FEEDBACK AND HOTFIX NOTES

 

We are extremely happy about how you like our latest update! Keep being awesome and hit us with all the feedback you have. We. Are. ready.

Also, we’ve just released a hotfix with a few changes:
– improved mouse sensitivity (based on your feedback),
– fixed loading material upon changing the texture quality setting,
– fixed loading screen fade out.

FEEDBACK AND HOTFIX NOTES

CONTENT UPDATE #1 IS LIVE!

 

WARRIORS!

The end of January brings you the first Content Update!

With the new Early Access version of ELDERBORN we are introducing a number of new elements. You now have the opportunity to fight General Janus who wants to put you down with his sword. Who is Janus? Our introduction video will give you a glimpse of ELDERBORN’s story, but this is only the beginning of what you will learn in the future.

We also feel that the game has been too easy, so we introduced some changes which should make it more difficult. We are looking forward to hearing your opinion on how the game is evolving, as well as how do you find the Janus bossfight – we’d love to know what you think about him, please share your strats with us! Maybe you have any exploits to beat him easily?

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Here is a more detailed list of changes:

  • Intro video (for lore introduction, might be improved late)
  • Bossfight against General Janus
  • New level with a new type of trap
  • New weapon: sharp and deadly Officer Sickles
  • Weapon rebalance
  • Player balance changes
  • New music tracks and updates to tracks which have been already available
  • Enemies have better AI and use new attacks and moves
  • Javelins no longer pass through enemies – instead they hit them
  • Improve enemy reaction to hits, including one enemy hitting another
  • Item and weapon placement has been modified
  • End-game shows more upcoming content (it has some shots from the City level and is really worth checking out!) – please note that the loading screen there is quite extensive
  • Polish language is now available (Steam client interface needs to be set to Polish)
  • Target framerate limit setting
  • Improved optimization
  • Various bug fixes
  • We also need to mention that due to a new level and some changes in the placement of items and weapons we had to make old save data unusable – when launching the game after the update you will have to start from fresh regardless of your progress in the previous version.

What we decided to push to future updates:

  • Changes to collectibles (we are redesigning gold)
  • Power-up (same as gold)

What we are working on for future deliveries:

  • City level (let us know what do you think about the footage available after beating Janus!)
  • General improvements to player controls, movement and weapon
  • Blood decals

Good luck, WARRIORS!

CONTENT UPDATE #1 IS LIVE!

TECH UPDATE #1 IS LIVE!

 

Today we have brought you the first Early Access update!

As listed in our roadmap published shortly after the Early Access release, Tech Update #1 brings some new features and gameplay changes, including those based on your feedback. We want to strengthen the fundaments of our game before adding more content early next year.

Some changes have been implemented, some not, some are still being discussed – you can find out why below and as always, let us know how do you find how the game has changed and… keep being awesome! \m/

PS Don’t forget about our livestream starting at 10AM PST!

 

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Some changes are based on your feedback and some just follow the design decisions so we:

Added option to map buttons
Added option to turn on direction double tap to Dash
Added option to toggle crosshair (may help if you are feeling dizzy sometimes)
Fixed camera movement during attacks and walking (should feel more weighty now)
Fixed AI a bit (Shielded zombies actually use shields now)
Added a lot more player HP, so you can face this improved AI with no frustration
Changed enviro a bit, to keep the game tempo
Changed enemies? placement for the same reason
Added a hitstop effect to each connecting attack, feedback on hit is now cooler
Rebalanced all weapon categories, changes in range and knockback power
Reduced parry window, you guys were too good at it
Highlighted traces of enemy ranged attacks
Nerfed Kick: bigger recovery, less pushback. But now deals a bit of damage! 😀
Fixed sound options
Improved optimization (you should see the difference with more stable framerate)
Left some enemy items in-game after you slay them
Changed Sprinting logic. It?s now a separate action, you don?t need to hold it down anymore (works like in modern FPS titles). Let us know your thoughts on this since we are considering another change here

The main focus at the moment:

Dungeon – Boss Fight
Dungeon – Hell section
Story introduction
Treasures are being reworked, but we are not sure when will we introduce them in the new approach. Also, we are testing some power-ups ideas
The City is growing

What didn?t we do and why:
Flying limbs and corpse interaction – for now, it?s overkill for game optimization. Even if it works somehow, we will not include it anytime soon due to game performance
Player ranged attacks – still no ranged combat for you but? we have an idea that we want to discuss with you sometime soon, on discord maybe
Stealth and glory kills – even if we would love to make it true, we can?t. Time cost could kill the process of finishing the game and possibly the core game design also. Too risky.
Enemies reanimation. Some of you don?t like it and want it to go away but it has its reason and purpose. There is a connection between your respawn and theirs… More on this in January! 🙂

TECH UPDATE #1 IS LIVE!

PATCH RELEASE AND LIVE STREAM

 

Our first patch goes live tomorrow at 7AM PST! To celebrate this our Community Manager, Jakub, will be streaming the game on Steam at 10AM PST.

Join and let your friends know so that they get a chance to win some game codes during a giveaway.

 

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PATCH RELEASE AND LIVE STREAM

TECH UPDATE #1 COMING THIS WEDNESDAY

 

WARRIORS, our first Early Access update is coming soon!

This Wednesday we are releasing Early Access Tech Update #1 which will include some gameplay changes, new options and more. All details will be published later this week, along with more announcements we can’t wait to tell you about!

 

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TECH UPDATE #1 COMING THIS WEDNESDAY

A MESSAGE FROM THE DEVELOPERS

 

Dear ELDERBORN players,

We are nearing the end of the first month since the game was launched on Steam Early Access. The Hyperstrange dev team wants to take this opportunity to share a very special message with all of you.

 

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A MESSAGE FROM THE DEVELOPERS

EARLY ACCESS ROADMAP

 

GREETINGS, WARRIORS!

A week after the launch of Early Access we would like to present you our roadmap with updates we are planning. Your feedback is very important for us and it is already proving to be fruitful, for which we want to thank you.

There will be two types of updates: Tech Updates, with changes to performance and general user experience, as well as Content Updates with new areas, weapons, etc. The roadmap contains only the key points for each update but there will be more coming, including achievements, weapon balance, gameplay elements and so on – we will be sharing with you more details in advance, so please stay tuned for future posts!

ELDERBORN EARLY ACCESS ROADMAP

Tech Update #1 – November 2018

  • Improvements to optimization
  • Key bindings
  • Enemy AI improvement

Content Update #1 – January 2019

  • First boss fight (Janus)
  • Intro (the first version for lore introduction, will be improved later)
  • Two additional locations
  • At least 1 new weapon

Tech Update #2 – February 2019

  • Blood decals
  • Gore setting (no blood, particles or particles + decals)
  • Full controller support

Content Update #2 – March 2019

  • City level
  • At least 1 new weapon
  • At least 6 new types of enemies

Content Update #3 – April 2019

  • Second boss fight (TBA)
  • Temple level
  • At least 3 new types of enemies
  • At least 1 new weapon

Final Release – May/June 2019

  • Final fixes and upgrades
  • ELDERBORN in its full heavy metal glory \m/

EARLY ACCESS ROADMAP

EARLY ACCESS LAUNCH

 

The wait is over! ELDERBORN is now available on Steam Early Access! Check out our release trailer below and get ready to kick, slash and hammer some enemies in a heavy metal style!


Want to know what’s next? Next week we will provide you with a roadmap so that you keep track of what can you expect from our project in the upcoming months.

EARLY ACCESS LAUNCH

ANNOUNCING EARLY ACCESS

 

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The day has finally come for an official announcement! We are teaming up with Crunching Koalas, who will be publishing ELDERBORN. The game will be available in Early Access on October 11th – add it to your wishlist not to miss it.

We want the Community to play a huge role in how ELDERBORN shapes and that’s why we want to give you access to the game early. What can you expect from this version?

 

3 weapons of your choice
Speed, power or balance?

Several types of enemies
Slash, kick, block or parry, depending on who do you fight against.

Various levels
Keep climbing up while avoiding enemy attacks, then enter a labyrinth filled with traps.

Git gud or die trying
Just like that.

Gore, heavy metal and death
Waiting for you behind every corner.

 

As the game is a work in progress project, we would love to hear your feedback. Make sure to join our discussion forums.

Also, follow our Twitter, Instagram and Facebook accounts for extra info and some awesome gifs.

ANNOUNCING EARLY ACCESS