About the Game
In the ruins of the fallen Adal Empire, you awaken with a mysterious mask on your face, and faint recollections of an esoteric ceremony. Freeing you from hunger, thirst, and even death, the mask is the creation of the Guides, the rulers of these lands, who have placed you here to determine whether you are worthy of becoming part of the elite corps of Absolvers. As you wander these forsaken lands, encountering other Prospects like you, you will learn new combat styles, acquire weapons, gear and armor, and build a team of warriors with whom to fight side by side in Arenas of combat.
Please visit the official Absolver FAQ on the Steam discussion board for more information:
Fluid Real-Time Combat: Position yourself in one of four tactical stances during real-time battles and execute devastating attacks, dodges, and parries. Movement becomes your weapon as you engage in solo duels or intense multiplayer melee battles.
Customizable Style and Flow: Players will define their character’s playstyle by picking a combat style, a weapon of choice, and arranging attacks in their Combat Deck to design their unique and personal attack flow.
Online Multiplayer Action and Narrative: Prospects and Absolvers will seamlessly encounter others in the world, generating unique stories that emerge through player interaction and choices. These moments are filled with tension as intentions to battle or befriend are never clear: trust is always a leap of faith. Encounters will have lasting consequences and transform into meaningful relationships as you make friends or enemies and find mentors or disciples.
PvP and PvE: Explore a rich and dynamic world including dedicated PvP battle arenas where champions will receive spoils of victory and progress in the ranks of the Absolvers, and PvE areas in which players cooperatively battle to retrieve rare loot and equipment from the ruins of Adal.
ABSOLVER CONTENT UPDATES
The development team at Sloclap is dedicated to improving and expanding Absolver based on community feedback once the game is live. In the coming weeks and months, Prospects can expect regular updates to the game to fix any issues that appear, as well as both minor and major content updates. These updates already include 3v3 Game Mode and a Spectator Mode soon after launch, but many more updates can be expected, from new combat styles and moves to new powers and equipment. Please follow updates here and on or @Absolver on Twitter for the latest.
Please visit the official Absolver FAQ on the Steam discussion board for more information:
Fluid Real-Time Combat: Position yourself in one of four tactical stances during real-time battles and execute devastating attacks, dodges, and parries. Movement becomes your weapon as you engage in solo duels or intense multiplayer melee battles.
Customizable Style and Flow: Players will define their character’s playstyle by picking a combat style, a weapon of choice, and arranging attacks in their Combat Deck to design their unique and personal attack flow.
Online Multiplayer Action and Narrative: Prospects and Absolvers will seamlessly encounter others in the world, generating unique stories that emerge through player interaction and choices. These moments are filled with tension as intentions to battle or befriend are never clear: trust is always a leap of faith. Encounters will have lasting consequences and transform into meaningful relationships as you make friends or enemies and find mentors or disciples.
PvP and PvE: Explore a rich and dynamic world including dedicated PvP battle arenas where champions will receive spoils of victory and progress in the ranks of the Absolvers, and PvE areas in which players cooperatively battle to retrieve rare loot and equipment from the ruins of Adal.
ABSOLVER CONTENT UPDATES
The development team at Sloclap is dedicated to improving and expanding Absolver based on community feedback once the game is live. In the coming weeks and months, Prospects can expect regular updates to the game to fix any issues that appear, as well as both minor and major content updates. These updates already include 3v3 Game Mode and a Spectator Mode soon after launch, but many more updates can be expected, from new combat styles and moves to new powers and equipment. Please follow updates here and on or @Absolver on Twitter for the latest.
Screenshots
9 images
Version Information
Steam Patch Notes
Official update history
Hi everyone,
Thanks a lot for participating in the Gameplay Beta weekend on Steam! We’ve been caught up reading all the quality feedback we got on all the Absolver boards, and we apologize for not getting back to the community earlier!
We’re running a new test session this weekend, again focused on Gameplay iterations to prepare for the 1.16 patch. Please bear in mind that the 1.16 patch will have new content, we’re just not revealing it yet :).
You’ll find below all the information needed to enter the Beta: dates, hours, how to get in and saves recommendations! The Full Patch Note is at the bottom of this post.
How to get in and general information
We are going to run an open beta for all Absolver Steam players, it will be accessible via the “Beta” tab, in the “Properties” of Absolver in Steam. No code is required to access the Beta. You can already enter the branch on Steam, but please note that the new build will only be available in a few hours.
The objective of this beta is to test some changes to the combat gameplay, gather feedback and data, and finally validate or not these changes for the next official patch.
The beta servers will be opened at the following times:
Saturday March 3rd, Sunday March 4th:
About your saves
You can copy and paste your main save folder content in the newly created “Beta” folder, once you have launched the Beta game at least once (so the branch folder and its corresponding save folders are created).
Please note that we do not recommend using your Beta save in the actual game, during Beta or once it is over: compatibility issues can occur.
In any case, we recommend backing up your save folder if you want to use it in the gameplay Beta.
You’ll find below a link to all details regarding this weekend’s testing session! All comparisons are made with the Patch 1.14 values.
Full announcement and detailed Patch Notes.
View on Steam
Thanks a lot for participating in the Gameplay Beta weekend on Steam! We’ve been caught up reading all the quality feedback we got on all the Absolver boards, and we apologize for not getting back to the community earlier!
We’re running a new test session this weekend, again focused on Gameplay iterations to prepare for the 1.16 patch. Please bear in mind that the 1.16 patch will have new content, we’re just not revealing it yet :).
You’ll find below all the information needed to enter the Beta: dates, hours, how to get in and saves recommendations! The Full Patch Note is at the bottom of this post.
Steam Beta Information
How to get in and general information
We are going to run an open beta for all Absolver Steam players, it will be accessible via the “Beta” tab, in the “Properties” of Absolver in Steam. No code is required to access the Beta. You can already enter the branch on Steam, but please note that the new build will only be available in a few hours.
The objective of this beta is to test some changes to the combat gameplay, gather feedback and data, and finally validate or not these changes for the next official patch.
Opening Hours
The beta servers will be opened at the following times:
Saturday March 3rd, Sunday March 4th:
- Europe: 5pm > 9pm UTC
- US: 6pm > 10pm EST
- Singapore: 6pm > 10pm UTC+8
- Sydney: 6pm > 10pm UTC+11
About your saves
You can copy and paste your main save folder content in the newly created “Beta” folder, once you have launched the Beta game at least once (so the branch folder and its corresponding save folders are created).
Please note that we do not recommend using your Beta save in the actual game, during Beta or once it is over: compatibility issues can occur.
In any case, we recommend backing up your save folder if you want to use it in the gameplay Beta.
You’ll find below a link to all details regarding this weekend’s testing session! All comparisons are made with the Patch 1.14 values.
Full announcement and detailed Patch Notes.
Hi everyone,
The Weekend Combat Beta starts today !
For a full list of the gameplay changes implemented in the beta, see here: https://absolvergame.com/news/absolver-gameplay-beta-full-patch-note
For info on how/when to access the beta, see here:
https://absolvergame.com/news/absolver-enter-beta-testing-this-weekend
Please share the news about this beta with your Absolver friends, the more players we have joining the beta, the better the feedback will be!
We're looking forward to trying out these changes with all of you this weekend :)
All the best,
Sloclap Team
View on Steam
The Weekend Combat Beta starts today !
For a full list of the gameplay changes implemented in the beta, see here: https://absolvergame.com/news/absolver-gameplay-beta-full-patch-note
For info on how/when to access the beta, see here:
https://absolvergame.com/news/absolver-enter-beta-testing-this-weekend
Please share the news about this beta with your Absolver friends, the more players we have joining the beta, the better the feedback will be!
We're looking forward to trying out these changes with all of you this weekend :)
All the best,
Sloclap Team
Hi everyone,
While most changes in our latest 1.13 update were appreciated, some gameplay tweaks didn’t go down well with the community, who felt they negatively impacted the overall depth and feel of the game. We are very committed to making Absolver as balanced and as interesting as possible, which is why we made these changes in the first place - they seemed to make sense to us (in theory and in internal playtests), but some issues came to light when the Absolver community actually tested the update. A lot of comments were made online, and although we were unhappy that some changes were badly reviewed, we were also very impressed by the quality and precision of the feedback received! After a few days and some internal discussions, we decided to correct some of these changes as soon as possible, which is why the 1.14 update came live so fast.
The changes we made on Kahlt were clearly not a good solution in term of balancing, but were a good way to mark the success of the ability and have a feeling of impact when it happens. For the moment we prefer to revert Kahlt to its previous state, and as it was already the style with the best winratio, we decided to increase the stamina cost of the “Absorb” special ability a little.
Besides this, having gold link timings not be linked only to the attack’s damages seems like the good direction to us, and it was already the case for some attacks (like handstand kick for instance). That being said, we may have been heavy-handed on this change, so the 1.14 update rebalances this, in order to have a game feel similar to the 1.12 version for a majority of attacks.
We've also worked on the standard release durations to have a maximum of 9 frames between goldlink and standard release. This prevents having attack inputs lost when a goldlink timing is missed.
Finally, the knockback of guardbreaking attacks on guarding opponents has been lowered too, making it slightly smaller than the knockback when these attacks actually hit.
The full list of changes is below - as you’ll see, we also finally managed to identify and fix the bug which caused problems with successful avoids (the opponent wasn’t slowed down, and could still goldlink into their next attack). This should come as good news to Windfall mains ! (Note that only a well-timed avoid will trigger the slowdown, and stop the opponent from goldlinking).
We will keep on monitoring the data we receive from matches, as well as online feedback, in order to make Absolver better and better, so please keep posting and commenting! While we usually don’t have time to directly engage in the discussions, they are very useful for us to keep improving our game.
All the best,
Sloclap Team
Find the full patch notes here:
https://steamcommunity.com/app/473690/discussions/0/1700541698681549391/
View on Steam
While most changes in our latest 1.13 update were appreciated, some gameplay tweaks didn’t go down well with the community, who felt they negatively impacted the overall depth and feel of the game. We are very committed to making Absolver as balanced and as interesting as possible, which is why we made these changes in the first place - they seemed to make sense to us (in theory and in internal playtests), but some issues came to light when the Absolver community actually tested the update. A lot of comments were made online, and although we were unhappy that some changes were badly reviewed, we were also very impressed by the quality and precision of the feedback received! After a few days and some internal discussions, we decided to correct some of these changes as soon as possible, which is why the 1.14 update came live so fast.
The changes we made on Kahlt were clearly not a good solution in term of balancing, but were a good way to mark the success of the ability and have a feeling of impact when it happens. For the moment we prefer to revert Kahlt to its previous state, and as it was already the style with the best winratio, we decided to increase the stamina cost of the “Absorb” special ability a little.
Besides this, having gold link timings not be linked only to the attack’s damages seems like the good direction to us, and it was already the case for some attacks (like handstand kick for instance). That being said, we may have been heavy-handed on this change, so the 1.14 update rebalances this, in order to have a game feel similar to the 1.12 version for a majority of attacks.
We've also worked on the standard release durations to have a maximum of 9 frames between goldlink and standard release. This prevents having attack inputs lost when a goldlink timing is missed.
Finally, the knockback of guardbreaking attacks on guarding opponents has been lowered too, making it slightly smaller than the knockback when these attacks actually hit.
The full list of changes is below - as you’ll see, we also finally managed to identify and fix the bug which caused problems with successful avoids (the opponent wasn’t slowed down, and could still goldlink into their next attack). This should come as good news to Windfall mains ! (Note that only a well-timed avoid will trigger the slowdown, and stop the opponent from goldlinking).
We will keep on monitoring the data we receive from matches, as well as online feedback, in order to make Absolver better and better, so please keep posting and commenting! While we usually don’t have time to directly engage in the discussions, they are very useful for us to keep improving our game.
All the best,
Sloclap Team
Find the full patch notes here:
https://steamcommunity.com/app/473690/discussions/0/1700541698681549391/
Hi everyone!
We’ve pushed the 1.13 update to PC (Steam & GOG), PS4 version will be up shortly. There are a lot of changes in terms of gameplay in this version of Absolver, below you will find detailed explanations on these updates. The patch notes can be found at the bottom of the post.
New Game Details
First of all we wanted to shed some light on how some systems work in Absolver.
In the attributes panel, you can now see how your Combat Style bonuses impact your attribute points. It will make it easier for you to manage your attribute points and see where the soft caps start.
https://absolvergame.com/media/wb2viszifmej7r/source/Abolver_update_AttributeslDetails.png
We also added a detailed version of each attack’s parameters and you can access in the attacks list panel. It features values such as range, impact on guard, stamina cost, advantage frames on hit (in gold link), etc.
We hope you’ll like it.
https://absolvergame.com/media/wi469rwnthr3jr/source/Abolver_update_AttackPannelDetails.png
Gameplay Updates
Now in terms of gameplay changes, we focused on allowing more viable options to the builds you create.
Firstly, we reduced the Combat Style attribute bonuses. They were too high and did not allow you to make really meaningful choices. Now, having 2 attributes at max value will have a strong impact on the other ones.
We also increased the number of attacks having damage scaling to have strength, dexterity, and mobility become more viable attributes.
Secondly, we balanced most of the attacks. Keep in mind that because attacks can be used in different contexts (before or after any attack, with different combat styles, etc.), we need to take into account the whole roster of attacks to balance them properly. So when we work on balancing, it can impact all the attacks.
Other important point: we have fixed a nasty bug that sped up 17 attacks (including Back Tripped Kick, Double Fist Stretch and Grab Punch) and slowed down 17 others (like Spinning Wide Hook and Collar Chop) under specific conditions linked to absorb.
The main change is that we now define the gold link release value specifically for all attacks (previously it was set depending on the attack damage), and as such, we nerfed the gold link release value of fast avoid attacks and most of the fast sword attacks.
Fast avoid attacks, like Jumped Light Kick or Back Tripped Kick, were overused compared to normal fast attacks. By impacting their release value we hope to fix this. For info, their damage and damage scaling ability were already lower than normal attacks.
We applied the same kind of gold link adjustment to fast sword attacks to slowdown the pacing of the sword a bit and allow more predictability.
As a consequence, damage computation does not take the normal release in account anymore, but the gold link one. This change affects all the attacks.
For instance, Stagger Style attacks such as Hadrunken, Handstand Kick, and Donkey Slap have lost 10-15% of their damage, and attacks such as Cross Punch, Pulmonary Palm, Bending Palm have gained 10% of damage.
Thirdly, we made a move towards creating more combat variety by making the weapons more reliable.
We increased the durability & disarm gauge of all weapons as well as the disarm regen overtime when you are holding the weapon. This means that weapons will break less, and it will be harder to disarm opponents. On top of that, folding back your weapon now gives you back an amount of shards depending on the shard cost of the weapon and its current durability ratio.
We think that these changes will create more strategy around sheathing and getting back a lost weapon.
Lastly, we worked on balancing Combat Styles.
The datas we have show that Kahlt users have the biggest win ratio (59%), followed by Forsaken (51%), Windfall (47%), and then Stagger (42%).
We decided to try out some changes until we extract and analyze more detailed datas (skill rating, combat deck, etc.).
Stagger:
We added a bonus effect lasting 5s when a Stagger character avoids an attack with any avoiding attack (including its own special attacks). This bonus effect gives “stamina regen x1.2”, “actions stamina cost x0.8”, and is stackable (similarly to the bonus effect given by the Kahlt absorb).
We also increased the “stun on hit” of the stagger special attacks, and a little bit of their range.
Windfall:
We increased the stamina gain on avoid successfull (35 -> 40), and the slowdown when avoided.
Kahlt:
We added freeze frames (6 frames) on the attacker when “absorbed”. After the freeze frames, the attacker can still perform a gold link attack. It’s a slight buff against fast light attacks but will have no real impact on medium/strong attacks.
In return, these freeze frames force the Kahlt player to perform his ability twice against double-hit attacks.
We also doubled the stamina cost of the absorb ability (5 -> 10)
That’s it for balancing.
Besides that, we increased the impact of every attacks on guard to lessen “turtle-strategy” behaviours.
Thank you for your support, and please let us know what you think of these changes!
Find the full patch notes here:
https://steamcommunity.com/app/473690/discussions/0/1693785669851807139/
View on Steam
We’ve pushed the 1.13 update to PC (Steam & GOG), PS4 version will be up shortly. There are a lot of changes in terms of gameplay in this version of Absolver, below you will find detailed explanations on these updates. The patch notes can be found at the bottom of the post.
New Game Details
First of all we wanted to shed some light on how some systems work in Absolver.
In the attributes panel, you can now see how your Combat Style bonuses impact your attribute points. It will make it easier for you to manage your attribute points and see where the soft caps start.
https://absolvergame.com/media/wb2viszifmej7r/source/Abolver_update_AttributeslDetails.png
We also added a detailed version of each attack’s parameters and you can access in the attacks list panel. It features values such as range, impact on guard, stamina cost, advantage frames on hit (in gold link), etc.
We hope you’ll like it.
https://absolvergame.com/media/wi469rwnthr3jr/source/Abolver_update_AttackPannelDetails.png
Gameplay Updates
Now in terms of gameplay changes, we focused on allowing more viable options to the builds you create.
Firstly, we reduced the Combat Style attribute bonuses. They were too high and did not allow you to make really meaningful choices. Now, having 2 attributes at max value will have a strong impact on the other ones.
We also increased the number of attacks having damage scaling to have strength, dexterity, and mobility become more viable attributes.
Secondly, we balanced most of the attacks. Keep in mind that because attacks can be used in different contexts (before or after any attack, with different combat styles, etc.), we need to take into account the whole roster of attacks to balance them properly. So when we work on balancing, it can impact all the attacks.
Other important point: we have fixed a nasty bug that sped up 17 attacks (including Back Tripped Kick, Double Fist Stretch and Grab Punch) and slowed down 17 others (like Spinning Wide Hook and Collar Chop) under specific conditions linked to absorb.
The main change is that we now define the gold link release value specifically for all attacks (previously it was set depending on the attack damage), and as such, we nerfed the gold link release value of fast avoid attacks and most of the fast sword attacks.
Fast avoid attacks, like Jumped Light Kick or Back Tripped Kick, were overused compared to normal fast attacks. By impacting their release value we hope to fix this. For info, their damage and damage scaling ability were already lower than normal attacks.
We applied the same kind of gold link adjustment to fast sword attacks to slowdown the pacing of the sword a bit and allow more predictability.
As a consequence, damage computation does not take the normal release in account anymore, but the gold link one. This change affects all the attacks.
For instance, Stagger Style attacks such as Hadrunken, Handstand Kick, and Donkey Slap have lost 10-15% of their damage, and attacks such as Cross Punch, Pulmonary Palm, Bending Palm have gained 10% of damage.
Thirdly, we made a move towards creating more combat variety by making the weapons more reliable.
We increased the durability & disarm gauge of all weapons as well as the disarm regen overtime when you are holding the weapon. This means that weapons will break less, and it will be harder to disarm opponents. On top of that, folding back your weapon now gives you back an amount of shards depending on the shard cost of the weapon and its current durability ratio.
We think that these changes will create more strategy around sheathing and getting back a lost weapon.
Lastly, we worked on balancing Combat Styles.
The datas we have show that Kahlt users have the biggest win ratio (59%), followed by Forsaken (51%), Windfall (47%), and then Stagger (42%).
We decided to try out some changes until we extract and analyze more detailed datas (skill rating, combat deck, etc.).
Stagger:
We added a bonus effect lasting 5s when a Stagger character avoids an attack with any avoiding attack (including its own special attacks). This bonus effect gives “stamina regen x1.2”, “actions stamina cost x0.8”, and is stackable (similarly to the bonus effect given by the Kahlt absorb).
We also increased the “stun on hit” of the stagger special attacks, and a little bit of their range.
Windfall:
We increased the stamina gain on avoid successfull (35 -> 40), and the slowdown when avoided.
Kahlt:
We added freeze frames (6 frames) on the attacker when “absorbed”. After the freeze frames, the attacker can still perform a gold link attack. It’s a slight buff against fast light attacks but will have no real impact on medium/strong attacks.
In return, these freeze frames force the Kahlt player to perform his ability twice against double-hit attacks.
We also doubled the stamina cost of the absorb ability (5 -> 10)
That’s it for balancing.
Besides that, we increased the impact of every attacks on guard to lessen “turtle-strategy” behaviours.
Thank you for your support, and please let us know what you think of these changes!
Find the full patch notes here:
https://steamcommunity.com/app/473690/discussions/0/1693785669851807139/
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25165441/d708b85f2edde6b949a20a2a8a27e7fa7be96be4.png
https://youtu.be/9qAwXUmPP24
The main objective of this update is to start giving better long term rewards for players who invest time and effort in Combat Trials:
The loot system has been reworked with the introduction of Rift Coins and Rift Disks: magical artifacts that will give items of various rarity levels.
The Prestige system will give rewards to players beyond level 60: Crystals are awarded at each Prestige level, which can be used to reassign Attribute Points and buy Rift Disks. Prestige levels are also displayed in Combat Trials intro videos.
We have updated the inventory with a new “sort” and “salvage” features allowing players to better manage their inventory and convert equipment pieces into Fragments, which can then be used to repair equipment i.e. convert “Aged” into “New”
This update is only a first step; we will develop these new systems further in the weeks to come, with other uses for Crystals and Fragments to be introduced: changing colors of equipment, purchasing specific items, changing the character’s appearance, acquiring new emotes…
Further down the line, we will also implement systems for competitive players, with leaderboards and ranked games - we are still working on the exact plans for this, but we will update as soon as we know more!
The art team has also kept busy, with new equipment sets, Absolver capes, and 6 new Halloween-inspired masks, dropped by Marked Ones, and also found in Rift Disks. To go with the spirit of the season, we have also created new temporary “night” settings for PvP maps! Since our last update we have also put a lot of effort into fixing as many bugs and issues as possible, mostly related to gameplay and network connection. Full release patch notes are below with additional details.
Two more things:
The game will be at a 20% discount on Steam for the duration of the Halloween sale, so if you have friends who were hesitant about getting the game, you can tell them that now might be a good time :)
We know that many players want to know when the 3v3 game mode is going to be released: we won’t give a precise date today, but it will be in November for sure, and we should give a more precise timing in the coming days. Stay tuned!
Thanks for your support,
Sloclap Team
Full Patch Notes in Discussion Forum post: http://steamcommunity.com/app/473690/discussions/0/1480982338946635274/
View on Steam
https://youtu.be/9qAwXUmPP24
The main objective of this update is to start giving better long term rewards for players who invest time and effort in Combat Trials:
The loot system has been reworked with the introduction of Rift Coins and Rift Disks: magical artifacts that will give items of various rarity levels.
The Prestige system will give rewards to players beyond level 60: Crystals are awarded at each Prestige level, which can be used to reassign Attribute Points and buy Rift Disks. Prestige levels are also displayed in Combat Trials intro videos.
We have updated the inventory with a new “sort” and “salvage” features allowing players to better manage their inventory and convert equipment pieces into Fragments, which can then be used to repair equipment i.e. convert “Aged” into “New”
This update is only a first step; we will develop these new systems further in the weeks to come, with other uses for Crystals and Fragments to be introduced: changing colors of equipment, purchasing specific items, changing the character’s appearance, acquiring new emotes…
Further down the line, we will also implement systems for competitive players, with leaderboards and ranked games - we are still working on the exact plans for this, but we will update as soon as we know more!
The art team has also kept busy, with new equipment sets, Absolver capes, and 6 new Halloween-inspired masks, dropped by Marked Ones, and also found in Rift Disks. To go with the spirit of the season, we have also created new temporary “night” settings for PvP maps! Since our last update we have also put a lot of effort into fixing as many bugs and issues as possible, mostly related to gameplay and network connection. Full release patch notes are below with additional details.
Two more things:
The game will be at a 20% discount on Steam for the duration of the Halloween sale, so if you have friends who were hesitant about getting the game, you can tell them that now might be a good time :)
We know that many players want to know when the 3v3 game mode is going to be released: we won’t give a precise date today, but it will be in November for sure, and we should give a more precise timing in the coming days. Stay tuned!
Thanks for your support,
Sloclap Team
Full Patch Notes in Discussion Forum post: http://steamcommunity.com/app/473690/discussions/0/1480982338946635274/
As you know, the 1.06 update was pushed on Wednesday, and while some changes were beneficial to the experience, others negatively impacted it.
Update 1.07 has just been uploaded on Steam to correct these issues:
- we have identified a bug which caused animations to play incorrectly and hits not to be detected: this has been fixed and is included in the 1.07 update.
- from a gameplay side, we probably made too many changes at the same time; we have therefore reverted changes made to the dodge mechanic, and done some tweaks to ranges and guard impact of previously changed attacks.
We are actively working on other remaining issues (loading and disconnect issues in Combat Trials, amongst others).
Also, we want to thank all the members of the community who are actively discussing the game's balancing, sending us feedback, and helping us improve Absolver. The game is still far from perfect, so it's super useful for us to have direct feedback when an update is pushed - sometimes we'll get things wrong, but we certainly intend to be attentive to feedback, reactive in updates, and keep working hard in the weeks and months to come to make the game as good as possible !
TL;DR: please keep posting :)
Thanks again for the support,
Sloclap team
Full discussion thread:
http://steamcommunity.com/app/473690/discussions/0/1496741765131533913/
View on Steam
Update 1.07 has just been uploaded on Steam to correct these issues:
- we have identified a bug which caused animations to play incorrectly and hits not to be detected: this has been fixed and is included in the 1.07 update.
- from a gameplay side, we probably made too many changes at the same time; we have therefore reverted changes made to the dodge mechanic, and done some tweaks to ranges and guard impact of previously changed attacks.
We are actively working on other remaining issues (loading and disconnect issues in Combat Trials, amongst others).
Also, we want to thank all the members of the community who are actively discussing the game's balancing, sending us feedback, and helping us improve Absolver. The game is still far from perfect, so it's super useful for us to have direct feedback when an update is pushed - sometimes we'll get things wrong, but we certainly intend to be attentive to feedback, reactive in updates, and keep working hard in the weeks and months to come to make the game as good as possible !
TL;DR: please keep posting :)
Thanks again for the support,
Sloclap team
Full discussion thread:
http://steamcommunity.com/app/473690/discussions/0/1496741765131533913/
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25165441/8fda28d372557d19985a206e03c423cdcf9aa570.png
Hi everyone,
We've just pushed the 1.06 update on all platforms and it will be rolling out today! Sorry for the delay on this, a couple of bugs took a little longer than expected. Full patch notes are below, the main bugfixes are the powers/items loss issue, crashes during bosses cutscenes, and disconnects during Combat Trials which should happen far less frequently now.
https://youtu.be/I2oW22-CEMw
If you have new issues after this update, or that previous issues are still happening, please let us know at [email protected], indicating which region you're playing from!
We know that it can be frustrating to get duplicates as rewards in Combat Trials, and we wanted to thank everyone for their support until now, so we've added new masks in the Guidance Bridge; rest assured we're also working hard at reworking the loot system and the end-game rewards, but in the meantime, we wanted to make new masks available to everyone. These masks are inspired by Devolver games, and we think they're pretty cool, so we hope you like them too ! These masks won't be there forever, so grab them while you can :)
Thanks again,
Sloclap Team
Full Patch Notes: http://steamcommunity.com/app/473690/discussions/0/1496741765123603943/
View on Steam
Hi everyone,
We've just pushed the 1.06 update on all platforms and it will be rolling out today! Sorry for the delay on this, a couple of bugs took a little longer than expected. Full patch notes are below, the main bugfixes are the powers/items loss issue, crashes during bosses cutscenes, and disconnects during Combat Trials which should happen far less frequently now.
https://youtu.be/I2oW22-CEMw
If you have new issues after this update, or that previous issues are still happening, please let us know at [email protected], indicating which region you're playing from!
We know that it can be frustrating to get duplicates as rewards in Combat Trials, and we wanted to thank everyone for their support until now, so we've added new masks in the Guidance Bridge; rest assured we're also working hard at reworking the loot system and the end-game rewards, but in the meantime, we wanted to make new masks available to everyone. These masks are inspired by Devolver games, and we think they're pretty cool, so we hope you like them too ! These masks won't be there forever, so grab them while you can :)
Thanks again,
Sloclap Team
Full Patch Notes: http://steamcommunity.com/app/473690/discussions/0/1496741765123603943/
Dear Prospects, we’ve been 100% committed this week into improving the experience for players all around the world. This update addresses mainly bug fixes and stability improvement. Please note that we will keep tabs on player’s feedback regarding this patch and are continuing work on online stability and server availability for players around the world.
Please find below the patch notes for update 1.05 rolling out now for PC. There will be another next week (1.06) that will include some new goodies. Thanks for all your support, you can join the discussion in the official forums.
[email protected]
Code
- Various improvements to server connection and matchmaking
- Added double save to avoid complete progression loss if a save get corrupted
- Bug fixes when joining a school
- Fixed bug where Achievements wouldn’t be unlocked on Steam and PS4.
- Beat an AI to unlock your due achievements, there could be a small delay before the achievement pops :)
- Cross-region invitations added
- Fixed Boss progression not being updated (For now, this fix only works for bosses, we’re still working on fixing the Marked Ones progression issue. We apologize about this issue and are still investigating.
Improved overall stability)
Discussion Thread: http://steamcommunity.com/app/473690/discussions/0/1474221865183656667/
View on Steam
Please find below the patch notes for update 1.05 rolling out now for PC. There will be another next week (1.06) that will include some new goodies. Thanks for all your support, you can join the discussion in the official forums.
[email protected]
Code
- Various improvements to server connection and matchmaking
- Added double save to avoid complete progression loss if a save get corrupted
- Bug fixes when joining a school
- Fixed bug where Achievements wouldn’t be unlocked on Steam and PS4.
- Beat an AI to unlock your due achievements, there could be a small delay before the achievement pops :)
- Cross-region invitations added
- Fixed Boss progression not being updated (For now, this fix only works for bosses, we’re still working on fixing the Marked Ones progression issue. We apologize about this issue and are still investigating.
Improved overall stability)
Discussion Thread: http://steamcommunity.com/app/473690/discussions/0/1474221865183656667/
Dear Prospects, the team at Sloclap is dedicated to adding new content, features, and fixes to expand and improve Absolver for the community. These updates will be posted here in the News section of the website as well as the forums. Thanks for all your support, you can join the discussion in the official forums.
Below are the patch notes for update 1.03 that is rolling out now. Please note that we are continuing work on online stability and server availability for players around the world.
- Crash fix related to combo edition
- Engine crash fixes than can produce corrupted save data
- Crash fix on dialog
- Improved overall game stability
- Fixed save data corruption issue
Discussion Thread: http://steamcommunity.com/app/473690/discussions/0/1474221865183656667/
View on Steam
Below are the patch notes for update 1.03 that is rolling out now. Please note that we are continuing work on online stability and server availability for players around the world.
- Crash fix related to combo edition
- Engine crash fixes than can produce corrupted save data
- Crash fix on dialog
- Improved overall game stability
- Fixed save data corruption issue
Discussion Thread: http://steamcommunity.com/app/473690/discussions/0/1474221865183656667/
Current Release
Not available
System Requirements
OS
N/A
CPU
Intel Core i7-950 (4 * 3000) or equivalent / AMD Phenom II X4 965 (4 * 3400) or equivalent
RAM
4 GB RAM
GPU
GeForce GTX 480 (1536 MB) / Radeon HD 7850 (2048 MB)
How to Install
1
Download all files
2
Extract the .ISO file to a folder (use WinRAR or 7-Zip)
3
Mount the ISO file (double-click or right-click → Mount)
4
Run setup.exe
5
Launch the game from desktop shortcut or Start Menu
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
7.6 GB
Password: cracked-games.org or 123
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View AllDownload Absolver for PC with a direct link or via torrent. Get the full version of Absolver for free. Absolver is a Action released by Sloclap.