Category Archives: News

Development Update 11

We are back with more content! This time, Ice Arena is (nearly) finished and we can share some screenshots:


The arena is on the island on the lake, surrounded by snowy vulcanic mountains from all sides.

The players from opposing teams start fairly close here, with only a big rock divising them at start. You can opt in to fight direcrly or choose to hide using the big central rock or behind the platform. All three smaller pillars are destructible so they only provide cover for one projectile.



We are still looking for an appropriate name for the arena. Please write to us if you have any suggestions.

We are also very close to finishing the new healer model with all animations and two tiers of gears. We hope that we can release update on that soon.

From the gameplay side, we are changing out of combat healing that did not work well in playtests. In each arena, we place a buff platform.


The platform server two purpuses. When out of combat, you can step on it to receive a healing buff. The buff stays on you for 14 seconds and heals you for approximatelly 4000. Teams without healer can use it to partly recover from a bad situation. You lose the buff immediatelly when entering combat. If at any point, we come to 1v1 situation, the platform no longer provides healing buff. Instead, when out of combat the dueling players will receive slow that grows stronger and stronger over time (1% slow per second, capped to 70%). The only way to remove it is to step on the platform. As the platform is always placed in the open, we will force them to fight there. Whoever steps on the platform can easily catch or outrun the opponent and thus has a big advantage in the fight.

Development Update 10

We are really happy with the development lately. We upgraded to a new version of Unreal Engine, and got improvements in lightning quality, especially regarding the volumetric fog and lightning when you stand in shadow. We also optimized the memory usage and disk size, the packaged game is now 30% smaller than it was – we are at 4.3 GB at the moment. We expect to get further improvements when we replace old arenas and characters. We also took some time to clean up the code and get rid of all those nasty warnings.HighresScreenshot00004

We are finally ready to show the healer. While it is not yet fully animated, we are fairly confident you will be able to play it soon.

Screenshot 2017-11-08 21.03.02

The healer already has one gear set (with some recolors pending) and we are already in the process of making the second one.

The new arena is also in the making. This time we go high in the mountains to fight in the middle of the lake. The background is set but we still have a lot of work to finish the interior of arena. We hope you will like it!


Until next time!

Development Update 9

We had a busy schedule lately. We have attended the Slovenian Games Conference where we also setup the boot for attendents to play!


The feedback was really good. We especially loved that players that played it last year noticed our efforts in visuals, animation and user experience. We have also participated in Nordic Game Discovery session. Sadly, we didn’t win but hopefully we left good impressions.


We are working really hard to deliver a polished product. While fighter is almost reworked, we are already working on the next class and hopefully the next update we can show progress on that part. We have refactored of many of our “behinds the scenes” systems: database and lobby servers are performing much faster, the game servers consume less CPU, the startup should be faster etc.

The gameplay changes are also part of this development update. We introduced stats on gear. Note that this change will NOT make Grounds of Glory pay to win as you can get the same character attributes by just playing, i.e. you cannot buy yourself an advantage that others without money cannot get over time. We opted for three stats system: power (increasing damage and healing), defence (decreasing damage taken) and cooldown reduction (reducing the cooldowns of all spells). Each season we intend to increase stats on gear by a minor amount so you want the new gear but can still easily compete with the gear from older seasons.

Screenshot 2017-10-21 10.33.53

There have been remarks that double DPS combos are doomed if they mess up the initial setup. That is why we added an experimental feature; when out of combat, you now slowly (1% per second) regenerate health. This should allow players to slowly recover health when kiting and hiding behind pillars. We know that this will break 1v1 balance slighlty but duels are not meant to be played for anything else but practice anyway.

Development Update 8

Summer “break” is over. Well, we have been working hard but I admit that we did isolate ourselves from the outside world to finish a lot of content. So sorry for no updates but it was easier this way.

Let us first talk about character redesign for fighter. We felt that the model and animations just aren’t good enough for the old model, so we not only changed parts but created everything from scratch. Yes, this means new model, new gear sets, weapons, and new animations. While some aspects, mostly animations, are still work in progress, we can finally share how it looks in action. You can check the new animations, fighter model and a few gear variants in this video:

Or check some screens of one of the armor tiers and a weapon variant:



You might have noticed the new arena content in the video. Yes, a brand new arena Ruins of Alka’ar.



The battle in Ruins of Alka’ar is mostly fought in the central region even tough you can stay in you starting room as well to find additional cover. After pillar gets destroyed in center, it creates a ramp to the upper part and thus adds additional fighting ground and cover to this basic “Nagrand” layout.

We have deprecated Cradle of Victors until we do rework on that map as well. We also improved a lot of bits in tutorial map so now it has more details and lightning looks better:

I probably missed a lot. For one, I did not show all the available weapons for fighter (there are 7 new weapons), nor all the available gear. We are still ironing out some details and bugs but we believe the game is getting its visual charm now. Until next time! I promise it will be sooner than 2 months!

Development Update 7

It has been a bit more than 2 weeks since the last update. We have been busy. Next on the rework list was the Tutorial map. While it is not finished yet, we have found a way to plant it with more vegetation, correct most of the issues and add a lot of variation to it. Here is the result.


We use SpeedTree for all the trees which gives us a lot of realism as they also move in wind and have good ambient occlusion map. For far away trees, we use billboards that are baked from the original tree meshes.


For the scene, we used Exponential Fog for the distance but we also added a combination of fog sheets and particle volumetric fog spawners. Volumetric fog is a new feature. Take note in the sun lightning up the fog.


We also added a lot of vegetation, like ivy on the walls, and more procedural grass and rocks on the ground. The tutorial map is also full of crate supplies, barrels and seeds.


We can’t wait to show you the new fighter character in action in the next update!

Development Update 6

We are proud to present a rework of Temple Gorge map that will go live for today’s testing!


This is not just a visual upgrade but also layout upgrade. Collisions are much tighter now, there is more room to hide in the starting areas and on outer edges, and we added additional rocks on each side where you can hide from the projectiles (but not from direct spells). Hopefully, this update will make fighters happier when dueling mages.



The topdown view shows a lot of details we have added to make it more enjoyable: there are temple ruins, a small lake and some trees with grass and bushes that grow because the water is present.

This is not the only update that happened in the last three weeks. We also:

  • upgraded to a new version of Unreal Engine, 4.16. This gives us better performance and new features for the future (like volumetric fog and clothing)
  • when hovering over spell tooltips, we show in-game range for each spell with a circle marker
  • hovering over Play button now shows the number of players online and, if in queue, the number of players in that specific queue bracket
  • intergrated Google Analytics so we can better see how you play the game
  • mediate no longer breaks on damage over time

A lot more is coming in the following weeks so stay tuned!




Development Update 5

No pictures to show this time, sadly, as nothing is in a finished enough state yet. But we are working really hard on a few cool visual updates to the game. We can’t wait to share them with you in the following weeks and months! We are also implementing a proper AI system so you can experiment and to some extent, level up, against bots.

These two weeks have been dedicated to stability and new (unannounced) features. We have improved the performance spikes that occured on slower computers, made the matchmaking stable and tested our servers when more games run simultaneously. On Sunday we hosted a larger test event and are really happy with the feedback. We are looking forward to invite new players, stress test our servers, get more feedback and have enormous amounts of fun.

Development Update 4

A lot has been going on lately. We had a boot at the Reboot Develop 2017 in the beatiful city of Dubrovnik, where we received a lot of valuable feedback from the experts in the games industry. We learnt a lot on the conference from talks by Tim Cain (Fallout, Pillar’s of Eternity, South Park game), Johnathan Blow (Braid), Johan Sjoberg (City Skylines, Pillar of Eternity) … We also met with a lot of fellow Indie developers.


The Greenlight is still in progress but we received a lot of very positive comments. As a side effect, we are very happy to announce that MANY people have signed up for the closed beta testing. We are thus preparing a stable version and are actively testing the servers. We estimate that the second round of closed beta keys will be given in 1-2 weeks.

Apart from that, we already tested the game with the first round of closed beta participants. We were finally able to test proper 3v3 and are taking their feedback to make Templar feel more like a tank by changing some masteries. A lot of work has also been done on the server stability, matchmaking and some other minor visual changes.


Steam Greenlight & Closed Beta Access

The Greenlight Campaign for Grounds of Glory is online. Please vote for our item so we can release the game on Steam!


We are also announcing the start of closed beta stage together with Greenlight campaign. Anyone who want to play the game before it is officially released should register here.



Development Update 3

It has been an eventful two-week period. We have been recording gameplay for a grand new gameplay trailer now available on Youtube:

We are still working on the Features Trailer. We are also preparing Grounds of Glory Greenlight campaign that should be up once the Features Trailer is done (ETA is two weeks). As always, we fixed quite a few issues related to gameplay and visuals. The healer received grand new variants of the Tier 2 gear recolors.


Finally, all Tier 2 gear pieces have male and female variant for each class. Each Tier 2 piece has three texture variations that make them feel unique. We also transfered all the weapons so they the same weapons are available for male and female.

The camera system also received a major refactor. The camera is offset so you zoom in to head instead of the body. When the camera is clipped by the angle, it no longer goes inside the body but is put above your character. This only happens if you are near wall and are facing the camera away from walls.

Screenshot 2017-04-01 13.30.25