Beta Version 0.90_270

Hello Backers!

Thank you for your reports! Your bug reports and suggestions are helping us in a big way!

This update includes dozens of small fixes and patches for a few nasty bugs. We also made a few adjustments to make the game systems more understandable.

The new version is 0.90_270. You can find it at the usual location.

Saves are compatible. Please copy your “saves” folder into the new version.

Have a nice day everyone!

Greenlight Page

Kickstarter Page

Facebook Page

Youtube Channel

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Version 0.90_252

Hello Backers!

First of all we would like to thank everyone who sent us bug reports. Pretty much all reported bugs were fixed.

Save games are compatible but the config.xml is not. Please delete the config.xml located in the root directory of the game! The new version is 0.90_252. You can find it at the usual location.

We added a few features suggested by the community.
Here are a few of them:

Line of Sight Indicator in combat (optional):


Small moveable Rested/Thirst/Hunger indicator (optional):


Transparent MiniMap (optional):


The survival skill received attention. Now you are able to tend to your wounds at your tent. A higher survival skill level will allow you to restore more health. The “Tend Wounds” function requires a splint.


We added the final teleportation system to the beta. When you examine a teleportation obelisk you will be able to replicate that obelisk at your safe place. This will make your safe place a teleportation node. Also the cooldown of the safe place trinket has been greatly reduced. (If you already discovered the 4 teleport nodes in Darkwood simply touch them again and you will learn how to build it at your safe place.)


Now there are three quick slot bars at your disposal.

Daggers now have a proper sprite.

Other areas that received changes:
Options Panel
Sound System
Critical Crafting
Spell Tooltips
Item Values

Have a great day folks!

Greenlight Page

Kickstarter Page

Facebook Page

Youtube Channel

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Fixes and new features

Hello everyone!

We are still waiting for a few things before we can announce the release date.

We received great feedback for version 0.90_205 but there were a few bugs and oddities. We fixed the bugs and implemented a few things you suggested. This version is save game compatible with the previous version. To continue playing with your saves please copy your old saves folder to the new version’s folder. (files/saves)

A big thank you for everyone who sent us bug reports and suggestions!

We added a feature that we were against for a good amount of time. Auto walk to destination. As Balrum is a hybrid turn based game auto walking in combat could get you killed really fast. So during combat there is no auto walking. Also if anything odd happens while auto walking the walking event should stop making sure there won’t be problems. You can try out this new feature with a simple right click to the desired destination. We still don’t quite love the feature but we have to admit that it is really comfortable to play this way. Full control with WASD or the mouse still gives a better experience because you can examine everything on the screen at your own pace. With auto walk you might miss something so be cautious when using this new feature.

The trade panel has been further simplified for ease of use. And now with a mouse wheel click you are able to pick up the topmost item from an item stack.

The new version is 0.90_226. You can find the new version at the usual place.

Have a great day folks!

Greenlight Page

Kickstarter Page

Facebook Page

Youtube Channel

A few freshly baked screenshots:






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The biggest update yet!

Hello everyone!

As we are getting closer to release we are back with a giant update for Balrum!

Backer content is being added to the game and if some of your creations are not entirely compatible with the game you will receive an email.

The entire game has been rebalanced and redesigned. There is almost nothing that hasn’t been altered. From basic mechanics to bigger features like the new renderer everything is new. Even the maps have received a huge amount of changes. When you start up the game you might feel that it is familiar but when you play for a few minutes you will definitely feel that you are playing a very different Balrum. We truly hope that you will be pleasantly surprised. Almost every suggestion from the community has been added to the game!

This is the game we had in mind when we started our Kickstarter campaign. As you know Balrum is our first game. So most likely there will be a few bugs lurking around but this time we can finally show you a game that we are proud of. The previous versions were merely a shadow of what Balrum is now.

Thank you very much for your bug reports! All critical bugs have been fixed including a few nasty bugs that prevented you from running the game.

The new version is 0.90_205. You can find it at the usual place. We will send out the download information messages again to ensure all of you get the new version.

Now we would like to talk about some of the bigger changes.

You will find a manual for Balrum in the root directory. This is an early version of the manual for the game.


The entire game has been rebalanced. From top to bottom Balrum is a new game. Small but important mechanics have been heavily altered, for example your dexterity now influences a lot of things. Enemy spells and stats have been completely rebalanced as well as your characters stats and abilities. Leveling up skills is different. You don’t have to create dozens of weapons just to advance your weapon crafting skill to a new level. If you have the spare learning points you are able to learn a new level of the skill from a teacher. Traders, teachers, daily routines, enemy AI, item values, survival mechanics, cooking, alchemy, weapon/armor crafting and a lot of other things that have an impact on each other have been rebalanced keeping every aspect of the game in mind. Loot has been wiped on every map and hand placed again with much more care.

New Content 
New quests and lore bits are in. Chapter 2-3-4 and 5 is near complete. We think that the world of Balrum is now large enough for every adventurer but not too large that the content is sparse. There are multiple twists in the main story and lots of side quests for you to venture on. As you know the main story has three paths. The guild you choose will determine your path. We are extremely excited to show you the new chapters but as you know that will only happen on full release (for good reasons)...

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Balrum has been Greenlit!

Thank you everyone for voting for us! Balrum has been Greenlit!

We are still working hard on the next beta version update. Again, thank you for helping us with your votes!

Have a great day folks!


Greenlight Page

Kickstarter Page

Web Page

Youtube Channel

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Create a Magical Item Add-On

Hello there backers!

Finally it’s time to send out the “Create a Magical Item” emails. As you know we already sent out emails for the NPC/Monster design tier. The procedure is pretty much the same. We will send out the emails shortly.

We made sure that the engine will allow you to make your item’s “on use” effect to be almost anything. (within reason of course)
We are excited about your item ideas! :)

There are a few of you who have not replied to our emails regarding Add-Ons. So please if you bought Add-Ons and have not yet replied to our emails, do reply soon.

We noticed that you might have special “Kickstarter” only email accounts so please check them because all of our messages are sent to the email addresses you use here on Kickstarter.

Right now we are trying to be Greenlit on Steam so if you are able please vote for us. Thank you for your votes so far! We are sitting in a really good place in the top 100.

Greenlight Page

Kickstarter Page

Web Page

Youtube Channel

As always.
Have a great day.

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Hello everyone!

Our Steam Greenlight process has started! Let’s hope for the best. :) You can check out our Greenlight page here:

Steam Greenlight Balrum


Our web page and youtube page has been updated.

Check out the new Teaser Video:

As always guys. Have a great day.

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Possible Greenlight Soon

Hello there dear backers!

We would like to ask you all a favor.
We will start the Steam Greenlight process for Balrum tomorrow (fingers crossed). If you are able, please vote for us. As soon as our Greenlight page is up we will post another update here on Kickstarter.

The next beta version of the game is shaping up nicely. You will see a sneak peak of it in our Greenlight video.

The hardest part of Balrum’s development was that we had to show you an incomplete game (beta). Thanks to your feedback and countless development iterations we finally can safely say that the game reached a new milestone and is near completion.

Thank you for everything guys! See you soon!


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Backer Content

Hello there guys and girls!

This update is for those who are eligible (pledged enough and selected the proper pledge) for the following things:
-npc design
-monster design
-item design (create a magical item addon)

Sorry for the months of delay. We are finally at the stage where we can focus on backer content! Everyone has received the BETA of the game so now you have a feeling about the world of Balrum. This should help you in your designs.

If you already sent us your design simply ignore this and the emails/kickstarter messages which we will send soon!

(8 of you who are able to design an NPC have not replied to our emails)
(3 of you who are able to design a Monster have not replied to our emails)
(a lot of you have not replied regarding your item designs)

For those of you who haven’t replied we simply can’t do anything. Please reply if you want to have your design in the game.

We will finalise the backer content design list this weekend!

Have a nice day! :)

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Mega Update#2

Hello there Backers!
We have been very busy with Balrum in the past few months. The next update will be a big one. Another mega update! But you need to wait a little more for it. It’s not ready just yet. (this means the new version is not available yet) Anyway we would like to talk about the new features and changes.

New technologies:

New Renderer 
We have written a completely new renderer that uses modern OpenGL. The old renderer is still in the game and will be in the final game to preserve compatibility with really old video cards. The new renderer allows us to use smooth zooming and gamma correction. Lighting is a bit smoother too thanks to the new tech. You don’t have to do anything to enable this new feature. The game will determine if your system is capable to handle the required OpenGL. (if you are having problems with the new renderer you can revert back to the legacy renderer using the config file option: modernOpenGL n=”false” This was a really big challenge, but we felt that this is an absolutely needed feature. The new zoom is much better than the legacy zoom. With the new renderer we rewritten the display creation system. This system has better compatibility with Linux systems and tries to find alternative methods to start up the game if something goes wrong. The new renderer in action:

New Input 
We had to completely rewrite the input system for the game. Finally there are no unintendedbehaviors (clicking outside of the spell book while the spell book is displayed does not start a “walk that way” command..etc) and “tap” clicking is working consistently. Also now you can use double keystrokes to trigger the always walk feature and you can even adjust the delaysbetween individual keystrokes and mouse double-click recognition. Pretty much everything input related is reconfigurable. The new input system in conjunction with the new input part of the GUI enables much smoother cursor movement and an altogether much smoother GUI interaction. The annoying buggy shift/caps-lock detection is a thing of the past.

Main Game Features:

New GUI 
The GUI pretty much has been rewritten too. Not all of it but at least 60-70% of the code has been altered. Everything feels better. There are new fade effects on the panels and interacting with the GUI is much better now. The new GUI allows you to open up more than one container in the world so now you can more easily manage the contents of your chests. The new system allows us to zoom the GUI, but this feature is not complete yet. Items that have state variables (like a durable pickaxe that is usable multiple times until it breaks) have a small indicator next to them for you to see their states immediately without the need to hover on them for their tooltip. Sliders are easier to use now. There are dozens of small new GUI features which we will talk about below.



Building is totally new. The new building uses scrollable lists...

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