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Relic Hunters Legend - Online Cooperative Shooter/Looter/RPG

Created by Hunter David Logan

Embark on a touching tale of friendship, time-travel, & loot! From the creators of Chroma Squad, Dungeonland and Relic Hunters Zero. Fast. Fluid. Fun. Gather up to 4 friends online and go on a galactic adventure! Embark on a touching tale of friendship and time-travel, find awesome loot, customize your Hunters with deep RPG systems, and experience the next-generation of top-down shooter combat with gorgeous 2.5D visuals! The Relic Hunters universe is also expanding into comics and animated series!

Latest Updates from Our Project:

Attention all backers: Reward Surveys incoming!
about 8 years ago – Wed, Jan 10, 2018 at 05:37:54 AM

Hey Hunters,

Your rewards are coming soon! In the next few days, you’ll receive an email from us with a special link to your BackerKit survey.

We use BackerKit to distribute all rewards to you, our backers. It’s important to respond to your survey as quickly as you can since we need this information to fulfill your rewards.

You don’t need to create a BackerKit account to fill out your survey. When you receive the email with the survey, just click it to respond.

After you respond to your survey, you can go back later and change your responses at any time before we close the surveys and get our final counts.

If you used Facebook to log in to your Kickstarter account, the BackerKit survey is sent to the email address you use for your Facebook account. If you have another email address that you prefer to use, please contact support at https://relic-hunters-legend.backerkit.com/faq.

If you have any other questions, please leave a comment or ask us directly at our Discord channel.

Thank you for supporting our dream game <3

Cheers,

~Mark

Open Development Week #8: Options, options, options
about 8 years ago – Sat, Jan 06, 2018 at 05:44:24 PM

Hey Hunters,

Happy new year! We hope you enjoyed yourselves on the Holidays. We sure did, and we are back at work more excited than ever!

Our current focus is on getting a new and polished combat Demo for this year's Game Developers Conference (GDC), which will take place in San Francisco this March. You can check the scope of the demo in detail on our Open Trello Board. It will be a short, 10-minute combat romp with Pinkyy, Jimmy, Ace and Raff using their full kits of Skills and fighting new Ducan enemies (including a Champion mini-boss)!

Options! Lots of options!

One step at a time, though. This week we are putting the finishing touches on our Gamepad support, as well as the full range of options and configurations that we wanted.

When making Relic Hunters Zero, we learned that people have very different tastes when it comes to top-down/isometric shooters. So for Legend we are providing you with a crazy big set of Options to customize the gameplay to fit your playstyle.

Please bear in mind that the visuals are 100% placeholder. We have our badass UI Designer Bellão working on the actual visuals of the screens, they will look much more polished and professional than this.

First, a few humble Graphics settings. It's not much, but hopefully it will allow players with very low-end computers to play the game at a good framerate:

The framerate limit is currently just a toggle, but soon you will be able to input a custom amount (no limit, 30, 60, 90, 120, 144, etc).

We'll also provide you with a significant amount of gameplay tweaks:

Some of these are still not working, but we'll get to them soon enough!

We also have some mouse-and-keyboard-specific options:

 ...including the much-requested ability to fully remap the keys to your heart's desire:

The same remapping is available for Gamepads, of course. There are also some gamepad-specific options available:

Whew! That was a lot of options!

But still, we understand that they are probably not enough. If you feel like we left out anything important, please let us know on Discord or the comment section below!

Full Controller Support

We are also pretty much done with Controller support! It's feeling pretty good, and with the added ability to customize and tweak the controls, we think you are going to be pretty satisfied with it!

For aiming, there are 3 settings available:

Aim Assist (Default): This configuration helps you a little bit when aiming at targets - just enough to make controller competitive with mouse+keyboard. If you are used to playing games with the two sticks at the same time, we recommend using this. It's what I use personally when I'm playing the game for fun.

Full Auto-Aim: We created this control scheme to enable playing the game without using the second control stick. It tries to guess which enemy you want to target and aim at it automatically. You can also "lock" onto enemies with the left trigger, and switch manually between targets by tapping the right stick. 

This is ideal if you are not used to this kind of game, or if you have any disability or limitation. To balance this option out, its accuracy is a bit random - it doesn't always hit the enemies perfectly, so if you are skilled with using both sticks you will get more mileage of the Aim Assist instead.

No Auto-Aim (everything turned off): The option is there if you want to go "pure", even though I don't really recommend it. If you are a skilled twin-stick shooter player, you'll find that the Assist option provides you with total control but a smoother experience.

What's Next?

We are almost finished with the "boring" stuff. Now that our bases are pretty much covered, we will begin working on the full set of skills for Pinkyy, Jimmy, Ace and Raff. Also, if you are an Alpha backer and have been playing the Demo on Steam, you will be happy to know that soon we'll be making Pinkyy and Raff available to play.

We are working on a new Animation system, much cooler and smoother, using Spine. This will probably take most of our time in January, and Betu's time on the Art as well, as he'll need to re-do every animation using Spine.

As soon as the Spine transition is complete, though, it's SKILL TIME! Hopefully we get to see a few in January :)

See you on Sunday's stream!

Thanks for coming by. If you want to hang out with me (Mark) and ask questions about the game or life in general, I will be streaming tomorrow: Sunday January 7th at 1 PM PDT! Come join at our Twitch channel: https://www.twitch.tv/playrelichunters.

Cheers,

~Mark, Betu and the Relic Hunters Team

Open Development Week #7: Alpha in 2018
over 8 years ago – Mon, Dec 25, 2017 at 10:50:19 PM

Hey Hunters, 

This is the last update of the year! We are taking a break for the Holidays and will return on the first week of January.

Before we wrap up, there are two things we wanna do. 

First of all, be grateful of your support. A couple of months ago we were really worried about the future of the game, how we would pay our bills, if people would like Legend and all of the things we've been planning for it. Now we are not only relieved - we are excited, energized by you and pushed to make the best game we ever made in our lives! 2018 will be the year of Relic Hunters - hopefully the first of many, and we have this chance because of you. 

So thank you, from the bottom of our hearts. We get a chance at making our dream come true, and you are dreaming it along with us. 

Alpha Version in 2018 

Now for the second thing: if you've been following our updates recently, you know that we have an open Trello board where you can see what we are working on in any given week, and what's planned for the near future. 

What about the mid-term future? 

Before we wrap 2017 up, we want you to be as excited as we are - to give you an idea of what is planned for Relic Hunters Legend's first Alpha version in 2018, in as much detail as possible. 

You can read about it right here: http://www.roguesnail.com/relic-hunters-legend-first-alpha-2018/

Keep in mind that video game developers don't usually do this because things change. A lot. But we trust our community much more than the average developer could, I guess. During the development of Relic Hunters Zero, I (Mark) was very much open about things, and even when they changed, I always had the chance of explaining why they changed - and the community always understood, and supported the game. 

For Relic Hunters Legend, we'll stay open and transparent. Just the story stuff will be kept in the shadows, as we don't want to spoil it! But anything else - features, gameplay systems, scope, balance, free-to-play stuff, etc - we will keep you informed. 

You can leave feedback, questions and suggestions anywhere you want (comments, social media, email, etc), but we highly encourage you to join in on our Discord community if you haven't already. We are always lurking in there, and it's the fastest way of interacting directly with the team.

I hope you enjoy the more in-depth look into what the game will become next year, and we wish you happy Holidays and an excellent 2018!

Stay rebel!

Cheers, 

~Mark, Betu & The Relic Hunters Team

Open Development Week #5: Level Scaling Discussion
over 8 years ago – Sat, Dec 09, 2017 at 10:39:26 AM

Hey Hunters,

This week we mostly squashed bugs related to controller support, and spent a LOT of time on planning and designing the next features that will make it into the game.

I have also wrote a short but in-depth article about how Level Scaling will work in the game. You can read it right here: http://www.roguesnail.com/level-scaling-in-relic-hunters-legend/.

As always, we welcome your feedback and are open to discussion on our Discord server: https://discord.gg/gCxkkPM

 

What Are We Working On?

The artist Betu is working on the Physical Rewards for the Kickstarter! We want to ship those as early as possible next year. The only reward that will take more time is the Game Box, as we need to develop the game further before we can make a cool physical Game Manual for it.

The designer Mark (me!) is working on writing the story and the dialogue for the Adventures you will play in the game's first Season.

The coders Caio and Roni are working on bug fixes and polish of the input system, and the full Options system, including Graphical options and button remapping so that we can get rid of that clunky Unity launcher.

The coders Vini and Lessa are working on polishing the Networking code, especially how we handle enemy AI and behavior in multiplayer games.

You can follow development in real-time at our Open Trello Boardhttps://trello.com/b/pZSQroDs/relic-hunters-legend-open-development

 

Sunday Twitch Stream (December 10th)

I will be streaming live tomorrow on Twitch at 1 PM (PDT time)!

Come join to play with me (using controllers!), ask questions about the game, how development is going, and new ideas.

Our Twitch channel: https://www.twitch.tv/playrelichunters

 

See you tomorrow!

Cheers,

~Mark

Open Development Week #4: Controller Support live on Steam
over 8 years ago – Sun, Dec 03, 2017 at 06:46:29 PM

Hey Hunters,

Our Alpha Demo now supports Controllers! It is rudimentary and we are gathering feedback from our Alpha backers. If you backed on any tier from Alpha Hunter or above, you should have access to this update on Steam.

We are now at the end of our first month of "Maintenance". Hopefully until the end of the year we can get more fun stuff done and spend less time on cleaning up and fixing bugs!

You can check on us in real-time and see what's coming up next by taking a look at our public Trello board:

 

We also want to hear your feedback on our controller implementation! You can leave it anywhere you like - on the comments, on Facebook/Twitter, on the forums - but honestly, we recommend you join our community at Discord! 

It's a lot of fun, it's always active, and very welcoming. Here is the link:

 

Finally, you may have noticed we did not stream today! :O Sorry! I was at an event in another State. I am looking into a replacement streamer for these situations when I cannot make it, but for now all I can say is "sorry" and promise to be there next week!

We stream every Sunday at 1 PM PT. Join us next weekend and I'll make it up to you :)

 

 Cheers,

~Mark