An open world action-RPG. Shape shift into a highly customized character! Crush your foes, get loots, build your house and dungeon to challenge other players!
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Többnyire pozitív (1,139 értékelés) - E játék 1,139 felhasználói értékeléséből 78% pozitív.
Megjelenés dátuma: 2016. márc. 24.

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Korai hozzáférésű játék

Szerezz azonnali hozzáférést és kezdj játszani; légy részese a játék fejlődésének.

Megjegyzés: Ez a korai hozzáférésű játék nincs készen, és vagy változik a továbbiakban, vagy nem. Ha nem izgat a vele való játék a jelenlegi állapotában, érdemes lehet várni, míg a játék fejlesztése előrehaladottabbá válik. Tudj meg többet.

Mit mondanak a fejlesztők:

Miért a Korai Hozzáférés?

“We plan to have a rich, dense and large game, including a lot of replayable content. It is important for us to test these features in a realistic environment, while receiving feedback. Wolcen is a project started a long time ago, driven by passion an we want to create the best gameplay experience possible. We are attached to our project, and are very experienced using the CRYENGINE technology.
The Early Access will also be a great way for us to remain a completely indie team. There is no private investor or publisher behind us, and we want to continue that way to keep a full control on the creative work we do. We want to take risks, bring some new features to the hack and slash genre and discuss with players about the best solution for our game.”

Körülbelül mennyi ideig lesz ez a játék a Korai Hozzáférésben?

“We expect the Early Access to last at least a year. During that time, we will add new features regularly, such as Character Customization, Craft, Dungeon Challenge and Coop, to make sure that there is new content for players to test, and it will give us the time to balance and debug the game.”

A tervek szerint miben fog különbözni a teljes verzió a korai hozzáférésűtől?

“The final version of the game will be available on PC and Linux. It will include the following features :
  • Full Coop gameplay.
  • Apocalyptic Forms, allowing you to unlock mutations for your character according to your playstyle. Mix up to three of these mutation and shape-shift into that avatar of destruction to slay your foes!
  • Ability to create a dungeon thanks to our housing system, and include enemies captured in the open world for other player to challenge.
  • A lot of destroyable environments
  • Unlimited randomly generated dungeons, with increasing difficulty each steps !
  • Epic boss Fights
  • Large open world to explore
  • An epic and mysterious story to discover
  • Modding support
  • Gamepad support

Disclaimer: Character Wipes are likely to happen during the Early Access phase

Milyen állapotban van jelenleg a korai hozzáférésű verzió?

“The current state of the game aims to test the very basics of the gameplay.
You will be able to test the first mission of the storyline, and then fight in randomly generated dungeons, with an increasing difficulty each time to clean a level.
More than 20 skills are available right now, including combos.
Elements from skills and environment interact with each other : Lightning spreads in water, a frozen target will unfreeze once hit by Fire, and physical attacks deals more damage against frozen enemies !
Beautiful visual effects are triggered by your attacks, bringing an epic feeling to the game!
A lot of content is still using placeholders, and the sound quality is a bit poor, we are aware of that and it will be updated and upgraded really soon!”

Eltérően lesz árazva a játék a korai hozzáférés alatt és azt követően?

“We plan to gradually raise the price as we ship new content and features. The final price of the game should be about twice the current amount, so it is time to grab a copy now !”

Hogyan tervezitek bevonni a közösséget a fejlesztés folyamatába?

“The community will be involved thanks to a Trello and various polls on our forums. Mostly you will be able to give your opinion about the which features need to come first, balance of the game and gameplay mechanics.
If you have any cool ideas new enemies, items or apocalyptic forms, we will gladly read about it on our forum!”
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Wolcen: Lords of Mayhem vásárlása


Legutóbbi frissítések Összes megnézése (83)

július 18.

Work In Progress: Targeting and Input Buffering

Hi everyone !

Lucas here, back at the devblog writing desk ! Today, we are going to get technical with one of my latest task: improving player controls and targeting system.
Controls have been an issue of Wolcen for quite some time now with players experiencing difficulties to target enemies, complaining about the clunkiness and having the feeling the controls weren’t responsive enough.
These issues are imputable to two subsystems of the controls of our game:

  • The targeting system which is responsible for detecting what is under your mouse cursor
  • The player input system which is responsible for handling all the logic when you press a key on your mouse or keyboard

Let’s talk about targeting. We started improving this a few months back with 0.4.0. First, let’s lay some basics. In order to know what is under a player mouse cursor, we use raycasts.
Raycasts are special rays that go from point A to point B in straight line and give the programmer back information about every object it hit on its way from A to B.
Using this, we can raycast from the mouse cursor position to the ground in order to get what you are aiming at, simple right ? … well, not so much.
This indeed works when the target is under your mouse cursor. However, given that enemies are moving and are animated, this solution alone makes enemies hard to target because you must have some part of your target body exactly under your mouse cursor where we perform the raycast for the target not to be lost.
Our solution to this issue has been to create a special invisible capsule, much bigger than the enemy, that can be picked up when doing a raycast. This way, you are considered to be targeting an enemy if your mouse is around the enemy, no longer only when your mouse is exactly on top of the enemy.

                                This is what happens when programmers draw schematics...

                                            In game debug view of our custom capsule

As you can see, now, if your mouse hover the yellowish area around an enemy, the game will consider you are targeting this enemy making targeting much more easier even on moving targets. However, this wasn’t enough for our fastest enemies like the ghoul or in some situations. This is where the player input system comes into play.

What’s happening when you press a key/mouse button ?
Before, when you pressed a skill key, the game checked if you had the right to cast this skill (Are you alive ? Do you have the rage/umbra required ? Is the skill in cooldown ? etc…) and if so, simply casted it.
This approach, while straightforward and very simple, has one major issue :
If you are spamming your left mouse button to attack an enemy and cast a skill in the middle, there is a very high chance your skill won’t cast because you weren’t in a state where you can cast a skill at the time you pressed the skill key, resulting in your input being lost and not producing any feedback.

The solution to this issue is called input buffering and works as follow:
  • When you press a key, the associated action is added to a queue
  • When your player is in a state that allows actions to be executed, the input system execute the first action in the queue
In Wolcen, our queue only contains 2 items: the action currently executing and the next action to be executed after the current. If we had an infinite queue, you could spam brutal strike 20 times and take your hands off of your keyboard and watch your character launch 20 brutal strikes successively.
As a result, if your input queue is already full, the last input will override the action at the end of the queue. As it is more recent, we consider you want to do this action over the one that previously was queued.
Moreover, the queue will prioritize some actions over others. Let say you are spamming brutal strike and suddenly decide to cast rain of fire but keep spamming brutal strike after that. In this case, even if brutal strike spammed inputs are newer than your rain of fire input, we keep the rain of fire because it is different from the skill you were spamming and, therefore, we consider this is an important action that must execute.
There is a lot of other smaller rules to manage skills that require you to hold down the skill key like fire breath, whirlwind or lightning strike but I won’t get into it here because it would take pages and pages to describe all the small specific use cases.

Back to our targeting issue then. This input buffering system also allows us to give the player the ability to “lock” a target by clicking and maintaining the left mouse button. Doing this, your character will now move toward the target you clicked on and will automatically attack it as long as you hold down your left mouse button which solve our targeting issue with fast moving targets.

The moral of all of this is the following: controls are really hard to get right. Even for a action RPG where things seems to be quite simple: click somewhere to move, click on something to attack, press a key to cast a spell… there is an underlying complexity even for the most simple things like accurately know what is under your mouse cursor.
Our custom collider solution for targeting has been in use for about three months now and even if there still is some minor issues that need some tweaks, we are happy with the overall result.
On the other hand, our input buffering solution is brand new and, even if it has been used in multiple games from the genre and has proven it’s effectiveness, our implementation in Wolcen will require testing over an extended time frame and will probably be mature only in a few months after many tweaks, but we are confident it will reduce the clunkiness feeling expressed by many players and will give you a greater feeling of control over your character.

We can’t wait to get your feedback on all of this !
Thank you all for your continuous support and all your enthusiastic messages on kickstarter, discord, steam forums and email !

PS: if you want to learn more about controls in Hack & Slash/ARPG you should definitely check this talk from Blizzard which talks about Diablo 3 controls. It has been a huge inspiration for our input buffering implementation and it covers many subjects I talked about in this devblog in great depth. A big shout out to the guys from Blizzard for sharing this awesome piece of knowledge with the world !

Useful links :
Wolcen's Roadmap
Wolcen's Feedback tracker
Wolcen's Official Website
Wolcen's Official Facebook Page
Wolcen's Twitter page
Wolcen's FAQ
Help us us fix crashes here

Community websites:
German Fan Site :
French Fan Site : Wolcen France

31 megjegyzés Tovább

július 11.

New trailer!

Hi everyone!

We just released a new trailer for the game!
While working on update 0.5, our technical director Simon Majar managed to put together this epic showcase of all the new features added to this point, and even more ;)

We hope this will hype everyone up for upcoming content and attract new players too!


53 megjegyzés Tovább
Összes téma megnézése

Jelents hibákat és adj visszajelzést erről a játékról az üzenőfalon.

A játékról

An Open World action-RPG in a corrupted world falling apart, beautifully rendered thanks to CryEngine technology.

Wolcen: Lords of Mayhem features a dynamic, fast-paced combat system with weapon-based combos and charged attacks. Dodge, Dash, Hack, Slash and unleash devastating spells on your enemies !
The game has no class restriction and uses a Resource Opposition System that adapts to any play-style.

Co-op will be added, and players will be able to combine spells to create chain reactions, in order to overcome greater challenges.

There is a unique mechanic called Apocalyptic Form that allows players to shape shift into a highly customized character! You’re free to mold your character thanks to a deep and rich customization system. And thanks to our complex crafting mini-game and our housing module you will be able to make your adventure feel as YOUR adventure!

You are a former officer of army of the Human Republic, forced to flee the death penalty because of the magic powers you have unwillingly developed. Being tracked down by humans and hunted by the monsters of the Wild, you are recruited by a mysterious group of Templars. And thus an epic adventure begins in which you will wander the world to fight inhuman, mutated monsters and discover the terrible secret of the extinguishing mankind.

Key features:

* Under development and will be added to the game during the early access

  • Dynamic combat system: fast-paced combat system with weapon-based combos and charged attacks. Dodge, Dash, Hack, Slash and unleash devastating spells on your enemies !
  • Open World: Discover the world and enjoy it at your own convenience
  • Exploration and experimentation is rewarded with new powers, attributed according to your play style!
  • Free character development - No class limitation. You have three resources: Rage and Umbra interact with each other, thanks to the Resource Opposition System, in order to balance gameplay.
  • Rotating Passive Skills Tree: A deep and innovative way to taylor your play style !
  • Custom player: choose your gender and customize your player, skin color, hair, beard, eyes etc.
  • Randomly Generated Dungeons for infinite replayability
  • Element-based spells will react to the environment and to other active elements in the area. For example, lightning will spread in water and stun targets; Fire will spread unless water or frost gets in the way, ect.
  • Multiplayer mode*: Dungeon Challenge and Co-Op
  • Apocalyptic Form*: According to your play style, you will develop special powers for your character, changing their abilities and look. Fierce melee warriors may gain a third arm to equip with a new weapon; a fire caster will have their skin turn into lava, healing from fire. Even wings and horns might appear depending on your actions!
  • Tons of Loot: Weapons, Armor, Potions and randomly generated magic effects for more gameplay diversity!
  • Asymetric Armor System: We love asymmetric armor, and we want you to be able to customize your gear down to the finest details! You will be able to equip different shoulders and arm protection on the left and right side of your character, bringing a great number of personalization options!
  • Housing: Create your own house and proudly showcase your special gear!
  • Rotatable and customizable Camera: Have a new point of view, choose the best angle and discover hidden details.
  • Dungeon challenge*: Transform a special part of your house into a dungeon and challenge other players to survive the onslaught!
  • Time of day cycle with dynamic weather: You must adapt to the time of day. Some quests will only be achievable a certain hours, while the night is full of dangers. The rain will make your electrical powers more efficient.
  • Mature story full of secrets to discover exploring the world.
  • Kythera AI system: The automatic real time navigation adaptation of Kythera adapts to any change in the physics of the world, allowing us to create exciting scenes including large portion of levels collapsing or moving and fighting on the back of giant creature*, creating never seen before gameplay situations!
  • Semi procedural Weaponry*: Blades, pommel and guard details can be randomized for more unique gear in the game!
  • Advanced Crafting mini-game*: Build your own weapons and armors thanks to a complex and challenging module in Wolcen: Lords of Mayhem


    • Op. rendszer: Windows 7 64-Bit SP1, Windows 8.1 64-Bit, Windows 10 64-Bit
    • Processzor: Intel Core i5-4570T 2.9 GHz / AMD FX-6100 3.3 GHz
    • Memória: 4 GB RAM
    • Grafika: NVIDIA GeForce GTX 560 Ti / AMD Radeon HD 6850
    • DirectX: Verzió: 11
    • Tárhely: 6 GB szabad hely
    • Op. rendszer: Windows 7 64-Bit SP1, Windows 8.1 64-Bit, Windows 10 64-Bit
    • Processzor: Intel Core i7-4770S 3.1 GHz / AMD FX-8320 3.5 GHz
    • Memória: 8 GB RAM
    • Grafika: NVIDIA GeForce GTX 770 / AMD Radeon HD 7970
    • DirectX: Verzió: 11
    • Tárhely: 6 GB szabad hely
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