Ketanol-DreadRifts icon

DreadRifts

Biome arena expeditions with enemy waves, altar defence, bosses, shared storage and reusable gate keys. Early release with a Russian interface.

By Ketanol

CHANGELOG

Changelog

0.1.4

  • Added native arena music: ambient preparation, continuous wave combat music and biome boss themes in round 10. Uses installed clips and the game music volume.
  • Reduced resurrection waiting time from 120 to 60 seconds.
  • Added ally spectator view instead of the death blackout, with left/right arrow target selection and an arena overview when no ally remains.
  • Clearing a wave or completing a round with a surviving ally releases fallen participants from the remaining resurrection wait.
  • Preserved server authority, checkpoint spawning and existing inventory/skill protection.

0.1.3

  • Restricted the new enemy counts, star progression, elite proportions and faster arch releases to Meadows and Black Forest.
  • Restored the previous combat balance for every later biome.
  • Kept automatic loot collection and physical readiness circles in all biomes.

0.1.2

  • Added physical party readiness circles with a three-second countdown; leaving cancels readiness immediately.
  • Start battles and advance after victory without interface confirmation. Arriving at a new arena requires fresh entry into its circle.
  • Automatically deposit enemy loot into shared storage after victory, preserving native item data and enchantments. Personal carried items and personal rewards remain separate.
  • Added brief visual loot streams toward the warehouse.
  • Set solo Viking enemy totals for rounds 1–9 to 10/15/20/25/30/35/40/45/50; preserved difficulty and party scaling.
  • Increased starred enemy proportions and arch release speed through the rounds; retained defence, elite and boss encounters.
  • Preserved existing active combat spawn budgets when upgrading a save.

0.1.1

  • Added the authored stone gate shell and its construction icon.
  • Separated opening the outside gate from entering the arena. Each player enters by walking into the rear rift with a valid key for that gate.
  • Kept the doorway and front vestibule freely walkable in both directions.
  • Replaced the separate wooden arena exit portal with a matching, permanently open gate behind the arrival checkpoint.
  • Added an individual return route through the arena gate without requiring a key, available between levels.
  • Oriented arrival toward the arena and protected arrival, return and respawn from immediate repeated transfers.
  • Kept arena services clear of the return gate, including on saved layouts.
  • Included expedition trials, the central next-level circle, shared warehouse controls and personal rewards.
  • Prepared the early-release package with English and Russian instructions.

The latest gate-route validation passed on Valheim 1.0.12. Full multiplayer playthrough and complete progression balance testing remain in progress.