Ravenswatch Roadmap!

Ravenswatch Roadmap REVEALED!

Ravenswatch has just launched in early access and if you're wondering why the reviews are a little mixed at the moment, its because some people are a little frustrated at the current lack of content, despite it being labeled as early access and only being around 20 bucks in most regions.

Ravenswatch can be finished in about 30 minutes, if you get the right upgrades and things align but this likely won’t be the case for most. There is currently only one chapter, but the great part about the game is there are currently six different heroes with six different play styles. This means you can approach the first chapter six different ways and there are also difficulty modes that unlock when you defeat the nightmare.

If you want to know which starting class to pick, check out our list

The good news is that Passtech seems to be very active in making sure Ravenswatch is a success by communication, supporting and evolving the great foundation they have built. On day one there was a patch that fixed a bunch of minor issues that I dealt with in the pre release version and then within a few hours of the game launching into early access, the studio revealed the roadmap for the next year.

The great news is that things look very promising. Let’s take a look at the roadmap, the big things to watch and what’s not listed that can hopefully be tweaked by the time it leaves Early Access.

Spring Update

We won’t have to wait long for some smaller changes to come as we are already getting a new hero in the spring update. We are also getting an additional ultimate ability for all heroes, but I also hope they tweak the ultimate ability to be more in line with how supers work in Destiny and bring this feature to more players. In Ravenswatch, it appears that ultimate abilities only happen when you get to level 5. It would be nice if they worked on a timer, but also charged up as you are doing damage. Supers and Ultimate abilities are a fun feature and getting to experience it slightly more often without breaking the game would be great.

Summer Update

The summer update should get a lot of the naysayers back on board because this is when the second out of the three chapters will be launching. The second map is called Storm Island, which indicates that we should have an environment that looks different. One of the main issues that people had with Passtech’s first game, Curse of the Dead Gods was that the temples felt very similar and repetitive. There is also a slew of other features including new enemies, new NPC’s, new quests, and new upgrades.

Fall/Winter Update

After the summer update, the timeline gets a little looser. The biggest features in the fall/winter updates is the third chapter, more heroes (likely another 3-4 based on the hero select screen), and the big feature is end game content. Endgame content is a great way to keep players engaged after finishing the main campaign, and it’s exciting to see what their vision is for this.

In our review, we said Ravenswatch is a great foundation to build from with solid mechanics. The big issues were maps and lore. The environment has already been addressed with more chapters and new maps already detailed on the roadmap. Lore also sounds like it will be addressed with all of the new NPC’s and quests being added in the next year as there is plenty of inspiration to pull from all of the folklore and fairy tales that the game is loosely based on.

We have seen games like Hades, Curse of the Dead Gods, Have a Nice Death and Dead Cells all go into Early Access on the slimmer side and exit with plenty of content and a refined product. There is no reason, based on the history of Passtech games, that they won’t do the exact same thing again.

VDGMS