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KickStarter Hidden Pass - a Tactical Turn-Based RPG with elements of 4X Strategy in a Technomagic world - Early Access on February 4th

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




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Multi-layered Combat: Combat in Hidden Pass Skirmishes takes place across three map layers, each presenting their own tactical challenges, although flying units are free to move between them and outflank more limited fighters.
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Elyrium Madness: Magic is your most powerful weapon, and potentially your undoing. Every ability used brings you closer to the brink, the power of Elyrium slowly driving your units mad. There's a potential method to this madness, though - the further you push to the edge, the more powerful your abilities become.
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Passing the Baton: Field your four best and brightest units in each battle, but plan for attrition. Casualties can be swiftly replaced mid-battle with reserve units from your Tower - don’t accept defeat!
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Automatons: Not all of your units are flesh and blood. Your home base’s Factory can manufacture powerful Elyrium-fueled automatons with unique abilities and strengths.
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Expertise System: Keep your troops alive and they’ll reward you in kind. Each class has unique abilities, giving the opportunity to play differently.
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https://store.steampowered.com/news/app/2430170/view/6333838789052026021

Dev Log #2. Working on Skirmishes
Greetings Expedition Leaders!

  • Working on concepts of the new enemies - undead
  • Added new window - Combat Results! (which will already be available in Skirmishes!)
  • Implemented combat statistics
  • Changed the process of getting new equipment
  • Decided on 3 new combat terrains! Already in production!
Very soon (25th of September) we are planning to release a part of our game on Steam. It will be called Hidden Pass Skirmishes.

There you will be able to try most of the game mechanics in different situations! There will be three battles of increasing difficulty. You will have access to 4 sets of Squads. Using the strengths and neutralizing the weaknesses of the Heroes within the Squad, your task is to defeat the enemies on 3 different maps.



Good luck, Wanderers!
 
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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://store.steampowered.com/news/app/2430170/view/4703536172047457724

Dev Log #3. Working on Skirmishes
Greetings Expedition Leaders!
  • We designed and built a building - the Wanderer's Tower Academy. In it, the player can study and manage the heroes' abilities.
  • Changed weapon mastery systems - now the player will receive a weapon skill when learning a certain expertise.
  • At the early release of Skirmishes we fixed several bugs, brought beauty, slightly changed the balance of the "Warrior" class.
  • Our wonderful artists continue to improve the sky on the global map - here's what we got.
  • We have started preparing for filming a new gameplay video. Coming soon!
 
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LostQuest

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We have launched Hidden Pass Skirmishes featuring a trio of tactical challenges and four playable squads.

Trailer:


Hey all,

Hidden Pass Skirmishes is a small tactical adventure where you have to choose one of four groups of heroes and challenge three different groups of opponents. Starting with an easy group of enemies and ending with a strong one.

Our Key Features:
Verticality and Violence: Fight on fronts above and below. Flying soldiers and monsters create complex new problems (and solutions) as you carve out your battle-plan across the floating islands.

Magic and Madness: Elyrium crystals are the reason for this conflict, and their influence can be felt even in turn-based combat. Magic is powerful, but comes with a cost and a risk. Units only grow more powerful as they tap into this mystical source, but run the risk of losing their minds

The game has no multiplayer right now, but Skirmishes are the prototype for a possible future PvP mode. So, we are eager to receive player feedback to further improve the game.

We realise that the game is quite complex, and we are working hard on making it approachable for the wide audience of strategy and rpg fans. If you liked it, consider checking our Steam Page.
Thank you!
 

Üstad

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I always appreciate combatfag and buildfag RPGs though as others stated this weird pixies having diarhhea graphic (idk what to call it) is a big con and I say this as someone doesn't care about the graphics much. Inverted mana and madness are indeed promising features, looking forward to experience with it.
 

cyborgboy95

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Aug 24, 2019
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Dev Log #4. New Bioma - Savannah is ready!
Greetings Expedition Leaders!

  • A new gameplay video has been released
  • We have designed the windows for constructing buildings in the Tower and on the eoliths. They are already in the game
  • We have added a new building to the Wanderer's Tower
  • We have completed the savannah biome
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  • We have started to work on a new biome
  • We have implemented a system for selecting objects on the global map
 

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://store.steampowered.com/news/app/2430170/view/4474982295507304623

Dev Log #5. Alpha version is nearly ready!
Greetings Expedition Leaders!

We will announce the playtesting of the Alpha Vertion soon. First, our dear backers are going to have the access.

So let's stick to the list of new things:
  • Complete rebalance due to changes in the combat system design
  • Received a lot of feedback and designed a new system for moving units, rendering direct/long-range shots, and a queue system
  • In progress, design of a new combat UI
  • Finished the emission on the global map. Now the interface displays the timer before it and shows the change in its strength.
  • Implemented all the options for the consequences of the emission that will affect the player.
  • Implemented the system of attacking the player's eoliths during the emission.
  • Started work on changing the visuals of the game
  • Worked on windows for constructing buildings on eoliths and Tower. Now these are full-fledged modal windows, which contain all the important information and descriptions of the buildings.
  • Made icons of the undead abilities
 

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