- Weekly Discord-exclusive content starting from today. - 14 December 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26813514%2F6bf4f82a70cdf04baa28d81929a486d9825d4762.jpg As a token of gratitude to those of you who joined/will join our Discord channel, every Friday we will be posting exclusive content related to the game. Today we posted a short video demonstrating more of our upcoming EA2's melee combat. The link to our Discord once again is: https://discord.gg/jtcjaWd Hope we see you there, cheers! :) https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26813514%2F472ac546f0e2e42946f7fa7e48aa9d3cca6c0d1e.png https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26813514%2F0542ce1cc9396f90c96bad7f29b419727f94a609.pngTwitter https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26813514%2Fc960c3b76eb380953754befbe1ab0b4e3103872c.pngFacebook https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fc%25E2%2580%25A6
- Early Access 2.0 Reveal Trailer & new website - 13 December 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26813514%2F73ff0d5cbf0dd35c6d26d819783c2a57b6ddbd1b.jpg Plenty of goodies to share today...first things first though: Want to get a taste of what we have been working on all this time? Very well, we present to you our Early Access 2.0 Reveal trailer: https://www.youtube.com/watch?v=7Q5bDpHHYPs Now that we got that out of the way, some more news: We got a new website at www.thesoulkeeper.com We are accepting Beta Testing applications (visit official website to get more info on that) Join our Discord channel, every Friday (starting tomorrow) we will be posting exclusive content there, so if you want to be getting access to more content before release, that's a very good way to do just that. Dev Blogs will be posted on our official website from now on, as well as here. From January 2019 we will begin weekly Twitch streams, so…
- Development Blog: November 28, 2018 - 28 November 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26813514%2F6ddf810c4585bbc842f9ee995474eb82066e804d.jpg Welcome to another Dev Blog update! We know, we know, it has been a while since July 12th... However there's a good reason for that. We know you've been craving some new screenshots, or even better, some new videos, and all these are coming very soon, but today's update is about bringing you up to speed with why we have been quiet since the last dev blog update. All these months since our last update here, our team has been working harder than ever, at insane speeds and quality. Sure it doesn't feel that way when looking in from outside, but worry not, before the year's out you will know what all this hard work was about. That was a fancy way of saying, you will find out more this December! ːsteamhappyː In the meantime, just to give you an idea of the amount of work o…
- Development Blog: July 12 2018 - 12 July 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26813514%2F381cbb1058ed021e0ea4d43a91c915a4ebdbc902.jpg We know...you didn't expect this update to follow only a day after the last one ;) Well, here it is, and what an update we got for you today!! While we will be focusing on wearable helmets, if you go through the trouble of watching the vids posted later in this update, you will walk away with a much better understanding of the combat mechanics as well as more eye candy. But let us not stray too far from the topic at hand, the helmets. As we have been saying again and again, for us immersion is one of our top priorities. Sometimes we will throw features that have no practical application yet make the game more immersive, other times we will implement features that are both immersive as well as useful. In Early Access v.2.0 there will be plenty of ways to beef up your p…
- Development Blog: July 11, 2018 - 11 July 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26813514%2Fea2e14671b02b462716889f783f2f7a6398e6c0a.jpg Hail virtual warriors and spellcasters and welcome to the fifth dev blog update! We have always felt that immersion is among our top priorities with our game. We believe in achieving it through many different ways. Realistic graphics and detailed environments, detailed interactions and mechanics, detailed sound design, believable characters that feel alive and so much more. In the above statement you probably noticed one word being repeated again and again...detailed. We feel that the secret to building an immersive world is within the details. Sometimes some of these details might be insignificant, or have no purpose other than to satisfy the need for eye-candy or other times to satisfy the need for having fun. Today we discuss one such "useless" yet -in our opinion…
- Development Blog: June 16, 2018 - 16 June 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26813514%2F8884c3fe37fd7f860ed92b9deaa20f107a0f81ed.jpg Hail virtual warriors and spellcasters and welcome to the fourth dev blog update! Today we are discussing some of the activities you can perform on the side, more specifically hunting. There are several aspects to hunting in the game, so we decided to split it into different parts and today we will take a closer look at the first one. From the start we wanted to offer a large, open world environment. It is not an easy goal to reach, not only because of all the technical challenges this presents -even moreso in VR- but also because of the design challenges it brings along. Sure, you would love to be in a highly detailed environment in which you can travel miles upon miles, admire the breathtaking views as the sun's rays cross through the leaves of the trees to cast a g…
- Development Blog: June 6, 2018 - 6 June 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26813514%2Fc7e012dc05dc011c4b97425db96ade6955095d64.jpg Hail virtual warriors and spellcasters and welcome to the third dev blog update! We are taking a look at some of the navigation mechanics, more specifically the compass. It's probably safe to say, we all agree that navigation in an RPG is quite important. Especially when an RPG has a lot of activities to immerse yourself in, besides the main quest(s) that is! Traditionally we are used to on-screen radars, or compasses (in all forms and shapes) placed somewhere in a non intrusive corner on our screen, or sometimes near the edge, usually on the top side. These of course, are great and proven methods of providing players with quick, easy and useful in-game navigation, so they can find their way around the different objectives and activities that await them in the various…
- Development Blog: May 25, 2018 - 25 May 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26813514%2F629067e5b6455c0e82899737bf38ceaa9d53e491.jpg Hail virtual warriors and spellcasters! Welcome to the second update blog in this series! Today we are briefly discussing a new feature we have added in, one that we feel is of great convenience to the player. Imagine yourselves in the middle of a quest, in a dark and hostile dungeon. You just managed to get yourself out of a difficult battle with two undead warriors. You won, but your health was depleted quite significantly. You have all the gold in the world, but you can't find any potions anywhere near, and you kinda need them right now. Do not despair! You have been equipped with a special ring, which once touched for several seconds, will open up a portal that will take you back to your safehouse, from where you can ensure you heal yourself or take care of any ot…
- Development Blog: May 21, 2018 - 21 May 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26813514%2F7fcf7a42388a4b03d7ccc5332d93c6ace854f66c.jpg Hail virtual warriors and spellcasters! This is the first of many Dev Blog updates that will follow between now and the release, not only for Early Access v.2.0 but also for any following updates all the way to the full release. For several months now we have been working hard, restructuring the entire game, rendering it unrecognizable since the first version that was released in August 2017. After months of intensive development under the radar, we feel now it is a good time to start sharing more information with all of you who have been patient enough with us while we kept quiet. The first thing we would like to share with you today is some information on the significance in-game literature will play. As you freely roam through the highly detailed environments of ou…
- The SoulKeeper VR - Update on Early Access v.2.0 - 5 May 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26813514%2Ffec82fdf66e690535395ae8c9fd536a4a56e2f0a.jpg Greetings! It has been a while since we shared any details on the latest progress of our game, and that has been for a good reason. We have been hard at work, putting apart all the old mechanics, even features and content, creating new while redesigning and replacing the old, all in an effort to bring a very different version, not only of our game, but also with ground breaking features and mechanics that have not made an appearance to any other VR RPG to date. The amount of new features as well as improvements done thus far, and still being done, is so vast, that we will need a couple of blog posts to fill you in on the details -something we intend to do between now and release of Early Access 2.0. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26%25E2%2580%25A6
- Status Update , Q&A and small teaser of upcoming content - 17 December 2017
As we approach the end of this year, we want to share a status update as well as an overview of what's coming next in the new year. As has been often stated in the discussion threads, we are actively and fully engaged in the development of the next update, which is not a patch, but a massive content update. We realize we have not been sharing too many details about it, as the team needs to stay focused on development, solely for the purpose of bringing you a top notch qualitative experience and continue working towards that end. So here is a brief Q&A we put together based on all the questions and feedback we have been receiving through all available avenues of communication. Q: What exactly is going on right now with the game? A: We are preparing a major update that will introduce an entire new campaign, with a new character, featuring new gameplay mechanics. Q: Can you tell us what ne…
- Status Update , Q&A and small teaser of upcoming content - 17 December 2017
As we approach the end of this year, we want to share a status update as well as an overview of what's coming next in the new year. As has been often stated in the discussion threads, we are actively and fully engaged in the development of the next update, which is not a patch, but a massive content update. We realize we have not been sharing too many details about it, as the team needs to stay focused on development, solely for the purpose of bringing you a top notch qualitative experience and continue working towards that end. So here is a brief Q&A we put together based on all the questions and feedback we have been receiving through all available avenues of communication. Q: What exactly is going on right now with the game? A: We are preparing a major update that will introduce an entire new campaign, with a new character, featuring new gameplay mechanics. Q: Can you tell us what ne…
- Latest Update: Early Access Patch Version 1.3 - 25 September 2017
In this latest patch we bring you a massive overhaul of the audio system and user settings, while we also shortened some lengthy dialogue bits and added a lot more random interaction with scattered objects among other fixes and updates. More specifically: Patch 1.3 notes: Detailed graphics user settings (available in both main and in-game menus) Detailed audio user settings controlling music, sound FX, speech/dialogue, master/overall volumes separately (available in both main and in-game menus) Overhauled audio system that categorizes each type of sound into different categories each handled by the game separately Sound System automatically lowers music volume when there is a main dialogue taking place Customizable Vive controller trackpad-based locomotion (can now switch between touch to move and click to move) Shortened Grave Digger (level 2) dialogue sequence while maintaining the sa…
- Latest Update: Early Access Patch Version 1.3 - 25 September 2017
In this latest patch we bring you a massive overhaul of the audio system and user settings, while we also shortened some lengthy dialogue bits and added a lot more random interaction with scattered objects among other fixes and updates. More specifically: Patch 1.3 notes: Detailed graphics user settings (available in both main and in-game menus) Detailed audio user settings controlling music, sound FX, speech/dialogue, master/overall volumes separately (available in both main and in-game menus) Overhauled audio system that categorizes each type of sound into different categories each handled by the game separately Sound System automatically lowers music volume when there is a main dialogue taking place Customizable Vive controller trackpad-based locomotion (can now switch between touch to move and click to move) Shortened Grave Digger (level 2) dialogue sequence while maintaining the sa…
- Back to working after Hurricane Irma - 13 September 2017
We just wanted to share with all of you that we are all fine, and getting back to working on the game after Hurricane Irma passed through South Florida (where most of us are). We thank all of you who wished us well, and we hope those of you who were also on the storm's path, you didn't suffer any major damages and are getting back to normal as smoothly as possible. So, just as a reminder, here are the immediate updates we are currently working on and expect to be releasing soon: -Updated sound system that allows users to set the volumes for music, sfx, speech separately. -Updated sound system that avoids sound overlaps -Detailed and customizable graphics settings -Subtitles for additional languages Things we are working on but will be coming a bit later: -New playable character -New levels -New enemies -Refined melee combat system -New spells for Lavordian/Isoropos campaign -New runesto…
- Back to working after Hurricane Irma - 13 September 2017
We just wanted to share with all of you that we are all fine, and getting back to working on the game after Hurricane Irma passed through South Florida (where most of us are). We thank all of you who wished us well, and we hope those of you who were also on the storm's path, you didn't suffer any major damages and are getting back to normal as smoothly as possible. So, just as a reminder, here are the immediate updates we are currently working on and expect to be releasing soon: -Updated sound system that allows users to set the volumes for music, sfx, speech separately. -Updated sound system that avoids sound overlaps -Detailed and customizable graphics settings -Subtitles for additional languages Things we are working on but will be coming a bit later: -New playable character -New levels -New enemies -Refined melee combat system -New spells for Lavordian/Isoropos campaign -New runesto…
- Preparing for Hurricane Irma - 7 September 2017
Hello everyone! I wanted to let all of you know that we may go silent over the next coming days or week since our studio and team is largely around the South Florida area. We're busy battening down the hatches, re-supplying, sharpening our swords and preparing for any potential post-apocalyptic hurricane lifestyle. We're still going to be remotely working on the game until the power goes and as soon as it comes back but we're going to likely be more silent on communications to put that time towards disaster prep work. To those of you here with us along Hurricane Irma's path we also wish the best of luck to you and please be safe! We want to see everyone happy, healthy and ready for the VR adventures we are building. Talk with everyone again soon when the coming storm passes.
- Preparing for Hurricane Irma - 7 September 2017
Hello everyone! I wanted to let all of you know that we may go silent over the next coming days or week since our studio and team is largely around the South Florida area. We're busy battening down the hatches, re-supplying, sharpening our swords and preparing for any potential post-apocalyptic hurricane lifestyle. We're still going to be remotely working on the game until the power goes and as soon as it comes back but we're going to likely be more silent on communications to put that time towards disaster prep work. To those of you here with us along Hurricane Irma's path we also wish the best of luck to you and please be safe! We want to see everyone happy, healthy and ready for the VR adventures we are building. Talk with everyone again soon when the coming storm passes.
- Early Access Version 1.2 - Latest Patch - 27 August 2017
After a marathon of optimizations, we bring you the latest patch. This patch focuses on performance and visual optimization. So for patch 1.2, more specifically: Brightness/Contrast balanced for both Vive and Rift Major performance optimizations that should allow higher end PCs to play the whole game in High & Ultra (for the highest range) settings. Lower end systems should be experiencing a much more comfortable framerate and performance as well (at lower settings). Decreased memory used by texture packages for each level, optimized to take up 1/4th -1/8th of the memory, should resolve memory related issues. Much faster loading times between maps Save file system changes related to old hand save data messing up new had scaling/positioning Vive specific optimizations Further light optimization for each level Foliage and terrain optimization for Mardunuma/Grave Digger (outdoor) level Thi…
- Early Access Version 1.2 - Latest Patch - 27 August 2017
After a marathon of optimizations, we bring you the latest patch. This patch focuses on performance and visual optimization. So for patch 1.2, more specifically: Brightness/Contrast balanced for both Vive and Rift Major performance optimizations that should allow higher end PCs to play the whole game in High & Ultra (for the highest range) settings. Lower end systems should be experiencing a much more comfortable framerate and performance as well (at lower settings). Decreased memory used by texture packages for each level, optimized to take up 1/4th -1/8th of the memory, should resolve memory related issues. Much faster loading times between maps Save file system changes related to old hand save data messing up new had scaling/positioning Vive specific optimizations Further light optimization for each level Foliage and terrain optimization for Mardunuma/Grave Digger (outdoor) level Thi…