Dungeon Interactivity/Traversal

5 months ago (edited)

Hello.

I have to say I'm very excited about this game. It appears to be the type of CRPG I and my table-top friends have been desiring for over 30 years!

In terms of traversal and exploration are you thinking of including things such as pits to leap over, traps and natural hazards to dodge, use of equipment such as ropes etc? Making the dungeon more challenging to actually navigate? For example one character having to activate mechanisms in one part of the dungeon to allow the other three to move forward etc or a rogue character having to physically climb a cliff face to attach a rope at the top for the less dextrous to use, that sort of thing.

Our group has always thought that this aspect of dungeon delving was lacking, especially in tactical turn based 'overhead' CRPG's and the thought of these mechanisms being included in this game is very exciting.

Really looking forward to more information.


Thank you.

5 months ago

Hey there Sharkspine, glad to know that you're on board! Verticality and exploration are indeed very much important focus points when we design dungeons, but I can't reveal much more for the moment. 

Worry not however, it's not as if we were hiding dust under the carpet. We'll be showing gameplay videos soon enough, and we'll even have a Demo available at some point :)

5 months ago

Brilliant news and very much looking forward to the demo.

3 months ago

They weren't lying. Tons of verticality and jumping over pits (and falling in them) in the demo. This game looks like it's going to be awesome.