Lords of Xulima is a challenging Role-playing game set on the mythical continent of Xulima, where Gods and humans once walked side by side. Experience a genuine RPG featuring over 100 hours of gameplay, and discover one of the most epic sagas ever told.
User reviews:
Recent:
Very Positive (12 reviews) - 91% of the 12 user reviews in the last 30 days are positive.
Overall:
Very Positive (600 reviews) - 84% of the 600 user reviews for this game are positive.
Release Date: Nov 14, 2014

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Recent updates View all (19)

March 22

The Sequel: More casual or more hardcore?

Greetings!

Recently, there have been some hot discussions in the forum about if the sequel of Lords of Xulima would be more casual to attract more potential buyers or more hardcore to please the old-school fans. So we would like to talk about this topic and clarify this aspect before the rivers of blood flood the forum. ;)

First, don't confuse Accessible with Casual
A game can be more casual or more hardcore independently of their accessibility level. Lords of Xulima is big, challenging and deep, with lots of mechanisms and possibilities but, it is very accessible. It is very easy and simple to play (move the avatar, talk with NPCs, disarm traps, level up, combat...). We dedicated a lot of work to achieve that level of simplicity of playing. On contrast, old-school games seemed much more hardcore than they actually were because of their obscure and awkward interfaces. We will always try to make the games as accessible as possible so any player can play it, but with the same level of challenge and depth as they were originally designed.

Was Lords of Xulima casual or hardcore?
Of course, we would never say it is a casual game but it was also not designed as a hardcore one. We wanted to align it to the feel of the old-school games like Wizardy 7, Might and Magic, Ultima... Were those hardcore games? We wouldn’t say that. They were challenging. There was no hand holding, no tutorial, not linear, and they were complex and deep, but they were not hardcore at all. For us, a hardcore game is one that is mainly designed to challenge the player and always try to make him fail so only players with a lot of experience and a lot of understanding of the game mechanics can advance and overcome those challenges. That is what happens in most roguelikes or others like Dark Souls.

Lords of Xulima was designed and balanced to make the best experience possible for the Old-School difficulty mode.
Then, we created two more modes as variations of the main mode:
- Normal: It represent a much lower challenge. It is perfect for people that prefer a much straightforward adventure and enjoys the game without needing to worry too much about game mechanisms.
- Hardcore: Just the opposite. The game parameters are modified to be much more difficult. Players should have a stronger understanding of the game, optimizing their party and way of playing to advance in the game. This is especially true if they active the Ironman Mode where they cannot save outside the towns.

We think it worked very well for most players. And for those that choose the hardest settings, the game rewards them with a better score (and also achievements and leaderboard position) that is impossible to achieve in lower difficulty modes.

So how will the sequel be?

Let’s just say that in Numantian Games, we will always focus on creating deep and challenging games. It is our seal and always will be. So, of course, it won't be a casual game and it won't have casual options to disable mechanisms of the game. We will use the same method for casual players: a low difficulty mode, but they will have to play the same game with the same mechanisms (food, traps, encounters...) as any other player.

Indeed, the game will be even more challenging, more open, with more depth, more options to evolve the party, and many more secrets. There will be a special ending that will be a truly hardcore experience ;) and more special rewards for the higher difficulties. Also, we are thinking of making the Ironman mode setting as mandatory or at least implement new features to prevent save-scumming as much as possible. But don't worry!, it will always be implemented in a fair way.

What do you think? As always, you are invited to leave your feedback here.

See you soon!

10 comments Read more

January 30

Linear or Open Worlds

Hi!

Some more words about CRPG elements and the sequel.

Linear or Open Worlds

In Lord of Xulima, the world was open in essence. From the beginning, you could go wherever you wished. Of course, you could die very easily, adventuring yourself into too dangerous regions. However, we set some few specific barriers in several places mostly in the first part of the game.

There were two types of barriers, ones that were only powerful guardians like the army of the impious princes that protected certain regions. Those barriers weren't impossible to beat without triggering the events that removed them (killing the corresponding prince) if you had a very powerful party. The other barriers were fixed and impossible to beat until you got special items or did specific things. For example, the Ulnalum Guardian that prevented to enter in Varaskel or the Yul statue in Rasmura that protected the bridge access with a halo of darkness.

We set those barriers for two reasons. First the story, the story was more coherent if the main story dialog was played in its natural order. Second, it was to avoid the player from getting lost too soon. In LoX’s earliest version, we first tested with no barriers at all. The testers wasted a lot of time trying to figure out where to go, what areas they could explore or were too dangerous. Ultimately, they became frustrated very quickly. In contrast, with those few barriers the world continues to be very open with lots of things to do, the story flows better, and the player is not overwhelmed by so many options at the very beginning.

As with any design decision, this one was sometimes criticized by the most hardcore players and at the same time, the game was too obscure for other players that got lost as soon as they reached Velegarn (indeed, most of them died on the road to Sorrentia; do you remember that lovely ogre?).

As always, it is impossible to please all players, so we will be loyal to the essence of Lords of Xulima and its old-school spirit. For the sequel, we will continue with this philosophy but improve the world openness as much as the story allows us to. The world will again be vast and dangerous. We want the player to explore and experiment without adding artificial barriers. You will be free to roam wherever you wish or your survival sense allows you.

Random Encounters

One very important mechanism of CRPGs are the random encounters. For LoX, we wanted to evolve it and make it more natural and realistic as we commented in this old post.

Generally, in most games, encounters are infinite and will periodically trigger. In LoX the encounters are finite in every region, so you can even clear full areas and wander freely without worries (except by the Cursed Hounds...). Also, the fewer encounters remaining the more time they need to trigger. Additionally, encounters did not trigger near the places where you defeated one of them recently. That’s the reason why you cannot cheat the system by walking in circles just in the zone entrance until you clear it and then explore it safely. We tried to make this mechanism natural and balanced and not so annoying as in many other games.

But we did not count on the many people who were willing to clear all the encounters to receive the reward for clearing every zone. So instead of avoiding the random encounter issues, we were encouraging players to wander desperately trying to trigger the encounters. Players asked the developers to have skills to trigger them, increase the frequency, or even that monsters respawn so you cannot run out of experience!!

So, yes, this is something we want to address for the sequel. Random encounters should be to keep the tension and sense of danger. We will remove the reward for clearing it unless it is because it is the goal of a mission. The encounters will be finite or not depending on what makes sense in the area. For example, you can clear a castle of soldiers, but perhaps from time to time some thieves or animals appear in the desolated castle, while in the wild you can diminish the encounters frequency but there will be always some of them wandering. So, we will mix different behaviors for the random encounters to adapt them for the zones and add variety, suspense, and surprise to the player. Also, encounters won't always be enemies to combat, but some special ones depending on the zones.

And of course, there will be much more dynamic and special elements. Do you remember the Cursed Hounds? Wait to see the Holy Servants of Alnaet in the sequel, you will miss your old friends...

Next post we will continue talking about CRPGs elements and the sequel. As always you are invited to leave comments here or give us you game feedback in the forum about the sequel.

Have a nice week!

22 comments Read more

About This Game

Lords of Xulima is an original Fantasy RPG set on the mythical continent of Xulima, where Gods and humans once walked side by side. Become the Herald of the Gods and travel to an uncharted land to fulfill your mission of restoring balance in the known world.

The Talisman of Golot Edition

This edition includes the game Lords of Xulima and the Talisman of Golot DLC.

The Deluxe Edition

This Deluxe Edition includes the game Lords of Xulima, the Talisman of Golot DLC and the Special Digital Rewards DLC.

More than 100 hours of authentic Role-Playing Experience

Looking for a challenging adventure?
In Lords of Xulima, we do not hold your hand through the journey. We have created a world of diverse regions that are as vibrant with life as they are fraught with danger; from the alluring Golden Woods, through the Great Desert of Pernitia, to the daunting icy peaks of Karraga. You are free to explore and choose which path to follow, but be careful about where the adventure takes you. Your success or failure in Lords of Xulima all depends on your strategies and ability lead your customized party. Immerse yourself in the playability and depth of old school classics, presented through modern visuals and a user-friendly interface.

A Tale of Gods and Humans

Discover one of the most epic stories ever written and follow it to its twisted conclusion
Legend has it that many years ago, people lived in peace on the great continent of Rodinia; a peace that would not last. Soon, the Great War broke out, dragging every kingdom and village down an endless spiral of ruin and desolation. The people prayed for salvation from the Nine Gods, whose unreachable homeland lay beyond the Great Sea, on the forbidden continent of Xulima.

Eventually, the conflict came to a point where it threatened to ruin all creation. Thus Golot, Lord of Works and Dreams, appeared to Gaulen, a seasoned Explorer who lived on a remote island off the coast of Rodinia. The Lord of Works appointed Gaulen to be his Herald on Earth and to set sail for Xulima, so that balance could be restored to the world. Thus begins the adventure of our young protagonist.

Create your group of characters

Create and customize five characters to accompany Gaulen on your journey. With 9 character classes and over 100 useful skills, the possibilities are endless. Each group will be unique. Who will you decide to take with you? Choose among familiar classes such as the Mage, Cleric, Barbarian, Soldier, Thief, Bard and Paladin or try out the Arcane Soldier and Divine Summoner. Develop your characters’ abilities to suit your play style as they gain experience and grow stronger to face the trials ahead.

Strategic, fluid, turn-based combat

Discover an addictive combat system. Over 100 unique types of enemies roam the wilds of Xulima , each capable of posing their own kinds of threats to your divine mission. There are thousands of possible strategies to lead the group to victory, including the use of scrolls and divine blessings. Will you be able to match the strength of Nilfonte, the Ocean Titan? Or survive an encounter with Xabraluz, the Demon King of Vilak?

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP
    • Processor: Dual Core 2Ghz
    • Memory: 2 GB RAM
    • Graphics: ATI Radeon HD 4650 / NVIDIA GeForce GT 240 / Intel HD 3000 Graphics, or equivalent
    • DirectX: Version 9.0c
    • Storage: 1500 MB available space
    • Additional Notes: Screen resolution: 1280 x 720.
    Recommended:
    • OS: Windows 7 64 bits
    • Processor: Quad Core 2.66 Ghz
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon 5870, NVIDIA GTX 260
    • DirectX: Version 9.0c
    • Storage: 1500 MB available space
    • Additional Notes: Screen resolution: 1920 x 1080.
    Minimum:
    • OS: Mac OS X 10.6 Snow Leopard
    • Processor: Dual Core 2Ghz
    • Memory: 2 GB RAM
    • Graphics: AMD Radeon 4670, NVIDIA GT 240, Intel HD4000
    • Storage: 2 GB available space
    • Additional Notes: The first time you start the game can take one or two minutes due to pre-processing that the game needs to do.
    Recommended:
    • OS: Mac OS X 10.8 Mountain Lyon
    • Processor: Quad Core 3Ghz
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon 5870, NVIDIA GTX 260
    • Storage: 2 GB available space
    • Additional Notes: The first time you start the game can take one or two minutes due to pre-processing that the game needs to do.
    Minimum:
    • OS: Ubuntu 14+
    • Processor: Dual Core 2.4 Ghz
    • Memory: 2 GB RAM
    • Graphics: ATI Radeon HD 4650 / NVIDIA GeForce GT 240 / Intel HD 3000 Graphics, or equivalent
    • Storage: 2 GB available space
    • Additional Notes: SO and Steam Client fully updated.
    Recommended:
    • OS: Ubuntu 14+
    • Processor: Quad Core 3 Ghz
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon 5870, NVIDIA GTX 260
    • Storage: 2 GB available space
    • Additional Notes: SO and Steam Client fully updated.
Customer reviews Learn More
Recent:
Very Positive (12 reviews)
Overall:
Very Positive (600 reviews)
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