Hey guys! I'm Oliver Joyce from Whiskeybarrel Studios - I'm the co-developer of
Lair of the Leviathan. Really cool to see a current thread talking about the game, I only just discovered it.
I wanted to clear up a few things about the project. Firstly, it's definitely not a JRPG, though the early imagery might make you think it is. The gameplay videos you see are from David's early prototype (made in Construct) and there's been lots of iterations. The version I'm working on now is in an entirely different engine entirely ( Godot ), and none of that is reflected in the trailers yet. David faked some of the combat with animations for illustrative purposes, and there's some placeholder art still there.
The plan is to get a demo up sometime next year and release the full game in three years. No early access, just the game, all its content. We'd like to use feedback from the demo in conjunction with private beta tests and so on, to get feedback, rather than keeping the game in Early Access for years and years. Now I know there are some developers out there who promise the world and miss their deadlines by years and years and years , but I do have a proven track record. I have 10 games on Steam right now, at the rate of roughly one a year - and I have a family to feed, so I'm good at shipping games, rest assured!
Neither David or I are massive fans of JRPGs and their endless dialog - though there'll be conversations amongst party members and NPCs etc, we want to keep it brief and let players get on with things without a hundred clicks. You'll be able to create a party of your own custom heroes or have up to 4 premade heroes join you along the way.
The main thing I wanted to clear up was that combat will be pretty close to Gold Box - like what you see in Pools of Radiance, except I am thinking of moving it to a hex grid for more strategic variety. Heroes can move around the grid, they won't just tween to the enemy, hit and tween back - this will definitely not be JPRG combat! Movement, area of effect spells, positioning, all that stuff will matter. I loved Gold box growing up and I'm yet to really see a game that recaptures that, so that's kind of what we're aiming for - except the plan is to remove the 3D maps because they were confusing as hell. We're electing to go top down for the overworld and exteriors, with a bit of debate right now around top down v side on for interiors.
I think there's been a bit of confusion around the Baldur's Gate claims. I get where David is coming from, he wants to recreate Baldur's Gate 2's more open world nature, in that you can go to a bunch of different maps at any time and its not so linear, and of course having a bunch of interesting party members with their own personalities and dialogues etc. That is *probably* where the Baldur's Gate comparisons end because clearly you can see the game doesn't really resemble BG at all. Perhaps if it had been made in the 90s, though even gameplay wise we're focusing more on exploration and combat rather than deep branching dialogue and thousands of items to pick up and interact with.
So, I've been on the project since roughly August. David (from Nostalgic Realms) was working on it solo for the best part of a year before I joined the project. The whole thing came about when I saw him posting about the game on Reddit and I was really taken with the art style and his vision to make a game in the style of the 90s era RPGs. I've been making small games for a few decades, I'm best known for a gladiator game series called
Swords and Sandals which blew up in the Flash era. I still make sequels and spinoffs today - they've got enough of a following that I'm able to do this fulltime as an indie dev.
Anyway, David and I got talking - turns out he followed me on Twitter and was a fan of my games. We have a lot in common, we're both Australian , though David lives in Japan. We both have 2 kids 6 and under, both in our 40s, both huge fans of the 90s RPGs - he's even well versed on the obscure flawed classic
Knights of Legend. David is a really skilled pixel artist but this is his first game, and as we talked we realised the scope of what he wanted to achieve was possibly beyond his experience and skill level as a coder. I'd been toying with the idea of building a big RPG for many years, and with my last game S&S Immortals selling pretty well, now was the time. I offered to come on board as co-designer and programmer of the game, so David could focus on the art, aesthetic and world of the game itself. A month of chatting and working out ideas, turns out we're on the same page about the game we want to make, so we elected to team up and forge this thing together!
I'm five months into the project right now ( coding the game using Godot 4 , which I'm really comfortable using ) and most of this time has been spent building a
robust in-game editor inside the game itself so we can both work on the game simultaneously without a need for David to dive into the code. I've got a fully working
character creator, encounter, dialogue, map editor, pathfinding and so on. Currently I'm just starting on the Item creator and then I'll turn my hand to combat. The editor is a lot of work, but I've talked a few times with my friend Anders Laurissen (of
Skald fame) and his biggest takeaway from the 5 years of building Skald was to take your time on building solid in-game editor tools. Anders was a few years into Skald before he realised he needed to improve the toolset, and once he did, his productivity exploded. So, taking a cue from that, all my efforts now are in building the game engine and the editor for at least the next three months or more.
Nothing's been done on the plot, story, characters or anything like that but David has done a ton of spritework , many monsters, character archetypes , exterior and exterior locations and so on, so once the tools are in place we'll be able to start putting together a demo. The plan for this is to have it out some time in 2025. It'll just be a small vertical slice of the game, perhaps half an hour of gameplay to give you a taste of the rest of the game.
Going forward, I'll aim to post here regularly with updates and I'll try to be available to answer any questions you have on the development of the game - fire away and once again, thanks for interest in
Lair!
Cheers, Oli