On June 30, 2022, the Early Access version of Alaloth: Champions of The Four Kingdoms, an isometric action RPG set in a rich fantasy world developed by Gamera Interactive, was released on Steam. Baldur’s Gate and Dark Souls had a baby – this is how both the press and players often described the game, which, over time, has seen the release of eight major updates, countless minor patches, and has sold over 100,000 copies. And today, October 30, 2024, just over two years later, the game’s 1.0 version has finally arrived on the digital shelves of online stores.
“I have always wanted to create a role-playing game, for as long as I can remember” says Alberto Belli, creator of Alaloth: Champions of The Four Kingdoms. “I started when I was a kid, on paper, modifying what I could from the old Dungeons & Dragons. Then I discovered video games. And with the advent of engines like Unity, accessible to all developers, I realized that creating my own RPG was possible. I just needed a bit of experience under my belt. ” Alberto then dedicated himself entirely to the video game medium. He started as a journalist and later moved into game development. In early 2016, after working for several prestigious Italian gaming companies, he founded his own studio: Gamera Interactive. That’s when Alaloth: Champions of The Four Kingdoms was born – a video game that draws inspiration from the past while aiming to innovate. “The goal was to create a product that would be a middle ground between the great classics and games focused purely on action.“

The Early Access release proved to be a crucial tool for the growth of Alaloth: Champions of The Four Kingdoms. Even though releasing products in Early Access isn’t always appreciated by players. “I understand the users’ concerns about games released this way” Alberto explains. “It is not uncommon for Early Access to be used as a last resort by studios that realize they can’t complete their projects due to poor production planning from the outset. Or, it is exploited by publishers who, after investing significant budgets to secure major licenses, choose to cut costs by relying on the community for QA. As a result, it is not unusual to see Early Access projects released in an embarrassing state. ” History shows that not all titles released on Steam or other stores in this way end up complete. But there are also cases where things go differently, as happened with Alaloth: Champions of The Four Kingdoms. “Gamera Interactive released an almost complete game right from D1, with a fully playable, bug-free campaign. What the team did afterward was gather feedback from players who trusted the title and make changes where possible based on their suggestions, without altering the core formula. For an RPG, Early Access may be the best publishing approach, as it is a genre inherently connected to the community. ” The benefit, of course, was also financial. Early Access allowed Gamera Interactive to generate revenue during the game’s development itself.

And it is precisely thanks to this model that it was possible to release substantial updates approximately every four months, with evocative names: Strongholds, Winterwrath, Dragonhold, Lorebound, Skylight, Chronicles, Bloodlust, and Forgemasters. “All the content planned for the Early Access period, initially scheduled to last a year, was released in half the time and was two to three times richer than initially planned” Alberto continues, sharing what the studio has accomplished over time. ” Gamera Interactive has always delivered much more than initially planned and promised to its audience, allowing the studio to build a strong relationship with the community. Alaloth has become a massive game, and the team and I are proud of every single feature we implemented. What we are most proud of is creating something that, in fact, did not previously exist in the market. “

It almost seems like the development of Alaloth: Champions of The Four Kingdoms was smooth and that everything went perfectly from 2022 to today. But that’s not the case. “During the game’s development, we discovered a resilience we did not know we had” Alberto reveals. “We endured a loss, a flooded studio, the scandal involving Chris Avellone, an embarrassing publisher, and a venture capital firm we are currently in a legal dispute with, which almost jeopardized years of work. But despite everything, Gamera Interactive is still here. “

Not only that. The narrative universe of Alaloth has expanded beyond the video game, entering the publishing world with Alaloth: La Tempesta, a comic published by Edizioni BD featuring contributions from prominent artists like Roberto Recchioni. ” The comic is ready for worldwide publication, thanks to the launch of the game’s 1.0 version. Additionally, we’ve been in discussions for some time with various partners to create a board game, and we’ve had friendly meetings with a couple of streaming platforms for… something more. ” Naturally, there are also further plans for the game’s future. “A Season Pass is available, covering all the content planned for 2025, which will launch alongside the console versions.” As if that weren’t enough, Gamera Interactive is already working on a new project, set to be announced next year.
But, in the end, is there a way to describe Alaloth: Champions of The Four Kingdoms? “All-consuming” Alberto replies. “For seven years of my life, this game has been in the background of every event, both work-related and personal.” He smiles, then concludes: “Which, after all, is exactly how development works in the world of video games.“




