News Liste Forsaken Realms: Vahrin's Call

Vahrin's Call Progress Report - February 2026
Forsaken Realms: Vahrin's Call
02.03.26 13:50 Community Announcements
[p]Greetings mercs![/p][p]Hope you're all doing smashing as always and are ready to see how the world of Leyda has developed over the last month.[/p][p][/p][p]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.[/p][p][/p][p]With that being said, let's dive right in![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/33742756/1130ed03bda3fef2e0036213d98b6bf50ec2f0f2.png"][/img][/p][p][/p]

Blocking and Parrying

[p][/p][p]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.[/p][p]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.[/p][p]Anyway, check out the video below to see how blocking and parrying used to feel, compared to now with all the recent changes.[/p][p][/p][previewyoutube="OkTM33i6E60;full"][/previewyoutube][p]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.[/p][p][/p]

A Quick Side Note:

[p]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.[/p][p]Well, they're actually already in the game![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/33742756/58dd7b45441d85221a82417dbfae979682779206.png"][/img][/p][p]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?[/p][p]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.[/p][p]With that clarification out of the way, let's move swiftly onwards![/p][p][/p]

Input Buffering and Cancel Frames

[p][/p][p]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.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/33742756/c7169b507ef471ddf3375180f361ea064a9b1a59.gif"][/img][/p][p][/p]

Input Buffering

[p]Input buffering happens when you press a button on your keyboard/mouse or gamepad, while already performing an action in game.[/p][p]When pressing a button, the input is stored and then executed as soon as the next available opportunity arises.[/p][p]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.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/33742756/c67b0937420398068f1095193bc975e82211c5f8.gif"][/img][/p][p][/p][p]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.[/p][p]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.[/p][p]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.[/p][p]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![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/33742756/6f188850eb6543e494abb437280a73eb188cf55a.gif"][/img][/p][p][/p]

Cancel Frames

[p]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.[/p][p][/p][p]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![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/33742756/b8536cf899779847e04b407631d69d79ff0c0902.gif"][/img][/p][p]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.[/p][p][/p]

Reworking Abilities

[p][/p][p]We've made a big change that impacts how you replenish your abilities (potions, traps and arrows) while out on your advenuture.[/p][p]Previously, you had to rely on finding supply crates throughout the world. Upon opening one, a random assortment of your abilities would be restocked.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/33742756/a96c2e005fa9da44611344a45722e5eb18ff4c62.gif"][/img][/p][p]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".[/p][p]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.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/33742756/e6ede1e82f7fac8275e3f7c8e7d6f9e23c498b1b.gif"][/img][/p][p]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.[/p][p]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.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/33742756/0c99a3b695eea84c094fe5c1ce7802594a44d2b1.gif"][/img][/p][p][/p]

Small Adjustments to Magic

[p][/p][p]Let me briefly touch on magic before concluding the combat portion of today's update![/p][p]We're making small adjustments to some spells, to help them better fit into their intended playstyle and just feel more fun overall.[/p][p]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.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/33742756/bfbc00fe56182991446cec83d260325a40653e13.gif"][/img][/p][p]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.[/p][p][/p]

Additional Changes

[p][/p][p]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?[/p][p][/p]

Enemy Names

[p]You will now have the option to display the names of enemies above their head when in combat.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/33742756/2aba9abb361b6f2a3ce2b9ea55a5ea733a7b531d.png"][/img][/p][p]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.[/p][p][/p]

Perks Lore

[p]We've added brand new desciptions to all of the perks you'll be able to purchase, while on your adventure. [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/33742756/076545e487f48c3047d25b97dbabe96a853c0f5b.png"][/img][/p][p]Additionally, each perk book that you discover in the world now has its own unique name.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/33742756/f5fe9e3b429b4c915fc00b5339a191bc2067492c.png"][/img][/p][p]So, why did we add all of this new info?[/p][p]Well, we simply wanted to make the world feel more believable and enhance player immersion.[/p][p]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'.[/p][p]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.[/p][p][/p]

Closing Thoughts

[p][/p][p]It's been really fun seeing these changes making their way into the game as of late.[/p][p]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.[/p][p]We can't wait to show you what else is in store![/p][p][/p][p]As always, thank you all very much for tuning in to today's update and showing your continued support.[/p][p]We'll see you all again very soon.[/p][p][/p][p]- The Titan Roc team[/p][p][img src="https://clan.akamai.steamstatic.com/images/33742756/3bc17d0aad817477f2a65677d48351dd0c0e5f8e.png"][/img][/p]
Logo for Forsaken Realms: Vahrin's Call
Release:H4 2026 Genre: Rollenspiel Entwickler: Titan Roc Vertrieb: Titan Roc Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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