Progress report – Legends of Amberland II – 2023, Q2
Overview
So, the quarter almost ends, therefore, it’s time for the quarterly progress report. Overall, it all goes smoothly, but with unexpected delays, so pretty boring and standard I would say. Coding in almost done, the game went into internal alpha testing and a demo was made for the Steam Next Fest. Due to the need for testing and demo release I adjusted my plans and started making content earlier than originally planned, so the starting continent is basically playable and even a bit polished (but not 100% finished yet).
What was done
All core features were implemented, well, a few are still missing but those are minor. There are several more new features I would like to see, but those are not critical. Actually, I could finish the code in like a week now, so what’s left is content. I have created the first game zone with a bunch of locations (it seems there will be more locations than in the first Amberland, but smaller ones, it just feel more lively that way, also those locations are more thematic).
Porting progress
I was told that all technical problems were successfully dealt with and that the alpha version of the game works on target consoles flawlessly and at a required speed. So, it seems the game will be released on other consoles than Nintendo Switch this time. But there will be a separate announcement about it with exact details later.
Alpha testing conclusions
There was a build made for a limited number of trusted testers. There were several iterations of the build, with fixes, feedback on new features and the like (BTW, thanks to all my testers! It’s a real pleasure making a game this way!), it all seems solid now.
Demo conclusions
That was surprising, but the reception of the demo was very good, way better than I anticipated. It was released on 7th June, a few weeks before Steam Next Fest and it included the first continent with surrounding islands. Exactly one bug was reported so far, which makes me very happy. At first I was worried about the new features and the changes introduced, but it seems it all worked out very well. I observed that the people who had some objections to those features during Alpha, revoked those objections after playing the demo. In short, it all seems ready to go without any redesign… which is a new thing to me, it never happened before, not that I complain of course.
Summary
Originally, I planned for a release somewhere around this summer, but as I was talking with partners I kind of got convinced to simultaneous launch for all platforms. Which is not guaranteed/decided yet, but I think, it’s worth to give it a try. Therefore, in such scenario, the safest date would be late Q4, mostly due to the need of localization, QA, submissions and so on. But we will see, for now the official release date stays “somewhere in 2023”.
New features planned for Legends of Amberland II
First, I wanted to stress out the design philosophy. There are no changes for the sake of changes. The game overall feels and plays the same. The changes are not revolutionary but evolutionary. Only features that actually improve the game, without destroying everything for the sake of novelty, were added.
New features in the sequel
The list below contains only features that are already implemented and tested. Those are not all the changes. But what is listed is guaranteed to be in the game.
Item suffixes
The whole items system was redesigned. Now items can have suffixes (like “Shield {of Fire Resistance}”) which greatly increases the diversity of items. In addition there are 3 quality tiers for items (so “Shield {of Fire Resistance} [II]” is better than “Shield {of Fire Resistance}”, even though those share the same set of abilities). Also, the random treasures generator was rebalanced to give more equal ratio of various items. And the last thing, because people will ask, yes, there will be magic staves to be found.
Shops
There are 4 types of shops now. Regular shops which provide trivial items. Guild shops which provide random set of items, Pawn shop where you can sell and buy back unneeded items and Magic shop where they accept crystals only. Shops have separate stock on a per town basis and further towns have higher tier shops (better and more expensive items).
Resistances system
Now resistances are not 0/1 but are value based. So, as the monsters become tougher you need to obtain higher resistance values (with extra options for temporary boosts). Next, Acid was replaced with Sorcery which makes it more thematic and some resistances were merged (for a total of 8 resistances).
Towns as separate locations
Widely requested yet quite a simple thing, towns are now not as a menu but as full fledged maps you can explore.
Skills
There are party skills and trainers scatted around the world which teach such skills. Those provide nice bonuses and an excuse to explore the world even further.
New dungeon features
Extra features in dungeons like illusionary walls, doors locked by keys, etc.
More complex connections between locations
It might be not instantly visible to you as a player, but it’s very important for designing maps for me. Now there are two way exits from locations and inter locations portals. This allows me as a designer to make interesting topography like you enter a cave in one place and exit it in a completely different place on the overworld or you enter a portal in a tower and exit inside a dungeon on the other side of the map deep below ground.
Fountains
Wells function the same as in the predecessor (healing), but fountains were redesigned and now grant temporary bonuses (resistances, attributes, etc).
Griffin travel rules change
There are subtle, yet important changes to the way travel via griffins work. For example, now griffin travel takes time, which effectively means you can not use it to go and visit every single spot with free buffs (because first temporary buffs will expire after a several griffin runs). Also, griffins can no longer land on lava or desert, making traversing dangerous terrain much more tricky.
Resting rules adjustment
You can no longer rest on lava, which combined with new griffin rules means that lava terrain becomes a real challenge. Oh yes, also now you can rest in inn without using food by paying the fee directly (which was requested like by everyone).
Map shows a tiny minimap with overworld
Now you can see the whole shape of the overworld at a glance by looking at a tiny map which was added on the full map. Very handy, you will love. Trust me.
Field of view extended (unfogging minimap)
Another small, yet highly requested feature. Now you don’t need to physically enter every single tile, surrounding will auto mark as “seen”. What’s best, the information what you visited physically is not lost since a tile is displayed differently if you visited it or merely saw it.
Magical barriers
Those were rebalanced and divided into three grades (with distinct graphics so you can clearly see the danger level of each barrier) now posing a much greater threat. Basically, those can wipe out an unprepared party and are used in locations to slow down your progress or even make you turn back. Lightning resistance is of high value now since it can greatly reduce the magical barriers damage. Overall, now magical barriers are a serious threat which will make you reconsider how you explore dungeons.
Small adjustments that go well together
There are other small changes which bring synergy, for example drinking from fountains takes one hour which combined with the added time for griffin travel and the fact that temporary buffs expire at midnight let you use griffin to visit 2-3 fountains before an important fight but not to visit any number of those. At the same time drinking from wells (healing) takes mere minutes so it can be used as an effective local healing in a series of fights without the fear of expiring party bonuses.
Many small improvements
There are many other small things not mentioned here. Additional art assets, animations for portals, etc.
Possible other features
Since only things that are already implemented and tested were listed above it means there are decent odds those are not all the changes that will end up in the final game.
New content planned for Legends of Amberland II
After I wrote the “new features” piece it occurred to me that a similar one about “new content” is in order. After all, RPGs are not just about mechanics, they are also about the world, story, mood & feeling, exploration, quests, NPCs, items and so on.
New content introduced in the sequel
The sequel got a bunch of content related improvements. Music, art and a different, presumably better, approach to the locations and story construction. So, here it goes, the list of content related improvements.
Music
That part of the game content would be the most significantly different, in short, music was totally redone. I have contracted a composer, Christopher Loza, to arrange a set of custom made tunes, made to fit the mood and feel of Amberland world. The instructions provided was to make it feel like tunes from those old games from the 90s era but at the some time without technical limitations of the era. I think it worked out great, while those who love 90s era RPGs would be delighted those who are not into it that much still will find it very decent. This also means that a soundtrack DLC is possible.
Art
A bunch of improvements of existing tiles and new tiles as well. Animated portals, animated lava, new tile types for farmlands, more plants, flowers, gardens and so on.
Locations
Before I started designing the sequel, first I gathered all the feedback on the first Amberland I could. The conclusion was that overworld was awesome while dungeons were merely passable (with some weirdos saying dungeons were great, but I don’t believe it personally). So, I decided to strike it from both sides. First, strengthen the strong (which means making the player spend more time outdoors: bigger overworld, mixed indoor/outdoor locations, gardens inside location) and second to improve the weak (improving design of dungeons). Judging from the feedback gathered from the demo it seems it worked out well, now the consensus is the dungeons were significantly or greatly improved.
In addition I took a different approach to designing locations, before those were heavily gameplay focused (dungeons filled with monsters, bosses and treasures). Now I allowed a decent number of smaller locations intended for purpose of the mood of the game not gameplay. So there are some, even very tiny, locations which serve only as a mean to convey the lore, in places that are logical to have those (example: abandoned hideouts of sorcerers and the like).
There is also significantly more locations overall (but fear now, there are additional tools provided for players to keep track of it, like new tiny map of the overworld which makes navigating much easier).
Dungeons
The common criticism of the underground locations in the first Amberland as compared the ave of the overworld made me reexamine my approach to constructing those. Based on the demo feedback it seems that it worked out and those were greatly improved.
Environmental storytelling
Much higher priority was given to environmental storytelling. Like environment takes into considerations what should be where in relation to the world and story. In addition, there is now more reactivity of NPCs to changes (like: you kill the dragon and the people start to repopulate previously abandoned area which is safe now).
Story (lore, characters and plot)
The conclusion of the predecessor’s feedback analysis was that lore of the game world is awesome, no change needed at all, that NPC characters are very good, so again the same route should be taken and that plot is, well, the weakest part of it all. So, I redirected all efforts and focus to the plot part when it comes to story. First, I decided to do it 100% my way this time, without taking into account critics, worrying about cliche and the like, all this proved to be a way to nowhere previously. So, now I’m using the same approach as I had with lore and characters, I write it the way I like it and we will see how it turns out. Second, the story was split more evenly between NPCs to simplify interactions with individual character (I’m looking at you Royal Wizard, who have stolen half the camera time in the first Amberland).
Items
The shift was made from using only predefined to a mix of predefined and randomly generated items. This alone provides much higher variety of items. While handcrafted items sound nice in theory, in practice a more algorithmic approach works better. In addition, it freed some mental energy resources of me as a developer which allowed to add more variety to the semi generated stuff.
Playtime
In the first Amberland I was obsessed with removing the fat, to assure the game does not drag too long. To my surprise, no one complained the game was too long. Ever. So, now I’m taking a more relaxed approach, allowing some parts that do not have the optimal playtime to fun ratio. It seems that’s what basically all of you wish for. Of course this still means Amberland stays as one of the most compressed games in terms of removal of boring parts, that does not change. Overall, I think the total playtime will be longer than in the first one, but it’s just my guess at this point.
Special zones
I have experimented with special environmental and magical zones. Now ships require navigation skill to access some sea areas with strong wind, snow zones might have areas with extreme cold you need to prepare for and there are parts where magic work differently. This allowed me to craft outdoor zones which feel even more diverse.
Quests descriptions
I got several reports that people were sometimes confused where to go next in the predecessor. So, now all quests descriptions include the name of the area or location where you need to go (if it’s known of course) and the overworld sector designation.
Other
There are also new monsters, dungeon features and probably some other minor stuff not listed above. Overall, I think you will see a significant improvement when it comes to locations and overall feel of the game compared to the predecessor.
Progress report – Legends of Amberland II – 2023, Q3
Overview
This is a very boring update since I was working mostly on content so… there is not much to write about really. Very unexciting, yet very important. The short story is I was sitting on my desk making new maps, locations, quests, NPCs and items. And that’s basically it. A steady progress and nothing to write about to be honest.
What was done
Code was finished. New manual was made and around 3/4 of the content was completed. Classes were rebalanced and adjusted a bit.
What’s left
Around 1/4 of the content needs to be done. Then a quality pass needs to be made. Next online achievements, pdf manual and numerous small things. The last part would be linguistic QA and localization, some of it might or might not be done after v1.00. Also preparation of the game code for porting (which is probably a small task since the first game was already ported) and improvement of the gamepad support. Plus a few other things I’m sure have forgotten to put on my todo list.
Summary
It all seems good, going slower than expected but within reasonable limits. I guess, if it was a life threating issue, like if someone put the gun to my head, I could release the game in two weeks. I would not do it of course since I want to polish it a bit but overall, playability wise, it’s almost ready in the rough form. So, the game is going to be released somewhere this year, as planned. I would say around the beginning of December but it might or might not be released earlier.
Release date of Legends of Amberland II: The Song of Trees!
Release date announcement
The day many of you were waiting for is near. I’m happy to inform that Legends of Amberland II: The Song of Trees is going to be released on PC (Steam and GOG) on the 5th December 2023. The game will be also ported to consoles (Nintendo Switch and XBOX) somewhere in 2024. At the launch day the game is going to be localized to English, German, French and Polish. Further languages will be most likely added shortly after the PC launch.
Feel free to examine presskit for details: https://www.silverlemurgames.com/legendsofamberland2/presskit/
Wishlist the game:
* Steam (PC): https://store.steampowered.com/app/2110840/Legends_of_Amberland_II_The_Song_of_Trees/
* GOG (PC): https://af.gog.com/game/legends_of_amberland_ii_the_song_of_trees?as=1649904300
* Consoles (Nintendo Switch, XBOX): NA (link will be available at a later date)
Overall, the game is ready, in the raw form, and now is undergoing QA, localization, testing, etc. So, barring some calamity where I would be unable to upload the final build and press “release” button, the release date is assured.
I would like to thank an army of volunteers, contractors, testers and various other helpers. It was so much easier to make the game with the support of so many of you! Which was especially important since that’s my first game which was done without Early Access. Thanks and I hope you will enjoy the game!
Excellent, really enjoyed the first, more of the same is always welcomeRelease today
Legends of Amberland II: The Song of Trees has been released on PC!
Legends of Amberland II released on Steam & GOG
Legends of Amberland II released on Steam & GOG
Today, on 5th December 2023, the sequel to Legends of Amberland has been released on PC.
Legends of Amberland II: The Song of Trees is a classic RPG driven by my personal nostalgia for the 90s era of RPGs. It’s a turn-based, first-person view, over-the-grid movement, party-based RPG where you lead a group of heroes on an epic quest without dealing with moral dilemmas and other nonsense. There are dragons to kill, treasures to be found, people to be rescued, and an evil behind the events in Amberland that you must deal with, of course, as the noble heroes who undertake such quests.
At release, the game is available in English only, but very soon it will be localized to German, French, and Polish. Later, even more languages are planned to be added.
The consoles port (Nintendo Switch and XBOX) is planned for 2024.
The game has a full gamepad support (and SteamDeck support) at release.
Legends of Amberland II on Steam
Legends of Amberland II on GOG
This is the first game of mine that is released without Early Access, so bear with some minor problems that might (but don’t have to) pop up during the first month after release. However, the game has been very well tested and shares a lot of code with its predecessor, which was tested for years, so I don’t expect problems. But one can never be sure, so I prefer to include this warning.
This is also the first game that comes with custom music, made especially for this particular game, which is quite exciting for me.
I want to express my gratitude to all my long and short-term contractors who contributed assets, music, linguistic assistance, and more. Thank you!
I would also like to thank all the nameless helpers, some of whom started providing comments to my design questions years before the project even started. To all the testers, feedback bringers, and others who provided support in one way or another – without you, it would be much, much harder for me to make the game, and it would not have reached the quality it has today. This is especially true since we skipped the Early Access phase this time. Thanks!
So, that’s it. The sequel is out, and I hope you will enjoy it. As usual, I implore you to leave a review if you liked the game. Reviews matter a lot to niche games like Amberland, and they play a crucial role in determining the feasibility of a future sequel.
Thank you for your support, and I hope to see you in Legends of Amberland III (which might or might not enter development, who knows). See ya and have fun!
Pricing policy
How the games are priced and why
I wrote this as an answer to all the questions regarding pricing of my games. It applies to all the games released so far (Stellar Monarch and Amberland series). I do not exclude the possibility of another pricing policy for some future titles, but that’s not very likely and overall premise should be universal among all titles.
People ask me various questions, especially frequently “will the be a discount for owners of previous game” or “will those be bundled”. Some of those are not possible to make, like when I have no real information who purchased the previous one, and no tools provided by the platform holder. But, there is a more fundamental reason why those games are priced the way those are priced.
The real and the most important reason is that I make niche games. Those can not and will not sell in high quantities, never. So, those need to be priced higher. Also, it’s crucial to sell as many copies as possible at the full price, otherwise there would be no future sequels. That’s why I try to not discount to too deeply, especially at the beginning and that’s also I do not offer special discount to the most loyal fans. The thing is, we all face a choice, to get it very heap or assure the sequel of a given series (and I know you love those sequels and expansions and so on). That’s the most prosaic reason why it’s priced the way it’s priced.
That being said, it’s perfectly understandable that some have more money and they would not mind at all to pay the full price and some have less many and can not afford it. That’s why there are discounts!
Discounts
My policy on discounts is pretty simple and standardized. I try to participate in all seasonal discounts and all special theme discounts which are made available by the platform holder. I try to increase the discount gradually over time as the game becomes older, typically and usually (but that’s not a hard rule) for up to 50%.
So, the premise here is that if you are more price sensitive you can still get the game, a bit later, but at a lower price.
Bundles
My policy on bundles is somewhat less organized. I try to put things that fit together but I avoid putting a new title in a bundle (to assure full price purchases, as mentioned above). It’s again somewhat platform specific since, for example Steam allows to display only 3 bundles at once, so it’s sometimes tricky to include all the combinations that there should be. I don’t have that much flexibility in that regard to be honest.
Regional pricing
Sometimes people ask me why the price in their country has changed (typically when it increases). Well, the truth is I have no clue. In big corporations they have people who observe all the currencies and make pricing policy per region or country. For me, I just try to keep up with the base USD pricing and then keep the rest identical to the recommendation of the platform holder (a small exception is pricing in PLN which I can actually understand since it’s my local currency and I alter it sometimes). That being said if I even have the saying on this. For example recently Steam notified me that they stop taking local currency in some countries and they would charge clients there in USD. Overall, I do not touch those and usually platform holders do not even ask me about regional pricing and do it by their own policy.
Summary
Buy the game at full price if you are rich because then there are chances I can make a sequel of your favorite game. If you are very rich, buy all my games, even those you don’t intend to play. If you have less money, wait for discount and/or bundle, I try to put those on discounts frequently and regularly. As for the rest, I’m usually innocent.
Oh yes, also after you played the game, leave a review (reviews are important) and make a post on Reddit or some other social network thing and wishlist all my games, especially upcoming ones. Overall, those are more valuable to me than raw income, since those have a scaling effect.
Thank you for playing the games and for all the support you show me!