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 Thaumaturge - supernatural RPG set in early 20th century Warsaw from Seven: The Days Long Gone devs

vitellus

the irascible
Patron
Joined
Jan 10, 2023
Messages
425
Location
fuck you
Codex+ Now Streaming!
so, it's gonna be some gay slav shit that has cards, innit? don't worry, i'm sure there will be some pole smoking in some form or another
 

Harthwain

Arcane
Joined
Dec 13, 2019
Messages
5,485
Hm, was there ever a game with cards that was good?
Depends what you mean by "good". I found Banners of Ruins to be amazing, for a card game. Griftlands was decent, with some interesting approaches (diplomacy, for example). Warhammer Underworlds: Online is interesting (it's technically a boardgame, but operating heavily on cards so I think it deserves a mention). The problem is - it's hard to get into, so the mutliplayer is pretty much dead (playerbase below 10 people at all times).

This game could be closer to Tainted Grail: Conquest, which isn't as bad as you'd think.

Some time ago, I finished this book named "The Alchemist," and it was a story from the alternative reality of Poland (Warsaw) occupied by Russia when magic had just appeared. 19th century politics, rifles, sabers, demons, beings older than time... Is the game related?
Not going to lie, it sounds like an interesting setting for a time period that I otherwise find to be largely uninteresting.
 
Last edited:

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,799
Location
Ngranek
Some time ago, I finished this book named "The Alchemist," and it was a story from the alternative reality of Poland (Warsaw) occupied by Russia when magic had just appeared. 19th century politics, rifles, sabers, demons, beings older than time... Is the game related?
Not going to lie, it sounds like an interesting setting for a time period that I otherwise find to be largely uninteresting.
Apologies, the name of the book is actually The Adept by Polish author Adam Przechrzta. One of the main characters is the state alchemist and the setting of the Thaumaturge sounds very similar.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
13,880
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
In this world, a force that cannot be ignored are Thaumaturges – individuals versed in taming spirit-like beings called Salutors, used for manipulation of the temperaments and affinities of other people and even ultimately in combat.

Is this edgy pokemon?

I want edgy pokemon.

You should make this as your next game. You could play a pimp and you gotta collect all the best hos to defeat the other pimps and own the night.

You're welcome. :P
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,882
Location
Le Balkans
In this world, a force that cannot be ignored are Thaumaturges – individuals versed in taming spirit-like beings called Salutors, used for manipulation of the temperaments and affinities of other people and even ultimately in combat.

Is this edgy pokemon?

I want edgy pokemon.

You should make this as your next game. You could play a pimp and you gotta collect all the best hos to defeat the other pimps and own the night.

You're welcome. :P
D1 purchase!
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,870
Given the number of games about the American frontier that have come from Poland I was wondering when someone would get around to doing the same for their country. Unfortunately I'm not interested in trusting the heart of the cards, and Seven's writing was off-puttingly terrible and this comes across like more of that.
 
Last edited:

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,376
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
It's not a card game. At least that's what i read yesterday from a dev at their steam forum

Edit: https://steamcommunity.com/app/1684350/discussions/0/3773491237478033649/
tenor.gif
 
Joined
May 31, 2018
Messages
2,888
Location
The Present
While I'm glad it isn't a card game, it does appear to be a JRPG style Polskimon battle. :| Let's hope there is time for that to change. The setting, concept, and aesthetics are very choice.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,045
I like (good) card games, not sure why all the hate for them.

For me it's a matter of "muh immersion." Adding card mechanics instantly adds more gamification than most other turn-based RPGs and breaks the illusion of combat being a simulation.

As much as people trash the whole idea of immersion, in RPGs it's very, very important and a lot of people care about it.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
13,880
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
I like (good) card games, not sure why all the hate for them.

For me it's a matter of "muh immersion." Adding card mechanics instantly adds more gamification than most other turn-based RPGs and breaks the illusion of combat being a simulation.

As much as people trash the whole idea of immersion, in RPGs it's very, very important and a lot of people care about it.
Ah, story fag stuff. Ok.

I guess like... as someone who likes looking at combat logs and seeing dice rolls and such :obviously: - whether the resolution mechanic is "gamey" never enters into the equation in my mind. If it stops others from enjoying their Barbie dress up sim, eh. To each their own, I guess.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,045
I like (good) card games, not sure why all the hate for them.

For me it's a matter of "muh immersion." Adding card mechanics instantly adds more gamification than most other turn-based RPGs and breaks the illusion of combat being a simulation.

As much as people trash the whole idea of immersion, in RPGs it's very, very important and a lot of people care about it.
Ah, story fag stuff. Ok.

I guess like... as someone who likes looking at combat logs and seeing dice rolls and such :obviously: - whether the resolution mechanic is "gamey" never enters into the equation in my mind. If it stops others from enjoying their Barbie dress up sim, eh. To each their own, I guess.

I also don't like the RNG of deck mechanics. I prefer combat being a simulation of the real thing, so having to wait until you draw the right card for your combo or whatever is strange. I think the player should have all available combat resources accessible from the start of combat (barring things that take time to prepare, etc).

It's a completely different style of play than the typical DnD-based system that a lot of people like, so they're bound to hate it when it appears.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
13,880
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
I also don't like the RNG of deck mechanics. I prefer combat being a simulation of the real thing, so having to wait until you draw the right card for your combo or whatever is strange. I think the player should have all available combat resources accessible from the start of combat (barring things that take time to prepare, etc).

It's a completely different style of play than the typical DnD-based system that a lot of people like, so they're bound to hate it when it appears.

I guess? Variety is great. I love D&D and its spin offs. Card based mechanics do have a different form of RNG, sure. And it opens itself to other types of strategies and can be a lot of fun and very engaging. YMMV - obviously I can't tell you to enjoy things you don't, just... eh. Weird.
 

Kedar

Educated
Joined
Apr 14, 2022
Messages
89
Given the number of games about the American frontier that have come from Poland I was wondering when someone would get around to doing the same for their country.
I'm not sure I follow. The developers of this game are Polish.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
Somebody needs to lock the marketing team in a dungeon and rape them repeatedly with a cactus, because the PR about this game is confusing as hell. Environments are isometric, cut-scenes are full 3D, combat seems to be some card shit, what in the world.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,870
I'm not sure I follow. The developers of this game are Polish.
Quoting myself
Call of Juarez, Hard West, Evil West, Blood West; what's the deal with Poles making games about the American frontier? Imagine if American devs made games that took place in the Kingdom of Poland.
Though instead of Americans, they decided to do it themselves.
 

Kedar

Educated
Joined
Apr 14, 2022
Messages
89
Though instead of Americans, they decided to do it themselves.
That's precisely why I was confused. I thought you were under the impression that American (or at least non-Polish) devs are doing this :D
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,998
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
GDC preview: https://www.rockpapershotgun.com/th...-part-divinity-original-sin-part-evil-pokemon

The Thaumaturge is a detective RPG that's part Divinity: Original Sin, part evil Pokémon​

The next game from the Witcher Remake and Seven: The Days Long Gone devs

When The Witcher Remake devs Fool's Theory and 11 bit studios announced their new RPG The Thaumaturge at the very end of February, I'll admit that the premise didn't immediately grab me. The announcement trailer was little more than an enigmatic pan through the streets of historic Warsaw, and its climactic reveal of a shadowy man performing some Naruto finger magic to conjure a Soulsian monster from the gloom made it seem like yet another supernatural yarn in the vein of Frogwares' The Sinking City and Cyanide's Call Of Cthulhu. The gameplay trailer (embedded below) that followed a few days later revealed a teeny glimmer of what its monster fights actually look like in the flesh, but I still wasn't quite convinced this supernatural tale of demon tamers and interdimensional rifts would end up doing enough to make it stand out.

But actually clapping eyes on it in person at GDC? The Thaumaturge had my full attention. Set in Warsaw in 1905 - a period where Poland didn't exist on any real-life map due to it being under occupation by Russia, Germany and Austria at the time - this dark fantasy RPG sees its titular paranormal 'miracle worker' delve deep into the city's political tensions, conducting isometric detective investigations that pull from Fool's Theory's support work on Larian's Divinity: Original Sin games, while also engaging in striking turn-based battles to root out the corruption plaguing its citizens. Plus, with its hard lean into Slavic, rather than Lovecraftian, folklore for its ungodly ghoulies, The Thaumaturge has shot right to the top of my 'keep an eye on this maybe surprise hit' list.

My hands off GDC demo begins right at the start of the game during the prologue. Thaumaturge Wiktor, the game's protagonist, isn't looking too hot as he sits on a train to a remote village in the middle of the Russian mountains. His skin is cracked and pale, and a web of sickly, dark veins splinter out from his sunken eyes and over his sharp cheekbones (and here I was thinking my jetlag was bad). He's reading a letter from his sister, who's understandably concerned about his health, but Wiktor's sickness isn't so much physical as it is spiritual.

Indeed, his sickness stems from his lost connection to his Salutor, which in this alternate history of the twentieth century is a kind of mythical being that heightens Wiktor's senses, lets him perceive hidden things about the world, and tame its very literal demons. These otherworldly beasts also appear as physical manifestations of people's flaws in The Thaumaturge - hidden to everyday folk, but to people like Wiktor, they pose a very real and dangerous threat to the world around them, so he needs to restore the bond with his own Salutor asap so he can continue to hunt them down and use their powers for good.

(Or at least I think he'll use them for good. When he's literally collecting a whole bevy of other people's 'bad vibes' throughout the game, who knows what will go down later on once he's got several of these beasts under his belt - but try as I might, publisher 11 bit studios wouldn't reveal any more details about The Thaumaturge's wider story during my demo session).

A top down view of a rural village in The Thaumaturge
Wiktor can use perception to reveal hidden secrets in the world around him.

Of course, this idea of 'everyone has their own demons' (somewhat eye-rollingly crystalised in the game's tagline) is, on its own, one we've seen plenty of times before. The Salutors themselves have big Persona / demonic Pokémon energy for starters, but the Noise from The World Ends With You also played with the whole 'bad emotions come to life' schtick way back in 2007 (and more recently with its 2021 sequel). But based on what I saw in my demo session, The Thaumaturge seems to be shining a fresh light on this familiar trope, thanks to its absorbing turn-based battles and layers upon layers of intricately woven RPG systems - the latter of which I'm introduced to first as Wiktor begins his journey to restore his bond with his mysterious Salutor.

Given the time period, I wasn't wholly surprised to find that the man Wiktor's looking for is actually real-life Russian mystic Grigori Rasputin. Rasputin is one of a several historical figures to make an appearance in The Thaumaturge, although what role he'll play in the wider story is currently unknown. For now, though, Wiktor must find his current whereabouts in this cold, muddy village, and to do so he calls upon his Thaumaturgic skill of perception, revealing a highlighted trail of Rasputin's last movements. It's Batman's detective vision or Geralt's Witcher sense by another name, essentially, but its presentation and otherworldly connection to his powers as a Thaumaturge make it feel part and parcel of the world around him.

Telling you where to go isn't the only thing Wiktor's perception ability is good for, either. After tracking Rasputin down to a nearby tavern, the Russian mystic gives Wiktor a little test before he agrees to treat him. He tasks Wiktor with finding an object in the inn that belongs to him, giving him little more than a riddle to go on. Activating perception will quickly reveal which objects you need to home in on, but you'll also need to examine them to learn new information about them, and the untold secrets they hold. These secrets are sometimes readily available from the off, but deeper truths are locked behind certain skill checks, requiring players to invest skill points in the game's four central 'dimensions' to unlock them fully.

The progress menu screen for the demon Bukavac  in The Thaumaturge
Once tamed, Bukavac is a formidable demon companion.

These dimensions embody 'Heart', 'Deed', 'Mind', and 'Word', and they form the foundation for rest of The Thaumaturge's entire RPG system. For example, levelling these up won't just reveal more about certain objects you pick up, but they'll also unlock additional dialogue choices, instantly putting me in the mind of the conversational skill checks in Baldur's Gate 3 and The Council. They also extend to the four broad categories of Salutor you'll encounter as well, determining what type of attacks they have in battle, and the tactics you'll need to use to tame and defeat them.

The first Salutor we meet after Wiktor passes Rasputin's little test is Upyr, a tall, hunched corpse-like figure with a cane shrouded by a billowing cape. In Slavic folklore, he's a kind of proto vampire demon, which is reflected here in his affiliation with the Heart dimension. In battle, this means Upyr's attacks are all focused around health, allowing him to heal Wiktor, but also deal more damage based on the health status of his enemies.

It's not long before we get to see Wiktor and Upyr in action either. With their bond restored, Wiktor now senses another wild Salutor lurking around the village, feeding on the flaws of its community. As a Thaumaturge, it's his job to find and tame it, ridding the village of its ills in the process. But to hunt down the origin of the flaw, Wiktor must first do a bit more investigating, speaking to the townsfolk , and using his perception skills to help narrow down his search, sensing secrets in the objects he touches and in the words he manages to get from the cagey villagers.

A house is set on fire in The ThaumaturgeTwo men approach a burned out house in The Thaumaturge
As Wiktor hunts down the wild Salutor feeding off the village's seething negative emotions, his investigation leads him to a possible murder scene.

My demo skips forward here to bring the investigation to a head, and we find Wiktor and new pal Rasputin on the charred doorstep of a burned down house. The village elder was supposedly killed here not that long ago, and fingers are being pointed at the elder's son-in-law, who's working in the fields nearby. Before Wiktor and Rasputin can gather any more clues, however, some Russian soldiers turn up and threaten the pair to leave things well alone. Wiktor's not having any of that, of course, and a fight ensues.

As mentioned earlier, battles are turn-based in The Thaumaturge, and an action queue fills the top of the screen, showing who will attack when and in what order - a regular turn-based staple these days, but one that's tied quite neatly into Wiktor's heightened sense of perception here, giving it a reason to exist rather than just being another bit of interface. The same goes for the power of each attack, which has a clearly marked up damage range next to it, and the amount of time it will take to execute, which can in turn have knock-on effects on the action queue.

A man and his pet demon fight three villagers in a forest in The Thaumaturge
Battles are turn-based in The Thaumaturge, and Wiktor will fight alongside his tamed Salutors.

Reducing an enemy's health to zero is obviously the key objective here, but in addition to their health bars you've also got focus points. Get rid of these and an enemy will be dazed and distracted for a turn, allowing you to use special strong attacks for extra damage. I love it when turn-based RPGs have a stagger system in the mix, so I'm pleased to see The Thaumaturge making good use of one here to help liven up its beefy fisticuffs. Alas, Rasputin did not partake in the fight as well, but Wiktor and Upyr were a more than capable duo against the trio of soldiers.

With the soldiers swiftly taken care of, it's now time for that confrontation with the elder's son-in-law. As your conversation starts to get a bit heated, the wild Salutor finally makes an appearance, setting the stage for an even bigger battle with Wiktor and Upyr. Finally, Wiktor must put his restored Thaumaturgy powers to the test and tame the beast known as Bukavac, rendered as an enormous, six-limbed shadow that fills the entire screen in a dramatic sweep of smoke and glowing eyes and teeth.

It's visually arresting, especially compared to the more mundane punch-up we've just had with the soldiers, and part of me wonders how tiny little Wiktor will even be able to land a hit on it. Turns out, he won't have to, as wild Salutors cannot be fought directly. Instead, you fight their proxies, the people they have possessed and control in the real-world, and who now stand equally glowy-eyed in front of Bukavac, ready to act as its punching bags. Only by taking them down can you start to drain the Salutor's screen-wide health bar, and eventually get it low enough for you to initiate the taming ritual. Salutors can still attack us in the meantime, of course, and Bukavac's primary attack is Doom, which adds a bleed-like Suffering debuff to us at the end of each turn.

A man and his demon fight the otherworldly Bukavac  in The Thaumaturge
Boss fights against wild Salutors are big, dramatic setpieces that really up the ante compared to regular battles.

These battles look every bit as grand and tactical as Final Fantasy boss battles to my eye, although for the sake of time, my demo skips forward again to have Wiktor successfully tame Bukavac and bring him under control. In future fights, Wiktor will be able to switch between Upyr and Bukavac to make use of their unique abilities as he sees fit, and I'm intrigued to see what other fanged monstrosities Wiktor will uncover when he heads back to Warsaw, which the game's main setting. Rasputin will also be following Wiktor back to Warsaw, I'm told, but my demo unfortunately comes to close before I can find out more.

Still, I'm excited to see what's in store for the gang when they return to Wiktor's hometown, especially when publishers 11 bit studios tease that other wild Salutors they'll encounter will draw from all kinds of different Slavic folklore creatures based on the cultures and nationalities residing in Warsaw at the time. As mentioned right at the start of this preview, 1905 was a time of great upheaval in Warsaw, and 11 bit tell me this was a very deliberate choice on the part of the developers. They wanted to show this specific time period and its political tensions as part of the story, and I'm intrigued to see how they'll fold it in to The Thaumaturge's supernatural demon taming. It's not clear whether Warsaw will be completely open to explore once you get there just yet, or how often your investigations will get interrupted by its dazzling turn-based battles, but I'm keen to find out all the same. If Fool's Theory can strike the right balance between its supernatural detective work and psychic scuffling, The Thaumaturge could be one of the most thrilling RPGs you'll play this year.
 

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,799
Location
Ngranek
Why am I getting Van Helsing+Divinity+Witcher 3+Lionheart vibes from a single picture O.O did I eat some mushrooms or what?
 

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