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    Pathfinder: Abomination Vaults

    Pathfinder: Abomination Vaults

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    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

    Xavier Collette Joins the Party

    Greetings, Pathfinders! As we continue delving deeper into the Vaults, the team has been hard at work bringing new visuals, characters, and the source material to life. This update is packed with exciting developments, from concept artwork by a renowned illustrator, to a spotlight on one of our favorite fiendish foes, and big news from a fellow adventuring party launching their own epic journey . Let’s dive in! New Artwork from Xavier Collette The legendary Xavier Collette is joining the party to contribute artwork to the project. Xavier (aka Coliandre) is an illustrator and concept artist known for his evocative fantasy style . He has created artwork for acclaimed board games such as Mysterium and Abyss , as well as numerous book covers and comics. Xavier’s work on Pathfinder: Abomination Vaults includes an updated version of the key art , which we'll fully reveal at a later date. For now, here's a sneak peek at some of the concepts: In each variant, the heroes remain the focus of the image, with Belcorra Haruvex as an unsettling, looming presence. However, these new versions offer dynamic alternate composition s as well as threats emerging from the Vaults themselves. Note that all these concepts are work in progress. After Xavier provided the initial concepts, the next stage was to select one to take forward. This means clarifying the design with precise line art (shown below) and moving on to adding colour. Having considered each of the options, the design above is the one we're choosing to turn into the final image. We hope you enjoy this new take on the key art, and we can’t wait to share the final polished version when it’s ready! Urevian Urevian is a heinous and diabolical contract devil , a master of corruption and temptation. You’ll seldom find a more devious or manipulative foe. This character is a favorite within the team at BKOM , who love Paizo’s original design . The team is working hard to ensure the in-game version stays true to the original , preserving his iconic silhouette, face, and garments. Ideas for combat mechanics and animations include casting spells directly from his contract scrolls to attack the heroes. Our animators and VFX artists are especially excited about having the scrolls float around him as abilities emerge from them mid-battle . Win a Steam Deck! We’re giving away a 1TB OLED Steam Deck , perfect for dungeon crawling your way through the Abomination Vaults! For a chance to win, head over to our competition page and spread the word about the game. The giveaway runs until 31 October , so share it with your fellow party members before then! Starfinder: Afterlight Kickstarter Now Live We're thrilled to share that Starfinder: Afterlight developed by our friends at Epictellers Entertainment is now live on Kickstarter - so go show your support! Starfinder: Afterlight is a party-based RPG set in the beloved science-fantasy universe, featuring tactical combat built on the Starfinder 2e ruleset . Word spreads and your reputation precedes you as the branching narrative unfolds. Both friends and foes will remember your choices and treat you accordingly so remember, every decision carries weight . Congratulations to the whole Epictellers team, we wish them success with the campaign! That’s all for this progress update. Thanks as ever for your incredible support. To keep up with future news and behind-the-scenes updates, join our official Discord server and follow us on social media! Onward, to glory! ~ The Pathfinder: Abomination Vaults Team Discord | Twitter | Twitch | Facebook | Instagram | Bluesky | TikTok | Sign up to our Newsletter | Wishlist

    Win a Steam Deck!

    ⚔️ Adventurers, prepare yourselves! To thank our growing community, we’re hosting a special giveaway and one lucky hero will claim the ultimate treasure: a Steam Deck (1TB OLED) ! We’re running the giveaway through {LINK REMOVED} Gleam : {LINK REMOVED} https://www.bit.ly/PAVSteamDeck ⭐ You can earn entries by: Joining our adventuring party (follow us on social media) Sharing word of the campaign (optional extra entries) 📜 No purchase required. Full rules and eligibility details are included on the Gleam page. Competition ends 31st October - good luck!

    Tabletop to Hack and Slash: Level Design

    Hail, Pathfinders! Sharpen your blades and ready your spells, the Abomination Vaults await. Built nearly 500 years ago by the sinister Belcorra Haruvex, this sprawling dungeon is filled with traps, monsters, and secrets waiting to be uncovered… and we’re bringing every dark hallway and haunted chamber to life in-game. In last month’s Tabletop to Hack and Slash entry , we ventured into the Darklands to meet the mysterious Caligni. This time, we’re going straight into the Vaults themselves, revealing how the rooms and encounters from the classic Adventure Path are being transformed into fully realized, playable spaces. For this feature, we’re focusing on Floor 8, showcased in our Gameplay Trailer earlier this year , to give you an inside look at how our team approaches level design. We sat down with Creative Director Wyatt to discuss how the process works, from early sketches to final encounters. The Level Design Process From Page to Playable Map Before anything else, we wanted to know how a Pathfinder floor goes from words on a page to an environment you can explore and fight through. “The process begins with immersion: A full and careful read-through of the chapter…” Q: Can you describe the process of transforming a floor description from the book into a playable game map? WYATT: The process begins with immersion: A full and careful read-through of the chapter and hours watching online “DM Helper” materials on YouTube. These help the team digest, contextualize, and expand our understanding and imagination of the chapter. With a strong grasp of the chapter, we then identify the most valuable components. These include essential characters, plotlines, and artifacts and are used to imagine a structured narrative flow. We also map out a quick proposed 2D layout of the floor to anchor ourselves around the intent, major areas, and overall player flow through the level. With the flow and sketch in place, our artists begin creating concept art and our level designer builds a graybox of the level. The concept art guides our environment artists in “set dressing” the graybox with 3D art, informs our lighting and VFX, and inspires the level designers to create or support the grand visions of our artists. Eventually, combat designers add and balance combat encounters. Narrative designers add the quests, dialog, NPCs, clues, the narrative gates that trigger those dialogs, etc. We continually iterate on the level, playtesting and giving feedback, until we feel each area has an acceptable level of quality. Later in the project, we return to each level with a more complete vision, toolset, narrative and fine tune them, bringing them to completion. Moving From 2D to 3D Expanding the Dungeon Into a Full-Fledged Biome Once the team has a layout, the next challenge is transforming a flat, page-sized map into something immersive and explorable. “The first step is re-imagining each floor as a much larger biome rather than a house-sized space.” – Wyatt Q: How do you translate 2D maps into a 3D game space? What challenges or opportunities does it create? WYATT: According to Paizo, the maps of Abomination Vaults were shaped to fit on a single page of their book. Since our game is action-driven, we need a MUCH bigger space for players to explore and fight in. So, the first step is reimagining each floor as a much larger biome rather than a house-sized space. Since 3D enables much more visual immersion, we capture that by including verticality into our designs. Whether scrambling up the sides of ruins, descending into lava-filled forges, leaping over massive chasms, or just witnessing iconic areas in a whole new way, 3D lets us immerse players in these spaces in a way that 2D doesn’t allow. Pacing Keeping Players Engaged Through Flow and Rhythm Of course, great level design isn’t just about the space itself — it’s about how players move through it . “The rule right now is to avoid putting two combat spaces back-to-back…” Q: How do you balance moments of exploration with combat to keep the level dynamic? WYATT: That’s a great question! When designing our layouts, we continually ask ourselves: “Is this a combat space, or an exploration space?” The needs for each are different. The rule right now is to avoid putting two combat spaces back-to-back, so players don’t accidentally pull multiple fights or get exhausted. But we can safely chain together a few exploration areas in a row. It all comes down to pacing and the intended feel. Early in a chapter, there is likely to be more exploration as we immerse the players in a new setting or teach them new dungeon mechanics or tools. The middle and end will have more combat as the floor increases in intensity. Placing Encounters Populating the Dungeon with Meaningful Challenges Finally, we dug into the details. We wanted to know how the team decides where to put traps, enemies, and puzzles to keep things engaging. “Our goal is to populate the dungeon richly with environmental interactables…” Q: How do you decide where to place traps, enemies, and puzzles? WYATT: Our goal is to populate the dungeon richly with environmental interactables for combat and exploration, to make the world feel deeply interactive and the environment feel “masterable”. So, we to put these things regularly throughout every space in the game. Combat areas need open space and a focus on combat-centric environmental set pieces, while exploration spaces are best when populated with traversable environment pieces, cool narrative spots, difficult terrain, and even simple puzzles. So it comes down to knowing the intent of the space and populating it accordingly. Bringing It All Together Translating a legendary dungeon like the Abomination Vaults into an interactive, living space is no small feat. Wyatt and the team have shown that with careful pacing, clever use of space, and a dedication to preserving the spirit of the original Adventure Path, these dungeons can feel more alive than ever. Whether you’re creeping through quiet corridors, piecing together clues, or battling horrors in massive open chambers, every step is designed to immerse you deeper into the Vaults. We can’t wait for you to explore Floor 8 and beyond when the game launches. To hear more about the game, join our official Discord server and follow us on social media! Onward, to glory! ~ The Pathfinder: Abomination Vaults Team Discord | Twitter | Twitch | Facebook | Instagram | Bluesky | TikTok | Sign up to our newsletter | Wishlist