It’s great to finally be able to release the game after 10 years of (very) hard work. Although we are a small team of 4, we were always focused on delivering a quality game. In fact, we’ve been making enhancements to Passageway of the Ancients until the last minute before launch! We think you’ll be especially pleased with the changes we made to monster behavior, improving their combat actions and making them more challenging and realistic. In addition, we also polished the user interface, streamlining the fonts and making quality of life updates that directly affect gameplay. These small, meaningful adjustments all happened after the most recent demo build was uploaded to Steam. Thank you for your continued interest in Passageway of the Ancients – along with the incredible feedback we received on the demo!
I haven't read all the thread from the beginning so, I'm sorry if I will ask stupid questions, but I'm really interested in your game.
Which are the inspirations for it? Is it combat-oriented? Choices&Consequences? What's the weight of our skills, abilities, perks (or whatever) in the world? Do they change how we can talk, interact with people/quest/world?
Which are the inspirations for it?: Years of reading authors like Jack Vance, Fritz Lieber, J.R. Tolkien, Rodger Zelazny, Piers Anthony, Robert E Howard the list goes on and on and playing countless hours of D&D.
Is it combat-oriented?: Yes. This game has two hearts Story line and combat
Choices&Consequences?: Your choices do have consequences
What's the weight of our skills, abilities, perks (or whatever) in the world?: They will determine your success or failure in the game
Do they change how we can talk, interact with people/quest/world?: Not as much as I would like. Remember we are a Very small team
What we aimed for in game one was an attempt to return CRPG's/RPG's to their roots of a deep engaging story line coupled with beguiling combat and game play all of which have elements of realism embedded in them. We felt that the CRPG/RPG world has been following the wrong path abandoning story line and game/combat mechanics in favor of chasing the perverse siren of glitzy graphics . We will always focus on these elements and try to deliver stories that bewitch the audience and pull them deep into the world they are creating.