Category Archives: Update of the Avatar

Avatar’s Update #265: The Making of The Lost Vale


Greetings Fellow Avatars! Here’s what we have for you in this week’s edition of Update of the Avatar:

Game Development

News Announcements

Community Updates


The Making of The Lost Vale

“The Lost Vale” is a new adventure area (originally promised during the Kickstarter campaign) that is accessible only during special astronomical alignments. Note this is not to be confused with the Hidden Vale which is an entire island of both adventuring areas and towns that is accessible at all times.

[From a Dev+ Forum Post by Travis “Vas Corp Por” Koleski]

Lost Vale

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Avatar’s Update #264: Play Release 50 Now!


Greetings Fellow Avatars! Here’s what we have for you in this week’s edition of Update of the Avatar:

Game Development

News Announcements

Community Updates


Play Release 50 Now!

Release 50 successfully launched yesterday, January 25, with thousands of backers downloading, patching, and logging in to check out the changes! There’s lots of new content to explore, including:

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Avatar’s Update #263: New Wolves Attack!


Greetings Fellow Avatars! Here’s what we have for you in this week’s edition of Update of the Avatar:

Game Development

News Announcements

Community Updates


New Wolves Attack!

[From a Dev+ Forum Post by Starr “Darkstarr” Long]

The wolves throughout New Britannia are getting a makeover! We originally purchased our wolf from the Unity Asset store to save time and money, but it was not visually competitive. To address this shortcoming, Kevin @UglyFist Wells completely rebuilt the wolves for Release 50, including all the variations, the wolf hat, wolf mask, wolf trophies and the wolf clan barbarians. The wolf trophies will be updated in Release 50 with the updated Timber Wolf and in R51 we will add all the variants!

Timber Wolf

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Avatar’s Update #262: The Making of Sunless Barrens and South Drachvald Spur


Greetings Fellow Avatars! Here’s what we have for you in this week’s edition of Update of the Avatar:

Game Development

News Announcements

Community Updates


Making of Sunless Barrens

As we wrap up rebuilds of all the Tier 1 and 2 scenes we are now moving on to Tier 3 scenes like Sunless Barrens. This area is located west of the Hellfire Rift between the Jade River and the Blackblade Mountains in the South Paladis region. It’s sunless name comes from the smoke and steam coming from the lava of the Hellfire Rift as it cuts through the rock of Novia and pours into the Bay of Storms. Geysers, lava flows, Ebon Dawn Cultists, Fire Elementals, and Plunderers are amongst the dangers, and potential rewards that await travelers to this perilous area. Even before the Cataclysm this area was rich in mineral deposits and efforts to extract those continue to this day despite the many obstacles.

[From a A Dev+ Forum Post by Chris “Sea Wolf” Wolf]

I have a few screenshots to share of the uncloning of Sunless Barrens, a volcanic tier 3 adventure scene. Cultists have taken refuge in an ancient geothermal facility in the upper geyser fields, which overlooks lava flows infested by Fire Golems, and Plunderer settlements nestled in forested mesas. The look for this scene is inspired by sulfurous hot springs throughout the world, including Yellowstone, as well as the magma flows in Hawaii.

The Lowlands

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Avatar’s Update #261: New Log Homes


Greetings Fellow Avatars! Here’s what we have for you in this week’s edition of Update of the Avatar:

Game Development

News Announcements

Community Updates


New Log Homes

In Release 50 and 51 we will be adding three new log homes to the game, two craftable and one purchaseable.

Hollow Log House: Players really liked the witch’s hollow log house that we introduced in South Longfall Wetland in Release 46 so at the suggestion of our players we have turned it into a house! The Hollow Log House is a single story village sized house that will be craftable via a recipe in-game that you will gain from a quest in Release 51. Read more…


Avatar’s Update #260: Shroud of the Avatar in 2017


News Announcements

Community Updates


Greetings Avatars,

2017 was an incredible year for Shroud of the Avatar! Thanks to the support of our amazing community we have been able to move ever closer to our launch next year. Through constant testing, critical feedback, in-game events, real life social events, and of course financial support our community, has all provided us the backbone to make Shroud the game it is today.

Each month we have delivered with our game releases an iterative step forward towards the vision we first shared during the Kickstarter four years ago. Those monthly releases have been critical to moving development forward towards launch early next year when we transition out of Early Access.

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Avatar’s Update #259: Happy Holidays Community!


Greetings Fellow Avatars! Here’s what we have for you in this week’s edition of Update of the Avatar:


Making of Yew

The Elven city of Yew has been shielded from outsiders by a nearly constants shroud of fog that only clears during certain alignments of the heavenly bodies. The city itself is full of wonderful Elven architecture and because of the natural foggy defenses has never been fortified. Yew is currently a clone of Jaanaford but is being rebuilt for Release 50. As with other town rebuilds the locations of player lots, merchant locations, and scene exits will not be changed.

[A Dev+ Forum Post by Esteben “SorcerousSteve” Zaldivar]

Hey guys! SorcerousSteve here to give you a sneak peek on my latest map!

For Release 50 I have been hard at work on uncloning the town of Yew. Located in North Paladis the town of Yew will be shrouded along its perimeter with a dense fog. In designing Yew we wanted the town to be built around these giant hero trees, and from these trees we created a town that had its structures built around them, giving life to a new elven town…

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Avatar’s Update #257: The Making of East Longfall Wetland


Greetings Fellow Avatars! Here’s what we have for you in this week’s edition of Update of the Avatar:

Game Development

News Announcements

Community Updates


The Making of East Longfall Wetland

We have been focusing many of our scene rebuilds (aka “un-clones”) on the lower tier scenes near the cities along the paths of Truth and Courage. These are all Tier 1 – 3 scenes that players encounter near the beginnings of their play experience. In addition to being rebuilt, we are also adding side quests to them.

In Release 49 one of these scenes is East Longfall Wetland (the companion scene to South Longfall Wetland). It is a swampy Tier 1 area directly east of Aerie in the Longfall region.

[From a Dev+ Forum Post by Travis “Vas Corp Por” Koleski]

A few more scenes in East Longfall Wetland: 

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Avatar’s Update #256: The Making of Elysium Mines


Greetings Fellow Avatars! Here’s what we have for you in this week’s edition of Update of the Avatar:

Game Development

News Announcements

Community Updates


The Making of Elysium Mines

While digging some of the deeper tunnels for the Elysium Mines the Satyr miners discovered an elaborate labyrinth with two giant statues looming over the entire complex. Legend has it that the statues are of two brothers and one of the brothers killed the other and that deadly feud is the source of the undead haunting the maze.

[A Dev+ Forum Post by Chris “Sea Wolf” Wolf]

Hey folks, I have a few screenshot of our uncloning of Elysium Mines. In our new version, Satyrs are looting and mining from and ancient labyrinthine city. The mines are also home to a horde of spirits and undead who serve the ghost of one of the “Twins” who’s spirit was trapped by his bother in the labyrinth. The visual inspiration for this mine comes from the Minoan City of Knossos in Crete, where the original Labyrinth from Greek mythology was said to have been. The glowing river is partially inspired by the river Styx, and is closely associated with the spirits wandering the labyrinth.

Due to feedback we received from our uncloning of other mines, I’ve decided to split this mine into two areas that will serve different player interest. The lower area of the mines will be resource rich, and comparable to the original mines. The upper areas will have more enemies, puzzles and traps, for players who want more of an adventuring experience. This scene is still a work in progress.

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