Alaloth: Champions of The Four Kingdoms - Alive and Kicking

Following an extended period of silence, this here update for Gamera Interactive's upcoming narrative-focused action-RPG Alaloth: Champions of The Four Kingdoms assures us that the project is still very much alive. It looks like over the past few months, the game has shed its publisher and became more robust and feature-rich, with the developers now mostly focusing their efforts on QA.

Here's more on that:

Hello Champions!

Not a massive update for you today but for sure the most important one since a long time: Gamera Interactive took back publishing rights for Alaloth – Champions of The Four Kingdoms, its own in-house developed IP. We can’t go into details about the process that led to this [don’t ask] but hey, that’s a big news, isn’t it? Hands shaking while posting this, we are over the moon now, after a very long silence since the latest Steam update back in November. We can’t wait to show you what we were working on and disavow all those who believed the worst about the future of Alaloth.

On one hand, we’ve suffered the pain of not being able to answer to everyone in real time, we offer our apologies for this. On the other hand, the huge support we’ve received, fueled us and gave us all the strength to move forward as a team, even in the darkest moments, facing the pandemic first and many other issues out of our control then. As any “respected studio” outside, we’ve got trolls jumping in here and in our social channels sharing “the truth” about the development: the upcoming cancellation of the project, the redesign of 99% of the game, the shady explanations of the problems we had and so on. Nothing true of course but legit, we can say, considering the above-mentioned silence that luckily ends today with this fresh restart. This time for real.

The development never stopped. Never. We now have the chance to think about next steps, pushing our vision in full, taking care of everything we consider pivotal in the long term: the community, the players. Participative design anyone?

Before writing down this update we were so much excited we even thought about the option to fully reveal future plans and next steps but going all in is definitely not a thing in game dev. We carefully have to evaluate what’s the best path to follow to release the game at its best and truth is that we’ve a business running here, so we can’t just throw our cards on the table without weighting all the opps popping-up here and there. It could be a new partner jumping in, old friends rejoining or such. We are dealing with all of this now putting pieces together.

We’ll immediately work on getting the ball rolling again. A lot of people are testing the game right now, we are at work to get the spotlight in one of the key events happening in a while, a new gameplay trailer is ready [and we love it]. We decided to put consoles versions on hold, focusing on PC now: someone else will take care of this letting us being focused on PC build. This is a choice we made with the full picture in mind. And yes, we have an ideal release window too in mind and it is much closer than what you expect.

So, what’s next? There is a huge queue of unreleased contents we are going to share since now on, we just have to reorganize the flow a bit. There are so many things to say that we’re probably going on with a few “random drops” here. We’ll be showing in-game features, creatures, companions, tech stuff, lore related contents and so on. Following the inspiration let’s say, trying to pair the original plan we had in mind as soon as possible.

When we put online the last update about the development, we explained how we tried to stick with the original vision we had, despite the fact that the scope of the project changed with the day by day, transforming Alaloth into a bigger, ambitious product. It was September 2021 and today we can confirm everything we said about our vision at time, just adding that probably these months have been the most important so far. We added new features, iterated a lot, redesigned a few things not convincing us 100%, collected super amazing feeds from testers ranging from QA guys to dev superstars. We’ve been glad to see this people getting the essence of a game intended to be something new, in between old school classics and modern action games. We’ll be back on this in the next days, anyway.

Once again, thank you very much for the love and support: every single message has been read, and we are super excited to chat with you all and show progresses we’ve made. AMA on the way too, to ask all your questions about WIP [details to be posted by the end of the week hopefully!]

Stay tuned!