Hello Legendary Tales fans,
It's been a while!
In our last roadmap update, I told you that we might become quiet for a while because we would be busy working on what comes next for Legendary Tales.
Well, we certainly became quiet.
And honestly, I don't even know where to begin, because so many things have happened since then.
We've been working on more things than we originally planned, and there have been quite a few changes along the way.
Today, I'd like to share what we've been doing, what we've achieved, and what you can expect from us in the future.
So, grab yourself a warm cup of coffee. This might be another long story.
A Decision We Didn't Expect to Make
In our previous roadmap update, I announced that Roguelite DLC had officially moved beyond R&D and entered full development.
And we've been actively developing it ever since.
But while we were working on it, there was something I kept hearing from our community.
"I wish I could play Legendary Tales with my friends on other platforms."
As many of you know, PCVR and PSVR2 players have been able to play together, but Quest players have been separated from them.
For a long time, many of you have been asking us to bring everyone together.
And honestly, I didn't want to keep disappointing those players.
So we started looking into what it would take to make cross-play possible.
Unfortunately, the answer wasn't simple.
We were maintaining two separate projects running on different Unreal Engine 4 development systems.
Bringing them together would require much more than simply adding a new multiplayer feature.
We would have to make significant changes to the engine itself and fundamentally restructure how we develop Legendary Tales.
It was a difficult decision.
We could have continued following our original roadmap without taking on such a massive amount of additional work.
That certainly would have been easier for our team.
But I kept thinking about all those players who wanted to enjoy Legendary Tales with their friends.
And in the end, we made our decision.
We decided to rebuild the technical foundation of Legendary Tales to make cross-play possible.
Rebuilding Legendary Tales
Once we made that decision, we got to work.
We began heavily modifying Unreal Engine 4, building our own customized version of the engine, and merging our two separate game projects into one unified development environment.
As you can imagine, this was a tremendous amount of work.
We had to restructure existing systems, modify engine code, integrate platform-specific features, and test everything again.
And while doing all of this, we discovered something interesting.
Many long-standing technical problems that had been difficult to resolve in the past could finally be addressed during the engine overhaul.
So we started fixing them as well.
One problem led to another, and gradually, we found ourselves improving far more than just the multiplayer system.
What originally started as an effort to enable cross-play became an opportunity to improve the overall technical foundation of Legendary Tales.
Better rendering, more stable physics, improved memory management, and more responsive multiplayer interactions.
Some of these problems had been with us for years, and I'm genuinely happy that we've finally had the opportunity to address them.
And today, I'm very happy to share the result of all that work.
We have successfully completed our internal cross-play tests between Steam PCVR, Quest, and PSVR2!
Yes, all three platforms have finally been able to play together in our internal testing environment.
It was a very special moment for our team.
After all those months of work, seeing players from all three platforms together made us feel that the effort had been worth it.
Of course, this doesn't mean everything is finished.
We're currently focusing on fixing remaining bugs, improving stability, and optimizing performance.
And I know that performance and stability are especially important to our PCVR players, who use a wide variety of hardware configurations.
Our goal is to release the unified version of the original Legendary Tales across all three platforms before the end of this year, if everything goes well.
Before the official release, we're also planning to make beta builds available through Steam and the Quest beta channel.
When they're ready, we'll share more information, and we'd really appreciate your feedback during the testing process.
For now, there's still work to do.
But I'm proud of what our team has accomplished, and I believe this new foundation will help us make Legendary Tales better for everyone.
What About Roguelite DLC?
Now, I know some of you have been waiting for more news about Roguelite DLC.
So let me explain where things stand.
First of all, Roguelite DLC development has never stopped.
We've been developing it alongside the engine overhaul, cross-play implementation, and our other projects.
And honestly, that's one of the reasons things have been so hectic for our team.
We've been trying to move several major projects forward at the same time.
However, all this additional work has naturally affected our original internal development schedule.
There is also an important reason why we decided to prioritize the unified engine.
We want Roguelite DLC to support cross-play as well.
And to achieve that, we first need to make sure our new engine and multiplayer systems are stable.
Otherwise, we could end up spending even more time rebuilding Roguelite DLC later.
So while development has continued, we've adjusted our internal schedule and priorities to make sure everything can work together properly.
Roguelite DLC is still in active development, and we're not abandoning our plans.
I know many of you are looking forward to it, especially those who remember the dungeon-focused experience from our Early Access days.
And I truly appreciate your patience.
We don't have a release date to share yet, but when we have meaningful progress to show you, I'll be happy to share it.
I believe the work we're doing now will be worth it in the long run.
One More Thing – Voice Spellcasting!
While working on all these technical improvements, we also implemented something I've wanted to explore for Legendary Tales.
Voice Spellcasting – Speech-to-Life!
Yes, casting magic using your own voice.
I've always believed that one of the greatest things about VR is being able to experience things that simply don't feel the same in traditional games.
Swinging a sword with your own hands.
Physically blocking an enemy's attack.
And now, speaking a spell to cast magic.
I think there's something special about the idea of actually saying a spell and watching magic happen in front of you.
After all, we're making a fantasy VR game. Why shouldn't we be able to cast magic with our own voices?
We've implemented the system with support for nine languages, and we're continuing to test and refine it.
I'm personally excited about this feature, and I hope it will make your adventures in Legendary Tales even more immersive.
Steam Frame Support
There's another thing we're working on.
We're also developing official Steam Frame support for Legendary Tales.
As VR technology continues to evolve, we want Legendary Tales to evolve alongside it.
We're currently working on the necessary engine and game improvements to support Steam Frame.
It's still in development, so I don't have any release details to share yet.
But I wanted to let you know that we're working on it.
As someone who has loved VR since its early days, I'm always excited to see new hardware and new possibilities for VR gaming.
And I want Legendary Tales to continue being part of that future.
What About Mod Support?
I also want to briefly mention Mod Support, since many PCVR players have been asking about it for years.
As I explained in our previous roadmap, Legendary Tales was never originally designed with modding in mind.
Our game has many interconnected systems, complex physics interactions, and multiplayer features.
So implementing proper mod support isn't something we can promise lightly.
However, we haven't forgotten about it.
Official Mod Support is still part of our early development plans.
There's a lot we need to investigate before we can say what's technically possible.
I don't want to promise something that we might not be able to deliver.
But I do believe that giving players more freedom to experiment and create could open up some interesting possibilities for Legendary Tales.
We'll share more information when we have something meaningful to show.
A Small Favor to Ask
There's one more thing I'd like to ask of you.
As you can probably imagine from everything I've shared today, we've been spending most of our time developing the game.
And because of that, we haven't been able to spend as much time on marketing and promotion as we probably should.
We're a small indie team, and sometimes it's difficult to do everything at once.
I know marketing is important, and it's something we need to improve.
But in the meantime, if you have any VR friends who might be interested in Legendary Tales, I would really appreciate it if you could share this news with them.
Especially if you know someone who enjoys physics-based combat, action RPGs, or challenging VR adventures.
Maybe they've been looking for a game like Legendary Tales but simply haven't heard about it yet.
Even just telling a friend about our game can mean a lot to us.
And if you've enjoyed Legendary Tales, leaving an honest review on Steam is another wonderful way to support us.
It doesn't cost anything, but it helps other VR players discover our game and understand what kind of experience we've created.
Every little bit of support helps us reach more VR gamers.
And as always, I'm truly grateful to everyone who has been helping us spread the word.
Before I Go
When I founded Urban Wolf Games nine years ago, I had a dream.
I wanted to make VR games that people could truly enjoy.
Games with depth, meaningful systems, and experiences that would make people happy.
That dream hasn't changed.
Over the years, Legendary Tales has become something much bigger than I originally imagined.
And I know we couldn't have come this far without our fans and community.
Especially those of you who have been with us since our Early Access days on Steam.
You believed in Legendary Tales when it was still a much smaller game.
You watched it grow, gave us feedback, pointed out problems, and continued supporting us along the way.
Your support has kept us going through difficult times.
Your criticism has helped us recognize our mistakes.
And your suggestions have pushed us to challenge ourselves again and again.
This time was no different.
We didn't originally plan to spend months rebuilding our engine and merging our projects.
We certainly didn't expect to be developing so many major things at the same time.
But many of you wanted to play with your friends, regardless of which VR platform they owned.
And I wanted to make that possible.
So we chose the harder path.
Was it the easiest decision for our team?
Definitely not.
But do I believe it was worth doing?
Absolutely.
I can't say that everything is finished or that there won't be more challenges ahead.
There certainly will be.
But I'm proud of what our team has accomplished so far.
And I believe the work we've done will make Legendary Tales better for everyone.
Last time, I said we'd see you again with the next promise.
At the time, I thought that promise would be Roguelite DLC.
But sometimes, the journey takes an unexpected turn.
And sometimes, reaching the destination you want means taking a different road.
We may not always take the shortest path. But we'll keep trying to take the right one.
We may become quiet again for a while.
But as always, that doesn't mean we've stopped.
It means we're still building.
Thank you for believing in us.
Thank you for your patience.
And thank you for continuing this journey with us.
See you again with more good news.
Warm regards,
BJ
Urban Wolf Games
Development Progress
Alongside everything I've shared above, we've also been working on a significant number of technical improvements, new features, and bug fixes.
Some of these are long-standing issues that we've wanted to address for years.
With our customized Unreal Engine 4 and unified development environment, we've finally had the opportunity to revisit and improve many of these systems.
Below is a summary of the work we've been doing.
Please note that these changes are part of our ongoing development and testing. They are not necessarily available in the current public version of the game.
New Features

Voice Spellcasting
We've implemented our new voice spellcasting system, allowing players to cast magic using their own voices.
The system currently supports the following languages:
English
Korean
Japanese
German
French
Spanish
Italian
Polish
Portuguese (Brazil)
Performance & Engine Optimizations
Rendering Improvements
We've added and are testing new rendering features, including:
Eye-tracked Foveated Rendering (for PCVR)

Fixed Foveated Rendering (for PCVR)
Upscaling support (for PCVR)
Physics & Memory Optimizations
Optimized destructible mesh performance.
Improved overall memory usage.
Optimized physics simulation for enemy characters.
Addressed an issue where invalid physics calculations (NaN values) could cause objects to behave erratically or crash the game.
Graphics & Rendering Fixes
We've addressed several long-standing rendering issues:
Fixed an issue where particles appeared differently between the left and right eyes.
Fixed an issue where certain particles would flicker excessively in the third-person spectator view.

\[Before]

\[After]
Improvements Based on Community Feedback
We've also been working on several improvements requested by our players.
New Systems
All 3 major platforms cross-play support.
Character title stat bonus system.
Multiplayer Responsiveness
Reduced delays when using bows as a client.
Improved client-side climbing responsiveness.
Reduced delays when throwing weapons as a client.
Gameplay & Content Fixes
Fixed projectile ownership detection issues affecting:
Shield projectiles thrown by Goblin Paladins.
Ball projectiles in Battle Royale Tennis.
Fixed an issue where Goblin Shamans would sometimes fail to return to the ground after performing an aerial attack.
Adjusted melee weapon collision detection and physics settings for interactive objects.
Updated translations across multiple languages.
Additional Features in Development
We're also continuing development on:
Official Steam Frame Support
Official Mod Support (Early Planning Stage)
These features are still in development, and we'll share more information when we have meaningful progress to show.
This is only a summary of the technical work we've been doing behind the scenes.
There's still plenty to test and refine before these improvements reach everyone, but I hope this gives you a better idea of what our team has been working on.
We're not just adding new content.
We're also working to make Legendary Tales a better, more stable, and more enjoyable VR game for everyone.