to read in-game. Once funded, we’ll be able to revisit and expand the drafts we have for the lore of Umbra, polishing the story and improving on the writing. We hope you will enjoy the world we are creating with your help!

Sunday - May 24, 2015

Umbra - Housing Model

by Myrthos, 23:56

Update #4 for the Umbra Kickstarter brings us more information on the housing model used in the game.

We want players to have their own place of peace, an area of their own thanks to their hard work while fighting in the wild. We want you to showcase your trophies and hard earned items in a unique place that you build yourself! Are you ready? Then come join us to discover Umbra’s housing module!

Umbra’s housing system allows you to build your house from the ground to the walls, adding furniture throughout the place; allowing you to showcase armors, weaponry and trophy kills.

The following video is an early working prototype of the housing module, allowing you to see the possibilities and to give you an idea what it will look like once the game is finished!

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Umbra - Interview @ RPG Codex

by Hiddenx, 00:24

Codex veteran Zed interviewed Umbra's Game Director and Lead Programmer Daniel Dolui:

Umbra is a hack-n-slash action RPG from the frenchies over at SolarFall Games. RPG Codex would normally not bother too much with a game of this sort, but Umbra is an unusually interesting game. At least to me, and that's all that matters (haah!).

A snippet:

Aside from the graphics – what sets Umbra apart from the legions of other action RPGs?

The Apocalyptic Form is the feature I am the most excited about. Apocalyptic Form is a customizable ultimate power every player will get. It allows you to turn into a personalized Avatar of Destruction for some time. It is built from up to three “Apocalyptic Upgrade” options, unlocked by your character according to your play style. Apocalyptic Upgrade can very different, for example, getting horns on your head to rush and knock down every enemies, or getting wings to make huge leap and access unreachable areas, having a third hand to equip with a new weapon and fight, or having an Aura of Death raising undead everywhere you walk. I can’t wait to see the combos that players will find and how they will manage to get the most out of it!

The freedom of development, allowing you to pick any skill from any specialization will also bring a lot of interest to me. I always wanted to be a barbarian with a huge mace walking in the middle of my zombie horde!

Our crafting module is also really cool, and quite a bit different from other games. We hope that people who don’t enjoy crafting will actually like ours, since it is a quite addictive and rewarding skill based mini-game.

Elemental Effect Interaction, managing the effects of Lightning / Fire / Water / Ice is also a very cool addition to the gameplay and will bring tons a great combos to the game.​

Thursday - May 21, 2015

Umbra - Meet the Boss

by Myrthos, 12:07

The Kickstarter page for Umbra is providing an update on one of the bosses in the game.

Today, we are making a special update about an early concept of a boss from Umbra: The mighty and Dreadful Lambach ! It will be a good way for you to discover some of our unrevealed gameplay elements, and learn a bit more about the lore of the game.

Lambach used to be an ambitious human scientist of the Republic, but his limited understanding of the world lead him to explore the land of the occult. His main interest was the secrets of life and the human body. By reading a tome of ancient knowledge and forgotten religion, he slowly discovered forbidden secrets that humans should have never been aware of.

He tried to enter in contact with unearthly entities, but he failed at every try. He pushed his research more and more, visiting the most cursed places in the world, digging into graveyards and exploring forgotten crypts to harness infernal books and artifacts.

Tuesday - May 19, 2015

Umbra - Environment and Gameplay

by Myrthos, 12:25

In the second Kickstarter update for Umbra, they talk about reaching the $100K milestone in just 4 days and share more details on the environment and gameplay.

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They also explain that you get two keys at the Warrior level and up.

Many backers have asked about the Steam copy of the game and the DRM-free copy of the game. How will it work, is that 2 different copies, and will the armors, weapons and pet skins be available for each copy? 

We discussed internally about that – initially, we wanted them to be unique for the backer – and finally thought that it would be much better for us to build a community around the game, as well as to show our support for those of you who believe in us.

So yes, Kickstarter backers will get two digital copies of the game, and depending on the tier at which each of you are backing, the armor sets, pet skins, etc. will apply to all the copies of the game you're getting. This means you can gift one of the copies of Umbra to a friend (yay!) because what we want is to finish our game and to get as many people as possible to play it.

Therefore, the higher you pledge the more stuff you get!

Saturday - May 16, 2015

Umbra - Kickstarter Update

by Myrthos, 15:43

Things are going well at the moment for Umbra as far as their Kickstarter is concerned. They gathered $55K in just 2 days with stil 29 days to go to try and reach the requested $225K.

They now provide us some information on gamepad control, DRM and Linux. In addition there are also two video previews of the game.

We hear what you're saying, and we understand that some of you are curious to see what our stretch goals are, and what the amounts for said stretch goals will be. At this time, we're completely focused on getting the campaign funded and feel that revealing stretch goals so early in the campaign is not the way to go, but rest assured that you WILL get to see them soon.

As for gamepad support, here is the current status: There is an early implementation of pad and Xbox controller in the game. However, this implementation is not fully complete, and would require more work to fulfill. This is why pad/xbox controller support has been set as a stretch goal, we want to do things properly and not just give you a slap dash port of controls. We want it to feel right, natural if you will and this will require time to develop, especially the menu systems for spells and actions.

About DRM, yes, there will be a no-DRM version of Umbra for Kickstarter Backers! This is on top of the Steam backers you'll all get for your pledge (so don't forget to vote on our Steam Greenlight page).

Linux version? Yes we will support it!

Friday - May 15, 2015

Umbra - Kickstarter Launched

by Myrthos, 01:03

The Kickstarter for Umbra has launched a few hours ago and they are asking for $225K, to be reached within 30 days.

An isometric view open world action-RPG taking place in a corrupted world falling apart. You are a former officer of army of the Human Republic, forced to flee the death penalty because of the magic powers you have unwillingly developed. Being tracked down by humans and hunted by the monsters of the Wild, you are recruited by a mysterious group of Templars. And thus an epic adventure begins in which you will wander the world to fight inhuman, mutated monsters and discover the terrible secret of the extinguishing mankind.

The game features a unique mechanic called Apocalyptic Form that allows players to shape shift into a highly customized character! You’re free to mold your character thanks to a deep and rich customization system. And thanks to our complex crafting mini-game and our housing module you will be able to make your adventure feel as YOUR adventure!

As you can see from our video, the detailed environments, intense action and impressive effects are beautifully created thanks to the next-gen technology of the CRYENGINE.

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Friday - May 08, 2015

Umbra - Gameplay Mechanics Video

by Myrthos, 17:31

A gameplay mechanics video has been released for the action RPG Umbra.

In this video we explain the two basic gameplay mechanics of Umbra; the first one is the Resource Opposition system which is intended to provide balance to the freedom of character development that the player has." said Daniel Dolui, lead programmer at SolarFall Games, "The second is all about Elemental Effect Interaction, where players manage the effectiveness of Fire, Lightning, Water and Ice according to the combination of character's skills and the environment in which they take place.

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We also added four screenshots to our database. Note that the Kickstarter for this game will launch May 13.

Thursday - March 05, 2015

Umbra - A New Hack-and-Slash RPG Game

by Couchpotato, 04:55

Umbra is a new hack-and-slash RPG game from a developer called Solarfall Games, and thanks to Black Rune I now have a new game trailer from GDC 2015 to share.

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Umbra melds much-loved hack-and-slash gameplay with state-of-the-art graphics, and underpins it all with a truly modern AI. Inspired by the classic Diablo 2 game, Umbra aims to deliver an intense and rich action RPG game. Personalization of your character build is free, deep and highly customizable, and many secret are hidden in the world.

 

Information about

Wolcen: Lords of Mayhem

Developer: Solarfall Games

SP/MP: Single + MP
Setting: Fantasy
Genre: Hack & Slash
Combat: Real-time
Play-time: 20-40 hours
Voice-acting: Partially voiced

Regions & platforms
Internet
· Homepage
· Platform: PC
· To be announced
· Publisher: Unknown