A downloadable game

TEASER-TRAILER



EXTENDED SHOWCASE VIDEO


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Short description of the company and main objectives

We, the two founders, Santiago and Jonathan, and our team of collaborators (Eugenia, Nicolas and Christian), have been working at our own expenses for two years for a game that can recover the soul of old role-playing games and adventure games, such as the Ultima series, Lucas arts old point and click adventure games, Mist, dungeon crawlers, Arx Fatalis, Dune, King’s Quest, Final Fantasy and Stardew Valley to name a modern one.

Games that told a story that opened a door to imagination, to exploration and even virtues to nurture.

We want to stay true to that spirit, to make the game we want, only thinking about marketing to a minimum and never sacrifice the game for money.

Main Objectives: To make games that can teach, show, tell, or “transfer” any kind of experience or desire for philosophy, nature, metaphysics, occultism, spirituality, exploration and wander about life. We want that in each game we make the person who played it could say at the end of the day: “I want to experience those things that I played in my daily life!”.



Who we are? 

 Santiago (aka "The Hipomancer")

Graphic Collaborator, Storyteller, World Making, Effects (Particles-Sprites), Game Mechanics and Balancing

Hobbies: Trekking, Free Diving, Historical Fencing, Horse Riding

 Jonathan (aka "Spock")

Lead Programmer, UI designer, IA programming

Hobbies: Yoga, Biking

Nicolas

Marketing, Social Media, World-Making, Quest-Maker

Hobbies: biking, driving (quads), swimming, crossfit

Eugenia

Cinematic Edition, Cutscene Construction, Particle-Effects, Sound Effects

Hobbies: cinema, reading, diving

 Christian (aka "Big Orc")

Map and Scene Design, Pathfinding Design, Combat Mechanics

Hobbies: cooking, gym, boxing




Blog:          



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Main Story – Plot of the game

You are a town boy who goes to the Academy run by the Adventurer’s Guild. After your training and education, you come back home and the political chaos and turmoil of the land reaches you.

As almost everybody knows in the explored world, centuries ago many types of cataclysmic events reshaped the land and its climates, causing strife everywhere. And some strange things are happening lately… in the air, in the sea, in the land.

Strange dreams of rare machinery, colorful fluids, estrange sensations and voices disturbs you constantly. Like if you are being call to go somewhere.

You start your journey only with your training, some vague dreams and a few good advices.

Enjoy a fantasy-medieval setting with deep lore, religion, philosophy and complex escenarios (biomas and bestiary).

Forge alliances... Explore the consequences of your actions... How you explore the immense world is up to you.



Key Features

  •  Massive World Map to explore (Mapamundi), with multiple types of locations and buildings, climates, landscapes, continents, enemies and events. 
  • Vast but simple levelling system, lots of combinations of templates, where you can have the freedom to shape your own character to your playstyle.
  • Dungeon Synthwave music made by the artist DIM. You can check the YouTube link at the bottom.
  • Lots of 2D animations and particle-smoke effects that combines modern graphics with old-style pixel art.
  • Combat mechanics that allows you to think the way you approach a fight. Will you sneak into the enemy’s back? Buff yourself or your party with spells? Go full offensive? Or make others fight for you?
  • Diverse quest system that allows you to choose the priority and types of quests you want to do. (Destroy certain npcs, rescue a npc, retrieve an object, go to a location, discover something, and so).
  • A serious “historic” approach on combat and dialogues. Not overpowering magic, thinking about real historical fencing and realistic “status effects” on the player and npcs.
  • Commerce system that allows you to earn money protecting and escorting caravans from one location to another.
  • Magic system that requires that you learn and discover the needed rune, words of power and elements of the spell. Up to 9 magic circles.
  • Spirituality system that focuses on virtues.
  • Sim Construction, where you can administrate and upgrade your own fortress and town.
  • More than 100 enemies to fight with multiple templates and strategies.
  • Colorful conversations with multiple consequences.
  • Script-Cutscenes to choose what to do.


Current Status

  • Game Mechanics and UI: 70% (only the combat and interactions remain, almost all the inner scripts are done).
  • Music and Sounds: 100% (only adding them remains).
  • Graphics: 85% (only light, particle and smoke effects remaining, such as candles, city lights, clouds, dust, wind and so).
  • Story: 80% (main story is already done, with many side-stories, we are just polishing it).
  • Scenes: 60% (some objects remaining to be put, like ships, boats, minor decorative objects, and initialize npcs. All the sprites are finished. New scenes coming.
  • Quests: 25% (Putting everything into place, this is the main reason why the early access is due until May-June).
  • Languages

The game will available in English and Spanish. We are thinking, depending on the budget, in adding French, Italian, German and Portuguese.


Description of the SKILL-ABILITIY TREE (TEMPLATE) and PATHFINDING

As you can see in the picture, there are a total of 3 main stats, 12 skills, various buff-debuffs states and damage-defense types. We will give a short description of the basics of the levelling and templates.

Strength gives you damage output, health and increases the weight you can carry.

Dexterity gives you stamina and increases the attack speed.

Intelligence gives you mana and increases some spell-casting related stuff.

About the skills:

Close-Combat: It increases the chance to land a hit (melee) and to avoid one (melee).

Archery: It increases the chance to hit a target using a projectile weapon.

Tactics: It increases the damage done by melee and projectile weapons, and gives a chance to evade any attack, including spells.

Anatomy: It increases the percentage of a possible critical hit and the amount of health restore by bandages, potions and spells.

Blocking: The higher you have it, more chances of avoiding a hit. Better against projectile weapons and with high blocking skills, you can even resist spells.

Magery: Your ability to cast spells.

Meditation: Your ability to regenerate mana points when you are not attacking or receiving damage.

Focus: Your passive ability to restore health, energy and mana.

Spell Resistance: Your ability to resist a spell or even nullify it.

Leadership: Combat bonus that you give to your companions.

Stealth: Your chance of moving silently and attacking without being spotted. A successful hit done in stealth mode causes a bonus damage and a critical.

Medicine: Required to apply bandages and potions with higher efficacy.

There are 6 types of damage: Physical (melee), Physical (projectile), fire, cold, energy and poison.

The elemental ones can be magical and non-magical.

As in the picture, here are the special abilities, those that you can use in combat. Some of theme are instant stealth, stunning, power withing, ignore armor and so.

Here we can see the Perks that gives various advantages. Some specializes in a style, other gives buffs or bonus to some type of defense.

Also we are adding Traits in the game, for unique characters and to select them in the character creation at the beginning.

And last, the faction system, where you can see your reputation for each nation, culture or faction.


Pathfinding

The two pictures above is a representation of the pathfinding, as you can see the complex system allows to multiple NPCs interacting and even fighting each other in massive battles. Each grid calculates the pathfinding in relationship to the colliders, allowing real-time sync and multiple pathways.


Future expectations

We wish to improve the history and lore of our current game, but also make others games based on books and folk tales. Using video games as a way to enjoy and educate is something we consider a serious task.




Our thanks to you all. We hope to deliver a game that you will enjoy.


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