Colony Ship - Sequel Planned
Posted: Feb 18, 2019, 10:03 pm by RPGWatch
Iron Tower Studio has posted its business report for 2019 and nestled amongst it is plans for a sequel to Colony Ship.
Another year has gone by, so let's tally up the numbers and see how we fared in 2018.
The Age of Decadence
2013-2014 (Early Access & Direct Pre-Orders): 13,124 units - $320,157 - $24.39 avg.
2015: 20,771 - $472,869 - $22.76
2016: 48,798 - $620,914 - $12.72 (50% discount is introduced in March)
2017: 43,808 - $293,714 - $6.70 (75% off on sale events throughout the year)
2018: 27,121 - $151,786 - $5.60 (reduced the base price from $29.99 to $19.99; 60-80% off sale events throughout the year)
2019: 7,110 - $24,316 - $3.42 (reduced the base price to $14.99 - I think it's a fair price for those who want to support development and buy at a higher price, everyone else will wait for the next sale anyway
160,732 units in total. Since the game was released 3 years ago, which is a long time for games, we decided it was the right time to do a bundle with Fanatical, which sold 43,081 units, so overall including the first 6 weeks of 2019 we sold 203,813 units.
Wishlists - 282,105 total, remaining 112,731, conversion rate 26.5%. The average seems to be 10-15%, so it seems we did well there. The demo was downloaded 49,703 times, the conversion rate was steadily climbing from 5.2% back in Early Access to 21.7%.
46,107 units overall, $224k in sales. So far we spent $74k on Colony Ship (payments to contractors), so at very least Dungeon Rats is doing a fine job paying these bills as we're far from done here.
Wishlist - 48,938 in total, remaining 24,296, conversion rate 22.7%
Colony Ship, formerly known as The New World
As the last update says, we finally have a playable build, so we hope to release the combat beta in 2 months and a full demo by the end of the year, so it should be a very busy, stressful, but exciting year for us. In unexpected news, our efforts were noticed and we've received our first publishing offer from a well-known company (in fact, I was very surprised to learn that not only they're aware we exist but that they also read our updates occasionally). Some folks are destined for greatness and greatness does call for strategic alliances and capital injections. Sadly, we're too small-minded to dream of such things, so we'll stick with our 0.0003% of the global market.
Anyway, we've been working for 2 years building the "infrastructure" (RPG-izing the engine, developing systems: character, combat, stealth, inventory, dialogue, etc), working on items, models, effects, etc. Even though we're far from done, the time and effort investment is already considerable. Starting from scratch every time is painful, so we'll have to brave the dangers of the "more of the same" curse and do a proper sequel, instead of another small tactical game or a brand new project.
Naturally, investing 3 years into a sequel and selling 30% of the original will be equally painful (as Dungeon Rats' sales data shows, you don't have to spend 3 years to sell 30% when a single year will do), but what we in mind is so crazy it might actually work.
The main problem with sequels is that the setting and gameplay remain the same. It's nearly impossible to switch gears and offer the player something radically different. While your best fans may be enthralled with the initial game and crave more of it, part of what they are craving is the sense of exploration (of a land and a rule set), novelty, and wonder that accompanying a new RPG - things that will almost inherently be absent in a sequel. Obsidian's Deadfire, for example, plays the same way as the original (which is to be expected, of course; after all, Fallout 2 plays the same way too - you know what works, what doesn't, so you follow the established path and know what to expect from the enemies and factions). With Colony Ship, this problem is easy to solve, not because we're so clever, but because the setting itself implies its solution: we land the Ship and start the Colony.
A Tentative Sequel
From Colony Ship's intro: "...after the Ship's launch a deep space probe transmitted highly detailed images of the surface, which revealed one minor setback: this very habitable world is already inhabited. Since the voyage is estimated to take close to 400 years, it's possible that by the time the Ship arrives the colonists will encounter a mature civilization, corresponding to Earth's Middles Ages."
The typical space opera trope is that when we make first contact, it is with aliens either corresponding to very primitive indigenous people (such as in Avatar), consisting of a nightmarish swarm (as in Starship Troopers), or at some extraordinary level of technology themselves (as in Star Trek or Babylon 5). Here, however, while the aliens are pre-industrial, they are well past the spears and face-paint stage, and have well-established political, economic, and military systems.
More importantly, they are alien, which means that while they may be humanoid (to make our animator's life easier), the fundamental logic of their society, religion, and power should be truly alien to ours and vice versa. The result is a highly asymmetrical kulturcampf.
For the record, it won't be a retelling of the conquest of the New World but on another planet. The ragtag Terrans who'd land on Proxima B after 400 years of space travel and in-fighting will be at a disadvantage and will have to fight for survival and adapt to this less than welcoming arid new world. Reinforcements won't be coming, so the Terrans will be on their own and each defeat will bring them closer to being wiped out for good. They will have to rely on crude firearms more than ever as the high-tech weapons and gear intended for the future colony were used up during the Mutiny and the civil war that followed. New factions will emerge in response to new threats, each offering a different way to survive and become part of this world.
While we're playing around with the basic concepts, we're exploring what the alien civilization might look like. Joan Piqué Llorens out of Barcelona thinks it might look like this:
But of course we're not done with Heretic Operative at launch. We look forward to applying your feedback to the game on both balance and bug patches, as well as adding more new Adventures, Operatives, and more.
Magic is a sin. It corrupts everything it touches.
Those who use magic are branded as "Heretics" by the church, and heresy is punishable by death.
At the fringes of civilization, the mages of the Cultus Arcanum give themselves freely over to the Corruption - performing dark rituals to let loose untold nightmares upon the world.
It will take a powerful heretic to preserve the spark of magic against both the Church and the Cult.
You are that Heretic Operative.
Control a secret society dedicated to using magic for the benefit of the world, at a time when all mages are considered "heretics" to be hunted by the Templars.
Master over 50 different spells to overcome challenges in and out of combat. But be wary of the Corruption that accompanies magic. The more powerful you become, the greater the risk of losing control.
Fight enemy cultists, zealous templars, and ravenous monsters through a unique dice-based combat system. Employ mercenaries, devastating spells, and powerful artifacts to prevail.
Explore the Northern Reach, where the frayed edges of the Empire are under constant threat. From vast museums in the city of Ione, to the farms in the countryside, to ruined temples of ancient gods, to camps of raiding Orcs, every location offers unique challenges.
Make contact with other Heretic Operatives and recruit townsfolk to spread your Heretical influence and stop the diabolical Cultus Arcanum.
Encounter more than 270 different adventure cards, full of challenging decisions that change the way your story unfolds. Will you risk your life and mission to save innocents from a burning building or live with the stain on your soul from abandoning them? Will you stand your ground against the Orcs for honor's sake or be more prudent and flee? Do you bother to learn all of the verses in the Elven Song of Greeting or is now the time to take a stand against ridiculous Elven ceremony?
More than 7 playable Operatives (and counting), 6 different story decks, and 4 enemy cults, means your story plays out differently each time. Use different strategies and wisely deploy your resources to defeat the most challenging combinations.
Heretic Operative intertwines deep gameplay with a dynamic story to create an innovative and original experience: a unique fusion of strategy, RPG, and board game mechanics.
Bard's Tale IV - Early 2019 Update
Posted: Feb 18, 2019, 10:03 pm by RPGWatch
A new update for The Bard's Tale IV: Barrow's Deep announces a directors cut for June, which is also when Mac and Linux versions will be available.
Early 2019 Update
Posted by inXile entertainment (Creator) Production Notes
Hi all, Paul here. We hope everyone had a fantastic holiday season and is having a good 2019 so far. For us, it has been a very busy and momentous last few months. As we move into the new year, things are coming more into focus and we would like to provide some quick updates on the progression of The Bard's Tale IV's updated 2.0 version, as well as an update on the Mac & Linux versions of the game.
A New Journey for inXile
As many of you know, we were recently acquired by Microsoft, which is a great boon as we plan out future titles and has the added benefit of providing opportunities to improve our current and in-development game titles, including The Bard's Tale IV: Barrows Deep. We are very happy to be part of this new federation of Microsoft studios. As creators and game developers, we look forward to leveraging and utilizing the many tools, features, and services that Microsoft can offer.
2.0 expands to become the Director's Cut
We are still in development on the free DLC patch, which also includes a number of other player-requested features and items off of our own post-release support list. As the scope of the patch has expanded (and continues to), we decided that it warranted a more formal title than 2.0. When released, it will turn the game into "The Bard's Tale IV: Barrows Deep - Director's Cut". We are introducing several new features, most notably the previously mentioned DLC and an engine update, a larger undertaking allowing us to further improve performance and optimization. Many of those features were discussed in our last update, and include:
A new dungeon and story line featuring new enemy types
New items (master-crafted gear and Dwarven Weapons)
Expanded balancing efforts across the entire game (combat, economy, abilities, etc.) based on player feedback and our own testing
A new Song of Exploration allowing you to bypass puzzles if those aren't your jam
Additional character portraits
A new intro animatic
Expanded work on improving localization
Updated game engine
Improved performance and stability
Improved level art
Reworked main menu
Numerous bug fixes
And much more! We are also currently working with Microsoft to improve and optimize our gamepad support. The Director's Cut is scheduled to go live in June.
Mac and Linux Users:
We've seen your comments and hear you. The Mac and Linux builds are making great progress in co-development and parity to our main version with our development builds and current feature production pipeline. We have a full-time dedicated team for each platform (Mac & Linux), and those teams are working concurrently with our main features dev teams.
The issue we have as developers is that we are unable to finalize the Mac and Linux versions of the game and continue to simultaneously make such sweeping changes to it. We wanted to resolve the issues that affected the PC launch before we shipped Mac and Linux and this dovetailed directly into the work we began doing for the Director's Cut, effectively becoming one continuous effort since September. This is why these versions need to go live the same day as the PC version of The Bard's Tale IV: Barrows Deep - Director's Cut.
We know it's frustrating that you backed us early and have such a long delay but it just didn't make sense to stop production in order to finalize these two versions and then circle back and update them months later. The Mac and Linux users will get the benefit of all the new features we are adding along with all the optimization, stability, and performance improvements so far, including our latest UE4 engine update, and that means tracking those development cycles to the current build.
For these reasons, we are releasing the Mac and Linux versions at the same time as The Bard's Tale IV: Barrows Deep - Director's Cut. We greatly appreciate everyone's patience with The Bard's Tale IV: Barrows Deep - Director's Cut, and we believe all backers on all platforms will enjoy the new and polished features when the new version goes live.
Until Next Time,
Public Relations & Community Manager @phimseto
Praey for the Gods - Early Access Preview
Posted: Feb 18, 2019, 04:03 pm by RPGWatch
Praey for the Gods has been previewed by GameCrate.
Speaking of scavenging, Praey for the Gods players also have to manage the game's survival-based elements in-between major behemoth encounters. Weapons, food, and upgrade materials can all be scavenged from breakable crates, fallen enemies and wildlife, and even from the land itself. If you find an axe, for example, you can chop down a tree, harvest the wood, and use that wood to build a warmth-giving fire.
Along with warmth, Praey's protagonist also needs food and sleep. Having to maintain these basic needs means that wandering around the world aimlessly is usually a bad idea. It's always important to take stock of what you have (and what you need), decide on a destination, and keep a keen eye out for opportunities to find more resources. Thankfully, Praey for the Gods also has several different difficulty levels which adjust not only enemy strength but also how much upkeep the protagonist's survival stats require.
We have just pushed Consortium: The Tower Early Access ALPHA 1.7 live. The complete list of the changes made can be found HERE.
We're working on many other things in addition to The Tower. So to reward everyone's ongoing patience, we have decided to give everyone access to two brand new Act 2 levels - the rather large OfficeHub5, and the very unique SideVents. Both require some stalwart exploration to uncover...can you find them?
While these two new levels are still relatively early, they are at a stage where we would benefit from additional feedback and comments, so as always please swing by Discord.[discord.gg] and let us know if you have anything to report. Thank-you!
In addition, there are now over 350 new lines of V.O dialog in the game - the hotel mercs are robots no more! We proudly welcome Magnus Tranum and Anders Tranum to the cast of The Tower. This is a big step towards replacing all of the "robot voices" in the game.
Finally, we wanted to call everyone's attention to a really cool video about immersive sims that Logitech G put out a few months ago.
Wolcen: Lords of Mayhem - Active Skill Tree
Posted: Feb 17, 2019, 09:43 pm by RPGWatch
The active skill tree of Wolcen has been improved and they made a video to show it.
And as far as updates go, they had this to say:
We are still working on the Beta transition, you can track our progression on the latest Trello Roadmap.
Each week the status of the tasks are updated, you will also find there a weekly update on the game's progression, for the Beta and the final release.
This week, we finalized the new Passive Skill Tree for the Beta and we are currently testing it, along with a "mercenary mode" that will be available for the Beta. This mode will allow you to explore the Act I environments and slash Act I creatures, with various objectives and awesome rewards upon completion.
We are now working on the second game mode that will be available for higher challenges, we will tell you more about this mode later.
Finally, we know you're waiting for this transition, we are working hard to make it happen as soon as possible, so hold on just a little longer, we're getting close!
Fall of Light - Darkest Edition Launched
Posted: Feb 17, 2019, 09:43 pm by RPGWatch
An updated version of Fall of Light, named Fall of Light; Darkest Edition is now available on Steam.
Fall of Light: Darkest Edition Launches on Steam with Free Update
Fall of Light's definitive update includes a brand new dungeon, once-console-exclusive content, bug fixes, and balancing!
Prague, Czech Republic, February 15th, 2019 -- 1C Entertainment and RuneHeads embrace the darkness as story-driven dungeon crawler, Fall of Light, receives its biggest update yet - for free, no less - on Steam today! This marks the arrival of the Darkest Edition on PC following a period of exclusivity on Nintendo Switch, PS4, and Xbox One.
Fall of Lighttakes the player into a dark world, in which an old warrior leads his daughter towards the last remnants of sunlight. Only together they are strong enough to defeat the enemies born from the Shadow. The lack of light, in combination with the stylized graphics, underline the game's grim atmosphere, both in the world above and the one below - the birthplace of the evil threatening to end the Era of Men.
As part of this free update for all existing Steam owners ofFall of Light, players can look forward to exploring a brand new dungeon, complete with a new boss, deadly traps, even-more-deadly enemies and weapons to collect. This joins a wealth of content that was previously exclusive to consoles, as well as more tweaks and quality of life changes than you can shake a sword at!
For a more detailed look at what Steam players can expect from the Darkest Edition update, along with a list of reasons this is a hack-and-slash adventure worth falling for, take a look below.
20 different battle stances, including two-handed and dual-wielding
10 weapon classes covering both short-range and long-range weaponry
Guide and protect your companion - Aether, the Indigo child
Fight Shadows, soldiers of darkness and underworld bosses
Explore the overworld, scour dungeons and temples to gain and use special powers
Uncover many secrets and solve various environmental puzzles
Fall of Light: Darkest Editionis out now on PC, PS4, Switch, and Xbox One.
Patch 1.5 - Release Notes:
New content (including exclusive content originally available in the console version)
A new dungeon with a new boss fight, traps, enemies and weapons
Revamp of the hitboxes
Improved combat animations
Nyx stats rebalanced
Aether stats rebalanced
Enemies' stats rebalanced
Sunray sequence rebalanced
New visual effects
New lantern behavior
Also, increase the oil duration and charging time speeded up
New sound effects
Quality of life: roll/dodge and run have two separated buttons
Minor Bug fixes
If you don't know the game, here is the original launch trailer.
Heretic Operative - Interview @ RPGamer
Posted: Feb 17, 2019, 09:22 am by RPGWatch
RPGamer interviewed the devs of the upcoming strategy RPG Heretic Operative:
Heretic Operative Interview
C Prompt Games is a new studio founded by industry veterans Ian Fischer and Robert Fermier, who previous worked together at Ensemble Studios and Robot Entertainment. They just recently announced C Prompt Games' first title Heretic Operative, which they describe as a narrative strategy RPG, and it will be available early 2019 on Steam. Ian and Robert were kind enough to take the time to answer several of our questions about their upcoming game.
Johnathan Stringer (RPGamer): What is the goal and vision of C Prompt Games? Is there a back story into the studio's creation?
Ian Fischer and Robert Fermier (C Prompt Games): Ian and I have worked together for years and we share similar perspectives on design. Among these, we are motivated by system-based design and emergence in games. We feel the best stories in games are the ones that players make for themselves as they play, and we like to think about how to best deliver those experiences. That is not something that everyone understands or enjoys and our time working in larger teams let us experience some of the problems you can have trying to get unique designs to retain their uniqueness in that environment. We started C Prompt to create a place that was about making games that focus on strategy, systems, and deep, player-created narrative.
JS: What is Heretic Operative? Can you give us a high level description of the game? What are some of the design and gameplay highlights that sets it apart, and what is the planned release date and platform?
IA/RF: In terms of gameplay, Heretic Operative is a "narrative strategy RPG" - which basically means that it takes story and character elements of an RPG, and merges them the resource management and structure of a board game.
You play as the leader of a band of Heretics - a secret society of magic users in a world where magic has been outlawed by the Church. Magic is being used to bring about huge disasters by a rival group of mages called the Cultus Arcanum (or just "the Cult"). Caught between these two warring factions, the Heretics have to find a way to save the world while being hunted by both sides.
Turns play out fairly differently based on a player's strategy (and how well things have been going with that strategy). In general, you think a lot about locations. There are different places on the map and every place has a certain character, which is produced by the kinds of adventures likely at the location and the kinds of actions that can be taken there. So, first, you are thinking about the skills your operative has (or operatives have if you have been recruiting) and how they can be put to use. Are you trying to build up your ability in magic and learn new spells? You might want to try to get into the Elven Archive. Do you have an agent with high corruption that you are worried about losing? If you can get them to the Desolate Isle, there are a lot of options there for cleansing. Are you trying to gear up a bit more? There are shops in the Museum District, but you are likely to run into Templars from the Church there, so make sure you are sending an operative with high social skill, who can talk his way out of the situations he's likely to get into.
Choosing the right binary options broker can be very time-consuming. 7binaryoptions.com makes it much faster and easier.
Eastshade - Released
Posted: Feb 17, 2019, 09:22 am by RPGWatch
The traveling artist adventure Eastshade has been released:
You are a traveling painter, exploring the island of Eastshade. Capture the world on canvas using your artist's easel. Talk to the inhabitants to learn about their lives. Make friends and help those in need. Discover mysteries and uncover secrets about the land. Surmount natural impasses to reach forgotten places. Experience how your actions impact the world around you.
A peaceful open-world exploration-adventure full of character
Compose paintings anywhere in the world and offer them to the locals to unlock secrets and gain items
Acquire crafting materials and schematics to surmount obstacles and solve quests
Make friends along the way through fully-voiced dynamic conversations and unlockable topics
Battle Brothers - Company Origins Part 2
Posted: Feb 16, 2019, 08:52 pm by RPGWatch
A new dev blog for Battle Brothers has more on Company Origins.
Dev Blog #114: Company Origins, Part II
Last week we talked about what the company origins feature of the upcoming 'Warriors of the North' DLC is exactly and looked at several of these origins. This week we continue with a closer look at two more origins that are part of a larger selection for you to choose from. Just keep in mind again that things are in active development and may still change - let's go!
The Northern Raiders
With an expansion focused on bringing variety and flavor to the northern parts of the map, it's only fitting that there'd be an origin that has you start in the north as well. Playing as northern raiders let's you start with veteran raiders that are well-equipped with some of the new nordic and rus inspired armor and helmets which we'll show in an upcoming blog post of its own.
However, you'll also start as outlaws, which means that 2 out of 3 noble houses are outright hostile, while the remaining one is distrustful. It makes for a challenging start where you rely more on venturing out on your own instead of taking on contracts. And it's up to you how to proceed: Do you want to mend relations over time and become a proper mercenary company, getting paid by the noble houses, or do you continue with raiding and pillaging, alienating the nobles further? Fortunately, your men are quite proficient at pillaging, and you'll have a higher chance to get any equipment dropped by your enemies in battle, so you'll have to rely less on being able to buy equipment in cities that will most likely just send their militia after you.
The Lone Wolf
For a very different experience of playing the game, and in some way the opposite to last week's militia origin, have your player character be present on the field of battle.
You'll start with a single well-equipped and experienced hedge knight who is, in a way, your player character. He can't be fired and he'll never desert the company, but if he dies, your campaign ends and you lose the game. He'll be the strongest man in the company for quite a while, but having him in the fray is always a risk, so you'll have to think carefully on how you want to use him. And because this origin only ever allows you to have 12 men in your roster, there's no putting him in the backline - you go out there and fight side by side with the rest of your men, or you'll leave them at a disadvantage and have them call you a coward. Having to defend your player character adds a different layer of strategy to each battle. Despite your character starting out strong, it's a challenge suited best for experienced players.
There's more origins to choose from still, but we don't want to spoil everything, so you'll have to find out for yourself by playing the game. Join us again next week when we take a look at a different feature of the upcoming DLC!
Okay. I've been harsh with Bard's Tale IV's puzzles, but now for where the game shines: the battle system. Combat here carries so many intricate factors I doubt I can give it justice, yet here I am to try. Encounters of the evil kind are inevitable. Similar to Checkers, combat is done in turns between your party and the enemy party. Which side goes first depends on who strikes first. You've got a limited number of moves (called opportunity) in your turn. Each character only has six abilities, five of which you personally equip. You get four moves, one movement option, and an item slot. Consider how these choices work in a group, though. A well rounded team needs complimentary attributes. In battle, your characters are assembled on a two rowed, four columned grid. Who's in front and who's in back in relation to your foes can put you in or or out of harm's way. Changing positions mid-battle costs opportunity too. Lastly, each attack has different areas of range, cooldowns, and/or charge times. Some attacks can be cancelled mid-charge by mental attacks. Equipped weapons and armor can alter some moves' behavior, and items grant advantages if chosen wisely. Now, I agree that this all sounds dense. It is, but it's a good kind of dense, at least to my tastes. I enjoyed the countless variables I had to turn the tides. It may not be everyone's cup of tea, but it was mine.
Arkane Studios - Hiring Monetization Designer
Posted: Feb 16, 2019, 02:52 pm by RPGWatch
PCGamesN reports that Arkane Lyon is looking to hire a monetization designer.
The posting might not be too surprising within the wider industry, but it does mark part of a significant change in Arkane Lyon's strategy. Until October, sister studio Arkane Austin had been explicitly hiring for multiplayer projects , but that changed when Arkane Lyon started hiring QA testers with "experience in [...] GAaS [games as a service]." Many of parent company Zenimax's other internal studios - including Bethesda, id Software, and MachineGames - have been making a greater push towards multiplayer in recent years.
Hazardous Space - Version 1.0 Released
Posted: Feb 16, 2019, 02:52 pm by RPGWatch
Hazardous Space is a Roguelike 2D turn-based action game with RPG elements and has recently reached version 1.0.
A dangerous survival adventure in space station labyrinths. Turn-based combat, character progression, the atmosphere of impending threat. Collect and modify weapons, stock up on ammunition and first-aid kits, use your brain and think two steps ahead. Between you and the exit from the station - a horde of enemies who know nothing about fear or mercy.
Unravel Mystery of the Wanderer Station
The "Wanderer" station is full of secrets for you to uncover. Perhaps, that's how we will find out what happened there and how the arrival of Max is connected with that. Or maybe not only that. The main thing to survive!
Whole Station of Labyrinths and Traps
If you think that the layout of the premises in the future will cease to be the fruit of the maniacal misanthrope's sick mind - you are deeply mistaken. Max will have to wade through the mazes, crowded with traps, enemies and other surprises. A simple straight path is for wimps!
Craft System and Resource Management
From rusty knuckles to super-mega-blaster - feel like a master gunsmith! And do not forget about your battlesuit: it makes you strong, dexterous, skillful - demanding energy instead. Lots of energy. Tons of energy!
Wide Selection of Weapons
If the enemy is unresting - provide him with the eternal rest! For this, there's a whole arsenal of various weapons at the "Wanderer" station. Grenades, machine guns, brass knuckles, pistols... Not enough? Each weapon can have an elemental damage module!
Hordes of Diverse Enemies
Zombies, mutants, mutant zombies, monsters from laboratories, zombie monsters from laboratories ... Max and you are not going to get bored!
Have you explored the station, remembered the compartments' layout, taken notes of the traps and stashes? Here's a new walkthrough for you! Each new attempt feels like the first time, cause the levels are generated procedurally.
It's 2115. Something terrible has happened on board the research space station Wanderer, and the former space marine Max Carnage becomes an unwilling participant in these events. To survive, he will need to remember his military past.
Outward - Interview @thexboxhub
Posted: Feb 16, 2019, 02:52 pm by RPGWatch
The developers of Outward were interviewed by the XBOX Hub.
Are there any benefits to passing things down to the next generation of your family? Or is it simply a way of introducing a new-game type affair to the game?
The legacy system is not something we are detailing much at the moment as I want to see how quickly the players will get it and start using it, but I can say that essentially yes, it serves the purpose of a New Game type of experience.
Often in games that bring magic into combat, we find that later on the magic aspects simply reach near overpowered levels. Is this the case in Outward and if not how have you ensured that traditional combat and magic remain fair and equal?
Magic in Outward comes at a very real cost of permanently sacrificing maximum health and stamina. The reduction of stamina is especially painful as it means less dodging, sprinting or attacking. Equipment that increases magical power also offer less protection against physical attacks. Moreover, magic is very resource intensive, usually requiring to use up magical components. Overall, there are situations in which mages are better and others in which warriors are better suited. It is also possible to play a hybrid character. What matters is always whether or not you are well prepared before heading down into combat, and this is true for both approaches.
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