Hello everyone!
We have been unusually quiet over the past six weeks, though certainly not because nothing has been happening. Many of the things we have been working on simply took longer to get right than expected, and we wanted to make sure they were ready without introducing a whole new wave of bugs to the Early Access.
While proper content updates are still some time away, we have been working our way through the long list of feedback and feature requests we've received. Rather than rushing towards the next content drop, we wanted to make sure we are improving the core experience and addressing the things you have been asking for first.
One feature that genuinely surprised us with how often it was requested was controller support. We honestly didn't expect it to be considered this important this early into Early Access, but we've heard you loud and clear. We are racing towards a proper controller update (well... "racing" in terms of careful development, not controller slop... hopefully!) while also tackling several underlying systems that will benefit both controller support and the game as a whole.
Radial Menu
As part of this work we have added a new radial menu and reworked how spells, weapons and consumables are selected and used.
The radial menu provides four spell slots, four belt item slots and two weapon slots. From there you can assign which spell, consumable or weapon should occupy each quick-access slot. For example, you can decide exactly which potion is consumed when pressing X.
Assignments can either be made directly with a left click or by simply closing the radial menu while hovering over the desired slot.
By default the radial menu is opened with R. Pressing R toggles it on and off, while holding R keeps it open only for as long as the key is held.
One addition already planned for an upcoming patch is a similar preset system for spell modifications, allowing you to quickly swap between different alterations of the same spell.
Combat Controls
Following popular demand, we've also reworked the default attack layout.
Light and heavy attacks now share the same button by default. Tap LMB for a light attack or hold it for a heavy attack, while blocking has moved to RMB.
Alongside these changes we've optimized the underlying input system. Chaining actions should now feel smoother and more responsive, resulting in controls that are noticeably less clunky overall.
Performance & Scalability
We have completely overhauled the scalability settings.
"Low" and "Medium" presets now actually provide meaningful performance improvements while also looking considerably better than before (sorry about that!).
Here's an example of how the new Low settings compare:
Skill Tree
We've made a small but surprisingly impactful change to the skill tree.
The first node of every major branch has been disconnected from the central starter nodes, allowing you to branch into any specialization much earlier during progression.
While relatively minor on its own, this change lays the groundwork for several larger skill tree updates we're already working on.
To encourage experimentation, we've also added Respec and +1 Skill Point potions to the game. The skill point potions are hidden throughout the world, while the respec potion can be found sitting comfortably on the chart table in Haven.
Other Updates & Fixes
Fixed an issue where enemies would remain stationary during burning death animations. They can now ragdoll properly while burning.
Tweaked enemy attacks (excluding bosses for now) to better communicate forward momentum and reduce warping.
Adjusted player weapon hitboxes.
Improved enemy interactions with spike traps.
Bow-wielding enemies are now a little more susceptible to Telekinesis.
Players can now parry immediately at the start of the block animation.
Fixed an issue where the crosshair remained visible in Immersive Mode.
Game Settings
Added the option to reset only the currently displayed settings category.
Display the default value of the currently highlighted option.
Custom presets are now assigned automatically whenever settings are modified.
As mentioned earlier, we're also continuing work on our larger content updates. It's still a little too early to talk in detail about everything that's coming, but we thought it would be nice to end this update by sharing a small glimpse of what we're currently working on.
One area many of you have pointed out is the rather limited item variety. Alongside a large selection of new weapons, we're also working on numerous amulets and talismans.
We're also expanding the selection of potions and vials. While alchemy will continue to grow, we also want to introduce consumables that can only be discovered throughout the world rather than crafted.
And finally, here's a first look at one of the NPCs you'll encounter in a future campaign update. Towering and intimidating in appearance, yet surprisingly calm and gentle in character.
Again, thank you all for the incredible amount of feedback you have sent our way.
One thing that continues to surprise us is just how thoughtful so much of it is. Even people who are convinced we've completely broken something often take the time to explain exactly why they feel that way, and that's genuinely valuable to us.
Whether it's encouragement, constructive criticism, feature requests or a wall of capital letters explaining why we've committed an unforgivable crime against game design... we read it all! We try to give thoughtful criticism, enthusiastic praise and even the occasional rage-fueled essay the same amount of attention.
It's this kind of passionate community that makes working on Fatekeeper such a rewarding experience, and we're excited to keep improving the game together with you.
Until next time!
