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: Loki & Hela, Asgard Dungeon Preview continued

Hello everybody! It is I, patpot, here once again to brief you all on what we’ve been working on. Last week, the team took on the first two bosses of the Asgard dungeon. For those who missed, it I highly recommend checking it out.

While the All-father himself won’t be making his debut in this post, we’re excited to show you some gameplay of the team taking on two of his children, Loki and Hela.

part 2 electri- wait, no, Thor was in the first video

So, that’s Loki and Hela. Some things to point out from the video:

  • Miniguy can’t dod-. For paycheck reasons I cannot finish that sentence

But more seriously:

  • As you might have noticed from our last few updates, we’re really trying to up our visual game. We’ve picked up some lighting tricks, many of which are on display in the Helheim (Hela) segment. Quaximi and MrFoucs went pretty hard.
  • While the numbers on everything are still placeholder, we have now completed a “first pass” of all four root classes and their abilities. We’re hoping to say more about them soon, but for now, you can watch the video and speculate.
  • Placeholder (but functional) death UI has been added. Being the responsible developer that I am, I died in the video to test it out. We have a lot of plans for permadeath in RotF, but this will work for now.
  • The 3D terrain and architecture throughout this dungeon looks great, but there are a few times where it can occlude your vision—particularly noticeable during Thor’s fight from last week. This will be fixed, and we appreciate all the feedback you’ve given us about the issue.
  • We’re still polishing Loki’s arena, which has a few unintended safe spots (notably, if you’re like Miniguy, you can literally just walk out of the pit when you fail to dodge). This issue will be fixed before release. We expect design issues like these to show up periodically in more subtle ways, so keep giving us feedback!

Here are some snippets from the video that we’re especially proud of.

Making your way to Hela:

it’s glowing…

During the Loki fight:

little lokis love lasers!

Fighting Hela: (good luck)

holy hel…

For those interested in joining us for Closed Testing, this post will be updated in 15 minutes time with a fun trivia game. As per usual, solve it first, and you’ll have yourself a key!

Also, since this post is a bit late, we’ll throw a second key up tomorrow. Thank you very much for reading.

Now, the third and final key for this post! (use at
There’s been a lot of trivia going around, so to spice things up, I hid the missing letters in the two images on this post. Each letter is numbered, if you look really closely. I’m sure you can piece it together. Fill in the key as usual, and enjoy the hunt!

Here’s the promised second key! (use at

[1] The first letter of the name of the testing period RotF is planned to enter this month
[2] The first letter of the type of previews the last two blog posts have been
[3A, 3B] The time span closed testing was originally meant to release in (2 characters)
[4] The first letter of the name of the senior designer in charge of all our 3d work

First key: (use at


[1] The first letter of the name of the Underworld in Norse mythology.
[2] The first letter of the name of the Allfather mentioned at the beginning of this post.
[3] The first letter of the name of the god of mischief.
[4] The first letter of the name of the legacy RotF Necropolis item that gave invisible, damaging, berserk, speedy, and darkness (not including the word “the”). The *_ _ _ of Twilight

Revenge of the Fallen: Gate to the Underworld biome showcase.

Hi all, thanks for stopping in for another one of our weekly blog posts. For this weeks post, it will be I, patpot, taking you through some of the Gate to the Underworld biome—one component of a hard biome/dungeon pair that will be available in closed testing for ro2f.

Some of you might recognize the name of the biome if you watched our Q&A from a couple of months back. During the Q&A, I mentioned GTU in particular, as it’s going to be the biggest dungeon we have brought to this game so far. Plus, the biome holds some pretty nifty enemies.

The narrative for the Gate to the Underworld will become clear when you play it firsthand (biome lord dialogue has been removed from the video—no spoilers, sorry to the three players interested in lore). But without saying too much, the GTU area is themed around ancient Egyptian mythology. You’ll battle mythical creatures from one of Egypt’s great deserts (the biome), and face even more treacherous encounters within the Underworld (the dungeon).

Finally, you might notice increased contrast between projectiles (the foreground) and tiles/environment (the background). We recently re-implemented projectile lighting, and while we think this choice will allow us to make a better looking game, we’re still tweaking the values to make it look nice. So for all of the projectiles that burn your eyes: we’re fixing them!

With all of that said, preview time! Don’t step too close: this sarcophagus offers you a brief trip out of your dimension, and into his (far spikier) dimension.

A bouncy mummy, a winged griffin who has forgotten how to fly, and a very energetic looking sphinx.

And lastly, the high priestess. I wouldn’t let her near anybody low on health.

Now we move onto the biome lord himself, the Cursed Pharaoh!

I hope you enjoyed seeing this preview of the Gate to the Underworld. Thanks for reading, as always—and enjoy the pot of gold at the end of the rainbow.

Closed Testing key will be added to this post within 10 minutes of its publication. Hit those F5 buttons!

Closed Testing key:


[1] The first letter of both of the new class special abilities showcased last week for Mages and Summoners.

[2] Rare drops in legacy rotf were accompanied by a loot popup. If the popup was purple, what was the first letter of rare drop type?

[3] Skilled players should be rewarded, one rune made sure that anybody able to dodge gained an increase damage output. What was the first letter of the name of this rune?

[4] In the old galaxy system, how many tiers of galaxies were there?

Use at Good luck!

Revenge of the Fallen: A very magical hideout

Hi all, and welcome to the first of our new weekly dev logs here @ This time, it will be I – patpot – showcasing some new content for you all.

Although we know you want to see the harder, late game content we’ve been working on, we’ve chosen to showcase the Magician’s Hideout (another early-game area). We need to do a bit more work on late-game character building before we’re ready to show those harder worlds, and since early-mid-game content will be much more expansive than in legacy rotf, we decided to show more of that, for now.

As mentioned in my previous content post, every biome/dungeon is intended to feel like a unique experience, each with completely unique enemies, distinct dungeon themes, and crazy boss fights. Despite being an early-game dungeon, the Magician’s Hideout is no different.

One area we wanted to focus on as we moved forward from legacy rotf was developing more interesting shot patterns (like those used in our favorite bullet hells, i.e. ETG). While our overall design philosophies have evolved and improved across the board, we’ve also developed new systems/mechanics to help us keep baddie engagements fresh. One such system that I built out: patterned enemy shots, which allow us to create effects like this:

Don’t stand too close!

And while it has been cool to use this mechanic on smaller minions like these, we’re also using it to add flavor on a larger scale, like in boss fights:

I wouldn’t touch that barrier if I were you, I heard it moves!

For those of you keen enough to notice the (very, very) placeholder dialogue in the clip above, what you just saw was the Master Magician – the lord of the biome. A few days ago, we posted a spoiler in our Discord of a fancy-shmancy magician’s hat, simply lying on some grass. As made evident by the clips above, that hat is the entrance to the Magician’s Hideout! Each biome has a lord, which drops a portal to its respective dungeon. Here’s a small peek at what you can expect from this one:

It looks dark in that hat, hopefully there’s a spell in that book to light it up, there’s definitely one to light you up.

For those of you fortunate enough to survive the hat (easy dungeon btw), you’ll be greeted with a friendly portal to the larger part of the dungeon. Teleport animations return from legacy rotf (thanks to Bloodqwen for making the amazing animation and to Miniguy for building the system that powers it), allowing you to escape the magician’s hat with style.


We saved a lot of juice for the boss area. To reach the boss, expect to herd rabbits and admire Quaximi’s 3D designing skills. There are definitely worse ways to die in a dungeon.

No rabbits were harmed in the making of this video, they were transported to a better place.
You can almost hear the nostalgic *click* of a gate opening.

Oooh, a cliffhanger. You hate to see it! I guess that boss fight will be waiting for you to experience first-hand :).


See you next week!

Revenge of the Fallen: Animations, Stats and UI for all

Hi all – patpot here! I’ve taken over the blog for this progress update.

A lot of you have seen the first draft of our realm system in the gameplay preview trailer, running with mostly legacy content. Since the release of that trailer, we’ve been working on the first three major home-grown biomes for the new realms. We’ve shown some concept art for it, and we’ll show a bit more stuff in this post, but expect a full teaser in the future.

Each biome is meant to be a splash of its respective dungeon, so it’s really important that the biome feels consistent, and distinct from other areas. Meeting this goal required a complete overhaul of our animation system. Miniguy had written the foundation of the new system a while back, and by finalizing it, we get to do magic—like adding some of the animations that our designers (Quaximi and MrFoucs in particular!) have been working on.

First look at animations for the Gelatinous Palace—wobbly!

As Q4 2020 approaches (along with our closed testing deadline), we’ve started adding some core UI that we need for the game to be playable. As with most of our UI, this isn’t final at all, but it moves us closer to our baseline. Here’s a WIP (placeholder?) player tooltip, for example:

Quick tip: tool.

And since we’re launching with a fresh database, I thought, “yeah, we should fill that up. with stuff.” I’ve been working on adding some lifetime stat trackers, so that you’ll be able to view your characters’ progression and accomplishments. Here’s what we’ve got so far:

For our NPE video makers to show that, yes, their RNG is that good.

Thank you for reading, as always! For those of you that scrolled down here immediately: respect, but be sure to read everything when you come back! 🙂