Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

The Darkness Below: a retro CRPG in the making - now available on Early Access

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,769
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
screenshot-32-8.jpg


screenshot-32-9.jpg


screenshot-32-10.jpg

I always wondered what Gulliver's Voyage to Lilliput RPG would look like. Careful, wizard, don't step on that castle!
Pfft, it's a wizard, the ?dude? probably has -8 to step on it in the first place.
 

vlzvl

Arcane
Developer
Joined
Aug 7, 2017
Messages
208
Location
Athens
You were able to teleport beyond that to the next city?

Got teleported to a place out of bound. So I recorded a video to show the problem. I played in fullscreen but switched to this mode only to record as I could't record in fullscreen.,



Thank you for the video footage :)

Hmm, that chain of events shouldn't happen.. I mean, the game should end "gracefully" with a congratulation message and transfer the control on title screen.
I updated the game in the last version to transfer control, based on the build you're playing i.e. the "Prelude" or the "full release".

The specific events you've seen (the wizard in the end and the teleport) are belonging to "full release" or the "development" builds.
You basically teleported to a place that wasn't baked on the current content..

However, it might be that you already visited the "Tomb of the Dreamer" on previous version and then updated the game, then used the same save?
Because the event system makes use of these "builds".

I can't think of something else, it seems one of these cases where you need to re-play the game to get the "graceful" ending (although you won't really miss anything)
I will try to replicate that with a fresh build.

BRought the game. Good but how I can open a door with a lever in a dungeon? I literally pressed every single button in my keyboard, tried to click in lever and ... Nothing.

Could you also get me a screenshot and details of the resolution used to have this behaviour?
I can't seem able to replicate the issue.

Thanks!
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
16,880
Location
Frostfell
Hmm, that chain of events shouldn't happen.. I mean, the game should end "gracefully" with a congratulation message and transfer the control on title screen.
I updated the game in the last version to transfer control, based on the build you're playing i.e. the "Prelude" or the "full release".

The specific events you've seen (the wizard in the end and the teleport) are belonging to "full release" or the "development" builds.
You basically teleported to a place that wasn't baked on the current content..

However, it might be that you already visited the "Tomb of the Dreamer" on previous version and then updated the game, then used the same save?

Nope. I played everything in a single sitting as an non lifer and reached that tomb in my first run. IDK why the bug. Any way to fix it?
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,151
Location
Eastern block
Loving the look of this game. The 2D backgrounds for adventure screens are awesome too. This normal mature artstyle is so rare nowadays, everything is hyper infantilised. I mean just look at the stuff posted on the front page.
 

vlzvl

Arcane
Developer
Joined
Aug 7, 2017
Messages
208
Location
Athens
Hmm, that chain of events shouldn't happen.. I mean, the game should end "gracefully" with a congratulation message and transfer the control on title screen.
I updated the game in the last version to transfer control, based on the build you're playing i.e. the "Prelude" or the "full release".

The specific events you've seen (the wizard in the end and the teleport) are belonging to "full release" or the "development" builds.
You basically teleported to a place that wasn't baked on the current content..

However, it might be that you already visited the "Tomb of the Dreamer" on previous version and then updated the game, then used the same save?

Nope. I played everything in a single sitting as an non lifer and reached that tomb in my first run. IDK why the bug. Any way to fix it?

Hmm, I tried to reproduce this with a full walkthrough, up to the throne, from my own development build and also the steam one (last version).
I am always getting the "graceful", congratulatory ending.

Could you please share your game's folder zipped (and the save.dat, just before the throne) through say file.io service or something, and share the link in a DM?
I feel something is still off and want to investigate some contents, even though I updated the game recently to respect the different build types.

Loving the look of this game. The 2D backgrounds for adventure screens are awesome too. This normal mature artstyle is so rare nowadays, everything is hyper infantilised. I mean just look at the stuff posted on the front page.

Thanks man, I so appreciate it :)
It's still taking a lot of effort all these years and I feel the real effort is yet to come, meaning handling the feedback and full release content.
I am also kinda stubborn and really sticking to my initial premise, vision and details, as I am after way older titles and way older styles of programming.. (also older myself :-D with a good working memory)
I feel grateful that all the above really seems to work, as many players are liking the game so far... even with a number of bugs and other nitpicks :)
 

vlzvl

Arcane
Developer
Joined
Aug 7, 2017
Messages
208
Location
Athens
vlzvl could you share some sort of a roadmap for 2024 for your game?

Sure, although there's nothing similar to a "roadmap" at the moment, since the game is on "early access".
This alone means that development time is shared between
  1. fixing based on people's feedback (bugs, features, usability etc.)
  2. adding new content
  3. *testing targeted builds
  4. repeat
when the backlog of feedback is reduced (its kinda big at the moment, with some things that needs prioritisation), the "3. testing targeted builds" will start happening, through a number of testers, against newer maps, content, features etc.
So, nothing is set time-wise as a proper roadmap would show, as priorities are changing.
However, the ETA is still set to Q3 2024, which might move slightly towards the end of it or Q4 2024, but nevertheless 2024.

game's folder zipped

Where is the save location in Linux?
Just fired up my Linux Mint and it seems it was found under /home/vlzvl/.local/share/Steam/steamapps/common/The Darkness Below
You can also get to the local files from Steam through: Steam Library -> Right click on game -> Manage -> Browse local files

However, there's no need for that as I found the issue.
It seems the Linux binary isn't behaving correctly against the build type on last version, meaning:
  • not showing the introductory message when entering the "Silkmoor" (you can check that quickly with 4 prebuild characters)
  • not showing the ending message on "Tomb of the Dreamer"
Which is not something terribly missed though, as the game basically ends there, there's no more content on "Prelude" build.
It was also a busy update and something messed up on linux (windows binary is fine).

I just build quickly a linux binary with "prelude" build type and tested again on my steam linux mint version, on last update, which shown the introductory message this time on "Silkmoor", which means it respected the build type this time and I believe it will do the same on "Tomb of the Dreamer".

Added a note to double check that thing when I upload the next update, but it seems the wrong build made it to Linux, instead of the "Prelude" one, which caused these two (2) event messages to not be shown / handled correctly.

Thanks for your efforts on this one :cool:
 

Falksi

Arcane
Joined
Feb 14, 2017
Messages
11,007
Location
Nottingham
Loving the look of this game. The 2D backgrounds for adventure screens are awesome too. This normal mature artstyle is so rare nowadays, everything is hyper infantilised. I mean just look at the stuff posted on the front page.
Came here to say just this, it's been a long time since I've seen a game which has drawn me in on graphics alone so much. The tone of this game is fucking lush.
 

vlzvl

Arcane
Developer
Joined
Aug 7, 2017
Messages
208
Location
Athens
Loving the look of this game. The 2D backgrounds for adventure screens are awesome too. This normal mature artstyle is so rare nowadays, everything is hyper infantilised. I mean just look at the stuff posted on the front page.
Came here to say just this, it's been a long time since I've seen a game which has drawn me in on graphics alone so much. The tone of this game is fucking lush.

hey thanks :-D
that's quite the compliment.

I don't really pay attention to what dev people are using these days to make graphics, interfaces and stuff, but it always helps having your own engine, deeper inspirations, respecting your initial vision and premise and sticking to the basics :cool: I am all about traditional cRPGs so that also helped immensely, not ashamed to admit that I don't care about innovations in my lovely genre :smug:.

However, I am always trying to balance graphics with gameplay, mechanics and content though, so it wont end up as a "looking good" only title with clunky gameplay.
The game still has rough edges (imbalancing, bugs, mechanics, patterns) but I am all over them these days, there have been a very rich reporting on my steam forum.

An update will come on the steam shortly, addressing a number of issues.
Hopefully, I'll manage more reviews in the end, the reception of the game is already pretty good, although the game was basically entered EA about ~1 month ago only.

https://store.steampowered.com/app/2814790/The_Darkness_Below

Thanks!
 

Falksi

Arcane
Joined
Feb 14, 2017
Messages
11,007
Location
Nottingham
Loving the look of this game. The 2D backgrounds for adventure screens are awesome too. This normal mature artstyle is so rare nowadays, everything is hyper infantilised. I mean just look at the stuff posted on the front page.
Came here to say just this, it's been a long time since I've seen a game which has drawn me in on graphics alone so much. The tone of this game is fucking lush.

hey thanks :-D
that's quite the compliment.

I don't really pay attention to what dev people are using these days to make graphics, interfaces and stuff, but it always helps having your own engine, deeper inspirations, respecting your initial vision and premise and sticking to the basics :cool: I am all about traditional cRPGs so that also helped immensely, not ashamed to admit that I don't care about innovations in my lovely genre :smug:.

However, I am always trying to balance graphics with gameplay, mechanics and content though, so it wont end up as a "looking good" only title with clunky gameplay.
The game still has rough edges (imbalancing, bugs, mechanics, patterns) but I am all over them these days, there have been a very rich reporting on my steam forum.

An update will come on the steam shortly, addressing a number of issues.
Hopefully, I'll manage more reviews in the end, the reception of the game is already pretty good, although the game was basically entered EA about ~1 month ago only.

https://store.steampowered.com/app/2814790/The_Darkness_Below

Thanks!
I'm not an Early Access player myself, I prefer to absorb a game in full, but you've definitely got my interest in it. Keep at it, and hopefully we'll have a genuinely great RPG to get our teeth into, something which is all too rare nowadays.
 

vlzvl

Arcane
Developer
Joined
Aug 7, 2017
Messages
208
Location
Athens
hey ;)

Game has been updated to v1.3_20240602.

There's a ton of fixes and additions (about ~50) to Prelude version (EA content), but mostly:
  • all bugs were addressed
  • some reported imbalances were also addressed
  • much of the feedback was addressed, although a lot of work is still left
check /changes.txt for more details.
This update now allows a short demo to publish on steam for the coming steam fest, since the majority of issues are now no more.

Some cool screenshots:

screenshot-37-1.jpg


screenshot-37-2.jpg


screenshot-37-3.jpg


screenshot-37-4.jpg


https://store.steampowered.com/app/2814790/The_Darkness_Below

https://vlzvl.itch.io/the-darkness-below
wishlist, buy on EA, review please :incline:

Thanks ;)
 
Last edited:

vlzvl

Arcane
Developer
Joined
Aug 7, 2017
Messages
208
Location
Athens
Did you tweak skills progression?
Mostly magic skills progression?

Either this or you plan to make the game gigantic if we're supposed to ever max it out.

Yes, I implemented some things about that, mostly these:
  • ...
  • added: spell casting training is now more balanced vs melee training, providing +2 XP skill training on spell casting (instead of +1 XP), due to finite nature of spells. This will help training magic skills more efficiently.
  • added: spell slot allocation was improved to allow more spells in early intelligence levels, while getting more balanced in the later intelligence levels. In short, a starting party will be able to cast more spells with the same intelligence points, further fixing some magic skill imbalance issues.
  • ...

meaning that casters are now advancing their magic skills faster and be on par against these melee skills.
This is a symptom of casters getting more spell slots in general per intelligence score.

Other than that, my intention is to keep adding content, making the world as large as possible to include everthing.
I am keeping a lot of programmable metrics, stats and all that, to include everything, from monsters to quests to max learnings and stuff.
So yeah, effectively this will lead to a gigantic world. But more tweaks will be made as I go.
 

Nixheb

Arcane
Joined
Feb 20, 2013
Messages
796
Location
france
Hi ! Is there any dedicated thread I missed where to ask questions when blocked ?

If not, here is my questions :
- I came back to the temple with "things" that must be put to rest. I went to the room with a banner that seems to indicates that where we must go... I dropped the items in every square of the room, nothing happened... what am I supposed to do then ?
- At one moment, I was given the option to listen to a conversation. I savescummed but never succeeded. Is there some specific trait to have to succeed ?
 

vlzvl

Arcane
Developer
Joined
Aug 7, 2017
Messages
208
Location
Athens
Hi ! Is there any dedicated thread I missed where to ask questions when blocked ?

If not, here is my questions :
- I came back to the temple with "things" that must be put to rest. I went to the room with a banner that seems to indicates that where we must go... I dropped the items in every square of the room, nothing happened... what am I supposed to do then ?
- At one moment, I was given the option to listen to a conversation. I savescummed but never succeeded. Is there some specific trait to have to succeed ?

Hey,

Yeah, you can post here or my steam forum: https://steamcommunity.com/app/2814790/discussions
I watch them both, so it won't be missed ;)

So, you first need to find these bones in "Cult of Wizards, Hideout", prior events dont matter (i.e. listening check is only for leaning some lore behind all that)
Upon getting to that room with bones, you should get encountered by this cutscene:

screenshot_1.jpg


you can see there's a "Quest" here. Clicking it you get the "Monastery Burial" quest, which is needed later.
Then you gather all four (4) skeletons, including the doppelganger's bone (after its own cutscene).

Then you go to "Monastery" and on "Resting place" room, you should encounter this cutscene (assuminbg you have the quest and the 4 skeletons):

screenshot_2.jpg


effectively, the game checks for 1) quest 2) four skeletons, and if you have them, it presents you the cutscene while adding four tombstones just by placing the party in square after the door, and this is where the quest concludes.

So effectively, no challenge check is involved.

However, this was a late addition to the game (it was added in game files in last update or the update before that), so if you already had a save before that and already visited either monastery or cult of wizards, you might miss that. In that case, a new game needs to be started.

Thanks!
 

Nixheb

Arcane
Joined
Feb 20, 2013
Messages
796
Location
france
Hi ! Is there any dedicated thread I missed where to ask questions when blocked ?

If not, here is my questions :
- I came back to the temple with "things" that must be put to rest. I went to the room with a banner that seems to indicates that where we must go... I dropped the items in every square of the room, nothing happened... what am I supposed to do then ?
- At one moment, I was given the option to listen to a conversation. I savescummed but never succeeded. Is there some specific trait to have to succeed ?

Hey,

Yeah, you can post here or my steam forum: https://steamcommunity.com/app/2814790/discussions
I watch them both, so it won't be missed ;)

So, you first need to find these bones in "Cult of Wizards, Hideout", prior events dont matter (i.e. listening check is only for leaning some lore behind all that)
Upon getting to that room with bones, you should get encountered by this cutscene:

View attachment 52850

you can see there's a "Quest" here. Clicking it you get the "Monastery Burial" quest, which is needed later.
Then you gather all four (4) skeletons, including the doppelganger's bone (after its own cutscene).

Then you go to "Monastery" and on "Resting place" room, you should encounter this cutscene (assuminbg you have the quest and the 4 skeletons):

View attachment 52851

effectively, the game checks for 1) quest 2) four skeletons, and if you have them, it presents you the cutscene while adding four tombstones just by placing the party in square after the door, and this is where the quest concludes.

So effectively, no challenge check is involved.

However, this was a late addition to the game (it was added in game files in last update or the update before that), so if you already had a save before that and already visited either monastery or cult of wizards, you might miss that. In that case, a new game needs to be started.

Thanks!
Thank you for your answer ! ;)

I spared the doppleganger out of pity, that explains why I didn't get the cutscene... :D
 

huntsmann

Literate
Joined
Jul 29, 2024
Messages
15
Curious if the game will have adventuring tools or utility/traversal spells (water walking, fly, etc). Will purchase regardless, this is just a detail I enjoy in rpgs.
 

vlzvl

Arcane
Developer
Joined
Aug 7, 2017
Messages
208
Location
Athens
vlzvl : Is this game still on track to be released this year? I avoid any Early Access game like the plague as I want the FULL experience when I dive into a game! This does look great though and agree with Luzur "Get this game out noooooooooowwwwwww!"
Thanks for your words :)
Yep, the game is on track to get released this year, just the ETA changed given the lot of feedback I had to manage. Feedback and stuff unrelated to the game's content actually, which had (and still need) to be tackled.
Initially, the ETA given was Q3 2024 but a more realistic one will be closer to the end of this year, Q4 2024. I will start posting some kind of completion % numbers to my steam forum, to show everyone where the game stands, after the coming update, and will do it regularly after that. I am using a lot of metrics so everything is computed down to a single (but quite accurate) percentage number. This way the real ETA will be something that everyone could see.

Curious if the game will have adventuring tools or utility/traversal spells (water walking, fly, etc). Will purchase regardless, this is just a detail I enjoy in rpgs.
Spells is continuously in motion, as another casting profession added to the game in the coming update, that is Paladin, which have some of its spells implemented, but nowhere near to its completion, as all other casting professions as well. Mostly, the spells are resembling what you could find in D&D. However, there's no fly or water walking at the moment. This kind of spells require quite the content and I am missing that at the moment, given my focus is on races / professions for the next update. Regardless, these spells will probably implemented later as I will explore a number of Planes (described in RULEBOOK.pdf) and these planes for sure will require some kind of fly / water walking / underwater breathing or worse ;)

Bought, this type of thing is exactly what I want to see on Early Access/kickstarter and nothing else.

Will play on release.
Thanks a lot for the support ;)
 

vlzvl

Arcane
Developer
Joined
Aug 7, 2017
Messages
208
Location
Athens
Hi vlzvl , will the game be playable in 4:3 aspect ratio?

Yeah,
actually the game was by default developed in a 4:3 aspect ratio (800x600) and the resolutions provided internally, for each mode (windowed, letterbox) are basically larger variations of its base 4:3 resolution, up to what the current desktop resolution supports, including ultra-wide resolutions.
If you have a 4:3 resolution, then fullscreen will work just great (without stretching etc.), for anything else letterbox will be enough.
In all cases (except fullscreen), the aspect ratio is preserved.
 

Incognito

Backlog incliner
Patron
Joined
Oct 5, 2021
Messages
240
Hi vlzvl , will the game be playable in 4:3 aspect ratio?

Yeah,
actually the game was by default developed in a 4:3 aspect ratio (800x600) and the resolutions provided internally, for each mode (windowed, letterbox) are basically larger variations of its base 4:3 resolution, up to what the current desktop resolution supports, including ultra-wide resolutions.
If you have a 4:3 resolution, then fullscreen will work just great (without stretching etc.), for anything else letterbox will be enough.
In all cases (except fullscreen), the aspect ratio is preserved.

Awesome. This is the kind of game I will play on a CRT monitor.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom