Realm of the Fallen news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak1
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score100% positive
- Total reviews3
- Release dateDec 4, 2023
- DeveloperVirtual Destructor LLC
- PublisherVirtual Destructor LLC
Genres: Action, Adventure, Indie, Early Access
Company pages: Developer: Virtual Destructor LLCPublisher: Virtual Destructor LLC
Realm of the Fallen Steam news
Realm of the Fallen news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- New music, other minor changes. - 20 January 2024
This update includes new background music for the first five levels. There are also some other minor changes, including a sight beam for the guns. Also different colored reticles/beams for left and right sides.
- Some new music, other minor changes. - 20 January 2024
This update includes new background music for the first five levels. There are also some other minor changes, including a sight beam for the guns. Also different colored reticles/beams for left and right sides.
- Realm of the Fallen Now Available on Steam! + Steam VR Fest - 4 December 2023
I released the PCVR version of Realm of the Fallen on Steam this morning. The full early access version of the game is now available on PCVR, and the Meta Quest 2 and 3. The game has come a long way in the last year, when it was just a free one level demo on Itch.io. I look forward to hearing everyone's feedback. The game has been included in Steam's VR Fest.
- Dev Log: Genre Shift, Level Design Progress, and Upcoming Enhancements - 14 April 2023
It has been a while since our last dev log. The remainder of April is going to be crunchtime and we are trying to advance the game as much as we can. We are planning on an initial launch in early May. A few months ago we decided to change the genre of the game from Metroidvania/boomer shooter to simply being a boomer shooter. We also experimented with an endless wave mode, but decided that the game worked best as an old school first person shooter. The endless wave mode will likely make it back into the game at some point. The game is now has a faster pace and is more straightforward. We have been hard at work designing and building levels for the FPS version of the game. Currently we have eight levels. Level design has been the most time consuming aspect of the project since the beginning, which is one of the reasons we switched genres (the interconnected level design for a 3D Metroidv…
- Testing Tweaks - 15 December 2022
This week we focused on communicating with testers and modifying the game after taking their feedback into consideration. We added a laser sight to the guns since people were complaining that it was hard to aim. They also said the guns were too slow and did not "have enough juice." So we decreased the cooldown time of the guns, and increased the amount of recoil that they have. They also noted that the shield was overpowered, so we made it so the shield HP decreases the longer it is active (so there is a penalty for just leaving it on all the time). We also added artwork from TheO for the enemy spawn points in Wave Mode. People were confused by them because enemies never spawn where you can see them, so they didn't know what the spawn platforms were for. So we are going to make it so enemies spawn where the players can see them, and add some particles effects when that happens. The numb…
- Faster-paced Gameplay, Endless Wave Mode Coming Soon - 28 November 2022
Recently we have made some major decisions regarding the design and scope of the game. This project has gone through several phases where the scope/design has changed drastically. We originally planned on building a rogue-like, and then later shifted to a Metroidvania with handcrafted levels. The demo we released at the end of March was a simple FPS. Later we added more puzzle elements and backtracking so that it would be more of a Metroidvania. It seems like players responded more positively to the FPS gameplay, and the Metroidvania world construction in 3D has proven to be a massive effort. So we are planning on reducing the backtracking and puzzle elements, and shifting to a more traditional FPS with faster paced gameplay. I've already started implementing features to support this style. I've taken out some of the puzzles in the game, reduced fall damage, and added double jump. These…
- Save Files - 9 November 2022
Our friend IndieVR streamed a playtest of the game on YouTube. There were some hiccups since we had not sufficiently tested that build, but overall we were able to get a lot of information from the playtest. One result of the playtest was that we realized the importance of having a save feature. I had planned to do a save feature within a few weeks, but the playtest brought it to the top of the list. It was frustrating for the player to keep having to start the entire level over repeatedly. I spent most of last week finishing the save feature, and I was able to get it working 100% yesterday. I fell ill early last week which made it difficult to work, but I was bent on finishing it so I continued to work despite being sick. Most traditional FPS games save the exact state of every entity in the level. The save feature in Realm of the Fallen does not work this way. Only certain entities ar…
- Enemies With Guns, Melee Improvements, Machines, PCVR - 22 October 2022
We are looking for testers. If you are interested, please check out the discord server for the game and let us know. Over the last few weeks we have made a number of improvements to the game. First of all, the minions now shoot guns instead of throwing fireballs (one of the more powerful minions still throws fireballs). We have also improved the melee combat system a bit. Getting melee right in VR is difficult, and there are a number of VR games that have been around for a while that do it very well. Eventually we plan on having RoTF be at feature parity with these games. These were the problems we noticed with the melee in the game: The only melee weapon, the hammer, was too “floppy” if it was held in one hand (most users probably will not even notice that you can stabilize the hammer by grabbing with two hands). In reality you would not use a sledgehammer with one hand, but we are not…
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 20 January 2024 | New music, other minor changes. | 5510784213104671638 |
| 2 | 20 January 2024 | Some new music, other minor changes. | 5510784213104669184 |
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