Wednesday, 30 September 2026

Raven Errant Release And Update

 

The Varangian Guard Says Hello

 Raven Errant released on Steam at the beginning of the month, September Year Of Our Lord 2026.

It's my latest game, and it's a low poly medieval hack and slash RPG, were the player wanders around (that's the ERRANT bit) scavenging the dead (that's the RAVEN bit). 

The game is somewhat of a self-contained world, various historical warbands wander the world (that ERRANT thing again)  and stop off at campsites to loot the area for gold (that RAVEN thing again). These Raiding Parties clash with each other, flee if they think they might lose, and generally do their own thing without the player being required - though the player can join them on their expedition to get free XP from the loot sites. (if the raiders will have them, that is).

There has already been an update to the game, increasing the number of wandering (that E word again) raiding parties to 9, with the appearance of the Varangian Guard (late 11th to 12th Century version). As the warband factions are based on historical groups, and I have been creating them chronologically, we are just getting up to the "Transitional Period" of armour and weapons. The next group to be added in a not so far away future update, will be the Knights of the Tuetonic Order.

The game was always designed to moddable, like my previous games, Monsters Loot Swag and Airship Dragoon, but this one will eventually have Steam Workshop added to it - as much to see how Steam Workshop works for my own dev skills as anything else. 

So, with this in mind, I created Raven Errant specifically with a base game system to cover the majority of gameplay (wandering, fighting, fleeing) and have a seperate gameMode module for doing specific gameplay "objectives". These are specifically called "gameModeObjects", and when each warband has completed all immediate tasks (like life and death struggles, etc) then they move onto the gameMode objective.

I designed a loading system which gathers expected game data - such as the warbands, equipment, weapons, armour, and such which is referenced at the start of the game, and then the gameMode itself will ask for further modules which contain similar, for example; mods to create additional warbands. This also allows the gameMode to control things like spawning, respawning, mission updates and completion whilst communicating with the base game, and allowing the overriding of base gameplay logic.

And it all works something like this:

It affects you when I get Steam Workshop working later in the year

 The default gameMode revolves around the warbands moving to campsites to loot them, so once the warband think routine is satisfied that it is safe to do so, it calls the gameMode to inquire about what it should do with the gameModeObject and the "Main Task".

Currently I am testing to make sure it doesn't break everything before releasing Steam Workshop, probably in a couple of months (December 2026).

Apart from that,  there has been a number of tweaks and changes, and a lot more functionality added. Including factional prefered colour schemes. Previously if armour had colour it was randomized, but now it defaults to a prefered list of colours in the warband's factionData object. This also includes specific textures and materials for factions, very useful for knights showing off their loyalties with a team based tabard or surcoat. This will be show off soon when the Tuetonic Order arrive in a forthcoming update.

Enlist With Magyars And Your Clothes Change To Red, White or Green

 Previously when the player enlisted with a warband their shield would sport the faction emblem, but now their clothes also adopt the team colours. If the factionData does not have specified colours then it will be randomized as it was with the old system. If the player changes their clothes, the new clothes will randomize but still adopt the team colour system. When the player leaves the warband, clothing colour will return to randomized.

I also stopped the same colour coming up twice in a row when the player clicks on equipping armour in the inventory, so if you're wearing yellow and want blue, yellow will not apply twice in a row.

Headgear and body armour are now allowed seperate colours, and this gives greater variation in colour schemes. It has also allowed me to reduce the number of meshes a character has to load on creation ... which turned out to be the thing that hit fps when a warband spawned. Originally I thought this was due to the number of characters spawning together but it turns out it was the way I was adding seperate meshes onto the ShapeConstructor. More testing is required, but I hope to remove the warband spawning jitter soon.

 A major change to gameplay is that warbands that performed poorly would lose some troops each respawn. Warbands were created on a fair points system, so better equipped troops cost more, and lightly equipped troops (historically older factions) would receive more men to make up the gap in costs.  Respawning losses were capped at the original 10 warriors in the factionData lists, so was unfair on lightly equipped factions who could cost much less than later better equipped factions. Now all factions lose troops on spawning after a previous poor raid, and any faction that cannot field at least 5 warriors retires from the game. Previously retirement only occurred when a raiding party was wiped out in combat.

There will be more updates of Raven Errant, and more historical warbands are to come - we've only just got to the 12th Century and my favourite helmet type doesn't appear for another 200 years!


Monday, 31 August 2026

Raven Errant Releases Early September

 

Raven Errant will release on Friday the 4th of September 2026, to be precise. At 8:14pm British Summer Time (GMT+1), or just after midday on the US Pacific Coast. It is releasing in Early Access, with half the warband factions complete (up tot he 11th Century) for heady price of  THREE US bucks (-10% launch discount).

And here is the official Release Trailer that is on the Steam Store Page.

One thing that I noticed about the Steam Review system this time around, is that they have really tightened up on the "All Ages Content". In the past a bit of claret getting splashed about, or a red decal on the ground (yes I had to age restrict images with red decals) didn't matter so much as long as it wasn't gratuitous. Also in game images might not always have been from the player's point of view, but they were in game, but not anymore - and "devcam" screenshots are now not allowed, only what the customer sees when they play it.

Valve were also very keen on the Early Access description being as nebuluous as possible, so I to remove my planned development roadmap from it and replace that with "I plan to increase the number of available teams/factions" without actually mentioning what they will be. Which I guess is fair enough as they need to cover themselves from "store page said X is coming and X never happened, gib refund 2 years later plz". With all these tweaks my Store Page went through a couple of cycles before getting passed as fit for human consumption.

My game build also had a a review knockback, but most of that was completely self-inflicted as my brain appeared to have melted at some point and was expecting in-game auto-generated save files to synch with Steam Cloud Saves, which of course need to synch before game launch. The solution was to include blank *.sav file in the build (and if you're saving outside of the steamApp folder? Then not sure.) and once uploaded to the depot, set the depot build vdf file to "FileExclusion" to *.sav files or else it will replace the End User's save file and that would be catastrophe.

Of course it wasn't always like this, and back in Ye Olden Steamwerks Dayes you had to manually synch all the data, which was good in a way because I could have Steamworks synch whilst my game's startup screens were loaded. However now it is all automated and preloads between the End User launching the app from the Steam Client, and the Steam actually launching the game. This creates a number of seconds of the splash screen display and nothing else happening - to the point that I have put a disclaimer on my splash screen to warn the User that "Steamworks is loading - please wait". 

August ends, and with September, Meteorological Autumn begins! Note this isn't real Autumn which happens on the Autumnal Equinox late September, this is just some Weather Forecaster trying to make the seasons an even split of months.

So we shall see if Raven Errant manages to acquire more sets of viewers eyes upon release, remembering the Monsters Loot Swag barely made 10% of it's allotted one million front page views over it's full release Visibility Rounds during 30 days. 

Time to re-read up on how to do Launch Day Store Page Streams.

Friday, 31 July 2026

Raven Errant

Coming Soon™

 "Raven Errant" is the name of my new game, who's development I have been showcasing on this blog for the last 12 months. It's a third person hack and slash were roaming bands of raiders move about campsites looking for loot and plunder, often from each other. 

The player starts off wearing a pair of comedy boxer shorts with a love heart print, and steals the clothes off corpses, flogs them in exchange for XP, and then upgrades their stats to equip better clothing, armour and weapons.

The player can enlist in these roving warbands - if they will have then, or they can  wander alone, picking off stragglers and leveling up to become a one man master of battle. There are some good reasons for enlisting, firstly safety in numbers, ask any school of fish, but also that if you follow a team around you get rewarded with free XP, making stat upgrading a little less of a hardship.

Friendly Carolingians are friendly

 Raven Errant will be launching as an Early Access title soon™, initially featuring 8 Raiding Parties which is around half the planned number, and in chronological order is from around the 5th Century (Avars) and up to the 11th Century (Normans). When complete there will be twice the number of Warbands and much more equipment, armour and weaponry will be available.

Raven Errant is currently waiting in review on Steam, so the Store Page is not live yet, but will hopefully be available in a week or so.