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SWORDHAVEN News

Swordhaven begins the Early Access stage of development

Greetings, friends!

We have finally reached a major milestone for our game: Swordhaven has been released into Early Access.

[previewyoutube][/previewyoutube]

Of course, the game is not yet fully developed content-wise, and some mechanics that are already in place may require further refinement. But thanks to Early Access, we can communicate with you directly and consider your ideas and suggestions as we progress, truly designing Swordhaven in the way our players envision it.

This, however, is only possible if we receive feedback. Please feel free to contact us in any way you see fit to share your opinions. We will evaluate your feedback and implement it into the game before our full release.



So, what comes now?

First and foremost, we're planning updates to the game, with major ones hitting roughly once every couple of months. We will provide you with all the necessary information to keep you in the loop about what's been implemented and what the next big addition is.

One area we will focus on is the Real-Time with Pause battle mode, which is currently available for testing in the game. Swordhaven already provides a variety of settings for the AI, including the option to turn it off completely, and we will continue to make improvements in this regard. Animations are also a priority; we already have a lot, but there's much more to come!

Compatibility, optimization, and bug fixing are also top priorities for us. We're doing everything we can to test the game on all available devices, but a small team cannot cover every configuration out there.
If you encounter a bug (such as launch problems, graphics issues, or freezing), please send us a report at [email protected]. Our new Bug Tracker feature will help us track your problem, and you can check the resolution status at any time.

Thank you very much for being with us, and let's hope for a smooth ride towards the biggest milestone yet: the full release!



Stay cool, as always!
Yours,
Atom Team

Early Access 12/12/2024

Greetings and salutations, friends!

Today, we are very excited to share our final update before Swordhaven is released into Early Access.

This long-awaited milestone is scheduled for December 12, 2024, when the game will finally arrive on both Steam and GOG.


There is still a lot of work to be done before we achieve the desired build quality, and everything is continually being tweaked, updated, and bug-fixed to provide the best experience possible. Here are some of the features we are currently working on.


First of all, let's discuss the stealth mechanics. As you know from the demo, we aimed to make stealth a more active and influential system than in our previous games. Now, stealth includes the ability to see enemies' detection zones and features a covert strike mechanic that allows you to land the first blow in combat for double damage.


We've added many more diverse special encounters to the world map, including additional battles, hunting and foraging options, and text-based adventures. They not only serve as a distraction from your main goals in the game but also provide special items, experience, and loot.

New locations are also in the works. We have added an extra layer of polish to the background-specific dungeons and improved those that every player will encounter.


We have also introduced new mini-bosses and enhanced the existing enemies with new skill sets and animations to provide a better overall combat experience.


Ironing out kinks is as important as introducing new content, so we've improved several features of character creation. We also added new combat and mundane animations, weapons, armour, crafting recipes, and much more.

See you on the 12th of December 2024!
Yours truly,
Atom Team

And let there be Swordhaven!

[previewyoutube][/previewyoutube]

October Update

Hello, friends!

Today, we decided to conduct a little experiment by making a short video about what we’ve been up to over the past month. What do you think of this format? Would you prefer us to make the next update in a similar fashion, or do you think a text format would be better? Let us know in the comments!

[previewyoutube][/previewyoutube]

Stay as awesome as always,
Yours faithfully,

Atom Team



September Update

Hello, friends! Autumn has arrived, and so has our monthly update on development progress. So, without further ado, let's get started!

Work in Progress.

Work in Progress.

Quests are a driving factor in many RPGs, and we are working on quite a few of them. Some are common to everyone, while others are exclusive to a specific background. Here, we are showcasing two screenshots from background quests. Please note that both characters will sport their own portrait in the future.
It goes without saying that each quest introduces new NPCs, items, monsters, and much more!



Of course, new quests require new locations. Here is one of them—note the verticality. And what would locations be without secrets, hidden loot, and monsters to hunt down? Well, they would probably still be locations... but boring ones!



Talking of monsters, look at this bad boy: the demonic Red Bog Rooster—token animal of the dark god Velns, champion of wicked violence, adultery, and selfishness. You can find this beast (or rather, it can find *you*) in the swamps of Nova Drakonia.



Now, it's all fine and dandy, but what's the point of confronting enemies if you don't look your best? Speaking of 'dandy'—here is one of the new outfits. As a rule, your starting clothes will depend on your background, but you can change them freely in the Appearance tab.



Segueing onto backgrounds: at the start of Early Access we will introduce a new background (though it won't be the last one) in addition to the Noble and Bandit options. We won't go into details about it in this update, but here is the background picture that will accompany it during character creation.

[previewyoutube][/previewyoutube]
Oh, and in keeping with the spirit of secrecy, here is a short video from the game. Where is it used? Why are we showing it without sound? These are questions we will leave for you to discover ;)

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
Work on new animations is also ongoing. Like these two specimens for one-handed swords and halberds.

[previewyoutube][/previewyoutube]
Work in Progress. The animation is not final.

Another problem we've tackled at this time is the lighting issue in several of the dungeons we're currently working on. The solution? A torch, of course! Craft a few, stick one into your shield slot, and take the plunge into the darkness without fear.



To wrap up this update, here is one of the new tracks for the game. Give it a listen and let us know what you think!

Whew! That's all for today! We will be heading back to the developers' cave until the next update. In the meantime, feel free to visit us on Steam or join our Discord server.

Keep on truckin', cool cats,
Yours truly,
Atom Team

August Dev Update


Hello, friends! Another month, another update. Today, we have some hopefully interesting news to share with you. So, enough with the introductions—let's dive in!

[previewyoutube][/previewyoutube]

We are adding new animations to the game, primarily focused on different fighting techniques. But that's just the beginning :)

In any event, with these animations, the battles—both real-time and turn-based—will be much more visually interesting; the hits will feel meatier, and the heaves will feel heavier!



The land of Nova Drakonia is not only sunshine and lush, almost tropical greenery. It is also dotted with various ruins and dungeons, both recent and as ancient as the hills.

Here is a screenshot from one such dungeon we are currently working on. This mysterious place is well hidden, and not many adventurers will discover it. However, those who do will receive a truly 'serpentine' welcome...



But enough about the doom and gloom of the dank crypts. Here's a new location—an entrance to a cave situated near the western mountains. Its inhabitants may surprise you, and vice versa ;)



Traveling in Nova Drakonia (*cough, cough* World Map) is a risky endeavor, but it can also lead to pleasant—or profitable—surprises. Along the way, you'll encounter merchants who are always eager to make a few dinars by dealing with passing adventurers. However, be very cautious if you decide to attack them.



We also wanted to share a revamped version of the loading screens. Early Access will feature several beautiful images (currently, we have two, and a third is actively being created), and we will continue to add new artwork with each subsequent update!



To stay on track with the 2D art, each inventory item receives its own icon. There are *many* different items in Swordhaven, but we promise that in the final game, every one of them will have its own picture.



We want to thank each and every one of you who added Swordhaven to your wishlist on Steam. This really helps us determine which languages to prioritize for translation. And, as you might have guessed, work on some translations has already begun.

[Cave Entrance - Listen on SoundCloud]


Last but not least, here's one of the new music tracks for the game! Give it a listen and let us know your thoughts in the comments!

That's all for this month. We didn't cover a lot of the development happening behind the scenes, but we'll share more when we feel it's more or less ready.

Stay cool as a cucumber,
Yours, as always,
Atom Team