aRPG Timeline

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    Seasons

    The Slormancer

    The Slormancer logo

    When has the previous The Slormancer patch started?

    The previous The Slormancer patch - 1.0.0 Release - has started Tue, 13 May 2025 17:00:00 GMT

    When has the previous slormancer patch started?

    The previous slormancer patch - 1.0.0 Release - has started Tue, 13 May 2025 17:00:00 GMT

    When has the previous The Slormancer patch ended?

    The official end date of the previous The Slormancer patch has not been announced yet.

    When has the previous slormancer patch ended?

    The official end date of the previous slormancer patch has not been announced yet.

    Started 172 days ago
    Play

    Next patch

    When does the next The Slormancer patch start?

    The official launch date of the next The Slormancer patch has not been announced yet. It is likely starting To be announced

    When does the next slormancer patch start?

    The official launch date of the next slormancer patch has not been announced yet. It is likely starting To be announced

    To be announced

    Path of Exile

    Path of Exile logo

    When has the previous Path of Exile league started?

    The previous Path of Exile league - 3.26 - Secrets of The Atlas - has started Fri, 13 Jun 2025 20:00:00 GMT

    When has the previous PoE league started?

    The previous PoE league - 3.26 - Secrets of The Atlas - has started Fri, 13 Jun 2025 20:00:00 GMT

    When has the previous Path of Exile league ended?

    The previous Path of Exile league - 3.26 - Secrets of The Atlas - has ended Mon, 27 Oct 2025 21:00:00 GMT

    When has the previous PoE league ended?

    The previous PoE league - 3.26 - Secrets of The Atlas - has ended Mon, 27 Oct 2025 21:00:00 GMT

    Started 140 days ago
    Ended Oct 27, 21:00 UTC

    When does the next Path of Exile league start?

    The next Path of Exile league - 3.27 - Keepers of the Flame - starts Fri, 31 Oct 2025 19:00:00 GMT

    When does the next PoE league start?

    The next PoE league - 3.27 - Keepers of the Flame - starts Fri, 31 Oct 2025 19:00:00 GMT

    StartsOct 31, 19:00 UTC
    Patch notes
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    Slash Diablo

    community
    Slash Diablo logo
    Now

    Ladder Reset: Q3 2025

    When has the previous Slash Diablo ladder reset started?

    The previous Slash Diablo ladder reset - Ladder Reset: Q3 2025 - has started Fri, 18 Jul 2025 23:00:00 GMT

    When is the previous Slash Diablo ladder reset ending?

    The official end date of the previous Slash Diablo ladder reset has not been announced yet. It is likely ending Avg. 4 months

    Started 105 days ago
    Avg. 4 months
    Next

    Ladder Reset: Q4 2025

    When does the next Slash Diablo ladder reset start?

    The next Slash Diablo ladder reset - Ladder Reset: Q4 2025 - starts Sat, 22 Nov 2025 00:00:00 GMT

    StartsNov 22, 24:00 UTC
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    Median XL

    community
    Median XL logo

    When has the previous Median XL season started?

    The previous Median XL season - Season 39 - 2.11.0 - has started Fri, 18 Jul 2025 18:00:00 GMT

    When has the previous MXL season started?

    The previous MXL season - Season 39 - 2.11.0 - has started Fri, 18 Jul 2025 18:00:00 GMT

    When is the previous Median XL season ending?

    The official end date of the previous Median XL season has not been announced yet. It is likely ending Avg. 6 months

    When is the previous MXL season ending?

    The official end date of the previous MXL season has not been announced yet. It is likely ending Avg. 6 months

    Started 106 days ago
    Avg. 6 months
    Next

    Season 40 - 2.12.0

    When does the next Median XL season start?

    The official launch date of the next Median XL season has not been announced yet. It is likely starting Beta starting October 24th

    When does the next MXL season start?

    The official launch date of the next MXL season has not been announced yet. It is likely starting Beta starting October 24th

    Beta starting October 24th

    Dwarven Realms

    Dwarven Realms logo

    When has the previous Dwarven Realms season started?

    The previous Dwarven Realms season - Season 4.5: Dark Essence - has started Fri, 15 Aug 2025 16:00:00 GMT

    When has the previous dr season started?

    The previous dr season - Season 4.5: Dark Essence - has started Fri, 15 Aug 2025 16:00:00 GMT

    When is the previous Dwarven Realms season ending?

    The official end date of the previous Dwarven Realms season has not been announced yet. It is likely ending Avg. 10 weeks

    When is the previous dr season ending?

    The official end date of the previous dr season has not been announced yet. It is likely ending Avg. 10 weeks

    Started 78 days ago
    Avg. 10 weeks
    Next

    Season 5

    When does the next Dwarven Realms season start?

    The next Dwarven Realms season - Season 5 - starts Wed, 03 Dec 2025 18:00:00 GMT

    When does the next dr season start?

    The next dr season - Season 5 - starts Wed, 03 Dec 2025 18:00:00 GMT

    StartsDec 03, 18:00 UTC
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    Diablo IV

    Diablo IV logo
    Now

    Season 10: Infernal Chaos

    When has the previous Diablo IV season started?

    The previous Diablo IV season - Season 10: Infernal Chaos - has started Tue, 23 Sep 2025 17:00:00 GMT

    When has the previous D4 season started?

    The previous D4 season - Season 10: Infernal Chaos - has started Tue, 23 Sep 2025 17:00:00 GMT

    When is the previous Diablo IV season ending?

    The official end date of the previous Diablo IV season has not been announced yet. It is likely ending December 9

    When is the previous D4 season ending?

    The official end date of the previous D4 season has not been announced yet. It is likely ending December 9

    Started 39 days ago
    December 9
    Next

    Season 11

    When does the next Diablo IV season start?

    The official launch date of the next Diablo IV season has not been announced yet. It is likely starting December 9

    When does the next D4 season start?

    The official launch date of the next D4 season has not been announced yet. It is likely starting December 9

    December 9

    Last Epoch

    Last Epoch logo

    When has the previous Last Epoch season started?

    The previous Last Epoch season - Season 3 - Beneath Ancient Skies - has started Thu, 21 Aug 2025 16:00:00 GMT

    When has the previous LE season started?

    The previous LE season - Season 3 - Beneath Ancient Skies - has started Thu, 21 Aug 2025 16:00:00 GMT

    When is the previous Last Epoch season ending?

    The official end date of the previous Last Epoch season has not been announced yet. It is likely ending Avg. 3 months

    When is the previous LE season ending?

    The official end date of the previous LE season has not been announced yet. It is likely ending Avg. 3 months

    Started 72 days ago
    Avg. 3 months
    Next

    Next season

    When does the next Last Epoch season start?

    The official launch date of the next Last Epoch season has not been announced yet. It is likely starting To be announced

    When does the next LE season start?

    The official launch date of the next LE season has not been announced yet. It is likely starting To be announced

    To be announced

    No Rest For The Wicked

    No Rest For The Wicked logo

    When has the previous No Rest For The Wicked content update started?

    The previous No Rest For The Wicked content update - The Breach Refined - has started Thu, 26 Jun 2025 15:00:00 GMT

    When has the previous nrftw content update started?

    The previous nrftw content update - The Breach Refined - has started Thu, 26 Jun 2025 15:00:00 GMT

    When is the previous No Rest For The Wicked content update ending?

    The official end date of the previous No Rest For The Wicked content update has not been announced yet. It is likely ending Avg. 6 months

    When is the previous nrftw content update ending?

    The official end date of the previous nrftw content update has not been announced yet. It is likely ending Avg. 6 months

    Started 128 days ago
    Avg. 6 months
    Next

    Co-op multiplayer

    When does the next No Rest For The Wicked content update start?

    The official launch date of the next No Rest For The Wicked content update has not been announced yet. It is likely starting End of 2025

    When does the next nrftw content update start?

    The official launch date of the next nrftw content update has not been announced yet. It is likely starting End of 2025

    End of 2025

    Hero Siege

    Hero Siege logo

    When has the previous Hero Siege season started?

    The previous Hero Siege season - Season 8 - has started Fri, 12 Sep 2025 12:00:00 GMT

    When has the previous HS season started?

    The previous HS season - Season 8 - has started Fri, 12 Sep 2025 12:00:00 GMT

    When is the previous Hero Siege season ending?

    The official end date of the previous Hero Siege season has not been announced yet. It is likely ending Avg. 3 months

    When is the previous HS season ending?

    The official end date of the previous HS season has not been announced yet. It is likely ending Avg. 3 months

    Started 50 days ago
    Avg. 3 months

    When does the next Hero Siege season start?

    The official launch date of the next Hero Siege season has not been announced yet. It is likely starting Release date unknown

    When does the next HS season start?

    The official launch date of the next HS season has not been announced yet. It is likely starting Release date unknown

    Release date unknown

    Path of Exile 2

    Path of Exile 2 logo

    When has the previous Path of Exile 2 league started?

    The previous Path of Exile 2 league - 0.3.0 - The Third Edict - has started Fri, 29 Aug 2025 20:00:00 GMT

    When has the previous PoE2 league started?

    The previous PoE2 league - 0.3.0 - The Third Edict - has started Fri, 29 Aug 2025 20:00:00 GMT

    When is the previous Path of Exile 2 league ending?

    The official end date of the previous Path of Exile 2 league has not been announced yet. It is likely ending Avg. 4 months

    When is the previous PoE2 league ending?

    The official end date of the previous PoE2 league has not been announced yet. It is likely ending Avg. 4 months

    Started 63 days ago
    Avg. 4 months
    Next

    Next league

    When does the next Path of Exile 2 league start?

    The official launch date of the next Path of Exile 2 league has not been announced yet. It is likely starting To be announced

    When does the next PoE2 league start?

    The official launch date of the next PoE2 league has not been announced yet. It is likely starting To be announced

    To be announced

    Path of Diablo

    community
    Path of Diablo logo
    Over

    Season 13

    When has the previous Path of Diablo season started?

    The previous Path of Diablo season - Season 13 - has started Fri, 15 Nov 2024 21:00:00 GMT

    When has the previous PoD season started?

    The previous PoD season - Season 13 - has started Fri, 15 Nov 2024 21:00:00 GMT

    When has the previous Path of Diablo season ended?

    The previous Path of Diablo season - Season 13 - has ended Sat, 18 Oct 2025 15:30:00 GMT

    When has the previous PoD season ended?

    The previous PoD season - Season 13 - has ended Sat, 18 Oct 2025 15:30:00 GMT

    Started 350 days ago
    Ended Oct 18, 15:30 UTC
    Next

    Season 14

    When does the next Path of Diablo season start?

    The official launch date of the next Path of Diablo season has not been announced yet. It is likely starting Beta tests soon

    When does the next PoD season start?

    The official launch date of the next PoD season has not been announced yet. It is likely starting Beta tests soon

    Beta tests soon

    Diablo III

    Diablo III logo

    When has the previous Diablo III season started?

    The previous Diablo III season - Season 36: The Lords of Hell - has started Fri, 12 Sep 2025 01:00:00 GMT

    When has the previous D3 season started?

    The previous D3 season - Season 36: The Lords of Hell - has started Fri, 12 Sep 2025 01:00:00 GMT

    When is the previous Diablo III season ending?

    The official end date of the previous Diablo III season has not been announced yet. It is likely ending Avg. 4 months

    When is the previous D3 season ending?

    The official end date of the previous D3 season has not been announced yet. It is likely ending Avg. 4 months

    Started 50 days ago
    Avg. 4 months
    Next

    Next season

    When does the next Diablo III season start?

    The official launch date of the next Diablo III season has not been announced yet. It is likely starting To be announced

    When does the next D3 season start?

    The official launch date of the next D3 season has not been announced yet. It is likely starting To be announced

    To be announced

    Project Diablo 2

    community
    Project Diablo 2 logo

    When has the previous Project Diablo 2 season started?

    The previous Project Diablo 2 season - Season 11 - Prosperity - has started Fri, 16 May 2025 17:00:00 GMT

    When has the previous PD2 season started?

    The previous PD2 season - Season 11 - Prosperity - has started Fri, 16 May 2025 17:00:00 GMT

    When is the previous Project Diablo 2 season ending?

    The official end date of the previous Project Diablo 2 season has not been announced yet. It is likely ending est. December

    When is the previous PD2 season ending?

    The official end date of the previous PD2 season has not been announced yet. It is likely ending est. December

    Started 169 days ago
    est. December
    Next

    Next season

    When does the next Project Diablo 2 season start?

    The official launch date of the next Project Diablo 2 season has not been announced yet. It is likely starting est. December

    When does the next PD2 season start?

    The official launch date of the next PD2 season has not been announced yet. It is likely starting est. December

    est. December

    Ravenswatch

    Ravenswatch logo

    When has the previous Ravenswatch Content update started?

    The previous Ravenswatch Content update - Hourglass of Dreams Free DLC - has started Thu, 18 Sep 2025 00:00:00 GMT

    When is the previous Ravenswatch Content update ending?

    The official end date of the previous Ravenswatch Content update has not been announced yet.

    Released on Sep 18, 2025
    Play

    Next Content update

    When does the next Ravenswatch Content update start?

    The official launch date of the next Ravenswatch Content update has not been announced yet. It is likely starting To be announced

    To be announced

    Hades II

    Hades II logo

    When has the previous Hades II content update started?

    The previous Hades II content update - 1.0.0 Launch - has started Thu, 25 Sep 2025 16:00:00 GMT

    When is the previous Hades II content update ending?

    The official end date of the previous Hades II content update has not been announced yet.

    Released on Sep 25, 2025
    Play

    Next content update

    When does the next Hades II content update start?

    The official launch date of the next Hades II content update has not been announced yet. It is likely starting To be announced

    To be announced

    Dragonkin: The Banished

    Dragonkin: The Banished logo
    Now

    Early Access: Tracker

    When has the previous Dragonkin: The Banished content update started?

    The previous Dragonkin: The Banished content update - Early Access: Tracker - has started Tue, 16 Sep 2025 00:00:00 GMT

    When is the previous Dragonkin: The Banished content update ending?

    The official end date of the previous Dragonkin: The Banished content update has not been announced yet. It is likely ending Avg. 3 months

    Started 46 days ago
    Avg. 3 months
    Next

    Early Access: Multiplayer

    When does the next Dragonkin: The Banished content update start?

    The official launch date of the next Dragonkin: The Banished content update has not been announced yet. It is likely starting Winter

    Winter

    Undecember

    Undecember logo

    When has the previous Undecember season started?

    The previous Undecember season - Season 9: Abyss Gate - has started Thu, 04 Sep 2025 12:00:00 GMT

    When has the previous UD season started?

    The previous UD season - Season 9: Abyss Gate - has started Thu, 04 Sep 2025 12:00:00 GMT

    When is the previous Undecember season ending?

    The official end date of the previous Undecember season has not been announced yet. It is likely ending January/February

    When is the previous UD season ending?

    The official end date of the previous UD season has not been announced yet. It is likely ending January/February

    Started 58 days ago
    January/February
    Next

    Next season

    When does the next Undecember season start?

    The official launch date of the next Undecember season has not been announced yet. It is likely starting January/February

    When does the next UD season start?

    The official launch date of the next UD season has not been announced yet. It is likely starting January/February

    January/February

    Hell Clock

    Hell Clock logo

    When has the previous Hell Clock Content update started?

    The previous Hell Clock Content update - 1.1.0 Clockmaker’s Tools - has started Mon, 29 Sep 2025 00:00:00 GMT

    When is the previous Hell Clock Content update ending?

    The official end date of the previous Hell Clock Content update has not been announced yet.

    Started 33 days ago
    Next

    Next Content update

    When does the next Hell Clock Content update start?

    The official launch date of the next Hell Clock Content update has not been announced yet. It is likely starting To be announced

    To be announced

    Torchlight: Infinite

    Torchlight: Infinite logo

    When has the previous Torchlight: Infinite season started?

    The previous Torchlight: Infinite season - SS10: Overrealm - has started Sat, 11 Oct 2025 02:00:00 GMT

    When has the previous TI season started?

    The previous TI season - SS10: Overrealm - has started Sat, 11 Oct 2025 02:00:00 GMT

    When is the previous Torchlight: Infinite season ending?

    The official end date of the previous Torchlight: Infinite season has not been announced yet. It is likely ending Avg. 3 months

    When is the previous TI season ending?

    The official end date of the previous TI season has not been announced yet. It is likely ending Avg. 3 months

    Started 21 days ago
    Avg. 3 months
    Next

    Next season

    When does the next Torchlight: Infinite season start?

    The official launch date of the next Torchlight: Infinite season has not been announced yet. It is likely starting To be announced

    When does the next TI season start?

    The official launch date of the next TI season has not been announced yet. It is likely starting To be announced

    To be announced

    Diablo II: Resurrected

    Diablo II: Resurrected logo

    When has the previous Diablo II: Resurrected season started?

    The previous Diablo II: Resurrected season - Season 12 - has started Sat, 04 Oct 2025 00:00:00 GMT

    When has the previous D2 season started?

    The previous D2 season - Season 12 - has started Sat, 04 Oct 2025 00:00:00 GMT

    When is the previous Diablo II: Resurrected season ending?

    The official end date of the previous Diablo II: Resurrected season has not been announced yet. It is likely ending January/February 2026

    When is the previous D2 season ending?

    The official end date of the previous D2 season has not been announced yet. It is likely ending January/February 2026

    Started 28 days ago
    January/February 2026
    Next

    Next season

    When does the next Diablo II: Resurrected season start?

    The official launch date of the next Diablo II: Resurrected season has not been announced yet. It is likely starting January/February 2026

    When does the next D2 season start?

    The official launch date of the next D2 season has not been announced yet. It is likely starting January/February 2026

    January/February 2026

    Crystalfall

    Crystalfall logo

    When does the next Crystalfall season start?

    The official launch date of the next Crystalfall season has not been announced yet. It is likely starting Early 2026

    When does the next crystalfall season start?

    The official launch date of the next crystalfall season has not been announced yet. It is likely starting Early 2026

    Early 2026

    Titan Quest II

    Titan Quest II logo

    When has the previous Titan Quest II content update started?

    The previous Titan Quest II content update - Early Access: The Northern Beaches - has started Tue, 30 Sep 2025 13:00:00 GMT

    When has the previous tq2 content update started?

    The previous tq2 content update - Early Access: The Northern Beaches - has started Tue, 30 Sep 2025 13:00:00 GMT

    When is the previous Titan Quest II content update ending?

    The official end date of the previous Titan Quest II content update has not been announced yet. It is likely ending In ~3 months

    When is the previous tq2 content update ending?

    The official end date of the previous tq2 content update has not been announced yet. It is likely ending In ~3 months

    Started 32 days ago
    In ~3 months
    Next

    Next content update

    When does the next Titan Quest II content update start?

    The official launch date of the next Titan Quest II content update has not been announced yet. It is likely starting In ~3 months

    When does the next tq2 content update start?

    The official launch date of the next tq2 content update has not been announced yet. It is likely starting In ~3 months

    In ~3 months

    Zizaran's Path of Exile Gauntlet

    community
    Zizaran's Path of Exile Gauntlet logo

    When has the previous Zizaran's Path of Exile Gauntlet event started?

    The previous Zizaran's Path of Exile Gauntlet event - Merciless Gauntlet - has started Thu, 31 Jul 2025 22:00:00 GMT

    When has the previous Zizaran's Path of Exile Gauntlet event ended?

    The previous Zizaran's Path of Exile Gauntlet event - Merciless Gauntlet - has ended Sun, 10 Aug 2025 22:00:00 GMT

    Started 92 days ago
    Ended Aug 10, 22:00 UTC
    Next

    Next Gauntlet

    When does the next Zizaran's Path of Exile Gauntlet event start?

    The official launch date of the next Zizaran's Path of Exile Gauntlet event has not been announced yet. It is likely starting Usually every 1 or 2 leagues

    Usually every 1 or 2 leagues

    Grim Dawn

    Grim Dawn logo

    When has the previous Grim Dawn expansion started?

    The previous Grim Dawn expansion - Forgotten Gods - has started Wed, 27 Mar 2019 00:00:00 GMT

    When is the previous Grim Dawn expansion ending?

    The official end date of the previous Grim Dawn expansion has not been announced yet.

    Started 2411 days ago

    When does the next Grim Dawn expansion start?

    The official launch date of the next Grim Dawn expansion has not been announced yet. It is likely starting 2025/2026

    2025/2026
    No official ladder or seasons

    Grim Dawn Community League

    community
    Grim Dawn Community League logo
    Over

    Season 7

    When has the previous Grim Dawn Community League season started?

    The previous Grim Dawn Community League season - Season 7 - has started Sat, 19 Oct 2024 15:00:00 GMT

    When has the previous Grim Dawn Community League season ended?

    The previous Grim Dawn Community League season - Season 7 - has ended Sun, 19 Jan 2025 15:00:00 GMT

    Started 378 days ago
    Ended Jan 19, 15:00 UTC
    Next

    Season 8

    When does the next Grim Dawn Community League season start?

    The official launch date of the next Grim Dawn Community League season has not been announced yet. It is likely starting Likely after Fangs of Asterkarn expansion

    Likely after Fangs of Asterkarn expansion

    Pathfinder: Abomination Vaults

    Pathfinder: Abomination Vaults logo
    Soon

    1.0.0 Release

    When does the next Pathfinder: Abomination Vaults content update start?

    The official launch date of the next Pathfinder: Abomination Vaults content update has not been announced yet. It is likely starting To be announced

    To be announced

    Can't find a game?

    Use the diamond button in the mobile menu to switch between different dashboard views. Still not there? Request the game on Discord.

    Latest News

    Undecember logo

    Undecember

    Notice Regarding Relics Obtained from the Equipment Summon (Ultimate) Bonus Box

    Greetings, Rune Hunters. We sincerely apologize for the inconvenience caused while playing the game. An issue where Relic Equipment obtained from the Equipment Summon (Ultimate) Bonus Box was assigned an incorrect number of Gem Slots has been fixed through today’s server patch. [Oct. 31 Server Patch] Please refer to the information below for details. [Notice Regarding Relics Obtained from the Equipment Summon (Ultimate) Bonus Box] An issue where Relic Equipment obtained from the Equipment Summon (Ultimate) Bonus Box did not have the maximum number of Gem Slots. ※ If you possess equipment obtained from the Ultimate Bonus Box before the server patch that does not have the maximum number of Gem Slots, please contact Customer Support, and we will provide assistance as soon as possible after verification. ※ Customer Support : https://cs.line.games/ We sincerely apologize for any unexpected inconvenience this issue may have caused, and we will do our utmost to ensure quick normalization of services. Thank you.

    Path of Exile logo

    Path of Exile

    Keepers of the Flame Challenge Rewards

    In the Keepers League, you’ll be able to earn a set of exclusive microtransactions themed around the Keepers of the Flame expansion by completing 40 new challenges. At 12, 20, 28, and 36 challenges you’ll receive the Keeper of the Flame Boots, Gloves, Body Armour and Helmet respectively. Completing challenges also grants you pieces of the Keepers Challenger Trophy Hideout In Ruthless you’ll receive these microtransactions at 2, 4, 6, and 8 challenges completed.

    Pathfinder: Abomination Vaults logo

    Pathfinder: Abomination Vaults

    Enter the Abomination Vaults

    Hail, Pathfinders! The Abomination Vaults Adventure Path was the perfect choice for our first Pathfinder ARPG. Its sprawling mega dungeon, memorable bosses, and tightly packed encounters are tailor-made for action combat and exploration. We sat down with Creative Director Wyatt Gray (WG) and Art Director Jonathan Dufresne (JD) to discuss why the team chose Abomination Vaults , how its narrative and design support fast-paced gameplay, and what it was like bringing this legendary Pathfinder adventure to life. Adventure Path Selection Q: What initially drew the team to Abomination Vaults ? WG: Paizo allowed us to choose any Adventure Path. We explored a wide range, then narrowed it down to “mega-dungeons.” With Paizo’s guidance, we shortlisted five standout options in their history. Q: Were other Adventure Paths considered? Why choose this one? WG: We considered Emerald Spire , Thornkeep , the Dwarven Citadel, Zolurket, the Hollow Mountain, the Pyramid of Kamaria and the Red Redoubt . Abomination Vaults felt like the best fit: it’s modern (PF2E), still recent, and offered a compelling variety of environments and enemies for players to explore. Story & Setting Fit Q: How does the Abomination Vaults narrative fit hack-and-slash gameplay? WG: Having a single clear arch-villain at the bottom of the dungeon created a straightforward plot for our game, which is needed to keep the action moving forward. The array of cool bosses and the relatively linear layout of the dungeon all facilitate the kind of straightforward experience we wanted to offer. Q: Which elements within the dungeon’s design suit fast-paced combat and exploration? WG: The dungeons of the original adventure path are too small to support the fast-paced nature of our game, a player would clear them floors in a minutes compared to the hours needed to fully explore a level in the TTRPG format. But key areas and ideas from floors can be adapted to be both more straightforward and expansive. The monsters translate well; we start by examining their abilities and attributes before adjusting them to offer a strong combat experience in the action format. Bosses often need a few special moves to be appropriately epic and dynamic for an action game. Pathfinder combat can be relatively static, whereas we wanted to ensure that a boss could easily and consistently threaten all four heroes from anywhere on the battlefield. Expanding the boss’s move roster is almost always necessary to make that happen. Character & Encounter Variety Q: How do enemies and bosses provide diverse combat? WG: Many of the monsters and bosses of Pathfinder already have unique elements to their design which we lean into. We explore their lore, societal roles, and think about the combat roles we need, to reach final designs. Q: How does the Adventure Path support ARPG-style progression? WG: The adventure path does not dictate the player progression or abilities beyond suggesting what level players should be at each level of the dungeon. We often discuss whether an XP or milestone system makes more sense for our progression. Each has its own benefits and drawbacks. We look at the equipment used in the adventure path as a starting point then add our own. The loot of the adventure path doesn’t always fit the mechanics of our game, so we’ve adjusted it to better reflect items that are valuable and usable to the four heroes. Armor, weapons, magical accessories, and resources that they can utilize to power up, are spread around the dungeon. Dungeon & Environment Design Q: How does the structure suit level design? JD: The Abomination Vaults structure has minor impact on the procedural or handcrafted level pipeline, especially on the technical side. What it does offer is great inspiration and a chance to showcase our artists’ ability to create striking moments and visuals. The challenge is finding the balance between procedural generation and handcrafted design. We don’t want levels to feel repetitive, and the only way to push them to a truly polished state is by layering in a strong pass of handcrafted elements on top. Q: How do you use environmental storytelling? WG: Environmental elements help us control the pace of the players. A dark hallway, poisonous fog, balance beam, quick puzzle, or destructible obstacle can be used to slow the players down, giving the heroes more time to chat or take in their surroundings before getting to the next encounter or plot point. These same environmental elements can be used to create interest in an otherwise less exciting part of the level, like hiding a treasure chest or adding something to hold the players’ attention while they navigate down a long corridor. Challenges & Opportunities Q: What challenges have the team faced so far in adapting Abomination Vaults to a hack-and-slash game? WG: Adapting enemies and bosses to an action format can be challenging, as they often need some rework to feel properly exciting and threatening for a co-op action game. The narrative and floor layouts also needed to be “linearized” from its more open-ended design in the books, where DMs are expected to adapt to the player’s manifold choices. We need to know what the players will do, where they will be, the order they will do things, to prevent the game’s scope from exploding. Developer Insights / Personal Reflections Q: What excited you most about translating the original adventure path into your game? WG: The opportunity to brings these biomes to life, and the unique challenge of envisioning the hybridization of Pathfinder and action, have both been very exciting opportunities. JD: I also see a lot of excitement anytime we start working on a boss! From the concept phase all the way to in-game implementation, it’s always a blast. It’s really cool to see the team jump in with ability ideas the moment they get a look at the boss design from the book. And it’s even cooler to watch it come to life in-game only to completely destroy us in testing, haha! Bringing It All Together Translating Abomination Vaults into an action-packed, re-playable ARPG has been a journey of adaptation and creativity. By expanding dungeons, reimagining encounters, and leveraging environmental storytelling, we’ve created a living, breathing world that honors the spirit of the Adventure Path. Sharpen your blades and ready your spells...the Abomination Vaults await. We can’t wait for you to explore its depths and experience this legendary adventure in an entirely new way when the game launches. Stay up to date on game news by joining the official Discord and following us on social media. ~ The Pathfinder: Abomination Vaults Team Discord | Twitter | Twitch | Facebook | Instagram | Bluesky | TikTok | {LINK REMOVED} Sign up to our newsletter | Wishlist on Steam

    Dragonkin: The Banished logo

    Dragonkin: The Banished

    What awaits you in the Rework of the City of Montescail

    Hello Dragon hunters, The City of Montescail offers great freedom, allowing each player to shape their city's development as they wish. However some players get left behind, opting for upgrade paths that hinder their progression in certain aspects. So for our next update, we'll be redesigning city progression to be more guided, yet still flexible, so that everyone can fully enjoy the experience from the very beginning and to avoid the sense that you've made the wrong choices. To better understand the issues that led us to rethink the city: https://store.steampowered.com/news/app/1863430/view/511846967442145619 Identifying the Problem While the current system allows for complete customization of progression and adds a layer of strategic complexity, it requires a solid understanding of the game and a certain level of engagement to make sense of the city's upgrades. But this isn’t for everyone, especially for players less familiar with ARPGs , who are looking for a more accessible and less demanding experience. Our goal is to strike a balance between: How can we help players quickly discover all the mechanics? How can we guide players so they don’t miss essential services? How can we maintain a sense of freedom in the city’s development? Faster Progression We know that the first few hours of gameplay are crucial, this is when you learn the basics and decide whether you want to continue. Until now, levelling could feel a bit slow. That’s why we’re increasing the city’s experience gain by at least 30% . This change aims to let players access the core mechanics of Dragonkin earlier, without overwhelming them with information. Designing a more Linear Progression Until now, you could ‘almost’ unlock services in any order, and unlocking them was entirely optional. This meant you could invest your upgrade points elsewhere… at the risk of missing a essential services for your first character’s progression. To fix this, we opted for a more linear progression. Each service unlocks at the point where it becomes relevant to your character’s powerspikes. For example: The Jeweler will be accessible (almost) from the very beginning. The Ornamentalist will appear later, when your city has reached a stage where their utility becomes more meaningful. Adding an Upgrade Tree Although this approach makes progression a bit more guided by automatically unlocking certain services, we want players to retain freedom through an upgrade tree . This will allow you to decide how to develop each service. Initially, our idea was to centralize all functionalities into a single tree, combining both service unlocks and their upgrades, while also grouping all city districts into one unified tree. While the concept wasn’t bad in itself, we quickly realized it would have required replacing the 3D City of Montescail with a 2D menu. A flat interface would have far less visual impact and wouldn’t serve the narrative design or immersion we aim to deliver to players. We therefore ultimately opted for an upgrade tree dedicated solely to service upgrades. For example, while the Apothecary will be unlocked without spending points, players can choose whether to prioritize developing new potion effects or improving their rarity. Please note that all the values such as X points are subject to changes are not final. New Service : Divine Familiar Among the Quality of Life suggestions we received, one idea was to auto-pick up gold and crafting materials, so here it is! How does it works? The Divine Familiar is tied to a City upgrade. Once unlocked, an ally sent by the Eternal will assist you in gathering gold and resources around you. Note: For our players that prefer picking up resources themselves, no worries, you can either skip the upgrade or disable it at anytime. More Upgrades Just like characters, the City can now reach level 50 and will have a total of 50 upgrades, roughly ten more than before. This, of course, includes the much-anticipated divine familiar! Originally, we planned to add upgrades such as cost reductions for the Enchanter or the Memorialist, but we realized that wasn’t very exciting. It’s important that the upgrades you choose to invest in are fun and worthwhile, so that you can say: “This looks interesting, I want to try it” or “Yes, this is worth it.” That’s why we are exploring other types of upgrades. For example, the enchanter could have a higher chance of achieving maximum rarity on a modifier or affix score. meanwhile, the memorialist would no longer destroy the provided fragment, allowing it to be reused. As for the rest, we’ll leave you surprises whenever you'll get your hands on it. That's it for today! We’ve read your comments on our latest DevBlog regarding the upcoming changes, and we wanted to address some of the major points based on your feedback. We’re deeply grateful to every player who has been following us through the trials of development. And if you’ve just joined us, welcome, fellow hunter! Thank you again for your unwavering support and see you on Discord!

    Hero Siege logo

    Hero Siege

    Call for Fan Art!

    Greetings! Its time to have another community Fan Art event where you make the art, and the community votes their favorite! The top 5 art pieces will be receiving the rewards! RULES: Anything Hero Siege related, No NSFW, No AI (we will filter these out), Post progress pictures, at least 3 different phases of the picture such as the sketch, the complete picture and the end result, Rewards can be changed in situations where you already own them, Remember: A clever picture can win the hearts of the people, you dont need to be a professional artist to obtain glory., Submit your work to panicartstudiosltd@gmail.com before the 15th of November

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    Hades II

    Post-Launch Patch 1 Preview & Notes

    From all of us at Supergiant Games, thank you for playing Hades II . We've been very excited to see so many of you battling beyond the Underworld since our v1.0 Launch , and we're grateful for all the feedback, which inspired us throughout development and continues to do so. We now have our Post-Launch Patch 1 , with enhancements to the True Ending among other improvements, available to preview: How to Play the Patch 1 Preview First, we recommend backing up your save files, since the Patch 1 Preview may contain more technical issues than would typically be found in one of our full patch launches. To locate them: On Windows, navigate to \\%USERPROFILE%\\Saved Games\\Hades II\\ On macOS, navigate to \\%USERPROFILE%\\Library\\Application Support\\Supergiant Games\\Hades II\\ Then, to unlock the Patch 1 Preview, Right-click on Hades II in your Steam library and select Properties Select Betas, then select [preview] The game will update. Once ready, you should see Hades II [preview] in your library. Note : The Patch 1 Preview represents a work-in-progress whose contents may evolve , and some text translations are still in progress. We do not have a release date for the full patch. What's In the Patch 1 Preview In addition to various bug fixes and some balance changes, this patch contains... • True Ending Enhancements : Added new events in the lead-up to the True Ending, and some after. As part of this, increased the number of Underworld clears required, and added to and revised parts of the main True Ending scenes before the end credits. Note: The vast majority of changes are to the Underworld route; the Surface route is mostly unchanged. • Returning to a Real Possibility : Added Cauldron incantation lets you return to an earlier point in the story in case you wish to re-experience key events, such as the True Ending. • Fated Prophecy Adjustments : A number of character-related Prophecies, including the one connected to the story epilogue, should unfold faster than before. • Crossroads Renewal : Many decorative items have reduced costs in Kudos compared to before. Any excess Kudos you have already spent will be refunded. The full set of changes currently in Patch 1 is as follows: Aspects of the Nocturnal Arms · Witch's Staff (Circe) : Smolder Ring (Hestia) now also applies Scorch from the bonus Cast when your Casts overlap Boons & Blessings · Anvil Ring (Hephaestus) : increased damage for Common Rarity · Controlled Burn (Hestia) : increased bonus from Poms of Power · Ares : increased Plasma pickup range · Sword Ring (Ares) : increased damage · Carnal Pleasure (Ares x Aphrodite) : increased effectiveness · Success Rate (Hermes) : now also affects Nurture of Hera (Selene x Hera) · Shadow Pounce (Artemis) : increased effectiveness · Gigaros Dash (Hades) : no longer staggers foes when this deals direct damage · Life Tax (Hades) : increased effectiveness; restorative effect is no longer reduced by Vow of Scars (Oath) · Last Gasp (Hades) : increased effectiveness · Howling Soul (Hades) : improved aiming of the projectile · Fight Fight Fight (Echo) : increased effectiveness · Various other minor fixes and adjustments Daedalus Hammer Upgrades · Elephant Rockets (Coat - Shiva) : increased damage · Chakra Collider (Coat - Shiva) : increased damage Keepsakes · Jeweled Pom (Hades & Persephone) : you no longer keep the bonus blessing if you are not at the Fates' Whim ; fixed an issue causing this to never grant Last Gasp (Hades) Well of Charon • Yarn of Ariadne : now also raises chance of finding Duo Boons (as in the original game) • Mist Veil : now restores Magick that is lost for any reason (not just from using Omega Moves) Foes & Dangers · Unrivaled Prometheus : adjusted hitboxes of certain Heracles attacks in this Encounter · Headmistress Hecate : slightly reduced hitbox of flame attacks to better match the visuals · Phantom (Fields) : reduced effectiveness of Life-drain effect; removed this effect from some attacks Special Encounters · Added a preview icon for Location exits leading to an Infernal Contract (after the True Ending) · Nemesis no longer can show up more than once a night while battling through the Underworld · Circe appears slightly more often Level Design & Environments · Various minor fixes and improvements to several Locations The Crossroads Renewal Project • Added Primordial Chaos theme to the Music Maker Crossroads Cauldron • Disintegration of Monstrosity : you are no longer required to cast this as soon as you can afford to • Greatest Gift of Gaia : reduced requirements for this to be revealed Fated List of Minor Prophecies • Melinoë, Help Us : increased priority of key events, so that this can be fulfilled faster • Silk and Spitefulness : increased priority of key events, so that this can be fulfilled faster • Voice and Vanity : increased priority of key events, so that this can be fulfilled faster • Born to Win : now revealed sooner and more reliably • Natural Talent : fixed an issue causing this to not appear in some cases • Denier of Suitors : reduced requirements to fulfill this Art & Visual FX · Added artwork to some True Ending scenes before the credits · Added animations for certain character in some True Ending scenes · Added portrait variant for Hecate · Added blinking animation to Melinoë's 'hesitant' portrait · Added death animation for the Yargonaut · Updated animations for opening or closing certain menu screens to be smoother than before · Numerous other minor visual fixes and improvements Voice & Narrative · Added new events with Chronos , Zagreus , Hecate , and Hades on the path to the True Ending · Added new events with Chronos , Zagreus , Hecate , Schelemeus , and Hades and Persephone after the True Ending · Added more contextual voice lines for Melinoë and Hecate in certain situations · Adjusted several events after the True Ending in light of other changes · Scylla now reveals her sensational hit Bewitching Eyes sooner than before · Icarus now can be persuaded to return to the Crossroads sooner than before · Other minor fixes and improvements Music & SFX · Artemis' singing in the Crossroads no longer cuts off abruptly at a certain distance · Updated sound effects for Cinerary Circle (Hades) · Fixed some Keepsake equip sounds playing late · Other minor fixes and improvements Settings • Danger Pulse : new! You now can toggle off the persistent flashing at critical Life levels • FPS Limit : new! You now can limit max frames-per-second to your preference while VSync is off Miscellaneous · Improved compatibility with macOS Tahoe security permissions · Inventory details for Gigaros and Entropy appear sooner than before · Updated inventory hints for several resources · Added feedback when Keepsakes from Athena and Selene cannot be used in a certain situation Bug Fixes • Fixed Argent Skull (Hel) not firing reliably while Melinoë is backed against a wall • Fixed Argent Skull (Medea) text erroneously stating its passive bonus also applied to Omega Special · Fixed cases where you could claim rewards while using the effect of Time Piece (Chronos) • Fixed Calling Card (Zagreus) unexpectedly refreshing all uses for the night after ranking up • Fixed Back Burner (Apollo) not applying its bonus when using certain moves • Fixed Steady Growth (Demeter) resetting its countdown after being Rarified · Fixed Rapture Ring (Aphrodite) dragging foes after they are slain • Fixed Seismic Servo (Hephaestus x Poseidon) not always working as expected on Boons of Hephaestus · Fixed cases where you could unexpectedly gain Unseen Ire (Hades) twice · Fixed Corrosion on Sight (Medea) not affecting Lubbers • Fixed Numbness (Path of Stars) not properly applying its effect · Fixed Mirrored Thrasher (Daedalus - Staff) disabling your Attacks in certain cases • Fixed interaction between Inverted Blaze (Daedalus - Flames) and Dividing Blaze (Daedalus - Flames) • Fixed high-cost Boons of Hermes found in shops not always having improved Rarity · Fixed projectiles from Charybdis not splitting as expected after striking certain obstacles · Fixed cases in which Jetty could get stuck while resurfacing • Fixed several cases where Melinoë could end up out of bounds in a Location · Fixed Raki occasionally swooping in to peck at already-defeated Guardians • Fixed an issue where a slowdown effect could persist unexpectedly after Gale blocks an attack · Fixed visual issues with Demeter's Freeze interacting with other visual effects · Fixed visual issues with Infernal Troves • Fixed incorrect text sometimes appearing on the Victory Screen • Fixed incorrect Gold preview when Nemesis wants to trade for Quick Buck (Hermes) • Fixed cases where music could stop playing unexpectedly · Fixed cases where the Past Deeds screen would not show the foe that put an end to your night · Fixed cases where Odysseus and Dora could appear too close together in the taverna · Fixed certain visual effects persisting during the Melinoë's Return to Shadow escapes · Fixed a visual issue where text formatting would not reset after resetting the Oath of the Unseen · Fixed Play Screen showing your location as The Crossroads despite just having left for the night · Other minor fixes

    Titan Quest II logo

    Titan Quest II

    Character Creator - Coming Soon!

    In Titan Quest II, we hope to transport you to our fantasy version of Ancient Greece, where you get to step into the shoes of an epic hero and journey toward becoming a powerful god. But every story starts at the beginning, and our story starts with a lone mortal. What sort of mortal are you, at the beginning of your journey? What sort of god will you become? Thanks to the new Character Creator feature, coming in the first week of November, you’ll get to entirely customize your hero’s face, body and more, so that your hero is unique to you. Will you be a brawny fighter like Herakles? A cunning trickster like Odysseus? Or more reliant on magic and enchanted gear like Perseus? Heroes come in all shapes and sizes, with all sorts of ways of navigating the dangerous world of monsters and gods. Define your character by tweaking over 50 individual settings with almost 100 options for the head alone! Do you want to create a mythic verson of yourself? Or do you want to embody a hero who is totally different from you? Create classic-feeling heroes inspired by old favorites, or play with the settings to create a unique legend! Our version of Ancient Greece is populated by many strange denizens, and you could be one of them. In Titan Quest II, the Moirai may already have Fate laid out for you, but your identity as a hero is yours to decide. We hope you enjoy the Character Creator feature, and everything else still to come! The Titan Quest II Team

    Crystalfall logo

    Crystalfall

    Gamescom Asia was a huge success for Crystalfall!

    The Crystalfall team has had a fantastic time in Bangkok! First, we visited our publisher PlayPark's awesome offices, finally meeting face-to-face and getting to know each other better. It's been a blast working together at Gamescom Asia and meeting the SEA players. With three booths in the international indie game arena, we're beyond lucky to have such an amazing publisher in PlayPark, who have been awesome at welcoming and supporting the fans. Watch the event reel here: https://www.youtube.com/shorts/u1HBQO4MJwE We saw a crazy showcase of talent from the players - with some of the really passionate veterans being invited to our VIP group for more exclusive playtesting in the game. One of our visitors is Jojo, who's been a fan since before the open playtest we held last year. Jojo got to meet Fredrik, our game designer, sharing his thoughts on the latest updates in Crystalfall. It's a big moment when fan meets maker! Throughout all three days, The Crystalfall booths have been running hot with lots of visitors flexing their skills in the game, winning exclusive merch and showing off their fantastic cosplay. Before the second day was over, we'd run out of exclusive merch, though with the help of PlayPark we restocked with more awesome lucky draw giveaways for the fans. The Crystalfall booths were visited by publishers from all over the world as well as news media, including GosuMedia, Gamersky, VG Times and the Indie Wavemakers. It's always a pleasure to nerd it out about the features in Crystalfall, especially the procedural skills that afford players a myriad ways of customizing their character build. All in all, it's been a fantastic event for us! We could not have asked for a better time in Bangkok and the team is buzzing with energy from the traction that Crystalfall is seeing 🔥 The Crystalfall team wants to say a BIG thank you to all players who swung by our booth to try out the game, to the organizers at Gamescom Asia, to our amazing partners PlayPark and Agora Gaming Partners, and to all new cherished connections we made. Stay awesome, grinders! Much love from the CRG team.

    Dwarven Realms logo

    Dwarven Realms

    Halloween Hardcore Race - The Tear Beyond Time

    Halloween Hardcore Race – Begins This Thursday! We’re thrilled to announce the Halloween Hardcore Season Race — kicking off this Thursday, October 31st, at 1 PM EST! This is a Hardcore-only event , where death is permanent and glory lasts forever. Schedule Leaderboard Lock: Tuesday, October 21st, at 11 PM EST Server Wipe: 12 PM EST (one hour later) Chaos Gates Open: 1 PM EST Hardcore Race Launch: Thursday, 1 PM EST , with a full reset If you’d like to help us test , join during the Chaos period. If you’re here to compete , sharpen your blades — the real race begins Thursday. And if Hardcore isn’t your style, don’t worry — Season 5 is right around the corner, currently planned for early December . ⚔️ What’s New in the Hardcore Race Offhand & Monogram updates – deeper build diversity and reworked affixes New Time Tear event – greater risks, greater rewards New visual style – a fresh look for the Realm powered by our new Toon Shader A Message from the Team Every test, bug, and wipe helps us shape Dwarven Realms into something greater. Thank you for standing with us through every season and every patch — we can’t wait to see who rises in the Hardcore Race. See you in the Chaos, – The Crater Studios Team Patch Notes: New Content Four new Time Tear types have been added, each focusing on a different kind of reward: Mining Nodes - Harvest waves of mining nodes to collect valuable materials. Monograms - Interact with waves of monograms to obtain new modifiers for your items. Elite Rush - Survive consecutive waves of elite enemies and gain more rewards Slugs Rush - Waves of slugs; simple but deadly fun. General Changes Containers now auto-destroy after 45 seconds (Light beam indicator goes down with remaining time) Boss containers spawn slightly faster to accommodate auto-destroy timer Container spawn rate increased New visual style/look for the game Season mode changed to Hardcore only - no softcore, leaderboard is Hardcore exclusive Offhands Changes Cooldown Changes Arcane Totem: Cooldown increased by 23.3% average Arcane Apocalypse: Cooldown increased by 17.9% average Lightning Plasma: Cooldown reduced by 20.0% average Blood Dragon: Cooldown reduced by 16.7% average Rain of Flames: Cooldown reduced by 22.6% average Carnage of Fire: Cooldown reduced by 16.7% average Changes & Balance Death Blade: When Death Blade despawns, it will summon an arcane spike on a nearby enemy, dealing 100% damage + 20% additional damage for every second the blade was on the field. (Previously: 80% base damage) Static Charge: Static charge will now stay for an additional 0.6 seconds, damaging more enemies and dealing an additional 5% per enemy inside Static Charge range. (Previously: *Static charge will now stay for an additional 0.6 seconds, damaging more enemies*) Spark: When Sparks collide, they have a 33% chance to spawn a plasma sphere that deals 100% damage. After 2 seconds it explodes for 200% damage. Plasma sphere may consume sparks to gain +50% damage bonus. (Previously: plasma sphere that deals 75% damage) Toxicity: Pools last 5 seconds longer and deal 35% more damage based on pool size. (Previously: 20%) Toxicity: Trigger a chain reaction, each projectile spawned receives additional 25% damage for each active pool on the battlefield. (Previously: 10%) Death Blade: Summon a smaller Death Blade that circles around the primary Death Blade and deals 130% damage. Each time a small death blade spawns, it adds 25% damage to Arcane spike. (Previously: adds 15%) Ferocity of Wolves: Your wolves increase their damage by 45% with each leap. (Previously: 25%) Blood Dragons: The dragons jump towards the player, and deal bonus damage the closer they are to their target up to +100%. (Previously: +45%) Kraken Seed: Kraken Seed shoots 3 tentacle darts, dealing 60% damage each. (Previously: 4 darts) (Dart amount now stacks) Lightning Plasma: Lightning Plasma stays for an additional 1.5 seconds and deals +40% damage. (Previously: +20%) Lightning Plasma: Fires an additional Lightning Plasma, and deals an additional 25% damage based on Lightning Plasma range. (Previously: *Fires an additional Lightning Plasma*) Fiery Totems: Fiery Totems triggered by you gain an additional 25% damage for each Fiery Totem on the battlefield. (Previously: 40%) Vortex: When vortexes collide, they turn into a thunderstorm, that deals an additional 100%. (Previously: 300%) Amadora Snail no longer counts as an elite for the mod "Killing an elite has a 10% chance to spawn another elite Killing an elite has a 10% chance to spawn another elite' now stacks up to 4 times (Previously: 8 times) Bug Fixes Fixed a bug where "Kraken Seed: Kraken Seed shoots 4 tentacle darts, dealing 60% damage each" didn't deal damage most of the time Fixed a bug where "Kraken Seed: Running over a Kraken Seed will shoot projectiles that explode on impact, dealing the same damage as Kraken Seed" dealt 30% damage instead of full kraken damage Fixed code issue causing problems with name selection Performance Fixes Fixed memory issues for the following abilities: Magery: Starfall Strike, Basic Mage projectiles Necro: Leeching Wraith Axe: Blazing Earthshaker, Demonic Strike Archery: Blade Kick, Infused Arrow Swords: Shadow Slice, Scorching Swipe, Ascending Power, Thousand Cuts

    Ravenswatch logo

    Ravenswatch

    Ravenswatch Community Spotlight (October 2025)

    Greetings, Ravens! Today, we’re back with a new Community Spotlight! We’ve got a ton of stuff to discuss today, so let’s take a look at what the community has been up to recently. The topics of today's Community Spotlight: New episode of News from Reverie Hourglass of Dreams Update stats Speedrun Scene Community Creations What's next? News from Reverie (October 2025) Don’t want to read? Watch our latest episode of News from Reverie for the video format of the Community Spotlight! Hourglass of Dreams Update The Hourglass of Dreams update launched last month with a bunch of new content and challenges. And as usual, we like to share some statistics with you. Players attempted to steal the shards from the Leprechaun’s Cauldron over 80,000 times ! For the Hourglass of Dreams: some of you tried to trigger the Boss very early, only after 5 minutes into a run, or even less sometimes! And you met your doom with 77% of fails at the Dark Hills Master Nightmare ! In comparison, triggering the Boss just before the original timer ends (up until 3 minutes before) results in an 83% success rate! Now let’s talk about the new quests! Which of the three new mini-bosses was the most deadly of all? At the bottom of the podium, we have Mordred with over 25,000 Heroes killed , followed by Jack’s Ogre with over 90,000 death counts . And finally, at the top, Simorgh, the Giant Roc, with a massacre of 119,000 Heroes . Pretty deadly. Speedrun Scene The Hourglass of Dreams update brought new ways to play in Ravenswatch. With the ability to win rewards when triggering the Master Nightmare, this has created a whole new interest in speedruns of the game! We enjoyed watching your achievements, including SkippyTom ’s current record , set in Adventure with the Rain of Stars modifier, at 4 minutes and 12 seconds. We also have a new breaking record of 2 minutes and 54 seconds in the Two players category, congratulations to syrk and Kozzoko ! Head to https://www.speedrun.com/ravenswatch to upload your attempts! Community Creations B y @Panickerz By @ZeroLogic By @DairyPanda We also sat down with community member PositiveAce for an interview on the Hourglass of Dreams update and what’s next for Ravenswatch. You don’t want to miss it! What's next? It’s time for a Roadmap check! We’re coming to the end of the first year of post-launch support for Ravenswatch. Does that truly mean the end, though…? Let me reassure you, no! We still have a few cards up our sleeve. But let's end Year 1 on a high note with a new paid hero DLC planned for early next year . We’re hard at work on this new hero, and I can already tell you that they look very promising. Do you have any guesses? (There may already be a clue in the game 👀) Aaand that’s it! Thank you for reading this new Community Spotlight. Thanks again for your support on the launch of the Hourglass of Dreams update. We know it was a busy month, but you answered the call of Reverie! We’ll see you soon! - The Passtech Team 🍉 Passtech Games Discord Ravenswatch Twitter Passtech Games Twitter Ravenswatch Subreddit Passtech Games Twitch Passtech Games Website

    Torchlight: Infinite logo

    Torchlight: Infinite

    Torchlight: Infinite - "Overrealm" SEASON

    Torchlight: Infinite’s “Overrealm” Season Officially Launches on October 10! Season Launch Date : October 10 at 07:00 PM PDT New Gameplay and Content : New Seasonal Mechanic: Overrealm While you're blasting through the Netherrealm, you're going to stumble across these weird "Doors." Interact with them, kill whatever pops out, and you’ll tear open a gateway to the “Overrealm”. Step inside, crush the anomalies, fill your Containment Progress, descend deeper—and you will return with rich rewards. Talent Customization: Ethereal Prisms Ethereal Prisms unlocks ultimate talent customization. Socket one to boost your core Talents—or replace them with powerful new options that redefine your build. New Hero Trait: Creative Genius Bing trades explosions for brilliance with his new Trait — Creative Genius. Powered by the Inspiration Machines, he turns Spell Burst into a fresh spark of battle. Drop Rush Join the 7-day check-in event to claim a Legendary Drop Pactspirit of your choice, plus 10 bonus Battle Pact pulls. A Fresh Start Clear the main storyline to unlock the Activation Medium: Motionless—granting auto-cast for a smoother, hands-free grind.

    The Slormancer logo

    The Slormancer

    Slormite Chronicles #54

    Hello everyone and welcome to The Slormite Chronicles #54! In the last Slormite Chronicles, we talked about several questions we were asking ourselves regarding the future of the game’s development, things like our sales model (DLCs, paid cosmetics, expansions, etc.) and the direction for the fifth game mode. We received a big number of responses, probably more than ever before in a Slormite Chronicles. It was really interesting to read through them all, and it helped us make some key decisions. Toward an Expansion As for updates and the overall development model, we’ve decided to focus on creating a large expansion that will include everything we’re currently working on, as well as everything planned for the coming months. It’s not impossible that we might release a small update in between, but that’s not the plan for now. Nor is it impossible that we’ll change our minds mid-development, that’s not uncertainty, that’s agile development! Progress on the Rogue Mode On the development side, we’ve started exploring ideas for The Slormancer’s “Roguelike” mode. I spent some time experimenting with an idea where the player would control Bryan (the little blue orb) and issue commands to the hero, who would move semi-automatically, something like a Survivors-like. Long story short, it didn’t work. There wasn’t much interesting happening on-screen or for the player, so I quickly abandoned that concept. We’ve now moved toward a more traditional roguelike idea. We believe we have a lot of horizontal content worth exploring, and the goal of this mode is to let players build complete, interesting setups in about 30 minutes by cleverly combining the elements they’re given. I’ve had a pretty busy month with real-life obligations, so we haven’t progressed as much as we’d hoped, but things are picking up again. We’ll enter production once we’ve nailed down everything needed to make this mode solid. After a few prototypes and brainstorming spreadsheets, we should be ready to move forward. We can’t completely recreate a roguelike at the level of a game built from scratch around that concept. We have constraints tied to what’s already in the game, which limits what’s possible. We also want to make sure this mode is accessible, even for players who’ve never tried The Slormancer before. When launching the mode, you’ll start from scratch, level 1, a basic Slorm Reaper, and your class’s first skill. From there, you’ll have to build an efficient setup based on the elements the game offers you. The run will take place across floors similar to the Battlefield. At the end of each floor, players will get to choose their path forward by selecting between three different floors, each with distinct rewards and bonuses. Every few floors, you’ll face a boss (campaign bosses, not procedurally generated ones), until you reach the final boss. During the run, the player will build their character based on what they acquire: When leveling up: choose 1 new Skill “card” (see the menu below) from 3 options. When closing a Breach: gain 1 stat bonus from 3 options. When closing a Cataclysmic Breach: gain 1 Ancestral Skill from 3 options. …and so on. Simplified Character Building We started with an accessibility constraint: the entire build must fit into a single menu. For a rogue mode meant to be played in around 30 minutes, there should be no need to juggle the 6 or 7 different interfaces usually used to manage your build. To keep things simple, there won’t be gear management. Instead, you’ll gain regular stat boosts that can easily be directed toward the attributes most useful for your current build. Legendary effects will appear separately as passives. We’ve also separated elements that can stack indefinitely (like Ancestral Tree passives or stats) from elements that replace one another, such as Slorm Reapers or Primary Skills. Here’s a look at the build menu prototype: Imbue Skills and Ancestral Skills are grouped as “cards,” just like class skills, and replace the previous configuration when selected. One issue we had to solve was related to the game’s many stats. There are dozens, and not all are inherently useful in this mode. However, most of them have at least one synergy or Slorm Reaper that gives them a reason to exist. So we decided to keep all stats in the game but simplify how they’re obtained. If we had removed some stats, certain Slorm Reapers or legendary effects would have instantly become obsolete, which we wanted to avoid. A roguelike usually ends in one of two ways: either the player dies, or they reach the end of the run. The question of player death came up, because once you reach a certain point, the game isn’t particularly efficient at killing experienced players. During the campaign, once you find your first Life Regen or Life on Hit stat, difficulty drops sharply. To avoid that, while still keeping Life on Hit, Leech, etc., we’re changing (in this mode only) how and when health can be recovered, making fights more tactical than in other modes. Limiting out-of-combat healing is being strongly considered. We also ran into another issue with mana. If a player picks a skill they can’t actually afford to cast, they can’t immediately or reactively adjust their mana pool, regen, or reduce the skill’s mana cost by removing an upgrade. In this mode, if the player runs out of mana, the skill will still cast, but its damage will be reduced in proportion to the missing mana. The idea is that if a player’s mana management isn’t great early on, it can improve as the run goes on, and the skill will become more effective over time. These are just a few of the design problems we’re thinking through. For now, we have a system that feels robust enough to enter production. We’ll no doubt face many challenges along the way, so the more stable the foundation, the better. We haven’t yet tackled certain topics such as Skill upgrades, Slorm Reaper upgrades, NPCs and their utility during a run, various events that may occur or metaprogression. I’ll save those for the next Slormite Chronicles. First thing first, we now need to make sure that our idea is working as intended. That’s all for now! Cheers!

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