Arcane Worlds 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 score45% positive
- Total reviews238
- Release dateJan 28, 2014
- DeveloperRanmantaru Games
- PublisherRanmantaru Games
Genres: Action, Adventure, Early Access, Indie, Strategy
Company pages: Developer: Ranmantaru GamesPublisher: Ranmantaru Games
Arcane Worlds Steam news
Arcane Worlds news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Update 0.46 - 21 December 2020
Generated models for trees and stones, and some bug fixes. It's been one hell of a year, so I'm taking a couple of weeks off. Have a nice holidays! Change log: Tree and small stone models are now generated using a new Orb script. Buildings (including your castle) are now damaged by water and lava. Fixed camera jerking after selecting a spell.
- Update 0.45 - 16 July 2020
The worlds are twice larger now, 4 times the area. With optimizations, it looks like they'll be fine for the multiplayer. Change log: Game worlds are now 4 times the area than before. Fog range is the same, so you can only see about quarter of the world around you now. Optimized fluid simulation. Many optimizations in world generation. Added (slightly) animated loading screen, long tasks like world generation now run in background. Added anonymous game analytics. For now it only records simple events like starting a new game, and sends crash logs to the developer.
- Update 0.44 - 11 June 2020
This took a long time, and it's a rather boring update from your point of view. There are likely weird new bugs too. Huge rewrite of game code in preparation for the multi-player. Switched to FMOD sound engine. Game simulation and rendering are in different threads now, resulting in smoother frame rate. Some parts of game code were optimized to use multi-threading. Spells are now scripted, so potentially mod-able. Global resources are removed for now, so no crafting, you find spells directly in story mode. Gatherers and birds are not animated for now. Some minor features are missing for now.
- Update 0.43 - 17 April 2019
I had some health issues, so this update took way longer than expected. I'm much better now though. The main thing in this update is the new boss fight mode. Also, I switched to DirectX 9 ex, which might cause issues on some systems, so let me know if there are any weird bugs or problems starting the game. Change log: Added initial boss fight game mode. Switched to DirectX 9 ex, requires Windows Vista or newer. Player now collides with static objects. Gatherers now ignore mana that is in the castle limits. Fixed a mouse input bug. Using a different font (more localization-friendly). Switched to Visual C 2017. Added IK animation system. Added voxel-based model generation system. Added a bunch of developer tools.
- Update 0.42 - 21 April 2018
I added support for spline-based deformation to point cloud models, and switched wyvern and caterpillar monsters to point clouds. Also a bunch of improvements and optimizations. Change log: Wyvern and caterpillar monsters now use point cloud models. Various quality improvements for point cloud models. Fixed a bug that made gatherers fight over mana. Optimized some AI-related code. Integrated easy_profiler (dev stuff, you likely don't care about it). Support the development on Patreon!
- Update 0.41 - 22 January 2018
A small patch to fix Windows 10 mouse issues: Fixed mouse issues in Windows 10 (using raw mouse input for looking in 3D now). Added mouse sensitivity slider in control options.
- Update 0.41 - 22 January 2018
A small patch to fix Windows 10 mouse issues: Fixed mouse issues in Windows 10 (using raw mouse input for looking in 3D now). Added mouse sensitivity slider in control options.
- Update 0.40 - 12 November 2017
I'm sorry for the long wait this time, but here's the new update finally. Change log: Destructible buildings (the castle and guard towers). Guard tower is now customizable via script. Increased contact damage range for birds and wyverns.
- Update 0.40 - 12 November 2017
I'm sorry for the long wait this time, but here's the new update finally. Change log: Destructible buildings (the castle and guard towers). Guard tower is now customizable via script. Increased contact damage range for birds and wyverns.
- Update 0.39 - 3 July 2017
Not a big update this time, mainly transparent effects and building editor overhaul. The next one will be destructible castle, since a lot of gameplay stuff depends on that. Transparent effects overhaul (much better performance). Added glow post-processing effect. New building editor UI and improvements. Improved dithering.
- Update 0.39 - 3 July 2017
Not a big update this time, mainly transparent effects and building editor overhaul. The next one will be destructible castle, since a lot of gameplay stuff depends on that. Transparent effects overhaul (much better performance). Added glow post-processing effect. New building editor UI and improvements. Improved dithering.
- Update 0.38 - 5 March 2017
This update brings some optimizations and a new world type (mountains). The game now uses vertex shader textures, so I had to drop support for some old Radeon cards that don't support this feature. Change log: New world type: mountains. Using vertex shader textures for height map and water foam flow (moving some calculations to GPU). Smoother nearby land (clamped bicubic interpolation). Culling out-of-view land, water and lava. Fixed guard tower shooting at mana gatherers. Various minor improvements.
- Update 0.38 - 5 March 2017
This update brings some optimizations and a new world type (mountains). The game now uses vertex shader textures, so I had to drop support for some old Radeon cards that don't support this feature. Change log: New world type: mountains. Using vertex shader textures for height map and water foam flow (moving some calculations to GPU). Smoother nearby land (clamped bicubic interpolation). Culling out-of-view land, water and lava. Fixed guard tower shooting at mana gatherers. Various minor improvements.
- Update 0.37 - 11 January 2017
I'm sorry for the long wait, but the update is finally here. This is a major rewrite of AI code, making mobs modular and customizable both for me and for the modders. You can script AI behaviors now. I'll use it to add more variety to the enemies in the next updates. In other news, some people contacted me about cooperation on the game, they want to remake graphics (they have artists) and run a Kickstarter campaign to judge if the game is popular enough to invest money and time in finishing it together with me. I'm not sure if it'll work out with them yet, but I'm going to give it a try. Change log: A big rewrite of AI and actor code (separating actors and behaviors, modular scripted AI etc.) Enemy missiles are now visible on the map. Fixed trees disappearing after loading a saved game. More developer / debugging stuff via imgui.
- Update 0.37 - 11 January 2017
I'm sorry for the long wait, but the update is finally here. This is a major rewrite of AI code, making mobs modular and customizable both for me and for the modders. You can script AI behaviors now. I'll use it to add more variety to the enemies in the next updates. In other news, some people contacted me about cooperation on the game, they want to remake graphics (they have artists) and run a Kickstarter campaign to judge if the game is popular enough to invest money and time in finishing it together with me. I'm not sure if it'll work out with them yet, but I'm going to give it a try. Change log: A big rewrite of AI and actor code (separating actors and behaviors, modular scripted AI etc.) Enemy missiles are now visible on the map. Fixed trees disappearing after loading a saved game. More developer / debugging stuff via imgui.
- Update 0.36 - 11 June 2016
This is a small update before I start overhauling AI which I have mostly planned out already. I integrated "dear imgui" library and made log viewer / script console with it. It's quite good for quickly building developer tools, so eventually I'll bind it to script to make it available for modders and for script analytics and debugging. Added log viewer / script console (accessed with F5 if you have dev. tools on in options). Added gloss maps for building textures. Mana threshold is displayed now on the castle mana bar in the progress mode. If you like what I do, you can support me on Patreon!
- Update 0.36 - 11 June 2016
This is a small update before I start overhauling AI which I have mostly planned out already. I integrated "dear imgui" library and made log viewer / script console with it. It's quite good for quickly building developer tools, so eventually I'll bind it to script to make it available for modders and for script analytics and debugging. Added log viewer / script console (accessed with F5 if you have dev. tools on in options). Added gloss maps for building textures. Mana threshold is displayed now on the castle mana bar in the progress mode. If you like what I do, you can support me on Patreon!
- Update 0.35 - 17 May 2016
The main feature of this update is shading overhaul, which changes how light interacts with materials. It allows for glossy materials now, and thanks to rendering pipeline changes, I have place for extra material parameter in the G-buffer which I might use later. If you're interested in technical details, it's inspired by Disney's BRDF, but adjusted for real-time non-photorealistic rendering. And some hacks to make stuff that doesn't have normals (like foliage) look good. Major overhaul of shading and lighting. Ranmantaru logo in first loading screen. Blurred background for loading screen. Fixed minor shadow issue. If you like what I do, you can support me on Patreon!
- Update 0.35 - 17 May 2016
The main feature of this update is shading overhaul, which changes how light interacts with materials. It allows for glossy materials now, and thanks to rendering pipeline changes, I have place for extra material parameter in the G-buffer which I might use later. If you're interested in technical details, it's inspired by Disney's BRDF, but adjusted for real-time non-photorealistic rendering. And some hacks to make stuff that doesn't have normals (like foliage) look good. Major overhaul of shading and lighting. Ranmantaru logo in first loading screen. Blurred background for loading screen. Fixed minor shadow issue. If you like what I do, you can support me on Patreon!
- Update 0.34 - 17 April 2016
This is a minor update, but it adds a new game mode, called "progression". It's going to be like the original Magic Carpet, a linear sequence of challenges without a story. It's just one world so far, but I'll add more in the next updates, and this game mode will likely change a lot with future updates. Added initial progression mode (just one world so far). Fixed missiles not hitting stone cups. If you like what I do, you can support me on Patreon!
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 17 April 2019 | Update 0.43 | 2434668385542995850 |
| 2 | 22 January 2018 | Update 0.41 | 3819571572131100261 |
| 3 | 12 November 2017 | Update 0.40 | 3819571572131100374 |
| 4 | 3 July 2017 | Update 0.39 | 3819571572131100481 |
| 5 | 5 March 2017 | Update 0.38 | 3819571572131100663 |
| 6 | 11 January 2017 | Update 0.37 | 3819571572131100814 |
| 7 | 11 June 2016 | Update 0.36 | 3819571572131100925 |
| 8 | 17 May 2016 | Update 0.35 | 3819571572131101037 |
| 9 | 17 April 2016 | Update 0.34 | 3819571572131101140 |
| 10 | 9 April 2016 | Update 0.33 | 3819571572131101237 |
| 11 | 21 January 2016 | Update 0.32 | 3819571572131101339 |
| 12 | 27 November 2015 | Update 0.31 | 3819571572131101447 |
| 13 | 2 November 2015 | Update 0.30 | 3819571572131101557 |
| 14 | 24 October 2015 | Update 0.29 | 3819571572131101668 |
| 15 | 31 August 2015 | Update 0.28 | 3819571572131101763 |
| 16 | 20 June 2015 | Update 0.27 | 3819571572131101869 |
| 17 | 7 March 2015 | Update 0.26: new shadows | 3819571572131101981 |
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