About the Game
Ravenbound is a fast-paced action game that combines the challenge of a roguelite with the choices of the open world. Master your combat skills, build your deck and beat the Betrayer in the mystic world of Ávalt.
Grow stronger with every death
You are a vessel in the service of the Raven who you help to restore its power in an effort to free the imprisoned gods of Ávalt. While each vessel is lost forever once they fall in battle, the strength they bring to the Raven is not. This allows you to come back stronger each time as you progress through this action roguelite.
Explore a fantasy world inspired by Scandinavian Folklore
Journey through the breathtaking island of Ávalt on foot or soar through the skies in Raven form. As you traverse this mysterious, Scandinavian-folklore inspired world, you will confront legendary creatures such as the towering Trolls, ruthless Hulders, and menacing undead Draugr.
Build your deck to beat the Betrayer
Progression comes in the form of cards and unlocks that you can find on your journey through Ávalt. In each lifetime new cards are unlocked, some by chance and some by player choice. As you grow stronger, so do the rewards. But be careful, each reward also increases the Betrayer's hatred which empowers her minions as it grows.
Learn to master the varied and fast paced combat
Learn to master the fast paced and fluid combat of Ravenbound to bring down the increasingly challenging and hostile creatures of Ávalt. By unlocking more cards you will expand your options as new armor, weapons and magical relics become available to you, granting you new ways to defeat the Raven's enemies with every lifetime.
Grow stronger with every death
You are a vessel in the service of the Raven who you help to restore its power in an effort to free the imprisoned gods of Ávalt. While each vessel is lost forever once they fall in battle, the strength they bring to the Raven is not. This allows you to come back stronger each time as you progress through this action roguelite.
Explore a fantasy world inspired by Scandinavian Folklore
Journey through the breathtaking island of Ávalt on foot or soar through the skies in Raven form. As you traverse this mysterious, Scandinavian-folklore inspired world, you will confront legendary creatures such as the towering Trolls, ruthless Hulders, and menacing undead Draugr.
Build your deck to beat the Betrayer
Progression comes in the form of cards and unlocks that you can find on your journey through Ávalt. In each lifetime new cards are unlocked, some by chance and some by player choice. As you grow stronger, so do the rewards. But be careful, each reward also increases the Betrayer's hatred which empowers her minions as it grows.
Learn to master the varied and fast paced combat
Learn to master the fast paced and fluid combat of Ravenbound to bring down the increasingly challenging and hostile creatures of Ávalt. By unlocking more cards you will expand your options as new armor, weapons and magical relics become available to you, granting you new ways to defeat the Raven's enemies with every lifetime.
Screenshots
12 imagesVersion Information
Steam Patch Notes
Official update history
On the site: Build 12363450
Up to date
{STEAM_CLAN_IMAGE}/42849525/4add9697bbf7185a0ef803942b9364ff4e8b0be5.png
Greetings Vessels,
After Patch 1.2.1, we had reports of Grey Health not functioning correctly. This patch addresses these issues.
If you have any questions or comments, drop them in the replies. There's also the option to come and join our Discord to talk about Ravenbound with your fellow Vessels. We’d love for you to come and hang out with us!
See you in Ávalt.
View on Steam
Greetings Vessels,
After Patch 1.2.1, we had reports of Grey Health not functioning correctly. This patch addresses these issues.
If you have any questions or comments, drop them in the replies. There's also the option to come and join our Discord to talk about Ravenbound with your fellow Vessels. We’d love for you to come and hang out with us!
See you in Ávalt.
Greetings Vessels,
It’s our first post launch patch and we have some balancing improvements to share with you. We received a lot of feedback about the randomness in some stats negatively affecting the player experience, so we’ve been tweaking the game’s RNG in order to add an element of predictability to your experience in Ravenbound. We’ve also made some updates that will hopefully improve the difficulty curve as you progress through your runs.
This patch primarily focuses on stability fixes to crashes, bug fixes, and balance changes. Alongside these key areas of focus, we’ve also taken a lot of feedback from our awesome community to help guide us. The changes that we’ve made to the various Wardens in particular are heavily inspired by discussions we’ve seen across our Discord server.
We've also received lots of additional feedback since launch about various aspects of the gameplay experience - we are listening, and we’re keeping very detailed notes on everything you’re telling us! The team is hard at work addressing pain points and feature improvements, so expect lots of additional updates based on your feedback in future!
Read on to learn exactly what’s included in this update.
We've updated the way damage is handled in the game to improve the impact of Surge and Frenzied as players progress in the game. Previously, Surge and Frenzied didn’t multiply in scale with other stats that increased damage, and we’ve altered this so that Base Damage is now multiplied by Increased Weapon Damage. Due to these changes, several cards related to Weapon Damage have been updated and Multistrike has also been altered to no longer heal the player or apply any stagger.
As a result, the game experience should feel more predictable and rewarding, with better damage scaling.
We have completely overhauled the End of Run screen. Players will now receive scores on the following:
Dev comment: These changes aim to better reward actions that progress the game while offering an extra challenge for players who want to play quickly.
Damage numbers and the text displayed for effects & conditions have received a visual overhaul – critical hits, effects and conditions should now stand out and be easier to read.
Each weapon type has been given a flat value controlling Grey Health regained when an enemy is hit. Previously, this was a percentage of damage dealt, but now it’s directly tied to weapon attack and doesn’t scale excessively as you progress in the game. This should also make HP recovery feel more predictable, particularly in the early game.
[table equalcells=1]
Weapon
Health Regained Per Hit
2H Axe
6
2H Sword
7
Twin Axe
3
1H Sword & Shield
5
Twin Sword
4
In order to create a smoother difficulty curve, enemy camps and Wardens have been updated to align with player power progression. Once players have defeated the first Warden, enemy camps and open world bosses will scale in difficulty. Similarly, all Wardens have been balanced to reflect this, and the Tomb of Gales (First Warden) will hopefully feel less punishing to new players. These changes should address the sudden spike in difficulty, and help players have a better idea of what to expect when facing the next Warden.
Late-game enemies are no longer stagger resistant. Enemies will now receive a temporary stagger resistance buff once recovered from being staggered. In order to represent this, the enemy’s Stagger’s bar will remain filled until they’ve recovered from it.
{STEAM_CLAN_IMAGE}/42849525/30f9a9c3e9bcf977573d3fb0041ced737933b5ba.png
{STEAM_CLAN_IMAGE}/42849525/44fb8f3e4dd4facdf134450671e28bbde303d690.png
Numerous changes have been made to cards, including changes in rarity and Weapon Damage. Overall, this should result in a power increase for players. Relics have also undergone similar changes.
[table equalcells=1]
Previous
New
Rarity
Common
Rare
[table equalcells=1]
Previous
New
Rarity
Common
Rare
Base Damage
26.4
29.7
Mana Cost
6
7
[table equalcells=1]
Previous
New
Base Damage
18.2
19.6
Mana Cost
6
5
[table equalcells=1]
Previous
New
Rarity
Common
Rare
Base Damage
31.2
32.5
[table equalcells=1]
Previous
New
Rarity
Rare
Common
[table equalcells=1]
Previous
New
Base Damage
36.4
33.8
Mana Cost
6
3
We’ve adjusted various weapons to bring their power in line with each other. The main focus here is to ensure that no one weapon is preferable or more powerful than the others, and that players can find equally rewarding play styles with each.
[table equalcells=1]
Previous
New
Primary Attack 1
Base Stagger Impact: 25
Base Stagger Impact: 15
Primary Attack 2
Base Stagger Impact: 25
Base Stagger Impact: 15
Primary Attack 3
Base Stagger Impact: 30
Base Stagger Impact: 20
Secondary Attack 4
Damage: 1.1
Damage: 1.2
Secondary Attack 5
Damage: 1.2
Damage: 1.28
Secondary Attack 6
Damage: 1.3
Damage: 1.37
[table equalcells=1]
Previous
New
Primary Attack 1
Base Stagger Impact: 30
Base Stagger Impact: 25
Primary Attack 2
Base Stagger Impact: 30
Base Stagger Impact: 15
Primary Attack 3
Base Stagger Impact: 30
Base Stagger Impact: 25
[table equalcells=1]
Previous
New
Primary Dodge Attack
Focus Gain: 1
Focus Gain: 0.5
[table equalcells=1]
Previous
New
Secondary Attack 1
Base Stagger Impact: 30
Base Stagger Impact: 25
Secondary Attack 2
Base Stagger Impact: 30
Base Stagger Impact: 15
{STEAM_CLAN_IMAGE}/42849525/9cb76d257e2b74c0aa1364b68fef56d21fa6948d.png
We’ve tweaked a few of the enemies you’ll meet in camps around the Ávalt, with the goal of equalising power across camps of the same difficulty level. With these changes, it should be easier to read the power of each enemy.
[table equalcells=1]
Previous
New
Base Health
545
700
Base Damage
15
18
[table equalcells=1]
Previous
New
Base Health
1500
2500
Accumulated Impact Tolerance Multiplier
2
1.75
Note: this stat refers to the amount of times needed to trigger a ‘normal’ stagger before the enemy falls.
[table equalcells=1]
Previous
New
Base Damage
Default Attack: 30
Default Attack: 25
Extended Attack: 30
Extended Attack: 40
Slam Attack: 30
Slam Attack: 20
Stagger Impact
Default Attack: 80
Default Attack: 40
Slam Attack: 80
Slam Attack: 150
[table equalcells=1]
Previous
New
Stagger Impact
Two Handed Axe: 25
Two Handed Axe: 20
Two Handed Sword: 20
Two Handed Sword: 25
[table equalcells=1]
Previous
New
Base Health
500
700
Base Damage
Dual Axe: 15
Dual Axe: 25
Sword and Shield: 15
Sword and Shield: 25
Two Handed Axe: 20
Two Handed Axe: 25
Two Handed Sword: 20
Two Handed Sword: 25
Stagger Impact
Dual Axe: 10
Dual Axe: 50
Sword and Shield: 35
Sword and Shield: 100
Two Handed Axe: 25
Two Handed Axe: 100
Two Handed Sword: 20
Two Handed Sword: 100
[table equalcells=1]
Previous
New
Base Health
500
700
Base Damage
Dual Axe: 20
Dual Axe: 12.5
Sword and Shield: 20
Sword and Shield: 17
Two Handed Axe: 25
Two Handed Axe: 20
Two Handed Sword: 25
Two Handed Sword: 20
Stagger Impact
Dual Axe: 10
Dual Axe: 15
Sword and Shield: 35
Sword and Shield: 70
Two Handed Axe: 25
Two Handed Axe: 40
Two Handed Sword: 20
Two Handed Sword: 50
We’ve added some new group compositions to the camps around Ávalt, along with tweaking the difficulty rating of some existing camps. Some of these were slightly out of line with the amount of power we wanted them to have, so this should help to balance the power level of camps with the same difficulty rating.
[table equalcells=1]
Previous
New
Difficulty - 3 Warriors
Medium
Hard
Difficulty - 2 Warriors (New)
N/A
Medium
[table equalcells=1]
Previous
New
Difficulty - 2 Vittra
Medium
Easy
Difficulty - 2 Vittra Tempest
Hard
Medium
Difficulty - 2 Vittra Tempest, 1 Vittra (New)
N/A
Hard
Difficulty - 2 Vittra, 1 Vittra Tempest (New)
N/A
Hard
We tweaked the health pools of a couple of our open world bosses to make sure they align with the level of challenge we want to create.
[table equalcells=1]
Previous
New
Base Health
15,000
25,000
[table equalcells=1]
Previous
New
Base Health
10,000
15,000
{STEAM_CLAN_IMAGE}/42849525/10f10cfce377a35ff22072d850f9b8802d2adcbe.png
As we mentioned earlier, all Wardens have been rebalanced. These changes should make it a bit easier to understand the difficulty of each Warden, while making the first Warden (the Tomb of Gales) slightly less punishing for new players. We’ve also heavily tweaked Stagger resistance across all Wardens, which should make fights feel a bit fairer and give the player extra chances to punish downtime from the Warden!
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.75
Stagger Impact Resistance
0.25
0.15
Base Health
8,000
12,000
Default Attack Damage
50
40
Default Attack Stagger Impace
130
90
AOE Attack Damage
50
40
Slam Attack Damage
75
60
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.5
0.3
Base Health
18,000
25,000
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.6
0.45
Base Health
20,000
30,000
Whirlwind Attack Damage
50
40
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.85
0.6
Base Health
25,000
35,000
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.75
Stagger Impact Resistance
0.5
0.15
Base Health
6,000
10,000
Default Attack Damage
30
25
AOE Attack Damage
40
35
Combined Attack Damage
60
50
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.5
0.3
Base Health
15,000
20,000
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.6
0.45
Base Health
18,000
25,000
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.75
0.6
Base Health
20,000
30,000
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.75
Stagger Impact Resistance
0.25
0.15
Base Health
6,000
10,000
Default Attack Damage
40
32.5
Heavy Shield Barge Attack Damage
50
40
Thrust Attack Damage
60
50
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.5
0.3
Base Health
18,000
20,000
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.6
0.45
Base Health
20,000
25,000
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.75
0.6
Base Health
25,000
30,000
1st Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.75
Stagger Impact Resistance
0.25
0.15
Base Health
6,000
10,000
Default Attack Damage
30
25
Combined Attack Damage
60
50
Thrust Attack Damage
40
35
Whirlwind Attack Damage
50
40
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.5
0.3
Base Health
15,000
20,000
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.6
0.45
Base Health
18,000
25,000
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.75
0.6
Base Health
20,000
30,000
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
Impact Depletion
25
15
Impact Depletion Pause Time
5
4
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.75
Impact Depletion
25
15
Impact Depletion Pause Time
5
4
Stagger Impact Resistance
0.25
0.15
Base Health
8,000
12,000
Default Attack Damage
30
25
Combined Attack Damage
50
45
AOE Attack Damage
50
45
Heavy Attack Damage
65
57.5
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Impact Depletion
25
15
Impact Depletion Pause Time
5
4
Stagger Impact Resistance
0.5
0.3
Base Health
18,000
25,000
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Impact Depletion
25
15
Impact Depletion Pause Time
5
4
Base Health
20,000
30,000
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Impact Depletion
25
15
Impact Depletion Pause Time
5
4
Stagger Impact Resistance
0.75
0.6
Base Health
25,000
35,000
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
Impact Depletion
400
20
Impact Depletion Pause Time
5
4
Base Health
30,000
60,000
{STEAM_CLAN_IMAGE}/42849525/e3c062251d02e1adc01ebcb56742880238da5f4b.png
And after that long read, we'd like to thank all our players for your comments, reviews and feedback. We're really enjoying reading you all discussing strategies and sharing your wins and losses with each other. Make sure to join our Discord community if you'd like to share run records and clips, discuss the game and share your feedback, and be notified of any future events!
See you in Ávalt.
View on Steam
It’s our first post launch patch and we have some balancing improvements to share with you. We received a lot of feedback about the randomness in some stats negatively affecting the player experience, so we’ve been tweaking the game’s RNG in order to add an element of predictability to your experience in Ravenbound. We’ve also made some updates that will hopefully improve the difficulty curve as you progress through your runs.
This patch primarily focuses on stability fixes to crashes, bug fixes, and balance changes. Alongside these key areas of focus, we’ve also taken a lot of feedback from our awesome community to help guide us. The changes that we’ve made to the various Wardens in particular are heavily inspired by discussions we’ve seen across our Discord server.
We've also received lots of additional feedback since launch about various aspects of the gameplay experience - we are listening, and we’re keeping very detailed notes on everything you’re telling us! The team is hard at work addressing pain points and feature improvements, so expect lots of additional updates based on your feedback in future!
Read on to learn exactly what’s included in this update.
Players Stats & Damage
We've updated the way damage is handled in the game to improve the impact of Surge and Frenzied as players progress in the game. Previously, Surge and Frenzied didn’t multiply in scale with other stats that increased damage, and we’ve altered this so that Base Damage is now multiplied by Increased Weapon Damage. Due to these changes, several cards related to Weapon Damage have been updated and Multistrike has also been altered to no longer heal the player or apply any stagger.
As a result, the game experience should feel more predictable and rewarding, with better damage scaling.
End of run score
We have completely overhauled the End of Run screen. Players will now receive scores on the following:
- Elites Killed – Rewards Legacy based on the number of Elite enemies killed
- Tears of Hatred Cleared – Rewards Legacy based on each cleared Tear
- Boss Damage Dealt – This stat reflects the amount of damage dealt to bosses
- Bosses Obliterated – Bosses will count as Obliterated if killed within 30 minutes of the start of a run
Dev comment: These changes aim to better reward actions that progress the game while offering an extra challenge for players who want to play quickly.
Damage Numbers
Damage numbers and the text displayed for effects & conditions have received a visual overhaul – critical hits, effects and conditions should now stand out and be easier to read.
Grey Health
Each weapon type has been given a flat value controlling Grey Health regained when an enemy is hit. Previously, this was a percentage of damage dealt, but now it’s directly tied to weapon attack and doesn’t scale excessively as you progress in the game. This should also make HP recovery feel more predictable, particularly in the early game.
[table equalcells=1]
Weapon
Health Regained Per Hit
2H Axe
6
2H Sword
7
Twin Axe
3
1H Sword & Shield
5
Twin Sword
4
Enemies
In order to create a smoother difficulty curve, enemy camps and Wardens have been updated to align with player power progression. Once players have defeated the first Warden, enemy camps and open world bosses will scale in difficulty. Similarly, all Wardens have been balanced to reflect this, and the Tomb of Gales (First Warden) will hopefully feel less punishing to new players. These changes should address the sudden spike in difficulty, and help players have a better idea of what to expect when facing the next Warden.
Late-game enemies are no longer stagger resistant. Enemies will now receive a temporary stagger resistance buff once recovered from being staggered. In order to represent this, the enemy’s Stagger’s bar will remain filled until they’ve recovered from it.
Other Miscellaneous Changes
- Blacksmith prices have been significantly reduced
- The damage reduction provided by Armor has been increased, leading to ~10% increased damage reduction at 100 Armor
{STEAM_CLAN_IMAGE}/42849525/30f9a9c3e9bcf977573d3fb0041ced737933b5ba.png
Bug Fixes
UI, HUD
- UI scaling on wide resolutions has been improved. Some minor issues may still persist - if you encounter any, please let us know!
- Inventory screen scaling for 21:9 resolution has been improved
- Incorrect dialogue boxes no longer appear briefly while talking to NPCs
- Grave tooltips have been adjusted to prevent accidental card selection
- “Guardians of the Morning Frost” side quest now has a proper description
- The timing of the player graves’ tooltip has been adjusted to prevent a situation where players were accidentally selecting a card
Combat, Weapons, Enemies
- Häxa Elder boss magic attacks should now be more precise
- Starting weapons and armor can no longer be obtained when empowering fragments
Cards, Relics, Etc.
- “Captured Flame” relic now provides the correct Focus gain
- “Decomposing Glove” relic now properly changes the duration of the spored effect
- “Raumr’s Essence” Drainer Damage proc is now consistent
- The chance of fragments spawning in unreachable areas has been reduced
Misc
- Fixed an instance where players were able to leave the tutorial area without having completed it
- Closing the game in the area where you start your runs no longer prevents receiving an Adventure Quest
- Healing Vendor now responds appropriately when the player attempts to heal with full health
- The second platform in the tutorial elevator no longer disappears after reaching the top
- Fixed numerous bugs related to character momentum, clipping, and sinking
{STEAM_CLAN_IMAGE}/42849525/44fb8f3e4dd4facdf134450671e28bbde303d690.png
Balance Changes
Cards
Numerous changes have been made to cards, including changes in rarity and Weapon Damage. Overall, this should result in a power increase for players. Relics have also undergone similar changes.
Raumr’s Essence Drainer
[table equalcells=1]
Previous
New
Rarity
Common
Rare
Greataxe of Echoes
[table equalcells=1]
Previous
New
Rarity
Common
Rare
Base Damage
26.4
29.7
Mana Cost
6
7
Dusk’s Thunderbolts
[table equalcells=1]
Previous
New
Base Damage
18.2
19.6
Mana Cost
6
5
Razorgate
[table equalcells=1]
Previous
New
Rarity
Common
Rare
Base Damage
31.2
32.5
Lucky Arms
[table equalcells=1]
Previous
New
Rarity
Rare
Common
Longsword of Tempests
[table equalcells=1]
Previous
New
Base Damage
36.4
33.8
Mana Cost
6
3
Attacks
We’ve adjusted various weapons to bring their power in line with each other. The main focus here is to ensure that no one weapon is preferable or more powerful than the others, and that players can find equally rewarding play styles with each.
Two Handed Axe
[table equalcells=1]
Previous
New
Primary Attack 1
Base Stagger Impact: 25
Base Stagger Impact: 15
Primary Attack 2
Base Stagger Impact: 25
Base Stagger Impact: 15
Primary Attack 3
Base Stagger Impact: 30
Base Stagger Impact: 20
Secondary Attack 4
Damage: 1.1
Damage: 1.2
Secondary Attack 5
Damage: 1.2
Damage: 1.28
Secondary Attack 6
Damage: 1.3
Damage: 1.37
Two Handed Sword
[table equalcells=1]
Previous
New
Primary Attack 1
Base Stagger Impact: 30
Base Stagger Impact: 25
Primary Attack 2
Base Stagger Impact: 30
Base Stagger Impact: 15
Primary Attack 3
Base Stagger Impact: 30
Base Stagger Impact: 25
Twin Swords
[table equalcells=1]
Previous
New
Primary Dodge Attack
Focus Gain: 1
Focus Gain: 0.5
Twin Axes
[table equalcells=1]
Previous
New
Secondary Attack 1
Base Stagger Impact: 30
Base Stagger Impact: 25
Secondary Attack 2
Base Stagger Impact: 30
Base Stagger Impact: 15
{STEAM_CLAN_IMAGE}/42849525/9cb76d257e2b74c0aa1364b68fef56d21fa6948d.png
Open World Enemies
We’ve tweaked a few of the enemies you’ll meet in camps around the Ávalt, with the goal of equalising power across camps of the same difficulty level. With these changes, it should be easier to read the power of each enemy.
Draugr Barbarian
[table equalcells=1]
Previous
New
Base Health
545
700
Base Damage
15
18
Hulder (Ranged)
[table equalcells=1]
Previous
New
Base Health
1500
2500
Accumulated Impact Tolerance Multiplier
2
1.75
Note: this stat refers to the amount of times needed to trigger a ‘normal’ stagger before the enemy falls.
Hulder (Melee)
[table equalcells=1]
Previous
New
Base Damage
Default Attack: 30
Default Attack: 25
Extended Attack: 30
Extended Attack: 40
Slam Attack: 30
Slam Attack: 20
Stagger Impact
Default Attack: 80
Default Attack: 40
Slam Attack: 80
Slam Attack: 150
Utlagi - Human
[table equalcells=1]
Previous
New
Stagger Impact
Two Handed Axe: 25
Two Handed Axe: 20
Two Handed Sword: 20
Two Handed Sword: 25
Utlagi - Ulvar (Wolf)
[table equalcells=1]
Previous
New
Base Health
500
700
Base Damage
Dual Axe: 15
Dual Axe: 25
Sword and Shield: 15
Sword and Shield: 25
Two Handed Axe: 20
Two Handed Axe: 25
Two Handed Sword: 20
Two Handed Sword: 25
Stagger Impact
Dual Axe: 10
Dual Axe: 50
Sword and Shield: 35
Sword and Shield: 100
Two Handed Axe: 25
Two Handed Axe: 100
Two Handed Sword: 20
Two Handed Sword: 100
Utlagi - Simlar (Deer)
[table equalcells=1]
Previous
New
Base Health
500
700
Base Damage
Dual Axe: 20
Dual Axe: 12.5
Sword and Shield: 20
Sword and Shield: 17
Two Handed Axe: 25
Two Handed Axe: 20
Two Handed Sword: 25
Two Handed Sword: 20
Stagger Impact
Dual Axe: 10
Dual Axe: 15
Sword and Shield: 35
Sword and Shield: 70
Two Handed Axe: 25
Two Handed Axe: 40
Two Handed Sword: 20
Two Handed Sword: 50
Open World Enemies Group Composition
We’ve added some new group compositions to the camps around Ávalt, along with tweaking the difficulty rating of some existing camps. Some of these were slightly out of line with the amount of power we wanted them to have, so this should help to balance the power level of camps with the same difficulty rating.
Draugr
[table equalcells=1]
Previous
New
Difficulty - 3 Warriors
Medium
Hard
Difficulty - 2 Warriors (New)
N/A
Medium
Vittra
[table equalcells=1]
Previous
New
Difficulty - 2 Vittra
Medium
Easy
Difficulty - 2 Vittra Tempest
Hard
Medium
Difficulty - 2 Vittra Tempest, 1 Vittra (New)
N/A
Hard
Difficulty - 2 Vittra, 1 Vittra Tempest (New)
N/A
Hard
Open World Bosses
We tweaked the health pools of a couple of our open world bosses to make sure they align with the level of challenge we want to create.
Troll Elder
[table equalcells=1]
Previous
New
Base Health
15,000
25,000
Häxa Elder Sky
[table equalcells=1]
Previous
New
Base Health
10,000
15,000
{STEAM_CLAN_IMAGE}/42849525/10f10cfce377a35ff22072d850f9b8802d2adcbe.png
Boss Fights
As we mentioned earlier, all Wardens have been rebalanced. These changes should make it a bit easier to understand the difficulty of each Warden, while making the first Warden (the Tomb of Gales) slightly less punishing for new players. We’ve also heavily tweaked Stagger resistance across all Wardens, which should make fights feel a bit fairer and give the player extra chances to punish downtime from the Warden!
Fire Warden (2H Axe)
1st Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
2nd Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.75
Stagger Impact Resistance
0.25
0.15
Base Health
8,000
12,000
Default Attack Damage
50
40
Default Attack Stagger Impace
130
90
AOE Attack Damage
50
40
Slam Attack Damage
75
60
3rd Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.5
0.3
Base Health
18,000
25,000
4th Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.6
0.45
Base Health
20,000
30,000
Whirlwind Attack Damage
50
40
5th Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.85
0.6
Base Health
25,000
35,000
Earth Warden (Dual Axes)
1st Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
2nd Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.75
Stagger Impact Resistance
0.5
0.15
Base Health
6,000
10,000
Default Attack Damage
30
25
AOE Attack Damage
40
35
Combined Attack Damage
60
50
3rd Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.5
0.3
Base Health
15,000
20,000
4th Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.6
0.45
Base Health
18,000
25,000
5th Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.75
0.6
Base Health
20,000
30,000
Spirit Warden (1H Sword and Shield)
1st Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
2nd Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.75
Stagger Impact Resistance
0.25
0.15
Base Health
6,000
10,000
Default Attack Damage
40
32.5
Heavy Shield Barge Attack Damage
50
40
Thrust Attack Damage
60
50
3rd Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.5
0.3
Base Health
18,000
20,000
4th Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.6
0.45
Base Health
20,000
25,000
5th Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.75
0.6
Base Health
25,000
30,000
Ice Warden (Dual Swords)
1st Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
2nd Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.75
Stagger Impact Resistance
0.25
0.15
Base Health
6,000
10,000
Default Attack Damage
30
25
Combined Attack Damage
60
50
Thrust Attack Damage
40
35
Whirlwind Attack Damage
50
40
3rd Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.5
0.3
Base Health
15,000
20,000
4th Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.6
0.45
Base Health
18,000
25,000
5th Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.75
0.6
Base Health
20,000
30,000
Sky Warden (2H Sword)
1st Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
Impact Depletion
25
15
Impact Depletion Pause Time
5
4
2nd Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.75
Impact Depletion
25
15
Impact Depletion Pause Time
5
4
Stagger Impact Resistance
0.25
0.15
Base Health
8,000
12,000
Default Attack Damage
30
25
Combined Attack Damage
50
45
AOE Attack Damage
50
45
Heavy Attack Damage
65
57.5
3rd Fight
[table equalcells=1]Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Impact Depletion
25
15
Impact Depletion Pause Time
5
4
Stagger Impact Resistance
0.5
0.3
Base Health
18,000
25,000
4th Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Impact Depletion
25
15
Impact Depletion Pause Time
5
4
Base Health
20,000
30,000
5th Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Impact Depletion
25
15
Impact Depletion Pause Time
5
4
Stagger Impact Resistance
0.75
0.6
Base Health
25,000
35,000
Betrayer
1st Fight
[table equalcells=1]
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
Impact Depletion
400
20
Impact Depletion Pause Time
5
4
Base Health
30,000
60,000
2nd & 3rd Fights
- Added scaling based on starting difficulty
{STEAM_CLAN_IMAGE}/42849525/e3c062251d02e1adc01ebcb56742880238da5f4b.png
And after that long read, we'd like to thank all our players for your comments, reviews and feedback. We're really enjoying reading you all discussing strategies and sharing your wins and losses with each other. Make sure to join our Discord community if you'd like to share run records and clips, discuss the game and share your feedback, and be notified of any future events!
See you in Ávalt.
The day is finally here! Ravenbound has taken flight worldwide and we have already seen thousands of you playing, streaming, tweeting, chatting as you discover all the perils Ávalt has in store for you.
After years of hard work, months of community collaboration, and untold hours of bug fixing, tweaking, and updating, we are so happy to put Ravenbound in your hands and let you loose. And while we may have taken a pause yesterday for a much deserved celebration (full of mead and cheering and prop weapons we liberated from the MoCap room), we hit the ground running today to continue working on polish and improvements to make your experience the best one possible.
To say we couldn’t have done this without you, the community, is only scratching the surface. The closed betas and the Steam Next Fest Demo gave us the opportunity to hear from you directly about what matters, and what makes your lifetimes in Ravenbound as exhilarating and engaging as possible. We’ve been busy (very busy) since the Demo ended in February, making changes and cleaning up the game to prepare for its release into the wild. Many of these changes probably aren’t obvious, but they’re all important improvements that give you a more seamless experience overall.
Additionally, while we likely would have worked on getting in changes up until the night before launch if we were allowed, sleep is important. And also, there is a very important backend process for quality tests and final checks that means we needed to lock the game build before the game released and save some things for another update. All that said, we want to highlight some of the things we’ve done since Next Fest and what more about what we’ve got in the pipeline.
In total we made over 150 bugfixes and improvements since the Demo build during Steam Next Fest. These ranged across almost every department on the team, from UI & Progression, to Combat, to Audio, and more.
Tears of Hatred
We made some overall improvements to Tears of Hatred to make sure they were easier to spot and keep track of on your screen as you’re exploring the world in Raven flight or on foot. We also fixed several instances where the mana could disappear if you left the Tear. In addition, there were some less noticeable adjustments made to visuals and audio, enemy behavior and spawning, and general gameplay which should make your spelunking a bit less treacherous and more consistent.
Enemy and Combat
There were some occasions where enemy AI could lose targeting or overtly dodge - sometimes dodging out of locations and ending up healing up as if you left. A lot of updates were made to boss fights - from damage balancing to frustrating behavior (for example, Wardens will no longer escape their Arena in rare cases). We also added improvements to stagger, such as being able to see stagger bars on bosses. Overall, we cleaned up 38 bugs and quality of life issues.
Audio bugs
We had some nasty audio bugs to tackle. For example, during the Häxa Apprentice fight, the lightning ball SFX continued to play after the effect had stopped. Similarly, the sound of one of the bridges leading to a Warden would play on a constant loop.You were quick to let us know how those bugs were, understandably, driving you mad. Although they were hard to reproduce, we ironed out as many as we could for launch and have more fixes lined up for the next patch.
Gameplay
We fixed a bunch of bugs and improvements to keyboard and mouse controls and remapping, including some added settings options for camera handling. You may also notice the Raven’s Talon behaves a bit more intuitively (or perhaps not, in which case just trust us on this one) and consistently.
Other high priority fixes were any known issues where cards, traits, and challenges didn’t work or unlock things as described. In total, we cleaned up over 50 issues and bugs relating to gameplay not otherwise mentioned above.
And we’re just getting started.
Today’s Hotfix and Upcoming Patch
Although we had a hard stop on what we were able to add to the game in time for launch, we never stopped working on improvements. Today, we released a hotfix that addresses one of the most occurring crashes. And we are finalizing a robust patch that has even more bug fixes as well as balance changes we’ve made based on both feedback from you and player behavior we’ve seen in game since Ravenbound went live. Once this patch is tested and good to go, we’ll let you know when you can expect to see that update ready for download and exactly what’s included.
In the meantime, keep sharing your thoughts, streams, content, and memes with us in Discord and on social channels (tag #Ravenbound to make sure we see it). We’ll see you in Ávalt!
View on Steam
After years of hard work, months of community collaboration, and untold hours of bug fixing, tweaking, and updating, we are so happy to put Ravenbound in your hands and let you loose. And while we may have taken a pause yesterday for a much deserved celebration (full of mead and cheering and prop weapons we liberated from the MoCap room), we hit the ground running today to continue working on polish and improvements to make your experience the best one possible.
To say we couldn’t have done this without you, the community, is only scratching the surface. The closed betas and the Steam Next Fest Demo gave us the opportunity to hear from you directly about what matters, and what makes your lifetimes in Ravenbound as exhilarating and engaging as possible. We’ve been busy (very busy) since the Demo ended in February, making changes and cleaning up the game to prepare for its release into the wild. Many of these changes probably aren’t obvious, but they’re all important improvements that give you a more seamless experience overall.
Additionally, while we likely would have worked on getting in changes up until the night before launch if we were allowed, sleep is important. And also, there is a very important backend process for quality tests and final checks that means we needed to lock the game build before the game released and save some things for another update. All that said, we want to highlight some of the things we’ve done since Next Fest and what more about what we’ve got in the pipeline.
In total we made over 150 bugfixes and improvements since the Demo build during Steam Next Fest. These ranged across almost every department on the team, from UI & Progression, to Combat, to Audio, and more.
Tears of Hatred
We made some overall improvements to Tears of Hatred to make sure they were easier to spot and keep track of on your screen as you’re exploring the world in Raven flight or on foot. We also fixed several instances where the mana could disappear if you left the Tear. In addition, there were some less noticeable adjustments made to visuals and audio, enemy behavior and spawning, and general gameplay which should make your spelunking a bit less treacherous and more consistent.
Enemy and Combat
There were some occasions where enemy AI could lose targeting or overtly dodge - sometimes dodging out of locations and ending up healing up as if you left. A lot of updates were made to boss fights - from damage balancing to frustrating behavior (for example, Wardens will no longer escape their Arena in rare cases). We also added improvements to stagger, such as being able to see stagger bars on bosses. Overall, we cleaned up 38 bugs and quality of life issues.
Audio bugs
We had some nasty audio bugs to tackle. For example, during the Häxa Apprentice fight, the lightning ball SFX continued to play after the effect had stopped. Similarly, the sound of one of the bridges leading to a Warden would play on a constant loop.You were quick to let us know how those bugs were, understandably, driving you mad. Although they were hard to reproduce, we ironed out as many as we could for launch and have more fixes lined up for the next patch.
Gameplay
We fixed a bunch of bugs and improvements to keyboard and mouse controls and remapping, including some added settings options for camera handling. You may also notice the Raven’s Talon behaves a bit more intuitively (or perhaps not, in which case just trust us on this one) and consistently.
Other high priority fixes were any known issues where cards, traits, and challenges didn’t work or unlock things as described. In total, we cleaned up over 50 issues and bugs relating to gameplay not otherwise mentioned above.
And we’re just getting started.
Today’s Hotfix and Upcoming Patch
Although we had a hard stop on what we were able to add to the game in time for launch, we never stopped working on improvements. Today, we released a hotfix that addresses one of the most occurring crashes. And we are finalizing a robust patch that has even more bug fixes as well as balance changes we’ve made based on both feedback from you and player behavior we’ve seen in game since Ravenbound went live. Once this patch is tested and good to go, we’ll let you know when you can expect to see that update ready for download and exactly what’s included.
In the meantime, keep sharing your thoughts, streams, content, and memes with us in Discord and on social channels (tag #Ravenbound to make sure we see it). We’ll see you in Ávalt!
Current Release
Build 12363450
Uploaded Oct 31, 2026
System Requirements
OS
64 bit OS - Windows 10
CPU
Intel i5-6400 (4C / 4T) (Q3 ‘15), AMD Ryzen 5 1600
RAM
8 GB RAM
GPU
NVIDIA GeForce GTX 1050 4GB, AMD Radeon RX 5500 XT 4GB or equivalent
How to Install
1
Download all files
2
Extract the .ZIP file to a folder (use WinRAR or 7-Zip)
3
Run Ravenbound.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Archive password
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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Download Ravenbound for PC with a direct link or via torrent. Get the full version of Ravenbound for free. Ravenbound is a Action released by Systemic Reaction™.