LESS T_T
Arcane
- Joined
- Oct 5, 2012
- Messages
- 13,582
https://badru.graphics
A squad of goblins exploring the vast open world to put an end to the curse of terrible fog, magic that can manipulate simulated nature (heat and fire, fluids, soil moisture, plants, etc.), and some abstracted graphics.
While I'm not quite a fan of the art style, the concept sounds interesting.
Devlog on TIG forum: https://forums.tigsource.com/index.php?topic=64715
A squad of goblins exploring the vast open world to put an end to the curse of terrible fog, magic that can manipulate simulated nature (heat and fire, fluids, soil moisture, plants, etc.), and some abstracted graphics.
For a generation, the terrible Fog - one vast, voiceless, and cruel spirit - has been eating the once-thick forests of the mainland. Now, with nowhere left to call home, and granted magic by the friendly spirits of the archipelago, one small party of would-be adventurers sets out. Find a way to save the many goblin towns of the rocky coast, discover the truth of the Fog, and, if possible, put an end to it.
Raise a ridge of stone to block the enemy's approach. Flick an ember into the brush where enemy archers hide, then push a swell of water to intercept the flames before they endanger your own side. Evolve your party into a well rounded squad to better control the wild complexity of nature, or specialize and hazard the risks.
Featuring:
- vast open-world exploration
- highly interactive natural systems such as terrain height, soil moisture, plant growth, fluid flow, heat and fire
- 25+ goblin evolutions: shamans, druids, warlocks, wights, lavamancers, bog witches, knights, and more
While I'm not quite a fan of the art style, the concept sounds interesting.
Devlog on TIG forum: https://forums.tigsource.com/index.php?topic=64715
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