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    Pathfinder: Abomination Vaults

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    Pathfinder: Abomination Vaults

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    The Arena, New Outfits and Playtest Results

    Greetings, Pathfinders! This week we’re delving into the never-before-seen concept behind the Gladiatorial Arena and Barracks on Floor Five! Dare you pass through the tunnel into the stadium and face some of the toughest enemies yet? We are also revealing design concepts of alternate outfits for each of the iconics, and the results from our recent closed playtest! Floor Five: The Arena Long ago, Belcorra constructed a mighty arena for her army. What might appear on the surface as a place for her troops to test their mettle or settle their differences, hides a deeper truth. It would be a proving ground, where the scheming Seugathi could test their latest creations in action... and gain ever more meat for their endless experiments in flesh. For our heroes, floor five is centred around brutal pit fights in this very arena. To venture deeper into the Vaults, you must enter the arena and become its grand champion. Fights take place over several deadly rounds with each battle presenting new challenges and surprises to overcome. Expect ever-changing arena layouts, with hazards, traps, and environmental tools changing with each fight. Some fights might swarm the heroes with endless foes, while others will pit the heroes against powerful elite warriors or horrifying Fleshwarp monstrosities shipped in from the mysterious laboratory which awaits the heroes, just below the arena’s grounds... The barracks outside the arena entrance Between fights, heroes can rest in the barracks to recover from their wounds, gather information on the next fight, and adapt or rethink their strategy. Choosing the right abilities, tactics, and equipment will make the difference between success and utter annihilation! Outfit Concepts Meanwhile, the art team is working on alternate unlockable outfits over the course of the game! These designs are possible thanks to the additional social stretch goal reached during the Kickstarter campaign, so thank you for the support in making this possible! Note that all designs are a work in progress and may differ from the final versions. Alternate outfits for Harsk, the Ranger Alternate outfits for Ezren, the Wizard Alternate outfits for Kyra, the Cleric We’re excited to continue iterating and polishing these concepts until we’re ready for the final picks. We can already picture choosing an outfit to match the build/playstyle you’ve chosen for each character! What do you think of these designs, and which are your favourites? Playtest Learnings We’ve recently had our latest private playtest, this time focused on combat. Let's go through what testers have said, what we learned and what we're doing! We took players through a few test levels where they fought tons of various monsters and even had a chance to face off with an early version of the Blood of Belcorra. So, what did we learn? It was exciting to see testers get their hands on the controls and start swinging a massive sword around as Amiri. At first, some of them took a little bit of time to learn the controls and figure out their moves, but we loved watching the use of the abilities from the Iconics. We learned that even if players enjoyed these heroes, we want to make it a smoother experience going from one ability to the next. Similarly, we want to have players spend less time worrying about controls and get them straight into the action! We also want to make sure the rest of our squad feels equally as powerful. Players tended to use Amiri the most, followed by Harsk. Our goal in the short term is to work extensively on Kyra and Ezren, to ensure all four iconics feel just as exciting to control. Speaking of the party, another focus for this test was our squad play system. We're excited to see the characters interact with one another, letting you switch between them, use abilities and even combo off each other. We've had great moments when we're playing in co-op, but there's work to do when it comes to non-player-controlled party members. Even if it’s not quite the same as delving into the vaults with your friends, we want to make sure that these bots have your back. Now let's get to the biggest part of the test: Blood of Belcorra. We don't want to spoil too much, but this boss is meant to be a tough encounter that's just as satisfying to beat. We're early in tests and it's clear we made her a bit too powerful! Many brave adventurers tried to beat the odds and take her down, but we're going to make sure the next time they fight this boss it's fairer (while still being a challenge worth overcoming). These are just a few highlights of the test, and frankly, we had mountains of great feedback to read through! Every time a player was excited it felt great, but we want to continue improving and make sure everyone has that same level of enthusiasm. We're going to make important changes and get ready for another round of playtests! Didn't make it into this test? There will be other opportunities in the future! Be sure to sign-up for a chance to be a part of them. We'd love to hear your thoughts. Meet the Iconics Devlog Video Our latest devlog dives into each of the iconics and their place in Pathfinder: Abomination Vaults. We recently released the video version, so watch now to learn about their in-game progression, abilities and how we took these beloved characters from tabletop to video game! We hope you enjoy these insights into how each of the four heroes are coming along! Thanks as always for your continued support! We’d love for you to join our official Discord server and follow us on social media if you don’t already. We’re often posting additional content and news, so it’s the perfect way to stay up to date. Onward, to glory! ~ The Pathfinder: Abomination Vaults Team Discord | Twitter | Twitch | Facebook | Instagram | Bluesky | TikTok | Sign up to our Newsletter | Wishlist

    Meet the Iconics!

    Hail, Pathfinders! Who are the Iconics? Beneath the haunted depths of Gauntlight Keep, four of Golarion’s iconic heroes make the leap from tabletop to video game , ready to fight, explore, and forge their own legends. Amiri the Barbarian, Harsk the Ranger, Kyra the Cleric, and Ezren the Wizard are the beating heart of your adventure. Each hero features unique powers, personalities, and playstyles that combine to create a symphony of steel, spellcraft, and tactical opportunity. In this blog, we’ll introduce these iconic heroes, explore what makes them special, and reveal how their teamwork can turn even the darkest dungeon into an unforgettable adventure. Why were they chosen? When we set out to bring Pathfinder: Abomination Vaults to life, we wanted players to live the story as they fought through the dungeon with characters whose personalities, histories, and archetypes would shine through in every battle. That’s why we turned to the Pathfinder Iconics; heroes that experienced Pathfinder players will recognize, and with archetypes that will instantly feel familiar to new players. Amiri , the fierce barbarian, who you may recognize from Kingmaker , is an easy pick for anyone who seeks power, aggression, and the satisfaction of hitting hard with a (literal) giant sword. Kyra , our devoted cleric, balances the mercy of a healer and the wrath of the Sun Goddess - perfect for those who like to protect and support their allies, or want to smite the darkness with golden fire and scorching sunlight. We also needed an arcane spellcaster to round out the team, and Ezren , the ever-curious wizard, was a natural choice. A fan-favorite whose broad mastery of magic opens rich tactical possibilities... if you can keep him out of harm’s way. Finally, we debated long and hard between Merisiel and Harsk for the final slot. While we love Merisiel’s roguish impulses, we knew that the game’s vision didn’t suit the stealth-centric experience that a rogue would deserve. Harsk , on the other hand, brought something essential: a guide to lead the party through the unknown, a versatile warrior who is adept in both ranged and melee combat, and much needed dwarven representation. We know how beloved the “archer” and “ranger” archetypes are and feel Harsk rounds out the party perfectly. Together, these four form a balanced and adaptable party. Each hero is powerful on their own, but even stronger when their abilities work in harmony. Having access to the entire team at any moment offers the tactical opportunity to unleash devastating combos that rapidly turn the tide of battle. Some are quick 1-2 punches where timing is everything, like Harsk weakening foes with poison before they face Kyra’s slashing scimitar. Others let heroes create something entirely new: Ezren’s Wall of Fire becomes a Flame Vortex when Amiri spins her sword, a Flame Wave when Harsk cleaves into it with his dual axes, or a Fire Nova when Kyra smites it. Mastering these combo effects rewards your precision and teamwork with lethal results. Amiri is a fierce tribal warrior who left behind the lands of her tribe to escape the bonds of tradition. Her oversized bastard sword is a trophy from when she was sent on a suicide mission by her tribe’s elders. When Amiri learned of the opportunity to plunge into the dangerous ruins of Gauntlight Keep, she grabbed her massive sword and set off for adventure. Never one to back away from a challenge, Amiri infuses her natural strength, agility, and ferocity with the mystical power of her barbarian rage, to overcome even the direst of fiends. Current Upgrade Path Vision With Giant Instinct , you can build Amiri as a tough, sturdy physical-focused frontliner that shrugs off powerful blows and pulls the attention of enemies onto herself to keep her team out of harm’s way. With Spirit Instinct , Amiri can tap into the power of her ancestors to deal valuable spirit damage to quickly dispatch undead and void enemies, while locking down the battlefield with controlling powers and protective boons. With Dragon Instinct , Amiri can harness the power of dragons to access new damage types, covering the battlefield in dangerous fields and slowing down her foes while keeping herself agile. Harsk is a gruff and driven dwarf following a vow of justice to avenge his brother's death at the hands of giants. He prefers tea to ale, wanting to keep his senses sharp. To a ranger like Harsk, the underground is just another frontier, full of secrets, dangers, treasures, and fiends. With his dual axes in each hand and his trusty dwarven crossbow strapped to his back, Harsk is ready to meet any challenge Gauntlight can muster up. Current Upgrade Path Vision Harsk can follow the path of the Slayer , gaining access to a range of powerful close-range abilities that turn him into an agile melee specialist who darts into battle to rapidly cut down his foes. If Harsk follows the path of the Sharpshooter , he gains abilities that fortify his role as a ranged damage specialist who keeps foes aways and dispatches them from anywhere on the battlefield. Following the path of the Trapper , Harsk further explores his passion for dwarven crafting, gaining access to a range of traps, bombs, and attacks that hinder enemies, and support allies, and give access to new damage types. Standing in the burned ruin of the temple in which she grew up, young Kyra swore her life and sword arm to the Goddess of Sunlight, promising mercy to the deserving… and death to those too evil to be redeemed. While the darkness may be terrifying to some, it is a mere fact of life for Kyra. With the power of Sarenrae at her disposal and an unflinching courage to face any evil in the name of life and light , Kyra ventures toward Gauntlight to protect her allies and dispatch the vile creatures who lurk within. Current Upgrade Path Vision Mender expands Kyra’s role as a healer and protector who specializes in keeping her allies on their feet so that they can charge into combat with confidence. Warpriest pushes Kyra’s capabilities as a frontliner, giving her new powers to pull aggro, fortify herself, and dispatch enemies in close-range. Sunspeaker expands Kyra’s repertoire of Sarenrae’s sun magic, giving access to powerful ranged options that melt enemies from afar with focused sunlight. After years lost trying to clear his father's name, Ezren abandoned his old life and became a wizard after his research revealed that his father was indeed guilty of heresy. Ever in search of hidden truths and forgotten secrets, Ezren brings the utility and power of the arcane to bear for his allies. Whether conjuring up defences or simply blasting his enemies with the power of the elements, Ezren is a fearsome foe and a capable ally. Stay tuned for more info on Ezren’s paths in the coming months, while we explore the possibilities. Let us know: what types of roles or kits would you like to see for Ezren ? Combos As mentioned previously , teamwork is the key to survival. Combos allow you to link heroes’ abilities for devastating results, chaining a setup move from a character into a heavy follow-up from another. Each hero brings a unique array of combo fields and combo effect generator abilities, thus creating a wide array of interactions between these moves. For example, Harsk could perform a heavy attack into Ezren’s Wall of Fire to create a cone of fire that rips across the battlefield to hit many approaching foes... or loose his crossbow bolts through the flames, alighting them with flame to gain a boost of powerful elemental damage from afar. And if Amiri spins through the Wall of Fire with her Whirlwind Attack, we see her launch a flurry of fiery tornadoes. Every successful combo strengthens the team’s Party Bond , a system that represents the trust forged in battle. Performing combos, covering allies, and executing team plays all grant Party Bond XP , advancing the group through Tiers 1 to 10 . As the bond deepens, the entire party gains lasting benefits, from boosted combo damage and faster revives to stronger healing and longer support effects. The more your heroes fight together, the stronger their connection and the more unstoppable your party becomes. Master your team, conquer the vaults, and write your legend in Pathfinder: Abomination Vaults. Join our community on Discord and follow us on socials for more behind-the-scenes insights and updates! Have Your Say! We’re running a quick one-minute survey to hear your thoughts on our news and updates. Sharing your feedback will help us shape the way we deliver content to the community, so let us know what you think! ~ The Pathfinder: Abomination Vaults Team Discord | Twitter | Twitch | Facebook | Instagram | Bluesky | TikTok | {LINK REMOVED} Sign up to our Newsletter | Wishlist on Steam

    Alchemical Ingredients and New Environments

    Greetings, Pathfinders! This week we’re excited to share a fresh batch of concept art including a first look at alchemical ingredient icons and a glimpse into never-before-seen environments. From experimental concoctions to towering cliffside fortresses, there’s plenty to explore, so let’s get into it! Alchemical Ingredients Work has begun on our vision for the alchemy system in which players will gather a variety of ingredients from the Vaults and its environs to craft valuable upgrades and extracts for their flasks. Above and below are first looks at icons that represent this range of substances (plus a few bonus non-alchemy currency icons!). Can you guess what alchemical ingredients and currencies these icons might represent? Share your best guesses in the comments! Caligni Stronghold The Caligni Stronghold is a fortification secured by the Crimson Eye Caligni who have come to the area to worship their new oracle, with whom our heroes would very much like to have a word. However, one does not simply walk into a Caligni Stronghold... When designing this location, it was important to create something with the opportunity for a striking vista. With that in mind, we decided to place it on a cliff with waterfalls to create a strong, cinematic moment. As always, we tried to make the most of verticality wherever possible! For the stronghold itself, we wanted it to feel like a more recent construction—hence the choice of wooden materials. Since the Caligni are squatters, it made sense that they’d build something quickly to establish and fortify their foothold in the Darklands. Glimm Fizzletop’s Alchemitorium Funded by a Kickstarter stretch goal, the Fizzletop Alchemitorium belongs to Glimm Fizzletop, a traveling alchemist with a curious past. Glimm recently made his way to Otari to offer his premium services while in search of rare ingredients. His wagon offers a wide range of alchemical services to the party... so long as they supply him with what he needs. Talia’s Tailoring Emporium Talia’s Tailoring Emporium is another Kickstarter-backed stretch goal service. Operated by Amelia Candlebright, an outfitter with a surprising life story and a penchant for making outfits that go well beyond the means of traditional village tailors, she is ready to offer her range of services related to the heroes’ armor, outfits, and styling. That’s all for this week’s progress update! Thanks as always for your continued support. To catch all the news and updates around Pathfinder: Abomination Vaults , be sure to follow us on social media and join us on Discord! Onward, to glory! ~ The Pathfinder: Abomination Vaults Team Discord | Twitter | Twitch | Facebook | Instagram | Bluesky | TikTok | Sign up to our Newsletter | Wishlist

    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