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.

  1. 3G3C-HYAJ-K0BU-AZVL
  2. AW5B-WBY1-TYYA-1LOM
  3. AWXM-MPKM-YOHL-YS8R
  4. CSIV-3N0F-HCKH-SBJV
  5. DOXG-YSXG-UCOA-P6N7
  6. 5OMS-9V8P-V4QT-R8H2

https://rotf.io/register

Revenge of the Fallen – Closed Testing: Start!

Hey all! The end of the month is fast approaching, and, yes—that means CT is starting. When, you ask? The first phase of Closed Testing begins on Wednesday, February 24th. So let’s talk about what that means.

stolen from inspired by osu’s patcher.

We’ve been working on this for nearly two years now, and this is the first time we’re going to get to throw some of what we’ve been doing at you guys. Closed Testing is an opportunity for us to get an initial feel for stability, balance, and game “feel” (more or less in that order). MMOs don’t truly get tested until they’ve experienced scale, and this will be rotf2’s first exposure to a concurrent playercount over ten.

What I’m trying to say is, I expect things to blow up. Hard. But I also think that we have a good team, a good community, and a (very eager) group of Closed Testers to help us fix everything. We’re committed to making something that we ourselves want to play, and we expect to be doing a lot more before we reach that goal.

made in the source engine

For the initial round of CT, the plan is to run an intense, 2-3 day server stability test, with real players. During this time, we’ll be monitoring everything that works (and everything that doesn’t), and pushing out rapid fixes and improvements as things come up. We’re currently looking to test the easy, early-game content, so we’re setting up the playable realms and dungeons accordingly.

As we’ve mentioned (like, a lot), despite how long we’ve been working on this, rotf is still very early on in its development. MMOs take a long time to build. While the default assumption should be that nothing you see during CT is final, I’d like to specifically point out that these features are incomplete or missing entirely:

  • General balance (can’t balance effectively until players join)
  • Stat/skill trees (masterwork nodes not done)
  • Rune choices (only a few implemented atm)
  • Tutorial (completely missing)
  • Progression explanation (what is “easy/medium/hard,” what does HST do, etc)
  • Enchanting (not ready yet)
  • Realms (missing of a LOT of polish)
  • Classes (bare minimum for CT is enabled, but the Subclass tree + many class abilities are not ready yet)
  • Item storage (a barebones “vault” system is implemented but not available)

I could go on, but at some point, we have to put our pencils down, and see how things look. We’re both nervous and ecstatic to see what people think of this early-stage preview of rotf2.

For those of you that don’t have a CT key, hang in there! We’ll be funneling more players in as long as stability looks promising. For those of you that DO have a CT key, you’ll get an email from us (using your sign-up email) on the 24th, with information on how to download, play, and provide feedback.

We’ll update this post with a key in 15 minutes. If stability is good, we’ll also begin distributing keys to content creators, so if that’s your thing, keep an eye out (spamming our DMs is not a great way to get a key).

Anyhoo. This should be fun. https://rotf.io/register

Closed Testing key: MW[1]Z-T[2]9V-QS[3]2-O[4]YV

[1] The first letter of the name of a once-proud spear-man in legacy rotf.
[2] The first letter of the name of the boss that dropped a primal Soul Bottle.
[3] The first letter of the alternate name for the Market. The “_ _ _ _ _ _ _” House
[4] The first letter of the name of the water-based dragon event in legacy rotf.

Revenge of the Fallen: Runes + the NEW Skill Tree

Hey all! This is a sort of “backstage” post about the new Rune + Skill Tree system in rotf2. We started designing components of this system back in September, but this is the first time we’ve had something in-game that we can show off.

some of the early concept designs for the new skill tree.

After talking to a lot of players about which design they preferred, one thing that we heard consistently was that the stat preview in design #2 should definitely be in whichever iteration we decide to use. With that in mind, we started building out the skill tree’s layout in the editor.

it’s… alive…? dear god

So, yikes. But that was (obviously) just a first attempt at figuring out where everything should be positionednot how everything should look. Making the lines appear at the correct positions, even, was a challenge…

THESE LINES AREN’T EVEN IN THE RIGHT PLACE, OR THE RIGHT COLOR, OR KLFJDLKGJKLGDJKLG

But we got there eventually.

we did it we did it we did it we did it

We’re pretty proud of how it’s going, and how well we were able to follow our original design goals, but we ‘re definitely not done with this thing. Some things to note:

  • Runes slots now have names! Arcane (blue), Chrysalis (green), Impact (orange), and Adaptive (clear).
  • The Overview tab on the right allows you to live-preview your build as you develop it. The All Stats button will give you a more detailed overview (including things like primal effects on items, and reactive effects from runes), but we’re still working on that.
  • Masterwork nodes literally don’t do anything yet. We’re still figuring out how we want to keep the choices thematically exciting (i.e. matching their core rune), without taking away too much variety from the build system. Their sprites are also completely placeholder (lol).
  • You might have noticed a mini-node for Hastethis is a cdr-like stat that should be relevant for some classes, since many abilities now have cooldowns (as opposed to just mana costs).
  • Runes don’t have tooltips yet, but they will. The UI in general is still WIP.
  • The sword and shield in the video are not actually UT. The tier system from legacy won’t be returning as-was, and we haven’t had a chance to finish implementing the new system yet.
  • what’s this new area we’re standing in o_O

We’re hoping that the new skill tree system will continue to encourage players to seek out diverse builds and playstyles. We think it’s going to be pretty sick, especially when combined with the Class Tree (more on that some other time).

For now, another Closed Testing key! Use at https://rotf.io/register.

(Post will be updated in 15 minutes with the key to give you time to read the post. EDIT: Here it is!)

Closed Testing key: [1]V2E-[2]TXR-O0[3]U-X[4]NO

[1] The first letter of the blue rune in legacy rotf that gave increased loot chance for rare drops, but prevented you from looting any other items.
[2] The first letter of the stat in legacy rotf, scaling with speed, that gave you a % chance to dodge an incoming attack.
[3] The first letter of the boss of the legacy rotf Showcase dungeon.
[4] The first letter of the realm event in legacy rotf that threw playing cards everywhere.

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 https://rotf.io/register)
[1]FK6-[2]P1V-[3]JZKOP[4]L
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 https://rotf.io/register)
[1]6PGUXX[2]-W[3A][3B]U-[4]V18

[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 https://rotf.io/register)

[1]X56-[2]PDM-[3]07Z-YL8[4]

[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: Thor & Heimdallr, Asgard Dungeon Preview

It’s Saturday, and you know what that means: it’s time for another devlog! I’ve been looking forward to this one, since I think exemplifies our “core design” principles for dungeons and fights in rotf2. The video preview is a bit long, but I really hope you watch it in full—the playthrough is a bit insane.

Take a look:

these are only the first two bosses…

Like with our post about Nyx, the Molten Mistress, I’ll highlight a few areas from the dungeon that we’re particularly excited about.

Here’s a shot from the Bifrost. Worthiness seems to be a rather prominent theme throughout Asgardian lore, so players need to pass through the Bifrost to continue the dungeon.

just dodge lol

Players that fail to reach the end of the Bifrost to help defeat Heimdallr will be beamed all the way back to the Observatory. They will be unable to complete the rest of the dungeon.

i didn’t make it to heimdallr. i wasn’t worthy.

But that’s a bit further ahead. The dungeon begins in a spiraling mountain. We’re still mastering the use of verticality in rotf2, so if you see any oddities, let us know! That said, this climb at the entrance of the dungeon is one of the many benefits that the new engine affords us. Quaximi is smurfing on art, as always.

the second ring of the mountain.

There’s a lot of other juice here that you might notice see when you watch the video (screen shake, anyone?), and we’ll continue to look for ways we can add flavor to our worlds. This dungeon includes work from practically everyone on the team, and I think it shows!

This post will be updated with a CT key within 10 mins of its publication. You know what to do: refresh, refresh, refresh!

Closed testing key:

[1]LQU-F[2]J6-C[3]N6-OO[4]K

[1] The number of realms in Yggdrasil, not including Asgard.
[2] The first letter of the name of Thor’s brother, the god of mischief.
[3] The first letter of the home of the frost giants.
[4] The first letter of the source of the mythology that inspired this dungeon.

The start of closed testing is coming up soon. Are y’all excited? https://rotf.io/register

Revenge of the Fallen: Website Overhaul

Hi all! It’s Miniguy again. This is going to be a fairly quick update. As we continue development of in-game content for Closed Testing, we realized it was time to revisit a (fairly overlooked) portion of our code: the RotF website.

it’s so… purple..?

Don’t get me wrongI’m proud of that thing! But I also made it in, like, 2017, and I’ve since learned a lot about programming and design. I’ve also learned, regrettably, that as much as I like the color purple, the legacy rotf website may have been a little bit excessively purple.

admittedly, none of these people were actually talking about the website in these messages, but i promise people have been complaining. which makes sense. the website is ugly.

So, we’re overhauling it!

wow, vignette!

I’m still learning how a lot of these webdev tools work, so if things blow up, please let me know! I’m pretty proud of how everything looks, though.

is this a fungal abode spoiler?

I hope you guys like the new look! The new website is live now at https://rotf.io/, so go check it out 🙂

As always, this post will be updated within 10 minutes of its publication with a Closed Testing Key. Hit those F5 buttons!

Closed testing key: TA7[1][2]PEJ-JZ[3]W-[4]9Z3

[1] The first letter of the legacy rotf class that used shurikens.
[2] The first letter of the name of the first dungeon in rotf to drop primal items.
[3] The number of times you could get the “First Born” fame boost in legacy rotf. (lol)
[4] The first letter of the legacy rotf rune that would give several buffs after consuming HP/MP potions.

Use at https://rotf.io/register. Good luck!

Revenge of the Fallen: Nyx of Fire (that demon lady from last week!)

Hi all! This is a (very late) Miniguy post. In last week’s devlog, Shmitty walked us through some of the animation, spriting, and general design work that they’ve been doing for the newest world boss. We also asked for name suggestions, since internally, we’d been calling her the Demon Lady. After a lot of great suggestions (and a lot of perhaps objectionable ideas), we’ve finalized her name as Nyx of Fire. Congratulations to Flurry for coming up with it!

Today, I want to give you a small preview of how Nyx’s fight plays out. We’re not done with her, yet: her animations are still being finalized (i.e. some of her minions animation timings are still being fixed!), we’re still working out how we want the world’s transformation to look, we still need to pad out the fight with smaller bullet hell patterns… but it’s nice to put our pencils down for a bit and see where we’re at! Have a look below:

You should definitely watch the full video, but I wanted to highlight one of the things Mike and I had a lot of fun working on: Nyx’s evil player phase! In this phase, she recruits a player to help fight for her. I’m pretty sure I killed Mike at least twice.

that demon lady is just so fine…

I’ll also point out a newer projectile pathing system that we just finished writing. It’ll be used in the GTU lord fight that patpot’s been working on, but you can also see it used during Nyx’s fight (see the clone that jumps in from the left):

she jump

Thanks for checking out today’s post, even though it’s a bit later than we intended! As always, we’ll update this post with a closed testing key within 10 minutes of its publication. Hit those F5 buttons, y’all!

Here’s the promised second key, apologies again for the late post!
EH[1]Y-[2]Q7W-T6[3]L-BL[4]2

[1] If you were interested in a certain iconic high range sword from a realm event in legacy rotf, what is the first letter of the name of the event boss you’d be farming?
[2] For those dedicated base fame farmers there was a certain rune you could equip which would increase your fame gain but stop loot from dropping, what is the first character of the second word of the name of this rune?
[3] There was some speedy characters in legacy rotf, if you wanted a boost in your evasion stat to make this even stronger what is the first character of the base skill tree master node you would choose? (For clarification, the first node you have to choose for a skill tree before going into generic stat nodes)
[4] The first character of the name of the person who’s perspective you watch in the Nyx of Fire – World Boss Preview video.

YU[1]8-6EY[2][3]QGY-[4]KVU

[1] The first letter of the class of boss mentioned in this post!
[2] The first letter of the dungeon that dropped Enchanted Uru Sword.
[3] The number of times rotf has been delayed so far.
[4] The number of world bosses we’ve shown publicly.

Use at https://rotf.io/register. Good luck!

Revenge of the Fallen: Demon Lady World Boss Design!


Hello everyone! I’m Shmitty, a (newly promoted) senior designer here at Revenge of the Fallen. I work alongside the other designers on the sprites for dungeons, items, classes, etc. Some work you may recognize me by would be the animations for the mage and summoner abilities. In today’s weekly blog post, I’m going to be bringing you through some of the work I’ve been doing for one of our upcoming world bosses, the Demon Lady.

First things first, I should probably note that the name “Demon Lady” is a placeholder name. If you have suggestions for what we should name her, let us know! We want to hear from you.

As most of you may already know, RotF’s realms culminate in a special type of enemy dubbed a world boss. These tough foes appear when every lord in the realm has been defeated. World bosses appear in the center of the realm, and take over the landscape around them, transforming it to one more befitting of themselves. The Demon Lady thrives in a rocky, hellish landscape littered with protruding spikes, pools of lava and fiery volcanoes!

Below are some examples of the environment you’ll see.


The Demon Lady herself is just what you’d expect: a demon lady. Below you can see few of the animations she will use!

Of course, these aren’t all of her animationsthe rest aren’t shown here ;).

This world boss has been bit different from the things I regularly work on. Most of the time, Quaximi, (our lead designer) makes docs and concept art for everything in a biome/dungeon pair (the design pipeline is actually pretty involved! If you’re interested, you can learn more about it in our Q&A at 51:40). But this time, I was making everything from scratchno docs, just my ideas. I went through a few different iterations of ideas (and a few different iterations of Demon Ladies) before eventually landing on this world boss, and I’m glad I did because it’s been pretty fun making her!

Animating a larger scale entity (a 32×32 humanoid at that) is pretty tough, especially compared to lots of the other animations I’ve done. Take the mage abilities as an example: for those animations, there wasn’t really any clearly defined shape that I needed to keep throughout the animation. Even in the case of the earth sword, making it fall down in one direction as it did in the animation wasn’t a very hard thing to do. Animating the Demon Lady was much harder because I needed to keep the exact proportions throughout every frame, while still keeping it from looking robotic or awkward. I wanted to give her smooth and fleshed out animations, and although it took a lot of work, that’s what I did! 🙂

Thank you all for reading, I hope you enjoyed my little rant about world boss design and I hope you enjoyed the sprites themselves! Now, what you’ve all been waiting for: the key!

This week’s Closed Testing key will work the same as the last. This post will be updated within 10 minutes of its publication, so keep your eyes peeled!

Closed Testing key:

VU[1]X-V[2]YE-WT[3]Y-[4]YED

[1] This orange rune gave mana upon killing an enemy. What’s the first letter of the *second word* of this rune?

[2] Last weeks blog post featured a new biome. What is the first letter of the name of this biome/dungeon pair?

[3] How many different colors of runes are there?

[4] The first letter of the name of the wolf boss in the Twilight Necropolis.

Use at https://rotf.io/register. Good luck!

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:

YQ[1]O-[2]3GL-[3]LAQ-B[4]G4

[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 https://rotf.io/register. Good luck!

Revenge of the Fallen: Spellbooks, scrolls, mages and summoners!

Hello all! In today’s update, we’re showing off a bite-sized preview of some class abilities. A quick primer on rotf2 classes: when you create a character, you choose from one of four “root” classes. As you progress through the game, you’ll earn points towards your Class Skill Tree (NOT the same as your Stat Skill Tree—more on this in a later post), where you’ll be able to subclass, and gain access to new abilities.

The Summoner class is a subclass of Mage. This means that the summoner can use Mage abilities! Below is a clip of four different abilities, in-game: two spellbooks, which are Mage abilities, and two scrolls, which are Summoner abilities. Have a look:

earth and ice and everything nice!

A few notes: For those of you worried about visibility, these abilities will follow GPL rules, meaning that if a player isn’t in your guild/party/locked list, their abilities won’t clog up your vision. Cooldowns, mana costs, damage, etc in the video are placeholder.

Something that probably isn’t worth mentioning (but that I spent a *lot* of time on, personally, so I’m going to mention it!) is that all of these abilities are client-predicted. A lot of times on legacy rotf, you’d use an ability, but you’d have to wait for one network RTT for the ability to actually take effect (essentially, latency/ping made some abilities feel really bad). In rotf2, ability effects are instant, and the server figures out how to deal with the latency. It’s hard to show on video, but this is a big deal!

We’ll be following the same Closed Testing key giveaway format as in the last post, but as an added fairness measure, we’ll update this post with the key within 10 minutes of its published time. Hit those F5 buttons!

Closed Testing key:

WUQ[1]-M[2]RE-[3]CVZWW7[4]

[1] The first letter of the name of the boss that dropped the primal item Reaper’s Bow.

[2] The number of “root” classes in rotf2.

[3] The first letter of the name of the unlimited use, consumable item, which gave HP, MP, and loot boost.

[4] The first letter of the orange rune that increased your ability projectile damage by 75%, but decreased your mana regen.

Use at https://rotf.io/register. Happy holidays, everyone!