We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/

Shadow of the Road

For discussing role-playing video games, you know, the ones with combat.
User avatar
The_Mask
Posts: 1795
Joined: Feb 6, '23
Location: The land of ice and snow

Shadow of the Road

Post by The_Mask »

I am interested in this title, and so I am going to post every time I believe they post something mildly interesting:

https://store.steampowered.com/news/app ... 2360828233

Japan and Steampunk - an unconventional fusion
This unexpected combination makes the world of Shadow of the Road so captivating

Image

Warriors!

Today, we’d like to delve into the fascinating fusion of steampunk and Japanese culture. These two seemingly different elements come together in a remarkable way, creating an incredible atmosphere that keeps us hooked (and hopefully you too!).

Let's talk a bit about steampunk and its origins…

Steampunk is a subgenre of science fiction that combines futuristic technology with Victorian aesthetics. It's all about that retro vibe, with steam-powered machinery and a touch of industrial revolution. It's a style that has captured the imagination of many and has become a beloved theme in various forms of media.

There were many books, TV shows, and even games (for example BioShock, Dishonored, or Final Fantasy VI) created in this genre. We're sure that, to some extent, you've already encountered steampunk, whether consciously or not. But never before in the form that we intend to present it in our game!

In the world of Shadow of the Road, the responsibility of bringing steampunk to Japan lies with EMC (a mysterious British conglomerate with unclear intentions).

Initially, the idea of blending these seemingly contrasting atmospheres seemed risky to us. After all, Japan, the Land of the Rising Sun, evokes an entirely different imagery. It's all about that Zen vibe – peace, balance, spirituality, and chill.

However, it's precisely this unexpected combination that makes the world of Shadow of the Road so captivating. It immerses you deeply and leaves you craving for more. You want to navigate through the next stages of what seems so unassuming, believe us.

Join us!

We are confident that during the upcoming testing phase (and by the way, we encourage you to join our Discord to participate), you'll also get to experience the feeling we're talking about.

We encourage you to keep following the game's development on Discord, Twitter, Facebook, and right here - on Steam. Moreover, if you have any questions, don't hesitate to reach out. We'll respond as quickly as possible and with great pleasure.

Stay tuned for more exciting news and updates, and let's embark on this extraordinary journey together.

Cheers
Another Angle Games

Added by The_Mask:
1. Steam Page:
2. Twitter: https://twitter.com/sotr_game

They also have accounts on Meta platforms, but I am largely against Meta, so I won't willingly advertise them. If you want, you can look them up yourselves.
User avatar
Acrux
Turtle
Turtle
Posts: 2038
Joined: Feb 8, '23

Post by Acrux »

I've never heard of the game until this thread. Looks very interesting. I hope it's not vaporware - I see a lot of talk about the game but no demos/gameplay and it looks like it's been in development for a while.
User avatar
Lhynn
Turtle
Turtle
Posts: 263
Joined: Feb 5, '23

Post by Lhynn »

Been waiting for this one for a while. hope its good
User avatar
The_Mask
Posts: 1795
Joined: Feb 6, '23
Location: The land of ice and snow

Post by The_Mask »

Shadow of the Road - Enemies

Image

Samurai!

How are you doing? Hope all is well! We are continuously working on our game and although there is still some time until the release, you can observe how the game is evolving, taking on different colors and shapes.

Some of you ask about the release date. Well, we’re not ready to reveal it just yet. At this moment, we can only guarantee that there will be several closed tests before the game's launch, in which you will have the opportunity to participate. They are getting closer, so join our Discord to make sure you don’t miss them!

Feel invited - click here.

Enemies

Alright, alright, enough with the introduction! Today, we would like to present a very important element of the game. The enemies!

We guarantee that there will be no shortage of them in Shadow of the Road, and we're striving to make them highly diverse. We’re not going to show you all of them today, but we will introduce you to four types that will shed some light on our vision. Here they are:

Ninja:

Ninjas are basic enemy units skilled in the art of stealth and close combat. Armed with a deadly katana, they can swiftly evade attacks and strike from a distance using shurikens. Their agility and quick strikes make them a formidable opponent.

Image

Wolf:

Wolves are the basic wild creatures that accompany the bandits and fight alongside them. They are agile and can be relentless in their attacks. Be cautious of their biting jaws and swift movements when facing them!

Image

Prowler:

Prowlers are ranged units armed with a bow, making them a threat from a distance. They have exceptional situational awareness and can react to events on the battlefield with their “Overwatch” ability. If you get too close, prowlers switch to wakizashis for close-quarters combat.

Image

That’s all… For now!

These are just a few of the basic enemies. In the final game there will be many more, so you'll definitely need some good training before embarking on an adventure in this world that combines Japanese folklore and steampunk.

Thank you for being with us, and we can't wait to show you more surprises! If you have any questions, feel free to reach out. We're always here to chat with you!

Until next time
Another Angle
User avatar
Acrux
Turtle
Turtle
Posts: 2038
Joined: Feb 8, '23

Post by Acrux »

Rusty confirmed for a disgusting Discord user.
User avatar
rusty_shackleford
Site Admin
Posts: 10315
Joined: Feb 2, '23
Contact:

Post by rusty_shackleford »

Acrux wrote: May 31st, 2023, 21:21
Rusty confirmed for a disgusting Discord user.
How do you figure? I got it as a result of administrator's privilege.
User avatar
Acrux
Turtle
Turtle
Posts: 2038
Joined: Feb 8, '23

Post by Acrux »

Suspicious, but okay.

I begrudgingly looked at their discord server to see if they were posting more details, but it was only some videos like that one so I left. This game sounds interesting, but I'm not convinced it isn't vaporware.
User avatar
The_Mask
Posts: 1795
Joined: Feb 6, '23
Location: The land of ice and snow

Post by The_Mask »

If I even begin to suspect this is vapourware, I'll post and let everybody know. I'm pretty passionate about the RPGs that I am interested, but also honest and realistic.

I also don't use Discord much, so if anyone has any additional information, by all means...
User avatar
The_Mask
Posts: 1795
Joined: Feb 6, '23
Location: The land of ice and snow

Post by The_Mask »

Actual gameplay footage.

User avatar
Acrux
Turtle
Turtle
Posts: 2038
Joined: Feb 8, '23

Post by Acrux »

From today's update: This is the faggiest animation I've ever seen.


Glacial Fangs? More like Gay-cial Fangs, am I right?
User avatar
The_Mask
Posts: 1795
Joined: Feb 6, '23
Location: The land of ice and snow

Post by The_Mask »

Image

What we've been working on lately...

Warriors!

It's great to be back and we are truly grateful for the warm reception of our previous devlog, which focused on the gore aspect of the game (by the way, if you haven't checked it out yet - here it is).

Today, we would like to share some new exciting updates that we have been working on lately. Consider this as the first of many dev diaries to come in the future. We want you to know what is happening with the game, so you’ll be one of the first to hear about the latest milestones!
Lighting

Let’s start with something important!

We have been experimenting with different lighting techniques to enhance the overall atmosphere of Shadow of the Road. We strive for global illumination to be believable and applicable to both characters and environments.

We believe that the right lighting can help players truly immerse in the game's world and amplify the sense of danger lurking around every corner.

Image

Image


It's the work of the tiniest details, but worth every drop of sweat!

Verticality

Next, we want to give you a glimpse of something exciting. For example, take a look at one of the stages. What makes this encounter particularly interesting is… The abundance of ladders, adding a unique multi-level dimension to the fight!

Image

Image

Yes, fight! We must let you know that this is where you’ll find dangerous enemies, so you better watch out and get ready. Samurai must be strong, but also wise - remember to use the environment around you! Get ready for intense vertical combat!

New skills

Another interesting thing we want to introduce you to is a new skill called "Glacial Fangs". We won't reveal all the details just yet, but we can show you how spectacular this attack is in motion.




Stay tuned for more updates, and believe us - you’ll be able to use many more thrilling skills in the game. Enemies will be terrified!

Something extra…

As a little surprise and a token of our gratitude for being with us, we would like to show you something exciting and truly satisfying. You see, during the development of Shadow of the Road, we've been having an absolute blast, and the fruits of our labor have seamlessly merged into captivating elements that breathe life into the very fabric of the game.



For example - let's take a moment to admire the way this bridge is generated. Trust us when we say, we can't help but feel an overwhelming sense of pride due to how incredible it looks!

Till next time!
User avatar
The_Mask
Posts: 1795
Joined: Feb 6, '23
Location: The land of ice and snow

Post by The_Mask »

Image
The Beautiful World of Shadow of the Road
Today we'll delve into a crucial aspect of Shadow of the Road - the environment...
Image
Hello, Warriors!

It's nice to be writing to you again! Firstly, we are grateful for your support and continuous feedback. We truly appreciate your patience as we worked through each step of the development process. We’re getting closer!

Today we'll delve into a crucial aspect of Shadow of the Road - the environment. We're well aware of its significance in turn-based RPGs, and it's a paramount element in our game as well.

Beautiful World

As the game is set in Japan, during the fall of the Empire's feudal era in 1868, the surroundings are reminiscent of the 19th-century Land of the Rising Sun. To create an environment that truly captures it, we had to dig through loads of pics from back then.

Luckily, some photos have survived the passage of time. We found pictures of rich people, villagers in their settlements, ports, markets, bridges, and even abandoned castles… But we didn't stop there – we also checked out artwork from earlier times, showing how they built temporary fortifications!

Image
Image
Source: oldphotosjapan.com

And hey, we couldn't miss the opportunity to draw inspiration from legendary movies like Akira Kurosawa's "Ran" and the whole collection of "Rurouni Kenshin" movies by Keishi Otomo. Have you watched them?

Don't expect a monotonous environment!

Shadow of the Road will take you on a journey to diverse locations, ranging from underground cave systems to open meadows, from serene monasteries to dangerous forests. Each of them is very distinct from another. All offer diverse experience, opportunities, and atmosphere.

Image⠀⠀⠀⠀⠀⠀⠀⠀⠀   

Keep in mind that the environment will influence the flow of combat. With such varied terrain, certain characters may gain advantage, and attacks that seem impossible in other settings, can suddenly be effortlessly executed. Adding to the immersion, some elements of the environment will be destructible, making every encounter more dynamic and engaging.

Speaking of that - we wrote more about utilizing the terrain in combat in our previous devlog, so if you haven't read it yet - we encourage you to catch up!

Seek and you shall find

Moreover, we didn't want our world to feel empty, so you'll come across numerous collectibles along the way. These items will significantly impact your characters. Moreover, you will be able to find shrines, providing a boost to your abilities too.

We believe that a true warrior must be vigilant, so keep your eyes wide open - not only to admire the beauty of the surrounding nature. We want to reward those who will stray from the beaten path while exploring the world of Shadow of the Road.

Image
User avatar
The_Mask
Posts: 1795
Joined: Feb 6, '23
Location: The land of ice and snow

Post by The_Mask »

Image

Warriors!

Hello again! In today's post we want to shed some light on the creative process behind Shadow of the Road and its evolution as a representative of the tactical RPG genre.

We'd like to delve into the genesis of the idea, our approach towards the environment, and the significance of skills. So, without further ado, let’s see where it all started!

Our passion for this genre runs deep…

…From hours spent battling in turn-based strategies to the immersive worlds of games like Final Fantasy, X-COM, Unholy War, Front Mission, Temple of Elemental Evil, Etherlords, and many more. Years ago, we used to play together some of the finest representatives of the genre – for example, the Fallout series (especially Fallout: Tactics).

One could say that the opportunity to create a world that would hold as much significance for players as in the titles we mentioned is almost like a dream come true. We’re sure that many of you could understand it very well!

Moving on!

Some time ago we mentioned the verticality of certain levels. It’s important, but that's not the only interesting aspect in the context of the environment! Soon you'll find special interactive zones that add depth to the gameplay and maximize immersion.

Image


For example - imagine scenarios where you're ablaze and you can jump into the water to extinguish the flames, or have the ability to ignite oil for strategic advantage. Sounds great, huh? We want the environment to be a backdrop to the narrative events and a part of them at the same time.

What about skills?

Skills are a cornerstone of the tactical RPG genre, and it’s no different in our game. They're not just decorative – they shape the core of the gameplay. Our focus lies heavily on the tactical depth within them. Well, it’s safe to say that we have plenty of intriguing aspects planned, but we'll save those juicy details for future updates… ;)

Image


Certainly, it's worth mentioning the Yokai system, which will be almost a fundamental aspect for us. Summoning them to add a new dimension to battles will be something unique in the realm of other tactical RPG games. The system might share some similarities with Guardian Forces from Final Fantasy VIII, but there will be many more differences than resemblances. We can't wait to present it to you - you’ll love it!
User avatar
The_Mask
Posts: 1795
Joined: Feb 6, '23
Location: The land of ice and snow

Post by The_Mask »

Taken from their official X page.

Image Image
Image
User avatar
The_Mask
Posts: 1795
Joined: Feb 6, '23
Location: The land of ice and snow

Post by The_Mask »

Meet the Team - Sound Designer 🎶
Are you curious about who's behind the magical audio in Shadow of the Road?

Image

We've got a real treat for you today - an interview with our sound designer, Kostek Antonowicz (check out his Instagram)! Sound is of great importance to us, so we were looking for someone whose passion would allow us to translate it into the game.

Are you curious about who's behind the magical audio in Shadow of the Road? No need to beat around the bush - allow us to introduce...

Who are you?

Hey, I'm Kostek, I came to Earth to make some noise.

What are your responsibilities in the team working on Shadow of the Road?

I am responsible for audio. I create sound designs and implement them - first into Wwise and later into Unity. Additionally, I collaborate with a musician to create interactive music.

Which software do you use?

I use game engines like Unity or Unreal, and sound middleware like Fmod or Wwise. For sound creation, I use Cubase and Ableton.

How would you define “video game music”?

Video game music is the primary carrier of emotions. It's a universal language that doesn't require translation, allowing creators to shape how players perceive the game world and gameplay at any moment.

Image⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀    
Full video on Kostek's Instagram

What role, in your opinion, does the music play in Shadow of the Road?

The music in Shadow of the Road, in addition to fulfilling basic requirements, places a strong emphasis on interactivity. For example, it incorporates changes in feelings and character of the music based on dialogue choices. It adapts as you explore the game world or encounter danger, creating a dynamic and immersive musical experience.

What guides you when creating the audio layer for Shadow of the Road?

When creating audio for Shadow of the Road, my primary focus is on the concept of immersion. I want players to navigate the game world not only through their eyes, but also through their ears. Sometimes, while walking along the path, you might hear something that catches your attention, or you might get startled by a sound and decide that you're not ready to go in that direction.

I have a deep appreciation for the ambient sounds of nature and previously nonexistent creatures in games, as they provide room for creativity and interpretation. I have the opportunity to work on all of this and more with Another Angle Games.

What sets the sound in Shadow of the Road apart from other games?

At a certain point, the audio in most games can be comparable. In Shadow of the Road, we placed a greater emphasis than usual on environmental sounds that allow for deeper immersion and the ability to differentiate areas. We are giving them a distinct audio character. Forests should feel mysterious, dense, and full of life, while other dimensions should sound demonic and ominous. The goal is to create a unique audio identity for each area.

What is the most challenging aspect of your job?

Finding the balance between individual sounds. On one hand, sounds need to be clear and attention-grabbing, but on the other, there are times when audio should step back and make room for something else. I also strive to find unconventional solutions to make sure that the designs, even if they are abstract, are clear and intuitive for the player.

Image⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀   

Which aspect of your work are you most proud of (at this stage)?

The most satisfying moment is when I can experience the game I've worked on from the perspective of a player. I feel proud that everything is cohesive, and I can spend a lot of time in the game just walking around and listening.

Why is it worth waiting for Shadow of the Road?

I had the opportunity to observe the team's dedication and the progress of development - there's no doubt that this title is going to be fantastic. It's a massive game being made with heart.

What is your favorite Yokai?

My favorite Yokai is Kazenbō, because sometimes when I'm hungry, I make a scene just like him. He's not threatening, but people are afraid of him. :D

Thank you!
User avatar
maidenhaver
Posts: 4263
Joined: Apr 17, '23
Location: ROLE PLAYING GAME
Contact:

Post by maidenhaver »

The_Mask wrote: September 21st, 2023, 20:30
Meet the Team - Sound Designer 🎶
Are you curious about who's behind the magical audio in Shadow of the Road?
No.
User avatar
The_Mask
Posts: 1795
Joined: Feb 6, '23
Location: The land of ice and snow

Post by The_Mask »

Let’s talk about the Initiative System…
We're bringing you a devlog straight from the heart of our game development process!

Image

Samurai Warriors!

Recently, we treated you to an interview with our sound magician, and today we're bringing you a devlog straight from the heart of our game development process!

Have you ever heard of an initiative system? It's an incredibly vital component in many turn-based RPGs! And the situation is no different in Shadow of the Road, where it plays a fundamental role. In simple words - its primary task is to determine the order in which characters get to make their moves.

Let us share a bit of the history of how this system has evolved in our game…

In the past…

At first, we had a very “XCOM-like” approach where players could make moves with all characters in any order (and multiple times within their turn, using available action/movement points). In other words, the player would switch between characters, take actions, end their turn, and after that the game would switch to AI which would act similarly.

Image

We showcased this combat system at PAX in 2020. And while it served its purpose, we felt that our game needed something more… Something deeper! We needed a system that would allow players to anticipate enemy moves, analyze situations, and have full influence on what is happening on the battlefield!

So now!

The current iteration of the system draws its inspiration from samurai battles, where it's crucial to observe everything and make decisions that significantly impact the course of the clash.

The core of this mechanic revolves around character initiative.

All characters participating in the battle are sorted based on their initiative values and the one with the highest value starts the whole action. Default initiative values are predefined, but can change as the game develops. Several factors influence the status, such as an initiative penalty for taking damage and side effects.

Image

By introducing this system, we were able to incorporate more combat mechanics that enhance its depth.

The main innovation here is delayed attacks!

These attacks are more effective, but carry a risk of failure. A delayed attack is carried out as a new element on the timeline. So the character initiating it cannot move and automatically ends their turn. If they are attacked before executing the attack, it will be interrupted.

This system also operates in rounds, with each unit making one move per round.

Unfortunately…

Introduced changes also have some drawbacks that make this solution less than perfect. Notable issues include:

⚔️ Delaying attacks by a fixed value can lead to situations where nobody on the battlefield can counter or interrupt them. We attempted to solve this by delaying attacks based on factors like the number of characters, but this fix won’t be good enough.

⚔️ Time axis shifts are inconsistent. We couldn't find a solution that would allow us to predictably and fairly move a unit, for example, to the next round. A character that received a high amount of damage would end up at the end of the queue in a given round.

⚔️ The chance of having a negative initiative value. After receiving a sufficient amount of damage, a unit might have a negative initiative value, which isn't considered a valid value. While we could theoretically try to soften this effect by increasing base values, it wouldn't eliminate the entire problem.

But guess what…? These issues prompted us to work on another version of the system!

What the future holds…

Treat this like a small sneak peek, but…

In previous systems, the gameplay was divided into rounds in which action points and character movement reset at the beginning of each subsequent turn. The new system will have an additional dimension, and we will be abandoning the concept of rounds. However, we don't intend to reveal too much just yet, as there's more to come.

Rest assured, everything is continuously evolving!

Stay tuned!

To stay in the loop regarding our progress, come join our Discord community! And once again, thank you for being a part of this incredible journey!
User avatar
Acrux
Turtle
Turtle
Posts: 2038
Joined: Feb 8, '23

Post by Acrux »

I read that this morning, and I thought it seemed weird that they posted why their new initiative system doesn't work and they aren't going to use it, when those problems have either already been solved in other games with initiative (interrupts) or are just problems in their own design (negative init).
User avatar
rusty_shackleford
Site Admin
Posts: 10315
Joined: Feb 2, '23
Contact:

Post by rusty_shackleford »

Acrux wrote: September 27th, 2023, 21:39
I read that this morning, and I thought it seemed weird that they posted why their new initiative system doesn't work and they aren't going to use it, when those problems have either already been solved in other games with initiative (interrupts) or are just problems in their own design (negative init).
Lack of knowledge by the designers. Odds that they've played a tabletop RPG or video game with interrupts(e.g., JA2) is probably low.
User avatar
The_Mask
Posts: 1795
Joined: Feb 6, '23
Location: The land of ice and snow

Post by The_Mask »

Yeah, this update felt a bit weird. But I like the art of the game a lot. And I like their updates.
User avatar
maidenhaver
Posts: 4263
Joined: Apr 17, '23
Location: ROLE PLAYING GAME
Contact:

Post by maidenhaver »

My artfagging died when calarts oozed into games. We'll see. Tactical games are a dime a dozen.
User avatar
Vergil
Posts: 3329
Joined: Sep 6, '23

Post by Vergil »

Always wary of a game that dedicates a big wall of text to music/sound design as if anyone cares.
Also steampunk is an extremely reddit aesthetic.
User avatar
The_Mask
Posts: 1795
Joined: Feb 6, '23
Location: The land of ice and snow

Post by The_Mask »

Some screenshots from their Twitter:

Image Image
Image Image
User avatar
The_Mask
Posts: 1795
Joined: Feb 6, '23
Location: The land of ice and snow

Post by The_Mask »

Some concept art below. Also they're having some sort of questionnaire on Discord, but Discord sucks, and I won't link it.

Image
User avatar
The_Mask
Posts: 1795
Joined: Feb 6, '23
Location: The land of ice and snow

Post by The_Mask »

What we've been working on lately… #2
We're back with another exciting peek into the world of Shadow of the Road!

Image

Greetings, Samurai!

We're back with another exciting peek into the world of Shadow of the Road! As always, we're thrilled to have you on this journey with us, and we've got some great updates to share that we believe will make your wait for the game more enjoyable.

Today, we'd like to discuss the three primary aspects we are currently focusing on. Let's dive into the first one!

Combat Animations

As you've probably noticed, we've been hard at work improving the finer details of our combat system. They may seem like small things, but they have a significant impact on the outcome.





The newest animations will add a new layer of immersion to the game, making combat feel more fluid and responsive. It's still a proof of concept, but there's a high likelihood that it will find its way into the game. Visual effects are impressive, right?

Verticality

What’s more, we’re enhancing verticality in combat! We’ve got some exciting ideas in the pipeline, including the ability to throw enemies at one another and more intricate environmental hazards. Imagine being able to use the surroundings to your advantage, like shoving an opponent onto a barricade or impaling them on spikes!

The possibilities are endless, and we can't wait for you to explore them. Just take a look at the WIP version of this feature! Looks painful…



Let it snow, let it snow…

And here's a little treat for you, gamers. We're crafting the next landscape in our game and we're eager to show you a few screenshots to whet your appetite. The winter holidays are approaching quickly, so we already have snow on our minds.

Image

Image

We haven't shown much of the winter environment yet, so this could be your first peek at the frosty challenges that you can expect. We've got some stunning visuals in store, and we can't wait for you to dive into this world.

Image

That's it for today!

Our goal is simple - we want to make this game an unforgettable experience, and we're thrilled to have you along for the ride. Keep an eye out for future devlogs and, as always, feel free to share your thoughts and feedback with us.

The_Mask's Note: they only accept feedback via Discord, which is a red flag. I will continue to keep everyone up to date, and if I smell and left-wing shenanigans, I shall be sure to update this thread accordingly.
User avatar
The_Mask
Posts: 1795
Joined: Feb 6, '23
Location: The land of ice and snow

Post by The_Mask »

A tiny short about the game:

User avatar
The_Mask
Posts: 1795
Joined: Feb 6, '23
Location: The land of ice and snow

Post by The_Mask »

User avatar
maidenhaver
Posts: 4263
Joined: Apr 17, '23
Location: ROLE PLAYING GAME
Contact:

Post by maidenhaver »

Shadow of the Road is using steampunk, but I only see one example of a flamethrower guy and giant enemy crab mecha.

wrong thread
Last edited by maidenhaver on January 1st, 2024, 04:16, edited 1 time in total.
Post Reply