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Revenge of the Firstborn — Turn-based 3.5e

For discussing role-playing video games, you know, the ones with combat.
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Roguey
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Post by Roguey »

Gave my specific criticisms on another forum (terrible inventory interface, a tile-based system that contradicts the 3D presentation e.g. characters that look like they should be able to go past another character cannot). Convinced that 3.5 holdouts are mentally disordered.
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RPK
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Post by RPK »

Now that the game has a publicly available build via the demo, I figured I'd start sharing release notes a little more broadly. You can check out what's new and changed at the link below.

release notes
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RPK
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Post by RPK »

I was interviewed by 80 level - a site geared towards game developers. If you guys want a peek at how the development of the game has been done, you can check it out at https://80.lv/articles/how-a-solo-devel ... g-in-unity
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rusty_shackleford
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Post by rusty_shackleford »

RPK wrote: April 9th, 2026, 02:18
I was interviewed by 80 level - a site geared towards game developers. If you guys want a peek at how the development of the game has been done, you can check it out at https://80.lv/articles/how-a-solo-devel ... g-in-unity
Do you use any tools for authoring the dialogue, custom scripting language, etc.,?
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RPK
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Post by RPK »

rusty_shackleford wrote: April 9th, 2026, 02:27
RPK wrote: April 9th, 2026, 02:18
I was interviewed by 80 level - a site geared towards game developers. If you guys want a peek at how the development of the game has been done, you can check it out at https://80.lv/articles/how-a-solo-devel ... g-in-unity
Do you use any tools for authoring the dialogue, custom scripting language, etc.,?
The tool I use is available on the Unity asset store. It's got a style-able player-facing UI for displaying NPC text and player choices as well as a quest system backend that I access via their API to display all the quest data in the quest journal. I've augmented the quest system with additional data that I store outside of what the asset calls the Dialog Database.

The tool the asset includes for authoring dialogs is a pretty slick node-based graphical interface. You can see it in action in the first video of their page on the Unity Asset store https://assetstore.unity.com/packages/t ... nity-11672

The only thing that would really qualify as custom scripting are Lua functions which are injected into the dialog system's UI. There are "condition" scripts that let me, for instance, check if anyone in the party in of a certain race or class. Then there are "execution" scripts that run code when a dialog option is chosen. Here's an example workflow:

1. Dialog node for trying to intimidate an NPC. This dialog node would have a LUA Execution script that calls back to my own engine code to use my SRD-based logic for doing a skill check against a given DC.
2. Two child nodes of the Intimidate dialog choice exist. The first one has Lua Condition script that checks if the skill check was successful, the second one has the inverse condition for when the skill check failed.

I've built a lot of these conditions and executions to award gold, award items, add NPCs to the party and a bunch of other things. The Dialog System asset wires up the Lua scripts to the C# scripts I define. How that works is a black box to me - never bothered to dig into it because it just works, so.. why take the time?
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RPK
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Post by RPK »

a new build is out for both the demo and the beta. It includes some much-requested features such as:
Ability to speed up combat animation and movement
Ability to move through allies' occupied spaces.
Ability to compare items in backpacks and shops to what the currently selected character has equipped.


You can check out the release notes at https://steamcommunity.com/app/3429270/ ... 5741574414
Last edited by RPK on April 20th, 2026, 21:16, edited 1 time in total.
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RPK
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Post by RPK »

The latest Steam update is on the game's events page in steam.

It's a deep dive into clerics and includes some exciting news for the class... the next update will include correct domain powers for all of the domains in the game!

You can read about it here.
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RPK
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Post by RPK »

A new build is out for both the Demo and full game Beta!

Some of the highlights include:
  • Cleric domains are now fully implemented into the game allowing for even more customization of the clerics in your party.
  • A new more powerful variant of the Eye Tyrant lurking in the deepest parts of the Endless Dungeon.
  • The first two of the Patreon reward items have been added to the game. They are Everishon’s Ward and The Adamantine Paw. Want to get your own favorite homebrew item into the game? Check back for more details on the Patreon later this week.
You can check out the full release notes here

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RPK
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Post by RPK »

For this month's development update, I've invited one of the pair of 2D artists who are working on the game to discuss his process. As a non-artist, I found it interesting to get a peek behind the curtain for that side of game dev. You can check it out here