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Greetings Mercenaries!
It’s finally time, Vahrin's Call is officially live!!
This has been a journey full of passion, challenges, and countless hours of work. We're so grateful to everyone who supported, encouraged, and believed in this game along the way.
We can’t wait for you to play it and truly hope it brings you as much joy as it brought us creating it.
With love and appreciation,
The Titan Roc Team
Greetings Mercenaries!
I hope you're all doing fantastic as always and are gearing up to dive into the world of Leyda!
Vahrin's Call officially releases on Steam the day after tomorrow, Monday July 27, at 4PM BST.
After so many years of development, it's an incredibly surreal feeling for all of us on the team.
We're both incredibly nervous and excited for you all to explore everything we've spent so long crafting. Above all else, we hope you'll be able to see just how much love and care the Titan Roc team have poured into the game.
As you may or may not have already seen, we just posted our last episode of Inside Vahrin's Call. The series has concluded with 12 minutes of raw gameplay, exploring one of the more linear, dungeon-like areas in the game. We can't wait for you to explore these dungeons, as well as all the open areas the world of Leyda has to offer!
You may have also seen that reviews are starting to pop up for the game! A plethora of incredibly talented content creators and members of the press were given early access to the game, so please do check out their reviews. There will almost certainly be more popping up over the coming week too!
We are replying to as many comments and questions as we possibly can, so please don't be shy if you have something to ask!
As always, we want to say a massive thank you to all of you who have shared your kind and encouraging words, both recently and over the many years this game has been in development. We truly appreciate having such a supportive community, and we can only hope that you'll stick with us as we continue to develop the Forsaken Realms universe.
We can't wait for you all to explore the world of Leyda on Monday. There's so much out there, just waiting to be discovered!
With love and appreciation,
The Titan Roc Team
Greetings Mercenaries!
Vahrin's Call is under 2 weeks away from release now! What an insane thing to finally be able to say.
As we inch closer to July 27th, we're continuing our new series, Inside Vahrin's Call, over on YouTube.
Check out the latest video in the playlist!
We're also celebrating hitting 150,000 Wishlists on Steam!
The city of Vahrin is on the brink of collapse, but an army of reinforcements awaits on the horizon..
As a thank you for hitting this insane milestone and to celebrate the release of Vahrin's Call being less than 2 weeks away now, we'll be giving away 2 Steam keys for the game on X.
Drop us a follow on X and keep an eye out for future posts to enter the giveaway!
And that's all for today, mercs!
Thank you all very much for your continued support. Your kind words truly mean the world ♥
- The Titan Roc team
Greetings Mercs!
The very first episode of our new YouTube mini-series is now live for your viewing pleasure.
In this episode, we'll be covering what type of high fantasy world we've created with Leyda, so you know what kind of experience you're getting into on July 27th.
Alongside the first episode going live, we also have the game's minimum and recommended system requirements to share with you all.
Lastly, we have updated many of the screenshots on our Steam page. Stop by and check out what's new!
The next episode of Inside Vahrin's Call will go live this coming Wednesday, July 8th. Stay tuned~
- The Titan Roc team
Greetings Mercenaries!
We hope you've all had a fantastic June and are gearing up to dive into Vahrin's Call on the 27th of July.
Thank you all very much for the positive response on our Release Date trailer. Your heartwarming words of encouragement are a pleasure to read as always.
Today, I wanted to talk a little bit about what you can expect to see from us over the coming weeks, now that the release of Vahrin's Call is just around the corner.
Over on YouTube, we are starting a brand new mini-series, 'Inside Vahrin's Call'.
As stated in the Introduction video above, from now until release you can expect 3 short videos every week that delve into a different feature, mechanic or area of the game. The goal with these videos is that by the end you'll have a much better understanding of what to expect from Vahrin's Call, so you can decide if it's the game for you.
The first video in this series will go live on YouTube this coming Monday, July 6th at 14:30 BST.
We hope you'll find this series both useful and fun to watch!
We can't wait to share even more with you all over the coming weeks.
- The Titan Roc team
Greetings once again mercs!
After countless years of blood, sweat and tears, we are finally ready to announce the long awaited release date for our story-driven action-RPG, Vahrin's Call.
Vahrin's Call will be available to purchase on PC, July 27, 2026!
If you haven't already checked out our release date trailer, please do so~
Once again, everyone on the Titan Roc team would like to extend a massive thank you to all of you for your unwavering support over the years. We know many of you have had Vahrin's Call on your wishlist as far back as 2021 or even 2020!
We feel so incredibly lucky to have such a supportive, passionate and patient community.
Knowing that all of you will get to have fun exploring our handcrafted high fantasy world, makes all of this worthwhile.
Sharpen your sword, ready your spells and journey forth to answer Vahrin’s Call, July 27th!
We'll see you all again very soon.
- The Titan Roc team
Greetings Mercs!
In just 7 days time on June 1st, we'll be sharing something very exciting over on the Forsaken Realms YouTube channel. Believe me, you won't want to miss this!
We'll be counting down the days to the premiere over on the Forsaken Realms Socials.
Drop us a follow to be reminded of when the premiere goes live!
We'll see you all June 1st.
- The Titan Roc team
Greetings mercs and welcome back to another progress report on our upcoming story-driven RPG, Vahrin's Call.
April has kept the Titan Roc Team on their toes, with constant changes and improvements making their way into the game, to be refined further with meticulous QA testing. With the upcoming months promising to be even busier, there are a myriad of tasks that will require the team's full attention and focus, but we're prepared for it!
Before we get started on what the team has been working on throughout April, I would like to briefly direct all of your attention to the Forsaken Realms Socials.
Why? Well we have some pretty exciting news to share throughout May that I'm sure you guys wouldn't want to miss. Follow us on any of our socials to stay up to date with us, and definitely keep an eye out for next month's Progress Report, here on Steam. June 1st is just around the corner!
With that being said, let's dive into the world of Leyda, to see how things have developed lately!
In last month's dev update, we mentioned we were re-working the environment art and lighting of an early-game level, but weren't quite ready to show off anything just yet.
Well, I can now reveal that we were referring to the very first dungeon you'll explore on your adventure, the Falry Aeternyte Mine.
Over the course of many playtesting sessions, each with new people diving into the game, this was the area that players seemed to collectively have trouble with.
The trouble stemmed from the fact that much of this dungeon looked a little too...samey. Dark mine shafts and crumbling rocks encompassed the entirety of the area, making it very easy for players to get turned around or otherwise completely lost.
Although there is a main path to take, it was clear that we needed to make some changes to prevent players from getting so disoriented.
Introducing, the solution:
As you can see from the above image, we took the time to transform the main chamber into a quarry.
Opening up this part of the level has helped to differentiate it massively from other areas in the mine, making it significantly easier for you to get your bearings while exploring. The lighting, varied rocks, added greenery and much more all help this section to serve as the set piece it was intended to be.
We have also reduced the amount of rocks and pillars in some places. This has further opened up the area to increase your line of sight, once again helping you to navigate your surroundings.
The dark and dusty tunnels are still a big part of this dungeon though, and you'll need to put your lantern to good use if you want to make it out of these depths in one piece! You can think of this new quarry as a centre piece, with mineshafts connecting to it and branching off in all directions.
With another playtest scheduled for later this month, we're excited to see how new players respond to the changes we've made here.
This is another task that was on our minds for quite some time.
The underwear that we were previously using for our characters was rather dated, and simply didn't live up to the quality of the assets that we now use in the game. As such, we took some time and developed a couple of new sets, that are now fully modelled, skinned and hooked up to our character creator.
Speaking of our character creator, we thought it would be fun to give you a little more customisation with these undergarments. On top of being able to customise the colour like before, you'll now also be able to choose between a few different butt patches. How classy is that?
The other piece of clothing we took the time to update is the starting burlap shirt.
Much like the undergarments, this shirt was made a long time ago and was no longer living up to the standard we've now set ourselves too. This new leather jerkin has much more detail and is also better suited for a lone mercenary, ready to start a brand new adventure into the unknown.
it's been nice to see these new pieces of armour make their way into the game.
Even though you're likely to be coated in armour from head to toe, I'm sure someone out there will be crazy enough to challenge these insurmountable odds, wearing nothing but a pair of genomy butt-printed briefs. Sometimes the world just needs a hero, no matter how mental they may be..
Optimisation has always been a key part of our work flow. We're constantly getting questions about how or if Vahrin's Call will run on X and Y specs.
While we can't announce the minimum and recommended requirements until the game is closer to release, just know that we are doing everything we possibly can to ensure your gameplay experience runs as smoothly as it possibly can.
With that being said, shader compilation is something we recently implemented to tackle performance issues that some players were experiencing.
Placeholder Screen
Upon launching Vahrin's Call, a short time will now pass where the game pre-loads certain assets into memory. This serves to mitigate hitching while you're on your adventure, as the game already has everything it needs stored and ready, rather than having to search for these things during gameplay.
As I mentioned, we're always looking to increase performance in whatever way we can, and we will continue to do so up until and after Vahrin's Call has released.
This is something some of our playtesters have suggested implementing, as well as some of you in the community.
We now have indicators on the compass that will point you toward your pinned quest objective.
If the quest prompts you to search an area, the compass will also glow green once you are within the search radius.
These compass markers serve as an addition to the quest markers on the map. They are a quality of life update in a sense, preventing you from having to constantly open the map, to see if you are still heading in the right direction.
And of course, as with all other HUD elements, these markers can be enabled and disabled in the settings, if you prefer to do all the exploring yourself.
Countless quality of life improvements have made their way into the game over the last month. This has become a trend now that we're nearing the end of development and are heavy into QA testing, and no one is complaining!
As always there are too many to list them all off, but there's one thing in particular that I wanted to cover in today's post. We've smoothened how the player moves when walking over small surfaces, with the addition of interpolation.
If that doesn't make much sense to you immediately, don't worry. Check out the video below to see some before and after examples!
As you can see, the use of interpolation allows the character to move much more smoothly over small obstacles. It is especially noticeable when walking/running up and down staircases.
I won't bore you all with the details of how this works (it's a littleee bit more involved than just "adding interpolation"), but we're really satisfied with the end result.
Boss refinement. Several bosses have been drastically improved, with mechanics tweaked, damage values adjusted and even some new attacks implemented. In response to tester feedback, some arenas have also been overhauled to better match the boss that inhabits it.
Another area in Vahrin received similar treatment to the Aeternyte Mine this week, to help navigating it more clear. Though, the degree to which players were getting lost was not as drastic as in the mine, so the solution largely just involved some adjustments to the level layout.
Countless changes to character levelling, including UI tweaks that make levelling up perk specialisms and all abilities easier to understand, as well as many balancing adjustments.
Much much more!
So it's clear we've been really busy as of late (hopefully!), and believe me, it will all become clear why very very soon.
As I mentioned, we've got some big news coming soon, so please do consider following us on the social medias of your choice!
- TikTok - X - Instagram - Facebook - YouTube We also have a Discord server! :)
Before we end off today's post, I would like to extend a massive thank you to all of you from everyone on the Titan Roc team. We recently surpassed 100,000 wishlists on Steam, which is nothing short of mental.
As always, we are incredibly grateful for all of your support and patience, it really is to be commended. We've been working on this game for countless years, as many of you know, so it's really heartwarming to see so many of you still sticking with us after all this time.
We say this a lot, but now we mean it. The wait is almost over.
Thank you all once again and we'll see you again very soon.
- The Titan Roc team
Greetings mercs!
Hope you're all having a lovely Monday morning/afternoon/evening, wherever you might be out there in the big wide world.
As per usual, it's been a busy month for the Titan Roc team. Everyone has been hard at work fine tuning the gameplay experience of Vahrin's Call, bringing it up to the standard that both you and we have come to expect. Let's dive in to see what's been happening throughout March!
Towards the beginning of March, everyone on the team took a week to sit down and play through Vahrin's Call from start to finish. The main objective was for each of us to clear the main story, with a secondary objective of clearing all the side quests and unlocking all the achievements.
The overarching goal though was of course to obtain as much feedback as we possibly could on the current state of the game. With a range of devs trawling through Vahrin's depths, experimenting with different playstyles, we were hoping to gain some new insight on what areas of the game were feeling fun and what areas still needed work.
And that's exactly what happened!
The playtest was a huge success, providing everyone on the team with tons of feedback for their respective areas. Our HacknPlan board quickly filled up with a plethora of suggestions that we could later discuss as a team, and potentially look into implementing in the near future.
Additionally, for some of the guys on the team, this was their first proper playthough of the game, which was fantastic news for us. Another fresh pair of eyes to provide feedback and critique is always welcome!
Since this playtest, we've been hard at work implementing many of these changes, and it's been really satisfying seeing them make their way into the game. My personal favourite are the small quality of life improvements; the little things that make the gameplay experience feel more satisfying, polished, complete and overall, fun!
For today's dev update, why don't we take a peek at some of the changes that have been making their way into the world of Leyda?
Exploring the world and discovering hidden treasure is the primary way of obtaining loot in Vahrin's Call.
Finding chests, skill books and other treasure and collectibles is a key part of the gameplay exprience, and so it's important we get it right.
With that being said, the recent playtest revealed some issues with collectibles that needed addressing. The primary problem being that many of these items were simply too difficult to find.
When placing collectibles throughout the world, we aim to keep them relatively challenging, while not requiring a magnifying glass to spot. The end goal is that you feel rewarded as a player for exploring the area and discovering the hidden treasure.
It can be easy to miss the mark on this though and end up with items that the vast majority of people never find. As we work on the game almost every single day, we can become somewhat detached from the perspective of the average player, making it hard to gauge the general difficulty of certain things.
But of course, that's where playtesting comes in!
The March playtest revealed that there were consistent patterns with the collectibles. Many devs were struggling to find a lot of the same collectibles, and so we're taking action to adjust things for the better.
How are we doing this? Well, I'm glad you asked!
There are a range of ways that we can make loot easier to find, while still keeping things fun and challenging.
One way is by keeping the collectibles in the same area, but lighting the area more, or providing other visual cues to show you that there's something there worthy of investigation.
Some chests and skill books were located in dark alley ways, ruins etc, making them difficult to find. Adding some lanterns or other environmental indicators is often times enough to give you that extra nudge in the right direction,
We're also working on the visuals of the collectibles themselves.
We have new particle VFX for collectibles to help distinguish them from general loot. This is because while playtesting, we found players walking into a room filled with loot and then picking everything up, not realising that amongst all the general loot, they had also picked up a rare item.
Adding these new VFX to unique items, as well as clearing out a lot of the general loot around these rare items in the world, is helping massively to ensure they pop. They now stand out much better from their surroundings.
And of course, we are at times completely relocating certain collectibles. Some were simply placed in not the most ideal of places, so we've taken the time to find better areas for them.
We're looking forward to seeing you all explore Vahrin and seeing what you can discover out there!
Tying into the collectibles are new UI pop ups that have made their way into the game.
These pop ups are more "grand" than what we had before, helping them to stand out massively from other HUD elements. They will be used when we really want you to know that you've collected something cool or achieved a great feat.
Discovering a new magic spell, levelling up, clearing a quest or slaying a boss, are some of the situations where these pop ups will appear. They are designed to be flashy and grab your attention, while not staying on screen for too long, to avoid interfering with gameplay.
Essentially, they are a new way for us to communicate to you, "Hey! You've just done this really cool thing. Celebrate and go check out what that means for you!"
Moving on now to something different, let's talk traps.
As you likely know by now, traps are unique gadgets that you can get your hands on while exploring Vahrin's depths. You may obtain them through hidden chests or by clearing certain side quests.
While playing through the game, our attention was drawn to how you place traps in the world. We were looking at the trap placing animation specifically.
Once you pressed the button the place the trap, your character would bend down and move their hands around in a circular motion, before the trap deployed. This would lock your character in place and happen over the course of 1.15 seconds.
Now, you may think this sounds very fast, and overall it is! But this combined with locking character movement resulted in the mechanic feeling rather clunky, breaking the flow of combat whenever you wanted to deploy a trap.
We wanted trap deployment to be quick, fluid and freeflowing. It needed to work with the pacing of our combat, rather than against it.
With that being said, we got to work on implementing two fundemental changes.
Firstly, placing a trap would no longer lock you in place. You could deploy traps while on the move, helping to keep the gameplay flowing smoothly.
But how would that work with the current animation? You can't kneel down while moving around, after all.
Well, that's where the second change comes in!
We're now using a new upper body animation that works nicely when you're already moving your character. It also clocks in at just under one second, so slightly more speedy than what we had previously.
Implementing this change was a massive improvement. Utilizing traps in combat is now not only more viable, but also just feels a ton better in play. Looking forward to seeing you all catch your foes off guard with these deadly contraptions!
A new mechanic for our alchemy system has made its way into the game. The core of it was actually implemented just before our playtest, but has since had its gold pass to bring it in line with all other combat mechanics.
As you can see from the gif below, by levelling up your alchemy skills and obtaining a specific perk, you will now be able to throw potions at enemies (or yourself!)
This opens up the door to a lot more experiementation, as alchemy is no longer just used for defense, but can be used offensively against your enemies too.
With this recent update, mastering the art of potion brewing just became a lot more exciting!
Do you think you'll utilise potions primarily for healing and buffs, or will you dabble in weakening your enemy's resistances too? Let us know!
As always, we've been working on much more than what we've covered in today's post. Too many things to cover in detail, but I would like to list some of them off, because they're still important changes!
Completely re-worked a particular quest. Based on feedback, there was a lot of confusion with one of our late-game side quests, and so it has been almost completely overhauled. With voice lines adjusted, environments re-designed and NPCs relocated, this quest is now 10x easier to understand and is more fun to experience from start to finish.
Re-working the environment art and lighting of an early-game level. This is an on-going task that will be a massive improvement when finished. It's some feedback that we've been planning to address for many many months now, so it's incredibly exciting to see it finally in motion.
Tons of balancing adjustments to loot and mechanics, to keep things feeling fair but challenging. We're constantly making adjustments to balancing, but we don't talk about it too much. It's a lot of value changes and updating graphs and data tables, so it's not particularly exciting to cover. That being said, it's an incredibly important thing to get right, especially for an action-RPG.
Much, much more!..
As always, it's been another productive month for the Titan Roc team.
The March playtest has given us a brand new perspective on where the game currently sits, allowing us to make countless updates and improvements over the last few weeks.
We're currently working towards our next dev playtest In April. It will be incredibly exciting to explore a newly refined and polished Leyda!
As always, thank you all very much for reading. We appreciate you sticking with us while we work tirelessly to get Vahrin's Call into your hands.
Thinking about announcing a release date soon. Thoughts?
We'll see you all again very soon..
- The Titan Roc team
Greetings mercs!
Hope you're all doing smashing as always and are ready to see how the world of Leyda has developed over the last month.
Throughout February, the team has been contuining to polish a multitude of things across the board, with a variety of updates, changes and improvements made in all areas. However, it's undeniable that our primary focus has been refining the combat, and so that's largely what we'll be covering in today's update.
With that being said, let's dive right in!
Last month we teased some of the changes we've been making to how blocking and parrying feels in the game. On our Gameplay Overview video, we saw some comments suggesting the need for more "impact" to help sell that an enemy has just struck you at full force.
This is something that was actually already on our todo list. Just didn't quite make it's way into the game in time for the new video.
Anyway, check out the video below to see how blocking and parrying used to feel, compared to now with all the recent changes.
Updated animations and adjustments to VFX and SFX are just a few of the changes we've made to the blocking and parrying mechanics over the last 1-2 months. We hope you'll agree that it now feels like there is a lot more power behind enemy attacks.
We saw many of you suggest implementing freeze frames/hit stops, to help convey a greater sense of impact on both your attacks and enemy attacks.
Well, they're actually already in the game!
We have the ability for you to toggle freeze frames on and off in the settings menu, as during playtesting we found that some people loved having them enabled and others didn't. So why not just give you the choice to customise them to your liking?
There was likely some confusion/inconsistencies in our Gameplay Overview video, as we had many devs recording footage for it, some who had freeze frames enabled and others who didn't.
With that clarification out of the way, let's move swiftly onwards!
I'll try to keep this section as brief as I can, as although both of these things are helping massively with the overall feel and flow of combat, they're not really changes we can convey to you in an image or video. They're very much improvements to how it feels to control your character.
Input buffering happens when you press a button on your keyboard/mouse or gamepad, while already performing an action in game.
When pressing a button, the input is stored and then executed as soon as the next available opportunity arises.
As an example: You get knocked down by a heavy attack > You click the attack button while getting back up > When that animation has finished and you have regained control of your character, your input kicks in and your character attacks.
This system is a bit of a double-edged sword, as it's beneficial in some instances, but just ends up feeling annoying in others.
It works nicely in the example I mentioned, as it relieves the need for you to spam click to get an attack to go through. It's especially useful on quick enemy attacks, where your character only flinches for a very short period of time.
However, having this same set up for switching weapons is not so ideal. We've found this results in players accidentally spam switching their weapons during combat, as they're not expecting the delay between their input and the action being performed.
Essentially, input buffering is something we're working to implement on a case by case basis, as it does help with how it feels to control the game in many scenarios, but can also work against the player if we're not careful. Thorough QA testing is helping with this as always!
Cancel frames are when you, the player, regain full input control toward the end of an animation. They're there so that you don't have to watch slow/heavy/realistic animation recoveries and can get on with playing the game, helping it to feel much more responsive.
We've been refining these cancel frames over the last couple of months, based on heavy feedback from testing. Of course you guys won't know exactly what these changes feel like until you get your hands on the game, but hopefully the improvements are still noticeable in the videos we're sharing!
As I mentioned, both cancel frames and input buffering are being designed to help you manouvre your mercenary easier, maintaining the flow of combat, while preventing you from feeling like your fighting against the game's controls.
We've made a big change that impacts how you replenish your abilities (potions, traps and arrows) while out on your advenuture.
Previously, you had to rely on finding supply crates throughout the world. Upon opening one, a random assortment of your abilities would be restocked.
However, after receiving more and more feedback from our playtesters, we decided it was time for a change. As with a lot of things in this stage of development, our focus has now shifted to, "Everything else aside, how do we make sure this feature/mechanic is as fun as it can possibly be".
With that being said, we have removed the need for supply crates. You will now auto-replenish your abilities over time, more akin to a mechanic you might find in an action shooter. You can also purchase perks that will allow you to increase the amount of abilities you can carry, as well as how quickly they replenish.
This is a very new change, but we believe it's the right way forward with what we're looking to achieve. Having to rely on finding supply crates out in the world to replenish your abilities, simply didn't feel fun. This new approach allows you more freedom to use your abilities, while simultaneously keeping things balanced.
And of course, exploration still remains as one of the most rewarding things in the game, with tons of chests, perk books and more to discover out in the wild.
Let me briefly touch on magic before concluding the combat portion of today's update!
We're making small adjustments to some spells, to help them better fit into their intended playstyle and just feel more fun overall.
The fireball has been adjusted to be a more fast-paced spell in general, allowing you to fling them in between your main attacks with more ease. It was feeling a bit clunky before in gameplay, so this speed increase is a much welcome change.
Crushing ice is likely to be the next spell on our todo list, with some small quality of life adjustments planned to help increase its viability in combat.
So, besides combat improvements, what else have we been up to? Well, too much to list it all off here, but why don't we take a look at just a couple of the new introductions?
You will now have the option to display the names of enemies above their head when in combat.
Previously, the only way to know the names of enemies was by piecing together information from specific side quests and context clues. The addition of these new names will make it much more clear what creatures and beasts you're fighting, which can be beneficial in certain scenarios. It isn't strictly required however, and can be disabled in the settings menu if you prefer a more minimalistic HUD.
We've added brand new desciptions to all of the perks you'll be able to purchase, while on your adventure.
Additionally, each perk book that you discover in the world now has its own unique name.
So, why did we add all of this new info?
Well, we simply wanted to make the world feel more believable and enhance player immersion.
Previously, the description and effects on perks were combined into one and the information was much more simplified. The names of the books in-world were also very simplified, with the pop up just stating the type of book you had discovered. For example, 'Alchemy Book Discovered'.
We believe adding these new names/new information greatly helps everything to feel just that little bit more alive. It should also make finding new books throughout Vahrin more exciting, as each of them now feel like they have their own place in the world.
It's been really fun seeing these changes making their way into the game as of late.
All the little and large adjustments that we're now making are really helping to bring the combat together, increasing the overall fun factor and pushing the game closer and closer to the finish line.
We can't wait to show you what else is in store!
As always, thank you all very much for tuning in to today's update and showing your continued support.
We'll see you all again very soon.
- The Titan Roc team
Greetings mercs!
Welcome back to the first progress report of the year for Vahrin's Call, our upcoming story-driven RPG.
It's been a fantastic start to 2026 for us.
The NewGame+ Showcase has brought a lot of new eyes onto Vahrin's Call over the last month. We hope you've had a chance to check out our Gameplay Overview and like how the game is shaping up!
We greatly appreciate all the feedback and critiique many of you have left over the past few weeks. We're already working on improvements based on many of your suggestions, with a focus on making the combat feel more impactful.
We're excited to share how combat in particular will improve over the coming months. In the meantime, here's a little peek at how blocking is starting to feel with more weight behind enemy attacks!
Combat isn't the only thing we've been busy with this month though.
The various biomes and locales that make up Vahrin and its surrounding areas, are seeing more and more polish as the days go by. The team is continuing to revisit locations all over the world, adding more detail, character and environmental storytelling.
We hope that you guys will enjoy exploring the world and will maybe pause every so often to take in the scenery. We've put a lot of work into hancrafting these high fantasy lands, and there's a ton to discover out there!
Oh and while we're on the topic of environment art, we saw a few of you point out some popping assets in our gameplay overview, so we took the time to smoothen things out.
Moving on now, let's briefly talk about maps.
As we mentioned before, maps in Vahrin's Call are designed to make navigating the world and keeping track of things a little easier. Beyond providing a layout of land, they also keep track of the treasure and collectibles you've discovered. Everything from chests and perk books, to those pesky genomys.
They'll also include quest markers to help guide you in the right direction (if you decide to have them enabled in the settings).
I wanted to recap this because the maps are now almost fully complete from an art perspective.
Hand-drawing these and manually testing them to make sure they are accurate has taken a huge amount of time, so finishing them is quite a big milestone for us.
Team morale has been incredibly high with all the good news lately.
On top of everything we just covered, we've also collectively cleared over 350 tasks from our to-do list throughout January! A combination of bugs, suggestions and improvements that are all helping to bring Vahrin's Call to the gold standard we're looking to achieve.
Again, we appreciate all of your feedback from the recent showcase. We checked out every stream and video that covered our game, taking notes on all the comments you guys were leaving. We'll be sure to put them to good use.
And that will be all for today!
February is looking to be a pretty busy month for the team, with lots of further improvements and refinement planned.
If you didn't know, we post weekly snippets of the game to all of our socials. Check us out on your platform of choice and consider dropping us a follow for more frequent updates on the game's development: https://linktr.ee/titan_roc
We hope you all enjoyed today's read and we'll catch you again very soon!
- The Titan Roc team
Greetings mercs, and a big welcome to everyone who is new here!
In case you missed it, yesterday we were lucky enough to present Vahrin's Call in the New Game+ Showcase. If you haven't already seen it, check it out!
Alongside this, we have completely overhauled our Steam page to include a brand new gameplay overview video (link also below), new screenshots and a ton of new information. Take a look around~
That's everything for today!
Thank you to everyone who has been leaving kind comments during and after the event. Next month we'll be back to regular monthly Progress Reports, now that the team is back working on the game after the holidays.
See you all soon.
- The Titan Roc team
Greetings mercs!
Hope you're all doing well and are feeling rejuvenated and revitalized after the holiday break.
To kick off 2026 with a bang, we're excited to announce we are participating in the New Game+ Showcase, a brand new, creator-led games showcase designed to put authentic excitement back at the center of game reveals.
We'll be sharing a new video with you all at the event and a full overhaul of our Steam page will also go live at the same time.
An incredible 45 games (including yours truly), will be participating in this event, ranging from indie to AA and AAA titles. You can expect new content for games you may or may not have seen before, be it new gameplay, exclusive interviews, or the latest trailer.
Speaking of trailers, check out the hype trailer for the event!
The showcase goes live in just 2 days time! - This Thursday, January 8, at 1PM PT | 4PM ET | 9PM GMT.
Be sure to stop by!
https://www.tiktok.com/@newgameshowcase
Greetings again mercs!
With the end of 2025 now in sight, we wanted to take a moment and reflect on what has been an incredibly hectic, unpredictable, but above all else, productive year.
Vahrin's Call has come such an immensely long way since January. Various systems and mechanics have been finalised, countless areas have been refined and polished to release standard, and a metric ton of bugs have been eradicated to boot.
We're very proud of everything we have achieved this year. All the overtime hours and 7 day weeks have helped push the game into a fantastic place, ready to kick off 2026 with a bang.
The team has done an amazing job with the game's development, but above all else, we have all of you to thank for the progress made this year. It sounds dramatic, but your kind and supportive words do wonders for team morale, pushing us to see Vahrin's Call over the finish line.
We're very lucky to have such an awesome community surrounding our game, before it has even released no less! Give yourselves a pat on the back for a job well done.
Thanks to your unrelenting patience and support, we will finally be able to release Vahrin's Call in 2026. It's going to be an exciting year and as we mentioned in our last blog, we'll be starting it off with a full overhaul of our Steam page.
We hope you're as excited as we are for what's to come. Knowing that you guys will get joy in exploring the world we've crafted, makes all of this worthwhile. We can't wait for you to finally dive into Leyda and experience everything it has to offer!
From everyone here, Happy Holidays! We'll see you all again very soon.
- The Titan Roc team
Good Monday morning/afternoon/evening mercs!
I hope you're all doing well and are excited for the upcoming holidays. It's crazy to think that we're already in December, where on earth has all the time gone?
Before we dive into what we've been working on throughout November, we want to take a step back and update you all on where the game sits as a whole. We've always aimed to be as transparent as possible, and we think it's important to address where our minds have been the past couple of months.
We've had many of you questioning why the game's release date is still listed as 2025 on our Steam page, and if that is still accurate. Rightfully so, as we're now almost at the end of the year.
Unfortunately, the answer is no. Our ambition and intention was always to release the game by the end of 2025, but it has become clear that is not possible with the time we have left. As such, we have postponed the release until 2026.
We've known for a short while that we weren't going to meet our 2025 release date but held off updating this information on the Steam page because we wanted to tie this in with a full store front update and lots of brand-new exciting content.
As you may know, the current video and imagery on there is from way back in 2023 and doesn’t really reflect the game in its current state!
With so little time now remaining this year however and us racing toward an extremely important playtest in just three weeks time, we’ve now had to make the unfortunate decision to postpone the Steam update to the start of next year so that the entire team can keep every ounce of their focus on working towards the playtest.
We know there will be people out there disappointed to read this and from the entire team we can only apologise and assure you that we’re giving everything we have to get Vahrin’s Call in your hands.
With that being said, we don't want this to seem like it's all doom and gloom. Far from it in fact, because we do have some exciting news to share.
The game is in a fantastic place.
We're pushing to hit our end of year targets, so that we can come back strong in the new year, with more of an emphasis on marketing the game for its upcoming release.
It may surprise some of you to know that we have a release date trailer fully finished and ready to go. The only thing holding us back from sharing it with you all is (shock) the release date itself. As such, it's not ready for your viewing pleasure just yet, but hopefully this paints a clearer picture of just how close the game is to being complete.
So what do we have for you this month? Well, why don't we take a look at some of the things the team has been working on throughout November, before rounding off today's blog?
I find it appropriate to cover the updates to our creature hair first. After all, we said last month that we'd take another look at the Aurochs, once it had received the same treatment as the Greti.
As you can see below, not only has the Aurochs' new coat of fur been finalised, but the same goes for the Wolfhound!
I've come to realise I'm too sensitive with animals like this.
Sure, you can slay them, obtain unique materials and use them to craft all manner of awesome items, but come on. I mean look at them. Could you really harm such innocent creatures?
I'll beat the game with a stick if I have to..
Touching briefly on NPC AI, the progress in this department over the last month has been awesome.
The AI for human NPCs has been massively updated and refined, and we're now moving onto creatures, beasts and bosses to give them the same treatment.
Finally, I want to talk to you guys a little bit about Perks and Character Stats, as they're being balanced and fine-tuned as we speak!
As you delve the depths of Vahrin and its surrounding areas, you'll develop your skills as a mercenary, unlocking new items and abilities, while growing more powerful with every action you take.
Through interacting with the game's many mechanics, you'll obtain character/perk experience.
Character experience can be used to upgrade your core stats, whereas perk experience can be used to specialise in playstyles of your choosing, by unlocking different skills and abilities.
The systems for these mechanics have been almost fully finalised for some time now, and the balancing for you to obtain experience for each of these perk specialisms is actively being worked on.
As always, what follows from this is rigorous QA testing to determine if everything is working as intended, as well as obtaining general feedback on how levelling up feels from a balancing point of view. After all, we don't want you guys having to kill 10,000 enemies just to level up once, but we also don't want you lightly tapping an enemy and then suddenly having the power of a god.
Watch as I attempt to keep this next section short for once. No waffling allowed..
Thank you all very much for reading today's update!
Once again, we're sorry that we waited this long to delay the game's release window to 2026, but we hope you're as excited as we are for what's to come after the Christmas break.
As always, thank you all for your continued support and kind words. We read each and every comment from you guys on all platforms.
You can expect one more Steam post from us this year, just before we head off for the holidays~
Take care!
- The Titan Roc Team
Greetings mercs! A belated Happy Halloween to you all and welcome back to another progress report on our upcoming story-driven RPG, Vahrin's Call 🎃
From new combat animations to creature hair optimisation and a plethora of bug fixes, it's been another busy month for the Titan Roc team. Let's dive back into the world of Leyda to see what's been happening!
Animation refinement had been on the todo list for quite some time, a task for when we finally made it back into combat polish. Well, if you've been keeping up with our recent posts then you'll know that's exactly the stage we're in now!
Last month, we talked a little bit about the new animations making their way into the game, specifically for the human enemies you'll encounter on your adventure. Today I want to touch on some new animations that are being used not only for enemies, but also you, the player.
The gif above shows the old, greatsword walking animation. At a glance it seems fine, but when you begin to consider the kind of stance you would expect someone to have when wielding such a heavy sword, it starts to feel a little strange.
Now, I'll make it clear that realism in Vahrin's Call has never been a major concern for us. Ensuring the gameplay is engaging, the world is exciting to explore and you're just having a fun time playing in general, has always taken priority over delivering a realistic experience.
That being said, the style of Vahrin's Call is a blend between realism and fantasy. Yes, we have magic spells and all manner of fantastical creatures, but we do have to keep things grounded when necessary. Even high fantasy worlds have consistent laws that need to be obeyed.
Okay, slight tangent, let's get back to the combat animations!
Above, is the new greatsword walking animation.
As you can see (and will hopefully agree), it's much more akin to the kind of stance you would expect to see from someone wielding such a heavy chunk of iron.
Like I mentioned before, this new animation will be used by both you and human NPCs.
It's satisfying to see your mercenary holding a sword in this way, but it's even cooler for NPCs (in my opinion). They're no longer flailing their weapons around, and seeing them approach you while holding their blades upright has done a surprising amount for making combat encounters feel more engaging.
Below is one more example, this time for the bow.
Before
After
Overall we're really happy with how these animations came together, even if they were quite time consuming to implement. It's something we've also seen members of the community suggest in the past, so we hope you like the changes we're making.
Speaking of community suggestions (and to round off this animation section), we also saw many of you commenting on the position of holstered one-handed weapons on humans.
To keep it short and sweet, when you holster a one-handed weapon, be it a sword, mace or axe, it gets attached to your waist. Previously, it was attached to the right of your waist, and you guys rightly pointed out that drawing a weapon from this position, with a character who is right-handed, isn't very practical.
An oversight on our part that has now been corrected, moving the weapon socket to the left hip.
Next up, it's time to talk about the new hair making its way into the game, for all of Leyda's friendly and not-so-friendly fuzzy creatures.
First off though, I think we need to establish how this particular area has developed over time.
In earlier versions of the game, the creatures and beasts in Vahrin's Call actually didn't have any hair.
Well, they did, but as you can see in the image above, it was just a basic texture we applied to their mesh.
I suspect many of you won't recognise this version, as it's quite old. The texture we were using while recording our alpha trailer, back in 2020, was even older!
Anyway, we always knew we could achieve something that had a bit more visual flare, to really help breathe life into the world's fauna. Fast forward to roughly around 2022 and we had introduced groom hair strands.
This is the version I suspect the majority of you are the most familiar with, as we've been using it for a few years now.
Switching to these hair strands was a big step up for us. Overall, we saw it as a huge visual improvement and the feedback from the community was also positive. Win-win!.....However..
Athough things seemed promising at first, we started to encounter issues with these strands over time. This particular method of hair generation is very realistic, but comes at the cost of having a lot of geometry. This ultimately resulted in a hefty hit to performance, and we were having a particularly tough time optimising it.
We also found that this hair was interacting strangely with our lighting system, resulting in less than desirable visuals when the hair was exposed to direct sunlight at certain angles.
With these things in mind, we came to the conclusion that we would need to think of a different solution. With other tasks taking priority at the time, we made the decision to revisit this hair later down the line.
Fast forward to today and we now have a new hairstyle that we're ready to share with you all.
The barbers of Vahrin proudly present: Groom hair cards.
As you guys can see, it's another visually distinct style that stands out from our previous versions.
We were sceptical at first how this new approach would turn out, because overall we were satisfied with how the hair strands from the previous iteration looked. However, I can confidently say that collectively, we're very happy with the end result.
This version appears more stylised, a blend between realism and cartoon that we think is better suited to the overall vibe we're looking to achieve with Vahrin's Call. Not only that of course, but these hair cards run infinitely better than the hair strands we were using before; a substantial amount of icing on the cake.
With that being said, it was quite a challenge to get these things implemented. The beasts and creatures of the world now have luscious locks, but during the process, a couple of our devs may have lost a few hairs of their own out of frustration.
Getting these hair cards working as intended was a manual process. This meant hours of creating and adding hair to the bodies ourselves. Additionally, the version of Unreal Engine 4 we are using is unfortunately only compatible with an early version of groom, which came with its own set of challenges.
Overall though, the team is more than happy with how everything has come together, and we can confidently say the time investment was worth it. Before starting this process, we actually thought it would take much longer!
As always though, we would love to know which of these versions you guys prefer.
The Aurochs is one of the last creatures awaiting its new coat of fur, so we'll check in on it again next month to see how it's doing.
Let's move on now to something a little different, settings customization.
When playing Vahrin's Call, we want to give you as much control over your gameplay experience as we possibly can. This comes in the form of big changes and introductions, like the difficulty options we briefly discussed last week, but also some smaller settings that can be tweaked to your liking.
The settings menu in the game will allow you to customise everything from the volume of different kinds of sounds, to your key bindings and various HUD elements. The latter, is what we're going to talk a little more about today, as that's what has seen the most change over the last month.
The gameplay tab is where you can toggle on and off all of your individual HUD elements, depending on how you like to play. Most of these elements can be set to either enabled or disabled entirely, or enabled only in combat.
The most recent additions to this tab are:
Enemy status effects
Damage numbers
Lock-On marker
Quest markers
To touch a little more on quest markers, our goal when designing the game's story progression and world exploration has always been with the thought that you will have no markers to guide you along the way. We aim to use environmental storytelling and dialogue cues, as well as the in-game journal, to ensure you always know where your next objective is. Our QA testing is helping us to make tweaks where needed, so things are as clear as we need them to be.
That being said, we are also including the option to display quest markers on the map, for those of you that need a bit of an extra nudge in the right direction, or you aren't as concerned with immersion and prefer a more streamlined approach to navigating the world.
Work in progress MAP/UI
As I mentioned, we're always looking to expand these kinds of customisable options wherever we can, not just for the HUD, but in general. With that in mind, I have a couple of questions for you all!
What kind of settings do you guys like to customise when playing an RPG?
Is there anything you immediately like to enable/disable/adjust as soon as you dive into a new game?
We won't be able to add every suggestion, but we're always open to hearing what you all think.
It's you who will be playing the game after all, and you've come up with some awesome ideas in the past, so we're all ears!
Finally, let's talk a little bit about bug fixes.
I think this is something I'd like to start covering more frequently, because we clear countless tasks and bugs every month, and they do take up a good chunk of development time.
A big bug we fixed this month has resulted in a drastic increase in performance.
Previously, there was an issue where exiting to the main menu and then continuing the game would result in a big drop in frames. Sounds simple enough to diagnose, right? Quite the opposite actually!
Figuring out what is causing a bug to occur, frequently takes the longest amount of time. More often than not, once we know what is causing the issue, the solution is simple.
This performance bug ended up being a bit of a nasty one to solve - not the worst, but still had us rather perplexed.
Keeping the game running smoothly is becoming one of our biggest priorities as we close in on release, and optimisation is a key element we're factoring into our workflow.
You can imagine we were pretty chuffed when the fps returned to normal, after the fix was implemented.
The second and final bug I want to talk about has to do with how certain bodies of water looked on lower graphics settings. You can see in the image below that something wasn't quite right.
This strange effect appeared only when shadows were set to their lowest setting and it took a lot of trial and error to figure out a solution. Ultimately, we ended up discovering the root cause (an issue with how shadows play with refraction in UE4, for those wondering), and thus, the water returned to normal.
I wanted to cover this bug in particular, because I think it's important to address how all of you can expect the game to look and perform when not playing on ultra settings.
Naturally, dropping the settings will result in a change in visual quality, but we're working to try and strike a good balance between keeping the game looking nice and keeping it running smoothly. We are trying our absolute best to ensure it performs well on both high and low end machines.
October has been another busy month for us. It's going to get pretty old repeating that, but it's true!
We're making steady progress day by day, which is inching us closer and closer to the long-awaited release date announcement.
Everyone on the team is itching to share some big news, but unfortunately we have to bite our teeth until we're confident the game is ready.
As you all know by now, we're an incredibly small team of just a handful of devs and we're doing this all on our own. We've picked a...rather large game to develop for our first title, so to say it's an ambitious endeavour is nothing short of an understatment.
That being said, our confidence in the game's quality doesn't waver, and we're even more excited now than ever to show you all what's in store for the future of Vahrin's Call.
As always, we hope you enjoyed today's read and we'll catch you again next month.
I wonder what November will bring?
Take care!
- The Titan Roc Team
Hello and welcome back all to another progress report on our upcoming story-driven RPG, Vahrin's Call.
It's been an incredibly productive month for the Titan Roc team, with lots of awesome updates across the board. So let's just dive right in, shall we?
Improving the world's lighting has been an ongoing task for us, for quite some time.
As you traverse Vahrin's depths and the sun rises and sets over this once great city, the varied lighting conditions alter the atmosphere of each area you explore.
We've always loved experimenting with different times of day and weather with Vahrin's Call, as it allows to cater each area in the game to match the vibe we're aiming to deliver.
That being said, lighting is an incredibly difficult thing to get right, especially when you're working in a tiny team with very limited resources.
We always felt the game looked a little dark at certain times, even when you wouldn't expect it to be. Our recent QA tests confirmed our concerns, which led us to take action and implement some substantial changes that have greatly improved the lighting throughout the world.
With the updates made throughout September, the degree of control we have over the game's lighting has increased dramatically. We are now able to manually adjust each area in the game to achieve the specific result we're looking for. This ensures the game is bright enough for you to be able to see clearly (when intended), while maintaining the tone and atmosphere of all the locations you'll visit.
Underground lighting has also seen substantial improvements. We now have the ability to seamlessly transition from the bright and sunny outdoors to the depths of that dark, damp cave you just discovered. The lantern is the staple of any serious adventurer's toolkit, please don't lose it..
Everyone on the team, as well as our QA testers are very happy with the recent lighting improvements. We're excited to see what you guys think of it when you're finally able to dive into the world yourselves!
Moving on, let's talk about AI improvements.
As combat polish begins, the team has been focused on fine-tuning the human AI in the game.
A myriad of updates have been made over the last month that have resulted in the combat with human enemies feeling infinitely more engaging, natural and above all else, fun!
Bandits are now feeling much more responsive and significantly harder to cheese in battle.
Added animations and improvements to their pathing have transformed them into a much more aggressive foe, keeping you on your toes and encouraging you to make use of all the weapons, skills and spells you have at your disposal.
Tying into these AI improvements are difficulty settings. These will allow you to customise your experience with the game's combat, depending on the kind of challenge you're looking for.
Increasing enemy health and calling it a day, is something we're actively avoiding. We believe this approach to difficulty scaling only serves to drag out fights and make the combat feel tedious.
With Vahrin's Call, upping the game's difficulty will result in increased enemy aggression, reducing the amount of time you have to catch your breath mid-combat. On the harder settings, groups of enemies won't be as hesitant to take turns attacking you, so you'll need to exercise caution and maybe consider a more strategic approach to your next fight.
It's been really cool seeing the human AI develop over the last month. In such a short amount of time, they're already feeling so much better.
Has me excited to see what they'll feel like once they're finished and even more excited to see how all the creatures, beasts and bosses will respond when given the same coat of polish.
Finally, let's take a little peek at something different. Maps!
When you arrive in a newly discovered area, you'll receive a map that paints a picture of what to expect around the next corner.
Collectibles and points of interest that you discover in the world are marked on the map, helping you to keep track of where you've explored. Quest markers are also displayed on the map, aiding with navigation, but these can be disabled in the settings menu if you like to keep things immersive while adventuring. We'll talk more about these settings in the future.
This style of map is brand new to the game and we're very happy with how it's coming together.
We've experimented with a range of styles for our maps in the past, previously opting for a more simplified approach. In the end though, we decided that a more hand-drawn, colourful look is a better fit for our game. I hope you guys agree!
As I mentioned earlier, it's been a very busy and productive month for everyone on the team, with substantial improvements made across the board.
This paints a bright future for the remainder of Vahrin's Call's development and I can't wait to show you all what else we have in store. It's going to be an exciting few months!
As always, thank you all very much for your continued support. We hope you enjoyed this update.
Catch you all next time!
- The Titan Roc Team
Greetings all!
Hope you're all doing well and are excited to hear about some of the things the team has been working on since we last spoke.
No need for further introduction, let's just get right into it!
As we mentioned last month, our internal QA team has been busy playing through the game weekly, helping us to test various features while reporting any bugs they discover along the way.
The past few testing sessions have been largely focused on two main areas, quests and crafting.
As you would expect in a story-driven RPG, both the main narrative and side quests play a crucial role in how you'll interact and engage with the world and its inhabitants. The quest system lies at the core of Vahrin's Call and given how important it is, we know we need to ensure it's easy to understand, bug free and above all else, allows you to have fun experiencing the various tales the game aims to tell.
For this reason, we've been busy testing quests over and over....and over....to try and catch as many bugs as we possibly can. We've had great success with this, refining many different areas and further improving upon others.
One particular bug proved to be a nasty one to diagnose, requiring us to test a certain quest easily over 100 times. Safe to say we were pretty satisfied when we finally figured out what was causing the issue!
Moving on from quests now, let's talk a little bit about crafting.
The local hamlet on the outskirts of the South Vale farmlands will provide you with all the amenities you need to prepare for that next adventure into the unknown. Think of it as a hub that you can revisit at any point, a safe space that allows you to upgrade your equipment and craft new gadgets.
The various crafting stations within this hamlet have undergone extensive testing over the past month, allowing us to ensure they function as intended and are easy to understand, while also keeping the crafting experience in Vahrin's Call fun and fresh.
You'll have a range of crafting tables to interact with and we'll talk about them in more depth leading up to the game's release, but here's a little sneak peek!
While working on this, we encountered our very first duplication glitch! As iconic as it may be, allowing you to infinitely sell items for unlimited coin isn't quite what we're going for with the economy in Vahrin's Call. Suffice it to say, it was very readily patched, but I feel we can now tick off another thing on our game dev bucket list.
All jokes aside, it's been really fun using these benches to upgrade equipment and it's something we're looking forward to seeing everyone interact with when the game releases.
And that's all we have to share today! We hope you enjoyed the read.
As always, a massive thank you to all of you for your continued support, it's heartwarming to see that so many of you are excited to dive into the world of Leyda. Your passion is what fuels us to continue developing this game and your kind comments do not go unnoticed.
We look forward to speaking with you all again soon.
Take care!
- The Titan Roc Team
Good Morning/Afternoon/Evening everyone!
Much to our dismay, it's been some time since we last properly spoke, but don't worry! We've been hard at work on the game's development and it's now closer to completion than ever.
As we make our way into the latter half of 2025, our plan was to put out a big post here once the game is in a comfortable place and we have a release date that we're ready to announce.
While this is still the plan and you can expect a big announcement in the future when the game is ready, this mentality has unfortunately resorted in a lack of consistent updates from us, here on Steam.
We're sorry that we've been so quiet and we will work harder to ensure you guys are receiving more updates on the development of Vahrin's Call. The game is absolutely still alive and kicking and we've been working incredibly hard this year to get it into your hands as soon as possible, without sacrificing any quality. Our Steam posts should reflect this commitment.
To rectify this, we'll be posting more regular Steam updates soon. They may start off a little slow, but you can be damned sure they'll get more frequent as we close in on the game's long-awaited release date.
With that in mind, as we're in the very late stages of development now, we unfortunately can't always share large, diverse updates, like we used to with our dev logs. It's this that has recently deterred us from posting consistently, but we realise now that we need to provide you all with updates regardless, even if there's not a huge deal we are able to share.
We're beyond grateful for all of the support you've shown us over the years and we will never take that for granted. You've all been very patient and deserve regular updates to let you know we're still working our butts off to get the game finished.
So! With all that being said, where does the game sit right now?
We are currently hard at work, refining all of the game's features. Our sole focus is polishing absolutely everything as much as we can, to ensure it delivers the best experience possible.
We've now brought in an internal team to help us with playtesting and QA, and it's been incredible seeing people dive in and experience what we've been building over all these years.
Extensive and meticulous QA can be the difference between a good and a great game, and the feedback we've gotten so far is already helping us to make Vahrin's Call better (much to the detriment of our bugs list...)
And that will be all we wanted to cover today!
Once again, we want to apologise for the lack of Steam updates this year.
This is our first game and our team numbers in the single digits, so we're trying to prioritise our time as best as we can. We are going to make mistakes, but we are trying to learn on the go and improve.
As always, we post weekly videos to all of our social media pages, if any of you would like something a little extra to fill the gaps, between the upcoming Steam posts: https://linktr.ee/titan_roc
Thank you all for taking the time to read this. We look forward to speaking with you again soon - Hopefully with some exciting things to share about the game itself!
- The Titan Roc Team
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Forsaken Realms: Vahrin's Call, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Forsaken Realms: Vahrin's Call statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.