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Deathfire: Ruins of Nethermore Kickstarter is Live

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Deathfire: Ruins of Nethermore Kickstarter is Live

Game News - posted by Infinitron on Wed 6 November 2013, 21:45:06

Tags: Deathfire: Ruins of Nethermore; G3 Studios; Guido Henkel

The Kickstarter campaign for Guido Henkel's Deathfire: Ruins of Nethermore just launched. Here's the introductory pitch:

“Deathfire: Ruins of Nethermore” is a party-based computer role-playing game with turn-based combat that hearkens back to the Golden Era of fantasy cRPGs. Built upon the power of the Unity 3D engine, “Deathfire” utilizes a first person view that gives the player the feeling of being there. A solid role-playing engine that utilizes over forty visible character attributes, along with countless invisible ones to track behavior. They make up the heartbeat of the game, and allow us to analyze and adjust gameplay on the fly, and react to the player’s actions, shaping the story around these actions and decisions.

Character interaction is another key ingredient in “Deathfire: Ruins of Nethermore,” as the player will encounter many denizens of the game world and will be able to recruit numerous ones to follow along as non-player characters in the party. Ripe with personality, opinions, phobias and their own little peccadillos, these characters will enrich the game and create unique gameplay twists—as well as many memorable moments, for sure. (Don’t forget to share them with us, when they occur…)

With a variety of large outdoor and indoor environments, the game will offer a rich game setting with party-based gameplay and turn-based combat that allows for tactically infused battles.

Doesn’t that sound like the game you’ve always want to play? Well, it sure is the game we want to play, and that’s why we started building it, and have been working on it for the past eight months.

Just to give you a quick overview of the key specs, here is the game for you in a nutshell:
  • Single player, first person Party-based play (four player-, plus two non-player characters)
  • Six races and eight classes to choose from
  • Over 34 unique character traits, plus base attributes
  • Party characters interact with each other
  • Turn-based combat
  • Indoor and outdoor environments
  • Complex puzzles and evolving quests
  • Combine items to build weapons and traps
  • Interactive game world
  • Recipe-based crafting and enchanting
  • Involving, adaptive storyline with many key players and twists
  • Factions for intriguing political set-ups
  • Tons of monsters to battle
  • Dialogues—yes, you will be in awe at our cool and intelligent dialogue system
  • Cheese toast (This is an inside joke for those of you who have played the “Realms of Arkania” trilogy. If you have not, do not worry, “Deathfire” will give you the opportunity to become a member in the ranks of those initiated in the joke.)
The Kickstarter page has lots of details, new art and in-game renders, and all manner of tiers, add-ons, and stretch goals. The stretch goals are rather ambitious, actually:

This is the best part, really. “Deathfire: Ruins of Nethermore” has been designed with expansion in mind, and through stretch goals, we can expand the vision and scale of the game almost seamlessly.

Therefore we are planning a number of stretch goals that will increase the scope of the game. One of our proposed stretch goals will add the player option for tactical Third-Person Combats to the mix, allowing the player to decide whether he wants to switch from a first-person camera to a more removed third-person view for the game’s combats. Another one of our planned stretch goals will add Towns to the game, complete with locations such as Healers, Armorers, Weapon Smiths, Taverns, Temples, and so on. One additional goal we have planned will add an Overhead Map to the game, complete with Overland Travel, Hunting and Gathering. At this point we will no longer have a linear game, but will also add additional main story lines to the game so that you can really go out and explore. Expansions to the crafting and enchanting system could also be part of the game at this stage. It also deserves noting, however, that upon reaching this stretch goal, our development timeline will have to be adjusted by an additional six to eight months, in order to accommodate the design, creation, and implementation of all the additional content and, more importantly, the testing that will be required.

Another stretch goal we have in mind will expand the game to also include a fully editable Journal and Quest Logger.
Shades of Space Shock? Well, before we get there, the game first needs to reach its initial funding goal, which is $390,000. Is this going to be another Thorvalla? We'll soon find out.

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