Ravenswatch Interview: Future Updates Will Bring More To The Existing Chapters

The devs aren't against adding new chapters, but want to prioritize expanding and refining the existing world.

Story Highlights

  • Ravenswatch is a top-down action roguelike developed by Passtech Games.
  • The game has garnered much attention for its challenging and thrilling gameplay.
  • We interviewed Margaux Saly, Communications Director at Passtech Games, via email.

Passtech Games has dedicated significant time to developing Ravenswatch, crafting a roguelike that not only stands out in a competitive market but also offers great replayability. With frequent updates introducing new characters and expanding its dark, ever-evolving world, the game has successfully built a thriving community.

The game recently reached an even wider audience with its launch on Nintendo Switch. Now, with the game available across all platforms, the developers are focused on expanding its eerie universe with more content and fun elements. In order to discuss the studio’s plans for the future, we spoke with Margaux Saly, Communications Director at Passtech Games, via an email Q&A session.

Geppetto
Geppetto Using Jet Pack from Ravenswatch – via Nacon.

Could you introduce yourself and tell us a bit about your work?
Margaux: Hi! I’m Margaux Saly, Communications Director at Passtech Games. I’ve been working at the company for over 5 years, overseeing everything related to communication, community, and marketing for Passtech.

I’m working hand in hand with our publisher, Nacon, on communication plans, trailers, marketing asset creation, and community management.


Ravenswatch currently features three chapters and nine heroes. Are there plans to expand the roster of heroes or chapters, and can you hint at any upcoming characters or locations that might surprise players?
Margaux: New Heroes will join the Ravenswatch in 2025 and hopefully beyond! We’re currently working on a new roster of characters, which will be available with free and paid DLCs. For now, we’ve announced that the next Heroes to join the Ravenswatch will be an inseparable duo that must be played in co-op! This will be our first free DLC.

As for new Chapters, we’d rather focus on adding new content to the existing three Chapters for now. We genuinely believe that replayability lies in the variety of events and activities that players encounter while roaming through Dark Hills, Storm Island, and Avalon. We’re not against adding new Chapters in the distant future, but we feel that there’s still so much that we can add to the game before even thinking about going that route.


Post-launch updates have been mentioned. Will these primarily include free content, or are there plans for paid expansions or DLC to further develop the world of Reverie?
Margaux: Our plan is a mix of both. We’re working on major new content updates that will be free and released periodically. These updates will add new activities, enemies, and more to the game to increase replayability and also bring a breath of fresh air to veteran players. We just launched the Nightmares Unleashed update on January 30th, which goes into this category.

We will also need to have paid DLCs to support the development costs of Ravenswatch. Those DLCs will be a mix of cosmetics, such as skins, as well as new Heroes that will join the Ravenswatch.

The Snow Queen and Beowulf
Spawn Upgrades Of The Snow Queen and Beowulf from Ravenswatch – via Nacon.

Custom game modes have added replayability. Are there plans to introduce additional modes that might change the core gameplay loop or add unique challenges for veteran players?
Margaux: We’ve got more ideas for new Modifiers and Challenges, for sure! It’s too early to tell, but having more fun and exotic ways of playing is something we’re interested in for the longevity of the game.

Dark fantasy and folklore are central to Ravenswatch. Are there other mythologies or tales the team is considering incorporating into the game in future updates?
Margaux: We’re open to exploring even more folklore with new Heroes and themed quests. We dabbled a little bit in the Chinese and Syrian cultures with Sun Wukong and Aladdin, but we’re keen on adding more representations

With Ravenswatch already available on consoles, what has been the team's approach to optimizing gameplay for different platforms, particularly older hardware like PS4 and Xbox One?
Margaux: When we started the development of Ravenswatch, PlayStation 5 and Xbox Series consoles had not even been released yet. We knew by the time the game would reach version 1.0 that this newer generation would be the norm, but it was always the goal to make Ravenswatch as accessible as possible, even on older generations of consoles.

With our proprietary engine, it wasn’t difficult to work simultaneously on all versions of the game to ensure optimization of game performance. But this is inevitably a major undertaking, which usually takes place long after the game has been developed for PC.


With the Nintendo Switch version being released recently, what challenges have you faced in adapting a game with such rich graphics and complex gameplay for this platform?
Margaux: Ravenswatch was released on Nintendo Switch on January 23rd. Porting to the Nintendo Switch always brings its fair share of challenges, but nothing we can’t handle. We’ve been developing on the console since 2018, and we’re well aware of its capabilities. But each new game is more ambitious than the previous one, which means we need to make choices and a few sacrifices to gain a smooth and stable experience. What matters most in a game like Ravenswatch is the feeling of its combat, and that was our top priority for this port.
Beowulf
Beowulf and The Snow Queen In Combat from Ravenswatch – via Nacon.

How does the team plan to ensure the console versions stay updated in sync with the PC version, given the increasing demands for parity among players?
Margaux: It will probably be a little rocky at the beginning, I’m sure, but the goal is to always have PC and consoles in sync. With the crossplay feature incorporated into the game, we need to maintain the same level of content and quality on all platforms if we want to avoid creating a split in the community.

We are working closely with our producers and release managers to ensure that our updates and DLCs are released in sync.


Roguelike games are a competitive niche. How does Ravenswatch stand out against industry giants like Hades or Dead Cells, and what lessons did you take from Curse of the Dead Gods that shaped this game?
Margaux: It’s true that Roguelike games are a competitive niche, but it’s growing bigger each year. With Ravenswatch, I think we had two different approaches compared to Curse of the Dead Gods, our previous game.

The first one is obviously the multiplayer aspect of the game. Even though Ravenswatch is not the first co-op roguelike, I think it brings freshness to the genre, especially with the wide variety of characters in the roster.

The second one is the freedom that is given to the player with our small open worlds (we like to call them ‘pocket open maps’). Players are quick to embrace this different way of exploring and playing, and many find elements of RPGs, MOBAs, and even hack-n-slash in it.


Given the challenges indie and AA developers face in remaining relevant despite innovation, what strategies is Passtech employing to ensure Ravenswatch has a sustained presence in the gaming community?
Margaux: The challenge is real, and there’s no guarantee of success, even for well-established game studios. At Passtech Games, we try our best to make our games a mark of visual, technical, and gameplay quality.

We’re also working closely with the players, and it’s something that is deeply appreciated by our community. We want to ensure that players have multiple ways to reach out and share their feedback about our games. I genuinely believe that one of the studio’s most valuable assets is the trust our community has in us. It comes with making games of good quality but also being transparent with them.

Tentacle Master Nightmare
Tentacle Master Nightmare Is The Very First Boss from Ravenswatch – via Nacon.

With player retention becoming increasingly important, how does the game balance its difficulty and replayability to appeal to both casual and hardcore audiences?
Margaux: That’s a tricky question! Retention is definitely something that we’re chasing after for Ravenswatch. Being a multiplayer game, I would say we have a good starting point, but we need to continuously add new content and shift the game’s meta to keep players on the edge of their seats.

Our strategy is to have a mix of content and balancing updates that appeal to both new and veteran players.


Ravenswatch features a cooperative mode for up to four players. Are there plans to expand multiplayer capabilities, such as introducing competitive elements or asynchronous play modes?
Margaux: We have no plans to expand the multiplayer capabilities in such ways. Ravenswatch will stay a 1-4 cooperative game. But we do have ideas to spice it up, for example, with our next Hero DLC, which will bring a dynamic pair that must be played in co-op.


Anything else you would like to discuss that we haven’t already?
Margaux: I think I’m good, thanks for the interview!


Ravenswatch is a top-down action roguelike developed by Passtech Games and published by Nacon. It was released in early access on April 6, 2023, with the full release on September 26, 2024. It is currently available on PlayStation 4 & 5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC. We appreciate Margaux Saly for her time and Erik Campuzano for helping us.

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Mudassir is a seasoned journalist with a passion for uncovering the stories behind our favorite virtual worlds. Armed with a trusty notepad and a keen curiosity, he dives headfirst into the gaming industry's most exciting personalities. His knack for insightful questions and his ability to connect with developers and gamers alike makes his interviews a must-read. While on the lookout for the next person to interview, Mudassir keeps himself busy by writing news surrounding the gaming universe. Experience: 4+ Years || Senior Journalist || Education: Bachelor's in Psychology.

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