Valheim

Valheim Dev Tracker




22 Apr

Comment

Originally posted by CraftyBuilder

How’d you manage the supports for the bridge? Was building in water different in alpha?

i raised terrain a bit below surface, but it was a pain :D


21 Apr

Comment

Originally posted by Panchito135

Thats wild.. 2018 is so long ago.. and you're telling me this gem was already playable? My past self is jealous of you!

Nice build πŸ˜‡

yes it was... and already cool :)

Comment

Originally posted by LyraStygian

<Odin cape owner detected>

yap :-)

Comment

Originally posted by ShadowyTreeline

This is a most aesthetic bit of costruction, reminds me of some old-time seaside village in Italy.

thank you, was my first alpha build

Comment

Originally posted by bahammy2

Love this build

lots of limitation back in alpha

Comment

Originally posted by Pokemonsquirrel

I'm a bit confused too. Unless that guy is a dev the earliest possible point is the beta version in 2020

that was alpha :) and was publicly avaliable on itch.io


20 Apr

Comment

Originally posted by Flashy-Reward-2222

Why would they get rid of that feature?

good question.. ill request it for version 1.0 :)


01 Apr

Comment

Originally posted by DariusWolfe

The Mistlands is... divisive. Some people love it, other people have rage quit Valheim over it. It's certainly different from all of the biomes that came before, and feels a lot more unique and fantasy than the others; all of the earlier biomes, despite having fantasy elements (like trolls, draugr, drakes and goblins) are environments you can find in our own world, whereas the Mists themselves are bizarre and a little frightening, and the lands they conceal are strange and otherworldly, full of creatures not found in our world at all; the closest thing to normal are the misthares if you can ignore the scaly hides.

It also asks that you've mastered all of the lessons from the earlier biomes: stay rested, eat good foods, manage your stamina and always be aware of your surroundings. Sounds in particular are important cues and can mean the difference between success and death.

Yea, this was pretty much exactly what i was going for. The Mistlands was kind of our only chance to get a bit more crazy biome in the game, since Ashlands and Deepnorth are kind of defined by their names already. Mistlands was our chance to make something mysterious and creepy =D.


06 Feb

Comment

Originally posted by kavakravata

Tjena, tack detsamma! Vilket fantastiskt spel ni har skapat, fullkomligt Γ€lskar viben, musiken. Ser fram emot alla framtida updates πŸ˜πŸŽ‰πŸ™ŒπŸ»

Tackar tackar!


04 Feb


28 Dec

Comment

Lox it!


31 Oct

Comment

Thanks guys, really happy about how it turned out πŸ˜„


03 Sep

Comment

Originally posted by Mysterious-Sector-67

Games not finalized, don't give the Devz any crazy ideas!

Interesting


26 Dec

Comment

Originally posted by Green_Macaroon4096

Merry Christmas! We all love your game, some of us just get ornery because it's important to us now.

=D. its pretty important to me too ;)

Comment

Thank you :) , this made me happy to read. Me ( Lead designer of Valheim ) and my family has been sick all x-mas and its been a bit of a downer. Reading about peoples complains about Mistlands balance has kind of stressed me out a bit ( oh and we will look into it when we are back at the office in a few weeks ). But reading this really calms me down. Thank you again :) , have a nice holiday!


20 Dec

Comment

Originally posted by FreeWeld

derp, well we will look into it, actually we did long ago ( around the time of the first release on EA ). But we had stability issues with it and thus choose to go with stability instead of performance. But hopefully its in better shape now :D


03 Sep


26 Aug


20 Jun

Comment

Originally posted by --Ben-Shapiro--

Thanks for the response! We will wait for the fix, hopefully we can get it back, I won't touch anything for a few days in case we can recover. Even if the save is lost, I learned my lesson in backing up semi-regularly lol

fix is out, but it wont automatically load your old world if its already borked. (since a new world has been created in worlds_local and is loaded instead) , try removing the borked world in worlds_local and your old original untouched world in worlds/ should load....in theory