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FANGS & FORGES - A High Fantasy Tactical RPG

For discussing role-playing video games, you know, the ones with combat.
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The_Mask
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FANGS & FORGES - A High Fantasy Tactical RPG

Post by The_Mask »

A TURN-BASED RPG & Card Game Hybrid with deep strategy, rich lore & stunning fantasy world.

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Fangs & Forges is a tactical turn-based RPG. Lead your squad through a medieval high-fantasy world. Recruit characters, accept missions and battle monsters, bandits and more for renown and loot. Explore the world, level up your characters and stop ancient corruption devouring the world... again.

No microtransactions – just a one-time box price. Releasing first on Steam, with planned support for Steam Deck, consoles, and Nintendo Switch.

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Core Inspirations:
Picture a fantasy world inspired by the Elder Scrolls, with the collection and leveling of Pokémon, mixed with the movement and range layers of Heroes of Might & Magic, plus the loot, skill trees, and abilities of a classic ARPG like Diablo 2.

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Enjoy tight skirmishes lasting 5-10 minutes. Instead of long, large-scale, and complicated battles, your goal is to clear battlegrounds as efficiently as possible and earn your reward in the form of loot, renown, and pay.
  • Fast-Paced Tactical Combat: Battle, Level, Loot - Repeat!
  • Distinct art style with beautiful handcrafted art!
  • Explore a NEW huge High-Fantasy World Inspired by The Elder Scrolls.
  • Collect over 100+ unique characters.
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There are 2 CORE aspects of gameplay:
Battlegrounds (Raids)
Exploration & Management

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Clear monster-infested regions, dismantle bandit camps, hunt wildlife, defeat bosses, and confront an ancient threat. Battlegrounds vary in size, shape, day/night effects, and objectives requiring tailored strategies.

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Day or night battles bring unique challenges: different enemies may emerge, your characters’ and foes’ abilities could shift, and even battlefield conditions might change.

Some battlefields are wide, open, and symmetrical, free of terrain effects. Others feature unremovable or removable obstacles, terrain hazards, or asymmetrical, narrow, and dangerous conditions, shaping new challenges.

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Additionally, objectives vary: drive out or cleanse regions of bandits or monsters, or protect someone or something, requiring a tailored squad and mission approach.

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Enemies differ in strength, resistance, agility, and behavior, demanding the right squad composition. Some compositions excel in open areas with ranged fighters, while others dominate tight spaces with melee bruisers. Experiment to find your ideal setup!

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Collect loot, level up characters, and earn renown and coins. However, it's not just the challenge that varies by region and enemy type - rewards differ too! Of course Loot and experience varies by enemy type and region.

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BUT also level-ups! As characters level, base stats grow, PLUS a bonus stat tied to enemies fought. Each enemy has a main and secondary trait (fire/cold resistance, blocking, life-steal, etc.).

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Currently battles in the demo offer:
  • A one-time battle.
  • A horde mode with waves of enemies, increasing loot and rewards per wave.
  • A mini-boss encounter.
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Explore Lyboria’s handcrafted map, visiting points of interest like cities and shrines across unique biomes, from fungal woods to snowy peaks. Dynamic campaign events tied to an ancient corruption reshape the map and introduce unique challenges, alongside rich side content.

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Unlock new battlegrounds, locations, hire characters, and accept commissions.

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Manage your roster: equip legendary loot, unlock skill tree nodes, and spend coins to heal or repair armor.

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Expanding your collection and progressing the map requires resources. There’s no fixed difficulty - skillful strategy ensures smoother, faster progression. Plan commissions wisely and battle efficiently to maintain a healthy roster while exploring new places, battlegrounds, and loot.

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Carefully plan your squad and leverage each character’s unique, resource-costing abilities for maximum impact. Discover the 3 active abilities of Blancara, the Ice Dragon, below.


  • Ice Impale: Damage all enemies in a line by erupting spikes from the ground.
  • Ice Nova: Unleash an AoE ability to damage all adjacent units.
  • Frost Breath: Freeze an enemy, removing them from the fight for several turns.
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Each character features a unique skill tree with 3 branches, each containing 4 nodes for a total of 12 nodes. Each branch emphasizes a slightly different archetype while preserving the character’s core identity. Small nodes enhance various base stats or special attributes, such as attack skill, base damage, or even life-steal.

Major nodes introduce new passives or upgrade one of the 3 primary active abilities - sometimes simply boosting power, range, duration, or area effect, and in some cases adding a new layer, like enabling a hook ability to pull allied units to safety, transforming it into a supportive tool.

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Unlock deeper insights into enemies through the "Bestiary", a Pokédex-like system that progresses from Unfamiliar (no information) to Mastered (full details on resistances) as you battle, revealing stats, abilities, and more to refine your tactics.

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Use this knowledge to adjust your squad composition, tailoring it to the enemies you might encounter across diverse regions. Exploit their resistances and damage types to gain the upper hand, or steer clear of close combat if their strength lies in blocking melee attacks.

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Rank up as a Squad Leader! Completing commissions and raids boosts your renown, raising your Commander Rank. A higher rank is required to recruit powerful champions and access tougher challenges and commissions.

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Core Gameplay Loop & Key Features:
  • Go on Raids & Complete Challenges – Take on commissions, defeat bosses, and survive enemy waves, using consumables like life potions and ability recharges to endure. Each battleground presents its own challenges, whether in layout or the enemies it harbors.
  • Fast-Paced Tactical Combat – Experience snappy, thrilling turn-based battles that capture the excitement of ARPGs. Enjoy tight skirmishes lasting 5-10 minutes. Instead of long, large-scale, and complicated battles, your goal is to clear battlegrounds as efficiently as possible and earn your reward in the form of loot, renown, and pay.
  • Hunt for Powerful Loot – Find and equip legendary weapons, armor, and unique items to boost damage, defense, and special stats like block chance, life steal and more.
    Level & Character Progression – Increase power by unlocking skill tree nodes to customize abilities and level up many others stats.
  • Character Collection: Along your journey, recruit over 120 unique characters, each with their own strengths and abilities. Toughness, agility, attack types—whatever the need. Adapt your squad to the challenge and combine the abilities of individual characters for powerful interactions.
  • Explore a Vast Fantasy World – Visit dozens of unique locations like cities and shrines, discover new battlegrounds and challenges, and dive deep into the lore of Lyboria's races, their mythologies, homeland and more.
  • Complete a Dynamic Campaign – Face unique challenges and events that shape Lyboria’s future, as you stop an ancient evil force, hidden for eons, from devouring the world.
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Lyboria is a handcrafted medieval high-fantasy world, unlike games with procedurally generated content. This vibrant realm spans diverse biomes - from fungal savannahs to icy mountains - and is rich with mythologies, chronicles, and histories.

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The world is bursting with color and life, yet grounded in mature themes woven through its art and character stories. Here, you won’t find world-famous legendary warriors. Instead, you’ll recruit characters with modest reputations. Everyone from humble alchemists to guards, hunters, and the occasional prominent figure. Each brings their own unique charm, motives, and depth. The subtle art of Hermeticism, Lyboria’s form of “magic,” is rare and restrained, shaping the world in delicate but powerful ways - discover more about it below.

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The Eastern part of Lyboria features 4 distinct main races, respectively factions, which split the land into four regions. Each race has their own distinct style—both artistically and gameplay-wise—highlighting their cultural differences and unique physical attributes.

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The Nordur are tenacious humans of the north, inspired by Viking, Slavic, and Old German culture, living in their homeland called Lifarsland. They are a kingdom of several tribes led by one king. According to their mythology, the land was given to them by Hrulf the Ice Giant, and the elk Elgur acts as their guide and emblem.

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The Tagari are a furfolk named after their creator, Tagarus. They are a union of 4 tribes led by a Khan each, connected to different species: wolves, jackals, foxes, and coyotes. They are inspired by Native American culture and are very close to nature. Their faith believes in reincarnation, and their most notable trait is their tails, as each additional tail stands for more knowledge and power in their society - with 9-tailed being seen as godlike.

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The Naphas are lizardfolk, birthed by their deity, the Watersnake Naphas. They consist of 5 genera, all hatched from the first five eggs: Crocodiles, Snakes, Chameleons, Turtles, and Dragons. They are led by their Lord who controls the empire known as Sizahlas. Their society follows a strict scheme where each genus takes core tasks and professions. However, there are exceptions, where their protectors of knowledge, the turtles known as Shelx, take positions in the military.

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The Arachnids are an aristocratic society, inspired by elves in their humanoid appearance and Greek mythology. They were birthed by the Shadow Tree, a gigantic tree in the center of the Dark Woods, their homeland. From the Shadow Tree’s cocoons emerged a Scorpion King and a Spider Queen, leading to an aristocratic society where, for the spider species, women rule and men are the workforce, while it’s vice versa for scorpions. Their folk is split into 3 echelons: the Aristocrats, very humanoid arachnids; the Brood, very animalistic creatures; and the Brutes, something in between.

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In Fangs and Forges, the world of Lyboria works much like our own, following the same basic laws of nature. Only a few people in Lyboria know about a special philosophy called Hermeticism, which lets them use "Magic". This magic isn’t created out of thin air - it comes from understanding and working with the natural world.

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Every being with consciousness can tap into its power, but it demands a unique set of skills: strong willpower, keen intuition, mental and physical stamina, and, above all, a free mind fueled by the power of imagination.

Some are born with a natural gift for Hermeticism, their thoughts effortlessly shaping the world. Others master it through relentless training, while some barely have time to grasp its secrets. Many fear its potential, but most in Lyboria remain unaware of the vibrant forces flowing around them.

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Hermeticism doesn’t create power out of nowhere - it transforms what exists, drawing from nature in countless ways. Everything consists of the same tiny particles, differing only in form, shape, state, composition, and frequency. Everything vibrates and is in motion. Vibrations differ in frequency. A Hermeticist who masters their mind and thoughts can use their own vibrations to influence the environment or harness its power. Not only thoughts generate vibrations, but every tiny part of the body. Unconscious states of mind or posture generate vibrations in all forms that can, intentionally or unintentionally, affect anything and everything.

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One sacred law is the Principle of Polarity: everything is dual; everything has poles; everything has its pair of opposites; like and unlike are the same; opposites are identical in nature, but different in degree. For example, water can boil or freeze, yet it remains water. Hermeticists wield this principle to transform liquid into ice or steam, shifting its vibrations without creating something from nothing.

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Story Teaser
The Eye of God, Skyboulder, or Broken Sphere - a celestial marvel has watched over Lyboria since life’s dawn, believed to have banished a primal darkness. Yet, beneath its gaze, an ancient corruption festers, twisting the land and its creatures. As a Squad Leader, recruit heroes, uncover hidden truths, and halt this malevolent force before it consumes Lyboria… again.

Learn More
Dive into chronicles, mythologies, the world of Lyboria itself, the homelands of the races, their religions, economies, traditions, and more on our official website for a deeper look into this fantasy world.
https://www.fangs-forges.com

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Characters are displayed as cards in your collection and as hex cards on the battlefield. They are divided into tiers, attack styles (melee, hybrid, marksmen), and roles (e.g., assassin, tank, skirmisher), each with unique abilities tailored to their identity.

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Each character has three ability charges, which their unique abilities consume. These abilities range from single-target damage to battlefield-altering effects like gravity bombs, offering diverse strategic options.

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Certain abilities feature real-time events for enhanced impact, though they’re exclusive to select characters. This gives you the flexibility to opt for an interactive, action-style battle or stick with traditional turn-based tactics.



Over 100 characters are already complete, each with rich lore backgrounds, many interconnected through relationships like kin, rivals, or apprentices within Lyboria’s world. These characters are brought to life with full artwork, reflecting their unique identities.

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Every character comes with a story, not just a description, revealing their character, motivations, past, and role in Lyboria.

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All items in Fangs & Forges are currently placeholders, but in the full game, each will feature handcrafted art tailored to the unique style of Lyboria’s races and regions, matching the quality of character designs. Below, explore a few examples. During the closed beta, I’ll work with the community to refine the item system, making it a top priority before the Early Access launch next year. The plan remains to have items with varying rarities, split into attack styles (melee, hybrid, marksmen) for weapons, providing base or special stats like attack skill, damage, or grievous wounds. I’m also considering introducing unique items in the future to boost character ability powers or add new passive abilities. Stay tuned!

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Just like Yves, I chase tales
rusty_shackleford wrote: October 28th, 2024, 07:36
Mediocre or bad games can still have parts that are good.

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Looks woke
VAE VICTIS
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Furry slop
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Looks yifftastic!
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Post by The_Mask »

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Hi there! By now, all Beta Tier backers should have received their Steam key to access the closed Beta. As a small thank-you bonus, I've added a Achievement just for Beta testers. Since the Beta runs on the main game branch, the achievement is tied to that version. All you have to do is redeem your key and launch the Beta to unlock it :)

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Scope & (new) content of Beta

In case you haven't checked out the previous post-campaign updates yet, I recommend doing so. In short: We’re currently focusing on adding and completing the Nordur Region first. Thanks to the Kickstarter, we’ve already commissioned and mostly finished 4 new Raid locations. Each with its own unique battlefield layout and brand-new enemy types waiting for you. Two of them are already playable in the Beta:

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The Coast Line

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The Northern Forest

Compared to the demo, where NPC encounters were quite basic aside from some special stats, the Beta now much better conveys my full vision for the game when it comes to the core gameplay loop. Each NPC now comes with their own abilities, which they try to use under certain circumstances. This makes fights a lot harder, but also way more tactical and fun for you as a player.

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Combined with the Bestiary, it’s super cool to learn more about the enemies you’re facing. Some things you’ll figure out just by observation, but once you defeat them enough times, you’ll either get confirmation on their abilities and skills or even discover more details about them in your Bestiary. So depending on who you’re fighting and on which layout, you’ll want to think carefully about positioning and overall strategy. Some opponents have nasty tricks up their sleeves, making it dangerous to group up or engage recklessly. But the best way is to find out for yourself - and let me know what you think!

But it’s not just basic NPCs that got upgraded. Boss fights are now more challenging and unique too. While the undead and mythical Drowners are waiting for you on the Coast Line Raid, the Hexen are lurking in The Northern Forest.

There have been 2 more major content additions beyond the new raid regions.

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First, with the introduction of Nordur, you now have 8 new characters to play and choose from. All of them featuring mostly new abilities, strengths, and weaknesses.

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Second, the new item art is already implemented. Some pieces are still sketches in the Beta right now, and a few more are still missing. But with the new art, I also added the new item system; or at least the first iteration of it. Which brings me to the next point:

New features, mechanics & QoL

ITEM SYSTEM: There have been several key changes, and before I go into detail, let me highlight again that this will expand and improve based on YOUR feedback. So, there are still the 4 rarities: Basic (Grey), Refined (Blue), Elite (Green), Masterful (Purple). Each character still has 3 slots. The first one is for weapons. Not a lot has changed here apart from one style addition. So far, you could only equip weapons matching the character’s attack style. Meaning: a melee unit could only use melee items, a hybrid unit hybrid items, and a ranged unit (marksmen) ranged weapons. This is marked by the icon below the weapon icon in the middle, just above the name (same symbol as the weapon slot, if a character can equip it).

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However, in addition there is now a 4th type: "Special Weapons", marked with a staff icon. A few characters in the game are so-called "Hermeticists" (Mages). In that case, the attack style doesn’t matter for which weapon they can use. So a Melee Hermeticist can equip only Special weapons. Same applies to a ranged Hermeticist.The third slot still remains for consumables. Not really any big change there either in general.

However, the second slot is not called "Armor" anymore. It’s referring to general "Gear" now. Meaning you can use it for actual Armor (Clothing) or, currently, also for shields. This slot is planned to be used for other gear stuff in future patches as well, like mounts or horses for example. Now, when it comes to the actual stat "Armor" (which shows an armor bar below the cards or on the hex cards in battle), gear works differently here based on the item type/category. As you know, some characters come with an armor stat already, and the higher the armor, most characters usually have less speed (movement), and vice versa. Based on these two factors I made some changes on how Gear affects the character’s armor stat.

It works as follows: Armor (Clothing) does not add on top of existing armor anymore. It replaces it. Let’s say unit A has 30 armor in general (unequipped). In the demo any added armor would have increased the value by the item’s stat. Now this is different. If unit B has no armor stat, any armor clothing added will provide the respective new value. Shields, however, will increase the armor value on top of the existing one (but their armor roll is lower in general; probably needs some tweaks).

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Light Armor Showcase increasing Erik's speed by 1 but lowering his armor from 100 to 67.

Lastly, both of these Gear types above have variants which will, under certain conditions, decrease or increase a unit’s speed (movement) value. Light Armor increases speed by 1 if the unit has a base speed below 3. In contrast, Heavy Armor reduces the speed of a unit by 1 if the base speed is greater than 3. This opens up interesting possibilities imo, therefore I want you guys to test it and let me know what you think. As a side note, Medium armor has no speed change condition, but the armor roll is therefore in the middle range compared to potential stats of heavy armor clothing or light armor clothing.

This brings me to the stats provided by the new item system. Let me quickly address that too. There is one base affix per item type. Weapons have the base affix of flat damage. Yes, here is another small, or rather big, change actually. Previously the damage affix was percentage-wise. I changed that especially to make weaker damage units with great gear much more viable, as percentage-wise it is hard to scale if the base is obviously low, so a few percent don’t do a lot here. I already felt the big change here myself, especially when it comes to ranged units. For Gear the base stat is armor.

Now, based on rarity, items will roll more additional affixes on top. And not only the affix itself but also its value range is not only dependent on the rarity of course but also on the weapon type. Some affixes are only tied to melee weapons for example. So affixes even only occur in a few specific weapons or certain weapons have a much higher roll chance if it makes sense. For example, blunt weapons feature higher chances of cripple or stun chance. Or specific weapons like Sickles have very high grievous wounds roll but lower damage ranges. I wouldn't say that the current system is still early, nor would I say it’s fully fleshed out. Imo it would allow a few more tweaks and cool additions based on your ideas, but I think it’s quite there already. Don’t want it to be too simple nor too complicated.

REWARD SYSTEM: I increased the amount of coins dropped per unit in general. I also removed the old condition that there is either a coin drop or an item drop. Now each defeated enemy drops coins AND can also drop an item with a 50% chance. I've also added multiple item drops for bosses and mini-bosses. These units can drop several items at once. In the demo it was probably too low, and now it might be a bit too high. Let me know what you think! Item sell values have also been increased by quite a bit.

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Ability Showcase Brunnhilde

ARMOR SYSTEM: The armor bar does not protect against ranged attacks ONLY anymore. In the demo or previous version of the game, the system or design choice was to even out ranged and melee combat. However, with the new introduction of LoS (Line of Sight), ranged units are far more balanced. So I decided to make armor a universal protection against all standard attacks. There are some abilities or affixes which mention "Life Damage". This means the damage calculated is done against the life points and ignores the armor bar if available. However, this is NOT true damage. It still considers the unit damage types, resistances, and atk + def skill differences. Which brings me to the next change.

DAMAGE SYSTEM: has been updated to basically ensure more unit variety and archetypes. Core stats:
- Atk Skill (1–50)
- Def Skill (1–50)
- Base Damage (10–100)
- Base Efficiency (50%-90%)

How damage is calculated:
Delta = Your ATK Skill − Enemy DEF Skill; +10% damage per point ahead, −10% per point behind. Bonus capped at +200% (total 300%), floor locked at 20%.

Efficiency roll Normal fights: random between ≈75% and 100% → we use an average 87.5% for this showcase. When a unit is 8+ points behind and already on the 20% floor → every extra point beyond that subtracts (Base Damage × 0.10)% from both the bottom and top of the efficiency roll. Efficiency can never fall below 0–10% range (average 5% in the absolute worst case).

Final damage = Base Damage × delta (min 20%, max 300%) × average efficiency (min 5%, max 100%), then at least 2 (no attack ever does 1 or 0).

Archetype examples: "Fodder Farmer" (Atk 10 / Dmg 80 / Eff 75%) deletes weak mobs vs "Elite Slayer" (Atk 40 / Dmg 15 / Eff 75%) for high def skill units.

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LoS (LINE OF SIGHT): Previously, ranged units (marksmen or hybrids) could attack any enemy inside their range as long as they weren't occupied (meaning no enemy adjacent). Now there's an additional condition. There must be a clear line of sight. To check if your unit has line of sight before moving, just hover over potential moves. See image above.

RETALIATION / ATTACK OF OPPORTUNITY: Previously, each unit in general without any passive would retaliate once per round if attacked. Also, if adjacent enemies moved away, there were quick breakaway strikes as punishment dealing a fraction of the damage. But only from one random adjacent unit, not everyone. If the latter happened, this was also marked as retaliation, and therefore for the rest of the round the unit did not retaliate anymore if attacked directly. 2 major changes. First, quick breakaway strikes / attacks of opportunity do not count towards the standard one-time retaliation counter anymore. Meaning, even if an Opportunity Strike has been performed by a unit, they will still retaliate upon direct attack within the same round. And second, breakaway strikes will now be performed by all units. This means if surrounded by 3 enemies, your unit will receive 3 attacks of opportunity before moving away.

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NPC ABILITIES: Mentioned in the new content section already, but here in short again. Each NPC now comes with their more refined unique identity and playstyle. This is possible because we're not only providing them with different base stats and special stats, but also giving them sometimes multiple active and passive abilities. On top of that, not only their attack style but also their location and lore background are tied to item drops.

BASE ATTACK & IMPACT SFX: This is still a work in progress, but I started giving different units their own standard attack sounds based on their art and lore. Now not all base attacks sound the same anymore. There are sounds for blunt strikes, crossbow or arrow shots and hits, etc. Still some way to go to improve it, but I think it's a pleasant improvement already and worth focusing on. And yes, as a side note: I still plan on adding some character voice lines to battles as well :)

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Passive Ability Showcase of "Poison Shell" - Look at turn sequence bar update.

BUFFS/DEBUFFS: While fundamentally not a lot has changed, there have been some changes and improvements. Especially when it comes to being more clear and understandable. Previously, special stats like stun chance could lead to units being stunned and this was only indicated by sound and visuals. But now it is also highlighted in the top sequence bar, including how long it will last. So apart from the QoL change, the effects are not set to certain unit turns anymore. They are also in random ranges such as 2-5. This will be made more clear per stat or ability in the future. However, applying them in certain ranges is also an additional layer to enhance abilities through the skill tree / node system.

Speaking of that briefly - for players who aren't familiar with the demo:
right now, smaller features like the skill nodes aren't the main focus. They would take a disproportionately huge amount of time compared to their impact, so they've been put on hold for the moment. But rest assured, they are working features and will come back once we've settled the core gameplay. So if you have access to the Beta, I really recommend playing the demo first - the tutorial has also been removed from the Beta for now. The current focus is on refining the core gameplay loop, features, and overall experience. Additional game features, like the meta loop, were already touched on and demonstrated in the demo. If you're looking for first impressions of visiting cities, doing quests, unlocking new characters, and similar elements; those are all features that will return to the Beta soon and will be improved upon.

SMALL QOL CHANGES: Current squad members are now highlighted as "selected" in the collection. The hold-button requirement when choosing raids is gone. Same applies to healing and repairing armor. More to come - specially for the UI. I hear you :)

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Next steps / Timeline:

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My goal is to add a patch in the next 2-3 weeks which will include:
- Several new item types (plus art) and potential improvements and expansions to the system already in place
- New raid region (Ice Desert) with its own enemies and challenges
- New raid region (High Lands) with its own enemies and challenges
- Bug fixes based on your feedback

After that, there are 2 more core components/features to add/finalize:
- The exploration (new cities to visit) and what they offer (quests, new characters, shops/items) as well as what it costs to visit them (resource management)
- Roster management: their passive progression, and a tier system implementation (what does it cost to use high-tier units - see older dev logs); do they heal over time? how can some progress passively?

I've decided to not focus on an Early Access release date quite yet. Instead, I'd rather keep progressing in a steady way, building on the solid foundation we have with the current Beta. I think the Beta testing phase, with extensive patches and updates, will now last at least 3–4 months. Somewhere during that time, I'll share more details on EA release plans and so on.
Just like Yves, I chase tales
rusty_shackleford wrote: October 28th, 2024, 07:36
Mediocre or bad games can still have parts that are good.
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Post by Algol »

100% would bet money a-la New Vegas blackjack style that this **** has at least one ****** dev on the team.
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Post by WhiteShark »

The sideshave and abundance of anthros are very concerning.