project-image

QuestHaven

Created by Mersis

A Tabletop RPG Platform for PC and VR. Play any TTRPG like Dungeons and Dragons (D&D), or homebrew your rules!

Latest Updates from Our Project:

A couple more days. . .
7 days ago – Wed, Apr 17, 2024 at 03:29:28 PM

Keeping this update short.

It pains us to say we need to push back the Beta launch a couple more days. We are also going to make use of the time to fix a few major game breaking bugs. Our new target is Friday 19th, but it could extend to Tuesday 23rd.   

We apologize for the delay, and look forward to having QuestHaven's beta in your hands as soon as possible. 

Beta Release - April 17
12 days ago – Thu, Apr 11, 2024 at 05:40:14 PM

We had a great beta weekend, and look forward to releasing the beta on April 17th

During the weekend test we identified an issue with our back-end servers and are in the process of migrating our database. 

QuestHaven Keys

At this point all backers should have their QuestHaven keys, if you don't have your yet, check that you have filled out your backer survey on Backerkit and head to Digital Downloads. If you are still having issues please reach out to !Nox on our Discord.

Tier Reward Keys

We will be sending out new keys to give you access to your Kickstarter tier rewards next week, along with instructions on how to redeem the bundle. 

Thank you for joining us in this journey.

We look forward to having our backers with the Preferential Beta Access reward testing out QuestHaven. If you do not have this reward you can still experience the map maker at this time. 

We need your feedback (and upcoming Beta).
about 1 month ago – Fri, Mar 15, 2024 at 03:36:15 PM

We are excited to bring you this long overdue update!

Open Beta Weekend

As we get ever closer to opening our tavern’s doors, we are thrilled to invite you to our Open Beta Weekend - March 29th - March 31st . We want as much feedback as possible so we are making this weekend open to all our backers, help us fine-tune the QuestHaven experience. Your feedback is invaluable in shaping our toolset, join us in this critical testing phase!

Early Closed Beta Access

Exciting news for our Explorer tier backers and onwards! Starting April 12th, a few of bug fixing weeks after the open beta weekend, the online beta early access will begin. We expect you should be able to run full campaigns inside QuestHaven at this point. While some features may be missing at the online beta launch, we will quickly keep adding them. Many features have been built but require additional implementation before bringing them into online play.

World Builder for Everyone?

For over a year our Pioneer tier has been building amazing maps in the world builder alpha! 

We wanted to ask our community how would they feel about opening up the world builder to all our backers! We have loved the community created maps and feel more people building awesome maps would benefit everyone. 

Please help us out with this brief survey about the world builder and map building community events.

Survey: https://forms.gle/HUGwvooEyc9JmxkGA


Ongoing Development:

As the core of our team works towards launching the beta, other parts of the team are working on new systems and content.  

VFX: We are implementing a system for scaling particles like fire and smoke, as well as adjusting their colors and lighting effects.

Tails and Wings: New customization options for tails and wings will allow you to make new characters and monsters.

Greco-Roman Themes: Hundreds of new low poly fantasy themed objects optimized to work inside QuestHaven.

VR: Expect the PC-VR mode to be implemented some weeks after the closed beta launch. After we patch out bugs, this will be our next focus. Standalone VR will take longer as it will require additional optimization.

Looking forward to GDC

On a final note, we're excited to be attending the Game Developers Conference this upcoming week. It's a fantastic opportunity for us to meet others in the game dev industry! If you are attending, feel free to reach out to !Nox via Discord.

Weapons, Animations, and Season's Greetings.
4 months ago – Fri, Dec 22, 2023 at 04:57:45 PM

Hello backers! 

Since our last update our team has been working towards getting the beta up and running. This has included a lot of work on our back end, server file management, campaign invites, and more. At the same time, other parts of our team have been working on adding new weapons and animations to our characters. 

Animation

Today we wanted to highlight the work our animators have done to bring QuestHaven’s miniatures to life! (Can we really call them miniatures if they are life size?).

We are using a mix of Inverse Kinematics with traditional animation in order for the characters to work properly in the different stances regardless of their weapons or armor. 

Weapons, lots of weapons.

In the world builder Alpha are very few weapon options when it comes to creating mini's. We decided to fix that by adding over 300 weapons, with many more to come!


Season's Greetings

Finally, we wanted to wish you happy holidays! We look forward to having you in QuestHaven's taverns this new year of 2024! We thank your for your on going support!

New features, content, and multiplayer (big update).
6 months ago – Tue, Oct 31, 2023 at 06:25:45 PM

Greetings adventurers, its been a while since our last update on Kickstarter.

We have been hard at work adding new features, bug squashing, polishing, and bringing the game online.  Since we missed bringing the updates from our previous Tavern Hall event (Discord/Twitch) onto Kickstarter, this update is a bit longer than usual. 

Over the past few months we've been working on the following:

  • Networking
  • Game Master / Player permissions
  • New figure animations
  • Setting up hundreds of new weapons
  • Setting up thousands of new assets (Elven, Pirate, Western, and other themes).
  • Modular interaction system
  • New figures and monsters.
  • Character Sheet system.

And much more, we hope you enjoy this update in our journey of crafting QuestHaven. 

Interactions

One of the new features we've recently added is a dynamic radial menu that allows you to interact with objects and figures. This system will serve as a base for all sorts of interactions, from turning off and on lights, animating objects, changing the state of traps and monsters, etc.

Here are a few object interactions:

Figure Interactions:

As we move forward, we can keep adding new animations or other buttons to the dragon (and other figures). We could for example give him a button to roar, and another to emote a fire breath attack.

New Weapons and Improved Animations

We are adding new animations for our figures including new combat stances, as well as weaponless idle poses for social encounters. We've added hundreds of new weapons, and are adjusting each weapon to adapt to the selected stance. In this video you can see how a 2 handed weapon stance becomes dual wielding one when adding a weapon to the offhand. After all, savage barbarians should be able to wield large weapons in one hand.

State of Multiplayer

The following video is taken from a player's perspective, with the game master controlling everything except the blue draconic figure. Just a brief example of our newly networked tools. 

To all our Pioneers and above tiers, we expect to bring the Multiplayer Beta by the end of November! Please keep in mind however that this date is not set in stone.

State of VR

We have been focusing on developing all of our tools in PC first, once we have the multiplayer beta in a stable state, we will switch focus to adapting these tools for VR. We will first be working on PC-VR, and later towards standalone. There are some major changes that we need to undertake to make standalone VR a reality, including switching graphic pipelines within Unity (our game engine). We've done a few dry runs of this process with QuestHaven, but have decided to postpone it until after the Multiplayer Beta is live, as this major task will take several weeks. 

Prototyping for Mixed Reality

Many people have been excited for Mixed Reality with the Quest 3 and other upcoming headsets, our team included! Here are two quick prototypes we made for UX design purposes. 

Mixed Reality First Person:

For a while we've been wanting to prototype a mode of mixed reality where you can move the figure around the map, and your surroundings are the figure's perspective: 

It is unclear at this time if this is a mode that will make it into the game, as it can be disorienting while moving the figure. One idea we have at this time is to fade to black or passthrough while the figure is being moved. 

As always we welcome feedback and invite you to join our Discord. Thank you for your support!

PS:

Happy Pumpkin Day!