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KickStarter Stoneshard - open world roguelike RPG - now available on Early Access

Zep Zepo

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Figuring out the UI ....slowly...but man, could have been better.

Zep--
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/project...rld-roguelike-rpg-with-tactical/posts/2382368

Devlog: Consumables & Valuables
Posted by Ink Stains Games (Creator)

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Hello!

In today's devlog we will talk about items: food, consumables, valuables and their impact on the economy.

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Let's start with the most delicious part: food. Cooking system isn’t that far away, so we’ve added many new types of food, almost all of which have their own properties, rarity and value. The meat is very nourishing and slows hunger accumulation after being consumed; fruits quench thirst and increase immunity; vegetables also strengthen your immunity and often have special effects. For example, garlic will slightly increase your resistance to unholy damage, and leek will slightly increase the speed of detoxification.

Dishes are separate subcategory of food. They usually greatly satisfy hunger, occupy less inventory space and spoil more slowly (or don’t spoil at all when it comes to pickled and smoked products) or have powerful special effects. For now, you can only buy them from merchants, but in the future we will add the ability to cook them by yourself.

Some types of food are highly valued for their healing properties and rarity. Usually, they have an elven origin: figs, ginger, citruses and dragon fruits will be difficult to find anywhere except from stocks of rarely encountered elven traders.

Alcohol deserves a special mention. Since the war was raging around not so long ago, there is not much quality alcohol left and therefore it’s highly values. You will have a choice: to keep alcohol for yourseld to relieve pain and keep morale high enough, or to sell it for additional income. The more exquisite the alcohol is, the weaker are its side effects: drinking country moonshine is… well, very different from consuming brandy or rare elven icy wines.

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By the way: we finally added the ability to merge used consumables with each other. Now, if you have two half full bottles, their contents can be poured into one, freeing up a place in the inventory.

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And now, the valuables. We want them to become the main engine of the in-game economy: it will be much more profitable for the player to seek various rarities than to collect rusty junk sold for a penny. First, they take up much less space than massive armor and weapons. Secondly, it’s way more profitable: almost all merchants are interested in valuables and are willing to pay pretty well for them.

Different locations will have different sets of valuables you may encounter. In the crypts you can profit from the plundering of sarcophagi - perhaps, among the decayed bones you may find some old jewelry. In the brigand hideouts you may find a lot of different stuff, including rare goods from the plundered elven caravans: porcelain, silks, ivory and spices. And in the abandoned mines it’s possible to find gems and precious ingots.

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And to carry all that loot far enough, do not forget to get a roomy bag in advance. And, perhaps, equip some good armor: with such a load you can easily get into a brigand ambush.

That's all for today, see you soon!

======

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Rahdulan

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Tried the free alpha on Steam and I liked it, but there's not enough random generation in that brief snippet we get so when you die you will essentially be running the same area over and over again with very minor variations. I'll also always question tying story to a roguelike in any significant degree because devs cannot realistically manufacture enough of it to be interesting enough yet present in every run. Both of those could just be related to re-playing a small confined area and not indicative of the game at large, though. Some stuff like expanded injuries and treatments thereof are great. Nothing like some simulationism when you're just far away from the explosion to not get actually injured, but still close enough to get dizzy from the blast.
 

Agame

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I'll also always question tying story to a roguelike in any significant degree because devs cannot realistically manufacture enough of it to be interesting enough yet present in every run.

Caves of Qud handles this well imo, there are a few "special" locations on the map that link into the plot, but you can very easily ignore them and just go off and do your own thing for a particular characters entire life span.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/project...rld-roguelike-rpg-with-tactical/posts/2394178

Devlog: Bounties & The Crypt
Posted by Ink Stains Games (Creator)


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Hello!

This devlog is a bit late and therefore kind of off-schedule, as we were busy polishing our today's topic of discussion – bounty system and the associated dungeon, the Crypt.

First, let's clarify the terminology. In our game there’ll be two types of missions: quests and bounties.

First category includes all quests with a scripted storyline and various special content. They are unique and can be completed only once per walkthrough. These tasks include both main plotline missions and various secondary story arcs.

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Please keep in mind all English texts are WIP and hadn't been yet professionaly translated and proofread.

And bounties are procedurally generated repeatable quests. Their structure always remains unchanged, but the place and the participants will change. Bounties are offered mainly by village elders, and usually revolve around solving their settlement’s problems. This is one of the best ways to make quick money and improve your relationship with a settlement or a faction.

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Some of the bounty-related relics.

As for now, all bounties can be divided into four conditional categories:
  • Headhunts. To eliminate a threat, sometimes it’s enough to deal with its leader, an elite enemy who may give you a lot of trouble. By the way, elite mobs are also generated procedurally, but we’ll talk about it some another time.
  • Rescue. Locals often fall into various dangerous situations. Your job is to get them out of the mess.
  • Search. Lost relics, stolen artifacts, treasure hunts - you will have a chance to take part in all of this. By the way, nothing prevents you from breaking the contract and leaving the found valuables for yourself…
  • Interaction. In such bounties you’re required to find a certain place and make a number of special actions to achieve… a needed outcome. Sounds pretty abstract, but, well, that’s how it works.
In the future we plan to diversify bounties by adding some new variations and categories. For example, our to-do list contains monster hunts involving some extremely rare and dangerous enemies.

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Troll concept. Don't feed him.

It’s worth mentioning that bounties are very dependent on global map situation. For example, if orcs or brigands chose an abandoned fort for their own camp in the settlement’s vicinity, sooner or later they will start to create problems for this settlement – so at some point villagers will offer a bounty on them.

Also, unlike quests, bounties completion time is limited and thus is discussed in advance. Not completing the bounty in time won’t only worsen your reputation, but may also have serious consequences for a bounty-giver.

For instance, if you won’t disrupt the necromantic ritual in the crypt nearby in time, the undead may become significantly stronger in this region, so they’ll make even more trouble in the future. So take your bounties seriously and don’t be greedy – if you aren’t sure you’ll be able to complete them, don’t give people false hope and let them hire some other mercenary.

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Nothing like pillaging someone's grandgrandfather's tomb!

In alpha all bounties are focused on Crypts – our new dungeon type. Technically, the Crypt isn’t 100% new – we’ve demonstrated it a long time ago. However, during last month it was completely revamped from scratch to better fit the changed lore and also test our new approach to dungeon procedural generation.

Most crypts in Aldor have hundred-years history and reflect local burial customs. Those who could afford it were buried in impressive stone sarcophagi. Common folks could usually count on an ordinary wooden coffin. Many dead people are also buried with different valuables – as it’s believed that it may help the deceased in their afterlives.

So a trip to the crypt offers not only an oppotrtunity to die from the undead hands, but also a chance to make a fortune… if you’re lucky enough. Anyway, nobody will check the bodies of people who died several ages ago, so that’s probably fine.

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Well.... I guess... I'm here?

And as a small bonus – here goes our in-game map item, which shows a small fragment of the global map. Bu the way, this is where the alpha will take place.

This is all for today. See you later!

======

Your daily reminder that we've also got:

 

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Devlog: Latest News & Plans
10 MAR @ 10:16PM - WAYFINDER
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Hello!

For the past month and a half we were very silent since we were busy preparing, releasing and supporting closed alpha test. Because of this we didn’t have enough time to develop new features, and thus there was nothing to tell you about. Today we’ve released the last patch for alpha version, which means we’re back into action again! Therefore, today's devdiary is an filler one - we'll talk about alpha test results and plans for the future.

In general, we’re pleased with how the alpha test went. Despite the limited content, every 10th player spent 10+ hours playing the game, and we’ve also collected lots of suggestions and ideas - that we’ll try to consider during further development. Soon we’ll also send another devpoll to our alpha testers in order to get a detailed feedback on all the aspects we're interested in.

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As many had noticed, we’ve changed the release date from the Q1 2019 to 2019 in general. As it turned out, we’re bad at making predictions – it’s quite hard to keep up with the deadlines while constantly experimenting and tweaking things – and without such tweaks it’s hard to make such a large-scale game work well enough. Therefore, for now, we prefer not to give any exact dates, but to focus on the development. We still intend to go Early Access before the end of the year, and a specific date will be announced only when we feel the first public build is almost complete.

The next step in our plan is the transition to the closed beta, which we intend to launch in a few months, late spring or summer. It is unclear how much we’ll be able to fit in a few months, but the minimum roadmap looks like this:

  • Transferring to a new engine’s version and then fixing related bugs and crashes
  • Adding at least half of the abilities for the most part of planned skill branches
  • Adding all the non-yet implemented types of weapons and equipment
  • Complete rework of the dual weapon combat mechanics
  • Finalization of the ranged combat
  • Some new dungeons
  • Additional content
  • Many minor improvements and fixes that take too long to list (such as barter system for trade, for instance)

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We may also have time to add a new settlement and a number of new game systems, but it isn’t set in stone, so the list above is currently the most realistic.

That's all. In the near future, expect regular devlogs on a variety of topics - including, for example, some details about game’s lore. Also, take a look at our new key art, featuring some of the game's key characters:

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Click for Full HD!

See you later!

======

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normie

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Devlog: Factions Lore
6 APR @ 5:59PM - WAYFINDER
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Hello!

While more large-scale features are still under development, we’ve decided to start a series of posts dedicated to the Stoneshard setting to finally share some bits of lore with our community.

Since the start of development, the game’s lore changed several times, until we come to the variant suiting everyone. If at first we planned to show a rather typical high-fantasy sword-and-sorcery world, we distanced from this initial concept the more and more as the development went on. Maybe some of remember something about the Last King, an undead army and other things – at the moment everything from the list was either scrapped or completely reworked.

As a result, we came to a rather mundane medieval world, where the influence of the magical and otherworldly is rather small, and Aldor is a small once-kingdom, stuck in a civil war between three rivalling factions. In the game you’ll have to constantly balance between them, because gaining allies in one particular faction will always mean making some enemies in the other ones.

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"Loyal to the end"

The Council is a group of the most influential Aldor feudals, united around the Regent-Queen and her young son Verne – allegedly the legal heir.

Inora, King Etbert's last wife, married him several months before his untimely death. This marriage was a complete surprise for the whole court - even the nosiest gossipers were surprised by the news. The sudden death of the monarch, soon to follow, became the basis for the rumor that Inora had killed her husband – and her son Verne, born after the Etbert’s death, doesn’t have even a single drop of royal blood in his veins.

Nevertheless, there were plenty of people who believed the Queen. Thanks to her natural cunning and diplomacy, she managed to find many influential allies among nobles – who formed the Council later.

The backbone of the Council consists of two seemingly opposing groups. The first is the Etbert’s old guard – the loyalists who held important posts during his reign. They see Verne as the legitimate successor of the dynasty, which they faithfully served all their lives. The second group consists of those who fell into disgrace during the King Etbert’s rule. For them supporting Inora is a reliable way to regain lost influence and reintegrate into the court life.

However, all of them pursue the common goal: to put down the insurrection and destroy the rebels; restore the crown’s power throughout Aldor; and raise Queen to the throne.

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"Free man's wealth is a tyrant's demise"

The Great Magistrate is a union of city councils, rebellious aristocrats, as well as artisan and merchant guilds – all fighting for their independence from the royal court.

The roots of Great Magistrate formation lie in the long-standing conflict of King Etbert and the city of Brynn. Having come to power, Etbert deprived Brynn of its free city status. This autocratic move earned him enemies among Brynn’s influential families. And all these years they only waited for the right moment to restore trampled justice.

After the king died and the Inora laid claims to the throne, the Brynn’s city council unanimously voted to quit Aldor, if it would be ruled by an impostor. Surely, the burghers were somewhat deceitful – they weren’t going to tolerate any more power over themselves, and Verne’s unclear origin was just a good excuse. Many neighboring settlements, tired of feudal oppression, followed their example. This union was called the Great Magistrate – since any decisions are discussed by representatives of all the member settlements.

Thanks to the rich treasury and the wide use of mercenaries, the Magistrate fought with the Council on an equal footing, not yielding even an inch of its land. The obtained status quo was finally consolidated after the outbreak of the Crimson Plague – frightened by the unprecedented illness, the parties declared a truce to curb the epidemic.

Taking advantage of the resulting respite, the Magistrate only grew in power, rebuilding everything destroyed by war and sending ambassadors abroad. By the way, this gives the Council another significant reason to call Magistrate followers traitors – as they say, the Magistrate’s ties with Jacinth elves are much closer than is required for commerce.

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"Purge the immoderate"

The Gray Army is a folk uprising that has taken on an enormous scale recently. The composition of the Gray Army is quite dissimilar – the majority are peasants and artisans, but there are other groups as well: former brigands, clerics-in-doubt, broke feudal lords and Magistrate or Council armies deserters.

For several years, the common people meekly endured all the war: they fought under the banners of the Council and the Magistrate, paid wartime taxes, watched lawlessness and violence, suffered from hunger and disease, and died – by thousands. However, the longer the war went on, the louder the grumbling became.

These moods were skillfully used by Nir – a man of unknown origin, and therefore even more mysterious and frightening. A former monk; runaway slave; criminal on the run; feudal lord, who lost his mind after losing his title – there are so many rumors regarding his possible past, the safest bet is not to believe any of them.

The philosophy of the movement is quite confusing and controversial – mainly because only Nir himself grasps it fully. The rest only has to interpret the scattered fragments of his statements – the so-called Words. The Gray Army considers immoderation and incontinence in all its manifestations to be the most important cause of all evil. Nir believes that the ability to find and keep a fine line is paramount, and only in this way people can protect themselves from corruption.

Due to the multiplicity and desperate courage, the Gray Army managed to occupy numerous territories, having won several settlements from the Council and the Magistrate. Now the Army is looking forward to the end of the truce – to finally finish off all those who deny their dogmas.

=====

That's all for today. Stay tuned for the next update about some game mechanics in two weeks!


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Gerrard

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The art is fucking fantastic

I just hope the rest of the game lives up to it.
 

normie

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Devlog: Races Lore
24 APR @ 11:39PM - WAYFINDER
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Hello!

In this post we will continue to reveal the lore of Stoneshard. If in the past devlog we told about the different factions of Aldor humans, this will be about other races: elves, dwarves and orcs. Though they won’t be factions you can maintain relationships with in the full game (because of fewness and remoteness of the dwarves and elves, and total hostility of the orcs), they’re still an important part of our setting. It is worth recalling that elves and dwarves will also be playable races alongside with humans.

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"If you stumble upon a dwarf who isn’t willing to start a fistfight right off the bat, look at him more closely. My best guess - he's probably dead for a couple of weeks."
- Jurg the Innkeeper’s favorite joke



Once the Fjall mountains were a birthplace of a prospering dwarven kingdom, famous for its skillful craftsmen and stonemasons. Dwarves carved many cities in the rocks and connected them by a network of mountain roads – truly a miracle, considering Fjall’s harsh climate and difficult terrain.

However, Fjall crumbled to dust – and the dwarves were forced to leave their mountain vaults in search of a better life on the surface. Little is known about the last days of the once great kingdom, but in the dwarven sagas one often hears the mention of the Exodus, the Extinct Flame and the Great Famine –whatever that means.

Descended from the mountains to the frozen wastelands, those who survived Exodus quickly became savages. Spacious stone passages were replaced by huts and dugouts, skillful jewels – by hides and furs, and the famous smelting halls – with bonfires and primitive furnaces. Ancestors heritage was almost completely forgotten – as well as the spirit of unity once inherent in their folk. Forced to compete in order to survive, the dwarves divided into many fiercely warring tribes. The most numerous ones are Draggar and Ska’ar.

Draggar dwarves have earned notoriety for their passion for pillage and raids – alongside with other dwarven tribes, northern Aldor suffers the most from it. But because of this, they’re also known as dauntless and ferocious warriors. Aldorean nobility gladly hires them to their service – for a decent fee, the Draggarians will fight fiercely even against their own former brethren.

Ska’ar dwarves are more peaceful. They spend most of their lives on the high seas, tracking down all sorts of sea monsters and leviathans. Gathered meat and blubber is enough to survive even the longest winters, and skins and bones are used to make surprisingly durable weapons – some Ska’ar masters wares can compete even with their steel counterparts.

In Aldor dwarves could be met, but very rarely – small communities of dwarven folk can be found only in several northern settlements. These villages are also a common meeting points for Fjall traders and hirelings, who often stop by to exchange pillaged loot for human materials and supplies.

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"You better be eating that damn soup, Bertie, or else I'm calling the orcs!"
- Unknown peasant mother



In ancient times the entire territory of Aldor was densely covered with a thicket. For centuries people conquered forest lands inch by inch for their settlements, fields and pastures. However, there were those who resisted the new ways, sparing neither themselves nor the newcomers. These tribes, known as the Forest Folk, were numerous once, but now only three of them remained - and one of them is the orcs.

Orcs are the most powerful, hardy and mysterious inhabitants of the Aldorean woods. If you ask any peasant whom he fears the most, the answer most likely will be “orcs”. Common folk, forest patrols and unruly children - everyone fears the orcs alike due to their unfathomable mysticism, disgusting rituals and inhuman cruelty.

Perhaps they would not have caused such terror, if at least it was known what makes them tick and what gods do they worship. However, it remains a complete mystery, and their actions seem to be absolutely devoid of any logic, moved only by meaningless violence – which makes them even more frightening.

Though orcs remained a serious threat to the people of Aldor for many years, they did not show themselves too actively. Devastating raids and forays happened from time to time, but rather rarely – most of the time orcs seemed to be unwilling to leave their native forests. However, everything changed in the last year, when a certain shaman managed to unite orcish tribes and declare the Sacred Warpath. Aldor, completely devastated by civil war, had troubles organizing resistance during the first months of the incursion, so orcs managed to won back over the centuries of persecution, laying waste to many peaceful settlements.

In six months the orc advance was finally stopped. But as long as the grandees of the Council and the Magistrate vied with each other in bragging about their merits in saving Aldor from orcs, the border guards are preparing for the worst: as the soldiers say, “it’s not us who stopped them; they just stopped attacking.” Who knows – perhaps after this sudden respite, Aldor will have to face an even more ferocious onslaught. There’re rumors of some weird, chaotic piles of branches, animal bones and human bodies found in the forests all across Aldor – so orcs must be really getting ready for something...

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"Damn, I’m dying to see those pointy-eared bastards finally invading our good ol’ Aldor. Would be a bloody good reason to hang all those hagglers…"
- Some Brynn citizen expressing famous southern hospitality toward local elven merchants



If the traveler thinks of setting off in the direction of the rising sun, crossing the mountains, and then the eastern steppes and deserts, sooner or later he will find himself in the Jacinth Kingdoms – the great elven empire, occupying endless expanses.

Few people have visited Aldor – however, those very few who can boast of such an adventure, tell of many small kingdoms and principalities united under the rule of a single despot. Desert oasis cities, quaint temples-fortresses far to the east, and even steppe elves nomadic caravans – Jacinth is manifold.

Thanks to the undivided power over the most of the known world, Jacinth managed to accumulate untold riches - some of which he lets on for further expansion. Some princes became elven vassals voluntarily; some were bribed by generous gifts. The fate of the most stubborn was unenviable – so far no one has been able to hold back the might of a thousand elven armies.

Recently, as the peace in Aldor is becoming more and more fragile, Jacinth is apparently very willing to do anything to us this moment of weakness to get the local lands in its sphere of influence. Elven mounted scouts are more and more often being spotted on the borders, and elven goods have recently flooded the markets – which is unusual at the very least for a war-torn country. Evil tongues claim there’re reasons behind this – as they say, the Magistrate nobles are ready to do anything to enlist the elven support to win the civil war.

In Aldor itself elves are not uncommon, especially in large cities, where they are often make successful merchants, jewelers or mercenaries. The largest diaspora resides in Brynn, where one can found an entire elvish quarter. Those elves who reside in Aldor are very similar to humans in terms of culture, but they are still treated with suspicion and open hostility – which is greatly facilitated by the spreading rumors of their Jacinth collaboration.
 

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Devlog: Progress Update
18 MAY @ 7:02PM - WAYFINDER
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Hello!

This devlog isn’t dedicated to some specific topic – instead we’ll tell about many things we had worked on during the last month. Some stuff has not yet been fully completed and thus is left behind the scenes, so for now let's focus on more or less complete aspects.

NPC Schedule

This seemingly small and not very important feature took us a decent amount of time and efforts – but it was crucial to make settlements more alive and believable. Previously, we used a much simplified variant of NPCs daily routine: at a certain time they just left their workplaces to go home.

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Now their daily routine is much more varied and rich: for example, in Osbrook, the first village the player encounters, local artisans like to have a good drink before going to bed – so after finishing their work they close their shops and first go to the tavern, then go home.

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We’ve also introduced interiors for the whole village – now you can enter any house or even barn. Most artisans will be waiting for you inside, and not on the street like before – if their craft allows working outside, of course.

Road System

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Another important improvement, designed to give integrity to the game world and ease navigation. No more sudden crypts in the middle of a forest or castles completely isolated from the outside world – most of the settlements and dungeons are now automatically connected by road network. Because of this, you’ll need to actually make an effort to get lost – if you keep the road, you are guaranteed to come across something sooner or later.

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Of course, some places in the world will remain isolated – so, if you decide to abandon the road and delve deeper into the wilderness, there’s a good chance you may stumble upon a mysterious hut or some uncharted cave.

Content

In addition, we are working on adding lots of new content: encounters, new weapons and skills. It’s too early to talk about it in detail, but here’s sneak peek at some of this new stuff:

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Hopefully, by the next time we'll be ready to show off one of the most exciting parts of our game: skills. So until then!
 

Murk

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I liked the gameplay from the demo well enough, was just itching to try more skills and more items out.

It's god a good flow to it, runs smooth and quick if you want or you can take your time (true of any rogue like, but the fluidity of how things play is very nice here and not at all stuttering and choppy).
 

The Wall

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Incline has release date! Skipping Early Access?! Weird ok...

November 7th, 2019 @ $14.99

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Through pain, blood and broken bones — prevail and become a legend deciding the fate of Aldor! Stoneshard is coming to Steam on November 7th for $14.99!
(price may differ depending on the region)

To accompany the announcement we’ve also made a new trailer. Take a look!

 
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Wayfinder

Ink Stains Games
Developer
Joined
May 31, 2017
Messages
30
Hi guys, finally I've remembered my password here (which is definitely an incline).

Seems like I need to clarify things: we're still going Early Access. The announcement was made by our publisher, so don't know why they decided to skip this part.

Stay tuned for the upcoming updates, we'll make a devlog explaining what will be included in the initial release and how we plan to develop the game during the Early Access phase.

Cheers.
 
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The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,205
Location
SERPGIA
Hi guys, finally I've remembered my password here (which is definitely an incline).

Seems like I need to clarify things: we're still going Early Access. The announcement were made by our publisher, so don't know why they decided to skip this part.

Stay tuned for the upcoming updates, we'll make a devlog explaining what will be included in the initial release and how we plan to develop the game during the Early Access phase.

Cheers.

Just checked same news on your Kickstarter page from my Prestigious Kickstarters bookmark folder and it seems you still control your Kickstarter page cause there it says plainly: Early Access

Love from Slav to Slav and gamer to gamer for not being afraid to make complex, robust yet fun RPGs in day when RPG is after 8 years and 8 billion sold Skyrim copies again becoming dirty word, decided by marketing shamans. Don't worry, this time next year, I'm sure you'll be swimming in gold!
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,205
Location
SERPGIA
I guess this is best place on Internet to ask this question since dev brought his account from the dead: Only thing I don't get about game is whether you'll be able to freely traverse world and it's essentially open world roguelike RPG Skyrim with overworld map on which you can choose to fast travel to already discovered or marked towns, forts, castles, caves, brothels etc. or does it work like Fallout 1/2, Pillars 1/2 etc. where true travel between locations can be done only on overworld map?

Hope my morning INT was high enough for dev to grasp jist of my question! Also how can I give you money NOW, or do I have to wait 'till November the 7th?
 

Wayfinder

Ink Stains Games
Developer
Joined
May 31, 2017
Messages
30
I guess this is best place on Internet to ask this question since dev brought his account from the dead: Only thing I don't get about game is whether you'll be able to freely traverse world and it's essentially open world roguelike RPG Skyrim with overworld map on which you can choose to fast travel to already discovered or marked towns, forts, castles, caves, brothels etc. or does it work like Fallout 1/2, Pillars 1/2 etc. where true travel between locations can be done only on overworld map?

Hope my morning INT was high enough for dev to grasp jist of my question! Also how can I give you money NOW, or do I have to wait 'till November the 7th?
I'm more active on Steam Discussions, but nevermind :) Also thank you for your support (and all other people who kept this thread alive with updates).

Well, the world's global map is basically a grid of many location tiles. You can roam between them in any direction. Fast travel is tied to your caravan (you can't access it in any other way) and is very limited: you can only traverse between settlements and special campsite locations. So normally you're still required to do some walking to the points of interest from there.

We won't do any pre-orders, so you'd wait until November :)

P.S. Is there any way to turn off automatic emojis? These are kinda atrocious...
 

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