ACED Games: RotF when?


Hi all. I’m Miniguy of ACED Games/Revenge of the Fallen. This blog’s been pretty silent recently, which is probably no surprise to some of you. Let’s talk about why we’ve been silent, and what’s going on with RotF.

First, in case you missed it: RotF was originally conceived as a private server for the multiplayer bullet hell Realm of the Mad God, one of many distinct versions of the game run by fans like us. But unlike those many other versions, we had a large, active playerbase, a decent amount of replayable content, and a skill system that rewarded player creativity. In other words: we made something good.

Unfortunately, for the first time in RotMG private server history, we were too good. We had been trying to negotiate a deal where we’d be able to run RotF with a license to the (shrinking amount of) RotMG content we were using. Although early talks seemed very promising, our rep at RotMG went silent suddenly for nearly a month. Then, in a complete 180, the RotMG developers decided that we were a threat to their business, and issued us a DMCA takedown request. We were forced to close down everything, cold turkey. They weren’t necessarily wrong to do this–after all, we were using their assets–but it left us in an awkward spot. More importantly, it left YOU guys in an awkward spot! Where the heck is the game?

I wish I could give you guys some concrete dates for a release, or some specific information on some of the crazy content that we have planned. Naturally, I can’t do any of that–we don’t want to promise anything we can’t deliver. This is the honest reason for the radio silence.

That said, I’ve been working on a complete revamp of our server/netcode since August. As of yesterday, I’m proud to say that I’ve essentially achieved that goal (there’s always more work to be done, but we now have a solid foundation). As a result, we’ve got the core team–myself, Skilly, Mike, and Quaximi–all working on code, mechanics, and general design for all that crazy stuff I mentioned earlier. I know it seems like we’re attempting an insurmountable task, but I promise that we’ll come back sooner than you might expect, with a loot-based, multiplayer bullet hell game that we hope will be genre-defining. Don’t miss it.

Thank you guys so much for the support. It means everything to see our community remain active, especially in our #premium chat on Discord–y’all are crazy.


Revenge of the Fallen: Primal Effects, but Good This Time

Hello! In this devlog, we’re going to look at some early iterations of Primal Effects (and by proxy, Primal Items). As we demonstrated with our Reworked Runes and new classes (more on that soon), we’re trying to create dynamic abilities that encourage players to lean into a gameplay fantasy. With Shatter Strike, you can become an AoE, damage dealing madman. With the Warrior’s shield (their class ability) and Mirror’s Edge, you can become a brute, face-tanking hundreds of shots while bulldozing through enemies. All of these runes and abilities were designed with the goal of enabling a gameplay fantasy.

With Primal Items and Effects, we want to add another component that can push players even further towards their fantasy. With that in mind, I’m excited to show off four (4!) primals in this post: Bel’s Decapitator, Wall of Gore, Draupner, and the Book of Thoth. Let’s have a look!

1. Bel’s Decapitator

​Returning from legacy, Bel’s Decapitator is still the waraxe that deals massive damage.​​‌‌​​​​​‌​​‌‌‌​​‌​​‌‌‌‌​‌‌​‌​‌​​‌‌​‌​​​​‌​‌‌‌‌‌ Its Primal Effect, however, has changed: “Necropolis Waraxe: Upon taking damage from any source, create an orbiting axe that deals damage equal to a primary shot (25% chance). Each axe can proc on-hit effects, such as Shatter Strike.”

Here’s a small preview image. You can click the image (it’s a link) to see the ability in action!

the axes move with you, so good positioning can net you tons of damage. click here (or on the image) to see the gif.

We’re still experimenting, but since each projectile can proc on-hit effects, we think it could be pretty strong.

2. Wall of Gore

Another returnee! In legacy, Wall of Gore was fairly useless. That changes now. Wall of Gore is the first item to use the new Shielding system. In addition to generating a ton of Defense while channeling, here is Wall of Gore’s Primal Effect: “Flesh Buffer: While channeling, build up a shield of up to 35% Maximum Health. The shield is lost immediately when the channel is canceled.”

The image below shows a fully charged shield. Click on the image to see it in action:

oh you meant like a real shield (click image to see gif)

Admittedly, it might get a bit confusing to have both Shields (the Warrior ability) and shields (the HP buffer)… We might have to work on the terminology a bit.

3. Draupner

Draupner is a ring that drops from Asgard. Equippable by Mages, and with stats that are only slightly above average, Draupner’s magic lies in its primal effect. “Ring of Odin: Upon casting your secondary, summon a circle of nine Draupners. After a short delay, each Draupner will fire at its nearest target, dealing damage based on Wisdom and Mana (20% chance on ability use).”

draupner sonic speed ?

Pretty cool, right?

4. Book of Thoth

Another newbie! The Book of Thoth drops from the Gate to the Underworld. Its Primal Effect makes it a useful defensive tool, and explains why the item is a shield: “Egyptian Knowledge: Upon casting your secondary (or starting shield channel, for Warriors), summon two books. These books orbit your player, blocking/consuming any projectiles they contact. Books expire after 2.0 seconds, detonating into a flurry of projectiles, based on how many projectiles were consumed.”

Here’s a preview:

ignore the green detonation projectiles. they’re placeholder 😉

We’re really excited to show more Primal Effects (and eventually, show the new Legendary Effects), but we think this is enough for today! There’s still plenty more to do—in pretty much every category—but we’re definitely ramping up towards a CT2. Keep the feedback coming!

Also, with the reveal of these four items, we’re also going to give out FOUR Closed Testing keys! We’re doing something a little bit crazy this time: Skilly did a little self-imposed 24h gamejam. Some doodling, coding, and (cough) voice acting later, and he had created a platformer with four levels, and four keys to earn.

Here’s the link: Beat any of the levels to earn a key!

If you manage to earn a key, use it at Good luck!

Revenge of the Fallen: Realm Rework (Progression Overhaul)

Look everyone! It’s another Miniguy post! It’s been a while since I’ve gotten to write one of these. Today, we’re going to take a look at a core gameplay system: Realm-ranking. This is all about improving the core progression loop. Check it out:

i am learning to youtube clickbait. i have acquired the red circle. now i am unstoppable.

We’ve mentioned before that we’re explicitly ranking content in terms of difficulty. Part of the reason we’ve started doing this is to support the new progression system.

If you can’t watch the video right now, I’ll also explain the new system a bit in text, by quoting from the video:

In legacy, the core progression loop encouraged new characters to 1) skip early-game content, 2) do a 50/50 teleport into high-level content, and 3) try to survive a difficult area where your character didn’t belong. If you died at this point, no problem: you could just make another new character. But when you inevitably lived, you’d effectively start the game at level 20.

The result: there was no early-to-mid-game. There was just endgame.

ouch. players got us figured out

In new RotF, we explicitly designate content as one of the three difficulty ranks: Easy, Medium, or Hard. You may have noticed these designations on our content blog posts: for example, Gate to the Underworld, which is Hard-rank, or Riverside Refuge, which is Medium-rank. Each Realm portal gets assigned a difficulty.

assigned difficulties? hmm…

When you make a new character, you begin in the Easy Realm, gaining access to the next-level realm by clearing a realm of your current level, or by clearing a single dungeon of your current level. This progression system promises that there will always be people running content of all difficulties, so it’s a double win: you won’t be lonely while leveling up a new character, and the early-to-mid-game content that we design will actually see usage. Stat maxing fruit will also be a relatively common drop in early-to-mid areas, so it should feel rewarding to play through on a new character.

let me in!!

We want to make sure that encouraging players to play early-to-mid-game doesn’t conflict with our promise to make a high-speed, fast-paced bullet hell, but we also want to make sure that we make good on this promise deliberately, and not by keeping the broken progression system from legacy.

Thank you so much for reading. Watch the video if you get a chance—Google’s magic algorithms will hate us less. We’ll update this post with Skilly’s CT key puzzle in 15 minutes, so check back soon for a chance to get a key!

Edit: Skilly’s key puzzle is here! As always, there are three keys to discover. Use at

Revenge of the Fallen: The Riverborn (Riverside Refuge Preview)

Hi all! I’m Foucs, the designer guilty of spriting Asgard, the Gelatinous Palace, and a bunch of other stuff. Weekly devlogs are a pain joy for the team to write, and it looks like I’ll be your host for today. In this blog post, we’ll show off the Riverside Refuge biome, inspired by the original Riverborn event from legacy RotF.

welcome to the refuge.

The Refuge biome itself is a thick swamp, filled with frogs, tree bugs, and other ⭐ m a g i c ⭐ inhabitants. Everybody knows that frogs are a staple of good biome design. More frogs means better game (obviously). Take a look at these friendly froggy foes:

them jump

Now, I know what you’re thinking: those frogs will be really lonely without some friends. We agree, imaginary reader! While navigating the marshes, you might stumble upon a fascinating creature, an impostor (ඞ) of sorts. These are the River Striders and Lurkers, also known as the Living Brushes.

Next up, the River Serpent, aka Flying Snake Boyo. His bubbles are tricky, so watch your toes.

What else might you find in a magical swamp? The giant water-dragon-snake-beast with a hunger for humans, of course! For the first time since legacy, meet the Riverborn, Lord of the Refuge.

what a beauty

Like other Lords in RotF, to challenge the Riverborn, players will explore the realm, and search for his home waters. This Lord has some tricks up his sleeves (…wings?), so approach cautiously! While you’re slowly wading through the water, the Riverborn unleashes torrents of wind.

him spinnnnnnn

In addition to spawning watery disasters at will, the Riverborn possesses another innate skill: diving. Watch as he plunges underwater, stalks players while submerged, before popping back up (and popping your health bar too).

him dive

In this section, I’m supposed to talk about what I worked on in more detail, but I’m sort of already out of ideas. So… let’s plug socials! BQ and I both stream on twitch (at and respectively). Come on over, and tell us why the frog to regular enemy ratio should be 1:0. We’ll agree.

We’re excited to show more stuff from the Medium-rank areas, so keep your eyes peeled! As always, we’ll update this post in 15 minutes with some CT keys. Lastly, a big shoutout to the RotF community for staying chill and supportive. You guys rock. And the most important thing: this post has a frog rating of two 🐸

We’ve got another CT key puzzle, brought to you by Skilly. Check it out here.

Use at Good luck!

Revenge of the Fallen: Gate to the Underworld — Sia and Hu, Eternal Companions

Hello again! It’s me, patpot, here with another content post about the Gate to the Underworld. Since showing off Ra, the Sun God, we’ve been making steady progress, and we’re excited to show you the next area of the dungeon: the Fire Lakes.

The Fire Lakes is the first stop on your journey through the Duat. Surrounded by molten lava and unfortunate souls, this scalding area is home to Sia and Hu, two more of the dungeon’s bosses. I’ll let you take a look for yourself.

hot hot hot hot!

Well then, that was pretty hot.

The demo video shows a lot, so we don’t have too much to add. As with many of our gameplay preview posts, we’ll highlight a few areas that we think are particularly exciting.

it’s kinda hot in here…

On your way to the portal:

you’ll make your way through the hardened lava, and reach the portal…

By the portal:

ok no bias this is cool. come on

There’s really not much more to say—we think the gameplay speaks for itself. Quaximi and BQ worked exceptionally hard on the visuals for this dungeon, so send them your love! We’re thrilled with how much it pops.

the big reveal

That’s all from me. Keys!

We’re trying something different this time: Skilly made a very advanced anti-bot key giveaway system. This image is your gateway to a key.

Use at Good luck!

Revenge of the Fallen: Gate to the Underworld — Ra, the Sun God

Hey all! patpot here with another content blog post! This time, we’ll be showcasing a boss fight from a Hard-rank dungeon we’ve been working on: the Gate to the Underworld.

In this dungeon, you’ll travel through our interpretation of the Egyptian afterlife. Battle mini-bosses and Gods, and help Osiris realize his plan to save the Duat from falling into chaos. After months of work on the whole dungeon, we’re excited to show off this small section of the Gate to the Underworld.

Before exploring the afterlife, you’ll have to defeat Ra. To show the power of the Sun God, I’ve chosen a few highlights from the team’s first playthrough. Take a look!

The fight starts off with a manic bullet hell. Destroy Ra’s staves or you’ll find the rest of the phases rather difficult to handle (they might not have been too difficult to destroy without health scaling, oops).

Ra channels the power of the sun. Here’s a clip of Miniguy maneuvering around him (or possibly trying to aggro everything to kill me. Hard to say which).

Despite Ra’s innate firepower, he can be overwhelmed. When challenged, he calls upon the sky.

Ra’s Sun Disk attack (shown below) isn’t particularly threatening, but it does demonstrate how we reward precise movement in RotF. We’ve reworked the hitbox system to behave more like some beloved bullet hells, so dodging feels super smooth. We’ll definitely talk more about this soon, but for now, check out this clip!

Ra’s Sun Lasers were not originally part of this fight, but their omission caused Quaximi to screech. You don’t want Quax to screech (trust me, you don’t), so here they are!

Once Ra’s dead, there’s nothing stopping you from taking a ride to through the rest of the dungeon… Except for the fact that the post ends here.

When the time is right, the Duat boat will take you beyond the Sun Docks.

Thanks for reading as always! I hope you enjoyed this content teaser.

As always, keys will be added in 15 minutes. Good luck!

1. (3 characters) In order to relax one could get in a jacuzzi or a hot _ _ _. (can you tell we get excited when keys generate a full word)

2. The number which hint this is.

3. Final letter of the English alphabet.

4. The first letter of the name of the boss shown in this blog post.


1. Flip an M upside down.

2. The first character of the type of creature that guarded the Icy Peaks in legacy RotF that players would fight in the realm.

3. (4 characters) Aztec without the t.

4. The first letter of the name of the staff member who is present in all of the gifs except the last one. (because he died 😦 )

1. (2 characters) Abbreviation for High Definition.

2. The number of non-RotF related hints from these 3 keys (not counting this one).

3. The first letter of the name of the dungeon shown in this blog post.

4. 3×3

Revenge of the Fallen: Dragons, Midgame Content, More!

Welcome everyone! It is me, Quaximi, here with yet another blog post. This time, I’ll show some teasers of a content category that was entirely unfinished for the first phase of closed testingthe medium biomes.

For those that need a quick refresher, all of the dungeons/biomes in RotF (I’ll call them worlds from now on) are divided by difficulty. For closed testing, we were able to include six Easy-rank worlds, and four Hard-rank worlds. There are many more worlds in development for all difficulty ranks, but medium content has been absent for a while. It’s time to change that!

we’ll talk about these more, soon tm

patpot covered our plans for the title’s of some Medium-rank worlds live Q&A session we held back in Octoberall of which are inspired by content from legacy. In case you didn’t catch the Q&A, with Medium-rank worlds, we’ll see a return of the four elemental dragons, the Tomb of Decaying Death (ToDD), and the Reptilian God.

We’ll look at two specific medium biomes today: the Flaming Hearth and the Riverside Refuge. For now, we’re showing concept art only, but it should give you guys an idea of where these areas are headed (and perhaps a bit of insight into how content gets developed here).

The Flaming Hearth

The Flaming Hearth comes from the one-and-only hotheaded dragon from legacy, the Firebreather, who serves as its lord.

concept for the Flaming Hearth biome environment

In the realm, you might come across this rocky wasteland, filled with patches of fiery grass, and scalding hot lava lakes. You’ll traverse these scorching plains in hopes of finding the Firebreather’s denall while fighting against feisty creatures and hazards. Will you fight speedy salamanders, armored armadillos, firespitting flowers, or tumbleweeds that are… on fire? Yes.

concepts for the various enemies and hazards you’ll encounter in the Flaming Hearth biome, as well as the Firebreather

Once you’ve dealt with the Firebreather, you’ll find yourself venturing down below into the dungeon in hopes of reaching the titular Hearth.

The Riverside Refuge

Cooling off a bit: The Riverborn (the aqua dragon from legacy), serves as the Lord of the Riverside Refuge.

concept for the Riverside Refuge biome environment

In the realm, you might find this dense swamp, where you’ll navigate around large, mossy boulders, and humongous trees. Making your way through the marsh, you’ll undoubtedly run into a variety of swamp inhabitants—whether it’s the mossy crawlers, or giant swamp frogs — before finding the Riverborn.

concepts for the various enemies and hazards you’ll encounter in the Riverside Refuge biome, as well as the Riverborn

Once the Riverborn is defeated, a passage will open up, allowing you to delve deeper into the swamp’s thick forests. You’re bound to run into some swampy trouble…

But wait… there’s more!

Of course, these are only two of the six medium biomes currently in our pipeline. Alongside Flaming Hearth and Riverside Refuge, you will also come across the following:

  • Collapsed Woods — where you’ll encounter the dormant Treesmasher.
  • Shrouded Sanctum – where you’ll reveal the secrets hidden by the Shadowscale.
  • Tomb of Decaying Death – where you’ll find yourself fighting against the Tombstone Carrier for the titular tomb.
  • Sacrificial Grounds – where you’ll be avoiding the Devoted Shaman’s reptilian hunters from sacrificing you to a certain reptilian god.
in order: Collapsed Woods, Shrouded Sanctum, Tomb of Decaying Death and Sacrificial Grounds

As always, everything in this post is WIP and will most likely undergo some changes, but for now, that’s all we’re showing. If you have any feedback, feel free to share it with us. We’re always happy to listen—and stay tuned for more updates to come!

Thank you for reading, and as always, check the post in 10 minutes for a chance to grab a key. I will now quack off… but I’ll see you all again in Egypt. 😉

The keys! No trivia this time around and as always, good luck!

  • B[1]KF-TU[2]R-ZK[3]K-WXO[4]
    1. Replace with Z
    2. Replace with 9
    3. Replace with V
    4. Replace with L
  • C4[1]L-NM[2]L-KQ[3]V-RJ[4]Q
    1. Replace with 8
    2. Replace with J
    3. Replace with C
    4. Replace with G
  • KUA[1]-Z[2]P2-[3]L1Z-[4]UWD
    1. Replace with V
    2. Replace with F
    3. Replace with O
    4. Replace with G

Thanks for sticking with us! ❤

Revenge of the Fallen: The Vault and the Fruit Stand

Welcome everyone! It is me, Quaximi, here with another blog post. Today, I’m bringing you an overview of the new Vault, a rather important part of RotF’s core game, which was missing during our first phase of closed testing.

chests, chests, chests, chests…

Vaults are back!

The Vault has been revamped to match the theme (and lore) of the new Nexus. In terms of function, however, it has remained mostly unchanged. As with legacy, you’ll have a limited number of storage slots available (up to 84 Vault chests, at the moment), which you’ll unlock over time.

good loot in there 😉

Gift chests no longer occupy a permanent space in the Vault. They are gone (reduced to atoms). Instead, whenever you get a giftwhether it’s from the market or another sourcea chest will appear near the spawn of the vault. Notably, receiving gifts will no longer require you to re-join the world!

In addition to the chests, I want to highlight two other points of interest in the new Vault: the Fruit Stand and the Practice Grounds.

The Practice Grounds

The Practice Grounds are essentially a small testing area where you’ll be able to quickly switch between builds, and test them without needing to continuously move between worlds.


The Practice Grounds currently includes a Practice Dummy and a Runic Orb. The Practice Dummy is meant to allow you to quickly test DPS and build efficacy, though he doesn’t display stats (yet). And the Runic Orb will provide quick access to the Rune/Skill Tree. The scope of the Practice Grounds will grow as we finish more of our planned progression systems (like the subclass system/class skill trees), but this is a fine start!

The Fruit Stand

If you played during our first closed testing period (or watched others play), you may have noticed that there’s a new way to max your character: stat fruit! As a result, the Potion Storage is closing down shop (since we no longer have stat potions), and we’re opening the Fruit Stand for business.

in order: Health Strawberry, Mana Blueberry, Attack Blackberry, Defense Coconut, Speed Kiwi, Dexterity Pepper, Vitality Pomegranate, Wisdom Elderberry, Haste Orange

The Fruit Stand is at the bottom of the map, just below the spawning area. There you’ll meet the Vaultkeeper, Cherry. Talk to her, and you can retrieve (and munch on) the fruit you’ve collected over your various adventures in the realm.

🙂 all of these fruits were collected in a legit manner 🙂

Admittedly, the Fruit Stand and the Potion Storage are functionally identical, so we won’t restate what we’ve already shown with respect to function. But unlike the legacy Potion Storage, which was represented by a single sprite, the Fruit Stand fills up visually as you collect more fruit.

As always, everything in this post is WIP and will most likely undergo some changes, but for now that’s all we have to show. If you have any feedback, feel free to share it with us. We’re always happy to listen—and stay tuned for more updates to come!

Thank you for reading, and as always, check the post in 10 minutes for a chance to grab a key. I will now quack off. 🙂

Closed Testing Keys


  1. The first letter of the stat that Pomegranates grant on consumption.
  2. The first letter of the name of the Vaultkeeper NPC.
  3. The first letter of the consumables that grant stats (not potions).
  4. The first letter of the stat that Yellow Peppers grant on consumption.


  1. The last letter of the alphabet.
  2. The first letter of the world type that holds all of the biomes in rotf.
  3. The first letter of the green colored rune type.
  4. The first letter of the stat that Elderberries grant on consumption.


  1. The letter of the vitamin that you might get from consuming a Haste Orange.
  2. The first letter of the fruit that grants speed on consumption.
  3. The first letter of the fruit that grants vitality on consumption.
  4. we’re out of ideas. it’s W

Use at Good luck!

Revenge of the Fallen: Masterwork Runes, the New Nexus

Hey all! Today, we’ll show an overview of the Nexus, which was finally revealed during Closed Testing, and then we’ll walk you through some of the work we’ve been doing on Masterwork Runes.

sorry for literal static mic. i’ll have a real setup soon, promise!

The Nexus has dedicated areas for the:

  • Market (Manny)
  • Runemaster (Nero)
  • Guild Liaison (Luther)
  • Alchemist (Minerva)
  • Blacksmith (Alastair)
  • Stylist (Amir)

But for now, let’s focus on the Nero, the Runemaster.

this old man still knows a few tricks.

In a previous post, we talked about the new Skill Tree system, so check that out if you haven’t already. When we released that post, the last component that we needed to finalize was the function of Masterwork Runes.

Here’s what we’ve worked out since then: Masterwork Runes are unlockable runes that are equipped to a specific rune slot (much like Rune Cores, which reside on the innermost ring). Masterwork Runes should cause more meaningful changes in playstyle than the simple stat nodes surrounding them.

While the video demonstrates some of these Masterwork Runes pretty well, here’s another in-game sample that we think looks cool.

above: Astral Thorns (Arcane), Mirror’s Edge (Chrysalis), and Shatter Strike (Impact).

There’s still a lot to do before this system is ready. While the Nexus is fairly far along in development, Masterwork Runes are still highly work in progress.

And by “highly work in progress,” we mean that nearly everything is an experiment: most of the Cores and Masterwork Runes, for example, will likely switch places. Runes that have as high of a mechanical impact as Astral Thorns should clearly be Rune Cores, while complementary runes, like Perfectionist, should clearly be Masterwork Runes. But differentiating between Masterworks and Cores won’t be a priority until we’ve built enough runes that every class can find variety in their builds.

Mike and I have been trying to build things that feel satisfying to play. For now, that means they’re really unbalanced. They’re also missing sprites. But as with the last Skill Tree post, I still hope that this gives some insight around our intended direction with these systems.

it’s balanced!

The work is ongoing. Hang in there!

More keys! We’re skipping trivia this time, but we’re still doing some random fuzzing to make sure that bots don’t snatch up these keys. As always, good luck!

  • JV[1]X-HFJ[2]-VM[3]7-AI[4]G
    1. Replace with Q
    2. Replace with X
    3. Replace with B
    4. Replace with 4
  • HV[1]V-TS[2]U-9B[3]W-P[4]8M
    1. Replace with D
    2. Replace with S
    3. Replace with 0
    4. Replace with Z
  • 1L[1]L-M[2]JM-[3]4IM-[4]RR3
    1. Replace with X
    2. Replace with B
    3. Replace with Y
    4. Replace with X

Thanks for sticking with us! ❤

Revenge of the Fallen: March Roadmap

Hey all! We’ve been working on a lot of stuff behind the scenes. There’s still plenty to do, but we hope to be able to share more details about what we’re working on in the coming weeks.

Until then, we figured it might be nice to give you guys an idea of precisely where our time is being spent. So let’s look at our tentative March Development Roadmap.

hey, where are the dates?

As we’ve said many times, RotF still has a lot missing. We have design docs for a total of six Easy Rank, six Medium Rank, and six Hard Rank dungeons. Out of those docs, only two (2!) of the six Hard Rank dungeons were available during Closed Testing (along with the Easy Rank dungeons, which have been done for a while). Our immediate focus is on finishing the rest of the planned biomes and dungeons, because many of our other pending tasks (such as exciting loot drops and effects) depend on those boss fights and pieces of content. You might also notice that the roadmap is… rather vague about specific deadlines or dates for each deliverable task. There are a number of reasons for this.

Firstly, many of these tasks are worked on asynchronously. While Mike and I work on the graph logic for the new Skill Trees, Quaximi may be working on the 3D assets for a new area, and Patrick may be working on the scripting for a boss fight. We all have individual, target completion dates, but we sometimes need to pull resources from each other to finish off a specific task.

Secondly, it is notoriously hard for game studios to anticipate how long some tasks will take. This is especially problematic when trying to solve engineering issues (as opposed to gameplay or design issues) that may not have been solved before. Luckily, this month’s plotted tasks don’t involve much new tech, but we try not to put pressure on ourselves to deliver something before it’s ready, and publicizing specific task deadlines directly opposes that goal.

trello boards leaked!!!

It’s also worth noting that some of these tasks have already been started, and thus may take more (or less) time than you might think. “Hard Rank Dungeon I” has essentially all of its mechanics done (thank you patpot), and is just waiting on the actual production process, while “Hard Rank Dungeon II” requires less production work than the first. The tech for Masterwork and Core Runes was finished a few weeks ago, so the Rune tasks just involve creating a very large number of Runes that use that aforementioned tech.

Anyhoo. Our Discord chat has been re-opened in the wake of the first testing phase, so if you left it before, now is a great time to come back! Come hang out with us @ 🙂

We’ll put some keys up here soon. Thanks for reading!

The characters within these keys have all been shifted +1 (A -> B, B -> C, Z -> A, 1 -> 2, 3 -> 4, 9 -> 0). You’ll need to shift each character -1 to get the real keys!

Ciphered Keys:

  • P3Y8-4SRI-6CY0-Y9R0

Shift the keys back, then use at Good luck!

Revenge of the Fallen: Closed Testing First Impressions

Hey, look! It’s another Saturday post. The first phase of Closed Testing has begun, and we’re really happy with how things are going. As we mentioned in the announcement post, this first CT phase was meant to be an experiment for us to see how server stability holds up. Yes, we’d also be using data and feedback from CT to inform content, balance, and gameplay decisions, but we mostly wanted to understand how the server might break under load, and look for fixes early on. I’m going to sprinkle this post with fun CT clips from the community so that I can show their first impressions, and I’ll also share some of my initial thoughts.

oh, it’s already open! let’s– SLAM

RotF is still early on in development. From our roadmaps, I’d put us at around 35% complete—and the reason for this has to do with how development is split up. In our eyes, there are several different sections where we can make progress each day: tech (stability), content, game systems, and balance.

The difficult thing about building a multiplayer game is that the last three sections (content, game systems, balance) all very much rely on the first section (stability!) in order to function. We wanted to build out our tech, and we wanted to do it well. Once we had tech that we thought was pretty good, we started working on some early content and game systems development—dungeons like the Magician’s Hideout, Soul Harvest, and Asgard, along with an early iteration of the skill tree system, are products of that work.

But before we worked on any more content or game systems, we needed to make sure that the foundational stuff (the boring stability stuff) was working properly. Thus, Closed Testing began on the 24th, and we began to collect a lot of data about stability.

you had it… YOU HAD IT PETEY

Being honest, the results far exceeded our expectations. We found one (1!!!) projectile desync, identified the cause, and fixed it. We’ve found one (1!!!) cause of server lag, and identified some possible solutions, which we’ll deploy soon. The server has otherwise had no problem handling the load. This is really good news for us.

there’s no joke here. honestly, it’s so cool to see people learning the fights we’ve been working on.

But this doesn’t mean we’re done. This means that the foundation works, and now, we need to work on everything else. The plan is to have six easy dungeons, six medium dungeons, and six hard dungeons, complete the class + subclass system, the realm system, the skill tree + runes…

So hang in there. We’ve been reading all of the feedback, and one thing that I’ve noticed is that a lot of the criticism is around things that simply aren’t done. This is actually a good thing. The criticism isn’t about oversights, it’s about missing features—many of which were already on our backlog. If you thought that CT was a good first showing, great! But if not, that’s okay. We’ve got a lot more to do before we’re satisfied, and I’ll bet that by the time we’re done, we’ll have something that you’ll like, too.

Thanks for everything, guys. Have some keys.

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