Guided by your spirit totem animal, assume the role of a young ursine brave whose fate has not yet been determined and embark on an astral journey into the dream world where the shadows of an ancient conflict are on the rise and destiny awaits.
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W większości pozytywne (29) - 75% z 29 recenzji użytkowników dla tej gry jest pozytywnych.
Data wydania:
24 stycznia 2017

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Gra z wczesnym dostępem

Uzyskaj natychmiastowy dostęp i zacznij grać; zaangażuj się w powstawanie gry.

Uwaga: ta oferowana w formie wczesnego dostępu gra nie jest ukończona i może się zmienić do momentu pełnego wydania. Jeśli nie ekscytuje cię myśl o zagraniu w nią w jej obecnym stanie, sugerujemy zaczekać, aż prace nad nią zostaną ukończone. Dowiedz się więcej.

Od twórców:

Dlaczego wczesny dostęp?

“Developing on Early Access is a way to offset some of the challenges we face as a startup indie team, working remotely from around the world, and on such an ambitious title. To begin with, Early Access gives us the ability to break development into stages which speeds up our content delivery to players and helps us keep our targets reachable on a smaller scale/budget. It’s also a huge asset to interact with YOU, the players, to get regular suggestions/feedback, to keep our finger on the pulse of what you want to see in the game, and to help us make our game the very best rpg it can be. Perhaps most importantly, it allows you to become our benefactors and partners, potentially bringing in a new source of funding to support the continued development of the game.”

Mniej więcej jak długo gra będzie w fazie wczesnego dostępu?

“Witanlore: Dreamtime will be in Early Access for approximately 6-8 months to complete the core game. It is our commitment to you, our players, to maintain active development and regular content/patch updates during this period to prevent the game from ever languishing in Early Access.”

Czym różni się zaplanowana pełna wersja od tej z wczesnego dostępu?

“These bullet lists outline what is finished as of Day 1 on Early Access, and what features we would like to implement as we work through Early Access together over these months ahead. The majority of gameplay systems have at least some foundation in the current version at various levels of In Progress but this should give you a good idea of what’s playable and where we’d like to go next.

Early Access Feature List

  • Detailed, Realistic World to Explore - Episode One Region
  • Quick Role Play Menu - Build camps, go fishing, pass time
  • Totem System - Charm State, Level your totem for buffs & bonuses!
  • Physics based Decorator/Grab System
  • Activators - Sit, Sleep, Open Doors/Chests
  • Voiced, Lip Synched Non-linear Dialogue - WIP
  • First Five Chapters of the Main Story PLUS Side Quests
  • Rich Cultural Histories & Lore Books to Discover
  • Fauna, Flora, & Enemy Spawns
  • Basic Player Character Customization - M/F Blackclaw Race Only
  • Basic Combat - Shield/Sword, Paw to Paw, Bow/Arrow
  • Time of Day - Basic Weather
  • Equip Weapons & Armor - Multiple Types
  • Collectible Craft Materials
  • Potions & Inventory Items
  • Storage Containers
  • WIP HUD and UI Menus
  • Customize Settings Menus
  • Basic Mercantile System
  • Basic Save/Load - Functional but Still in Active Development
  • Basic Cinematics and Load Screens
  • Base Skills/Traits - WIP

Planned Features List

  • Fully Developed Open World + Dreamworld
  • Totem System - Spirit State, Summon your totem to solve puzzles & fight for you!!
  • Totem System - Companion State, Bring a companion totem into the physical world!
  • Symbiotic Magic - Use Druid technology to tap into the magic of creation!
  • Additional items, characters, and discoverable locations
  • Additional Puzzles with Totem Co-Op Solutions
  • Advanced Combat - Dual Wield, Staves, Blunts, and Archery
  • Stealth & Scouting System
  • More Weapon & Armor Types per Race
  • Advanced Player Character Customization - All Races
  • Improved Character/Creature Models
  • Recruit Companions & Allies
  • Additional Dungeons & Unique Rewards
  • Additional Save/Load Features
  • Improved Menus, HUD, and UI
  • Remappable Keys & Settings
  • Improved Optimization
  • Advanced Skill and Trait Systems
  • Improved Trading/Bartering
  • Mod Support

Jaki jest obecny stan wersji z wczesnego dostępu?

“The Early Access version of Witanlore: Dreamtime is the core game which contains the building blocks for all of the game's gameplay systems present and future. The current state of the game is beta playable. As outlined above, many features are still in development and will continue to be changed and expanded on with the collaboration of our players. The main quest is incomplete but new chapters will be regularly added in.”

Czy cena gry ulegnie zmianie podczas i po wczesnym dostępie?

“Yes. In Early Access, the core game will sell at a 70% reduced price which will increase to full price once the game ships in the main store.

Future DLCs will be priced based on the level of content added and will also be reduced for Early Access.”

Jak zamierzacie włączyć społeczność w wasz proces tworzenia?

“As veteran modders we're quite accustomed to developing content hand in hand with the players who are as passionate about our projects as we are! This is a trend we would love to carry forward as developers on Early Access.

A Community of Creative Minds

We have an active community where players can join in discussions about Witanlore with other fans and the development team, hop in the chat to connect with other players, share their thoughts, post bug reports/questions for answers straight from the team. Because we really do care about our fans, every month, we’d like to showcase our players’ screenshots, artwork, fanfic, and content on our community as a way of giving back and showing our appreciation for the creativity and passion of our fan base which is such an inspiration for us.

A Public Roadmap

A public Trello board will provide a place where our players can more closely track our development progress, see what's planned for upcoming patches, leave notes for the team, and get an overview picture of the game’s development as a whole.

Live Development Streams

Our developers will take turns jumping onto our Twitch channel every month to share a new stream where players can tune in to watch the game develop live, offer feedback, interact with a developer in real time, and catch sneak peeks at upcoming content as it's rolled into the game.

Developer Meet Ups

Regular live chat meet-up events will continue to be scheduled every couple months to let players and developers gather together in a chatroom to get to know the team, ask questions, make suggestions, talk about all things Witanlore, and influence the direction of the game.”
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Najnowsze aktualizacje Wyświetl wszystkie (6)

25 lipca

[Update] Build 16 Release Notes



With each update, the notes in this section will offer some need to know notes for the current build.
  • Optimization in WIP- We have improved frame rates in this build, however, you should not expect finished optimization yet. Proper optimizing tools are new to the latest engine builds and we're still working to reverse optimize the game. Performance will continue to improve with every build.
  • Main Quest Incomplete-You will not be able to reach the Dreamworld yet, the MQ will end after the Dreaming Ritual chapter. This is due to finishing AI in the Dreamworld so progression will be available soon.
  • Existing Saves May Break- We're working really hard to make sure save data doesn't break between updates, but in this first update to Build 16, saves may break and may require players to start a New Game as we've updated the engine twice since the last build.
  • Control/Setting Oddities- We're still in the process of remapping some of the controls so the schematics in the main menu have a couple keys that are out of date, we'll be updating them with each build. Some settings may also be displaying incorrectly but will be resolved.
  • Clothing Oddities- Epic has added new cloth physics to UE4 which may result in some odd movement on clothing/cloth assets, this is temporary



The current build for Early Access is EAC 0.0.16


  • New side quests, where you can learn more about the lore of Duan Rhod.
  • Overhauled User Interface.
  • Sky / Lighting improvements.
  • Post Processing improvements.
  • New creatures now roam the land.
  • Your journal now records your actions during quests.
  • Opened new “Characters” tab in the journal. This tab records the bio of every character you have met.
  • The forest has now crept back into the village.
  • The villagers have decided to spruce up the village with more stuff, making it look much more alive, even at night, with lanterns and torches lighting it up.
  • You will now be greeted by a Discovery prompt when you find notable locations in the world.
  • Explore an entirely new (WIP) dungeon down by the coast. But watch your footing!
  • Digging spots have been scattered around the world. Don't forget to bring a shovel!
  • Landscape improvements and additions to the entire playable area.
  • New locations for you to explore, and old ones have been improved.
  • The grass is always greener on the other side they say. Well, now you're on the other side!
  • Added more dialogue and cinematic sequences, and the current sequences looks and plays better.
  • New and improved animations.
  • Automatic detection of keyboard/gamepad.
  • Fixed the pop-in/out of objects on the path to the seer's tower.
  • The unbelievably huge lodgepole outside the abandoned shrine is now no more.
  • Tired of carrying a table on your back? Good news! The training shield has been reduced to a sensible size.
  • Lighting has been improved in caves and dungeons.
  • The Main Menu and CharGen scene is now brighter.
  • Rivers will no longer be invisible while you're underwater.
  • The current state of your gameworld will now be properly saved, even for future updates.
  • Material and texture fixes and improvements.
  • Level Streaming optimizations. There will be less hitching when the game loads in new content.
  • NavMesh optimizations. How and where NPCs and creatures walk is now more precise, as well as being less taxing on your CPU.
  • LOD optimizations. The LOD of a massive amount of objects have been optimized, both for better performance and greater looks.
  • Collision optimizations. Less floating, less sinking into objects, and more performance friendly collision.
  • Key Rebinding
  • Invert Y Axis setting
  • Updated to Unreal Engine 4.16, bringing along great optimization and additional tools for us to use and you to enjoy.
  • Loads of bug fixes.



Here is a list of some of the changes coming ahead in Build 17
  • Main Quest Progression - Dreamworld
  • Menu/UI System Updates
  • Map Updates
  • New Totem Functions
  • Skill System
  • Expanded XP System
  • WIP Crafting System
  • Achievements, Badges, Cards
  • More Creatures
  • More Sky/Lighting Improvements

Price Change Notice!
Please note this is the last build we'll be releasing at the $6.99 price point. Build 17 will essentially double the content that's currently available so we'll be raising the price to $9.99 at that stage. Be sure to get your copy while the price is prime and you'll get all future updates free!
Komentarzy: 12 Więcej

9 czerwca

[Progress Report] Next Update Coming Soon!



Hi Folks,
Cole here! Hope you are all enjoying the start of the summer season, apologies for the long weird silence here, we've been working hard on the back to back updates we mentioned back in April but we've also been juggling some challenges in real life that unfortunately took some time away from the game's progress for a bit. We're getting back on track now so the next update should be rolling soon; we just need to run it passed our testers first.

Hopefully when we launch our IndieGoGo campaign shortly we'll gain more exposure for the game, and more funding to keep our developers from losing their homes. It's too late for me sadly, as of June 1, my family and I are without a place to call home as many of you may know (the story seems to be making rounds in the Elder Scrolls modding community), but I'm not going to let that impact my work with Druid. We are struggling, but determined, so we don't want our players to start planning Dreamtime's funeral any time soon; we are devoted to bringing our vision to life, no matter what challenges we face.

We hope you'll stick with us!



Excluding some of the really boring technical notes only we understand, this is a complete changelog for the next update, which will be Build 16. We ended up having to update the engine again to fix a couple engine level oddities but as usual it broke the game in a few places. We've stabilized it but want to run a couple tests before updating the depot here on EA, just to make sure we don't serve up some ugly engine bug! Here's a list of what you can look forward to!

  • New side quests, where you can learn more about the lore of Duan Rhod.
  • Overhauled User Interface.
  • Sky / Lighting improvements.
  • Post Processing improvements.
  • New creatures now roam the land.
  • Your journal now records your actions during quests.
  • Opened new “Characters” tab in the journal. This tab records the bio of every character you have met.
  • The forest has now crept back into the village.
  • The villagers have decided to spruce up the village with more stuff, making it look much more alive, even at night, with lanterns and torches lighting it up.
  • You will now be greeted by a Discovery prompt when you find notable locations in the world.
  • Explore an entirely new (WIP) dungeon down by the coast. But watch your footing!
  • Digging spots have been scattered around the world. Don't forget to bring a shovel!
  • Landscape improvements and additions to the entire playable area.
  • New locations for you to explore, and old ones have been improved.
  • The grass is always greener on the other side they say. Well, now you're on the other side!
  • Added more dialogue and cinematic sequences, and the current sequences looks and plays better.
  • New and improved animations.
  • Automatic detection of keyboard/gamepad.
  • Fixed the pop-in/out of objects on the path to the seer's tower.
  • The unbelievably huge lodgepole outside the abandoned shrine is now no more.
  • Tired of carrying a table on your back? Good news! The training shield has been reduced to a sensible size.
  • Lighting has been improved in caves and dungeons.
  • The Main Menu and CharGen scene is now brighter.
  • Rivers will no longer be invisible while you're underwater.
  • The current state of your gameworld will now be properly saved, even for future updates.
  • Material and texture fixes and improvements.
  • Level Streaming optimizations. There will be less hitching when the game loads in new content.
  • NavMesh optimizations. How and where NPCs and creatures walk is now more precise, as well as being less taxing on your CPU.
  • LOD optimizations. The LOD of a massive amount of objects have been optimized, both for better performance and greater looks.
  • Collision optimizations. Less floating, less sinking into objects, and more performance friendly collision.
  • Updated to Unreal Engine 4.16, bringing along great optimization and additional tools for us to use and you to enjoy.
  • Loads of bug fixes.

That's it for this progress report, but hope to be posting again soon with update news, keep checking back!
Komentarzy: 14 Więcej
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O tej grze


In Witanlore: Dreamtime, you assume the role of a young Ursine brave whose destiny has not yet been determined. Guided by a spirit totem animal, you embark on an astral journey into the spirit world to stand before your patron deity and receive divine messages about your destiny. However, there is something far less benevolent than a goddess waiting for you in the mists...

Find yourself swept up in the chaos of an ancient battle for power, the outcome of which hinges on your decisions and a weapon that could lead us all to salvation or ruin. The path you take and the choices you make will determine the story’s outcome and alter the very fabric of the world.

Witanlore: Dreamtime is a single player, story-driven, Adventure RPG for Windows PC, being developed on Unreal Engine 4.


  • Detailed, Realistic Open World to Explore
  • Story-driven, Role-playing Focus
  • Totem System - Level Up Your Spirit Guide for Buffs & Bonuses!
  • Choices & Consequences - What Players Say & Do Matters!
  • Voiced, Non-linear Dialogue
  • Extensive Main Quest & Numerous Side Quests
  • Rich Cultural Histories & Lore to Discover
  • In-depth Player Character Customization
  • Recruit Companions & Allies
  • Unique Dungeon Diving & Rewards - No Pointless Loot Dungeons!
  • Multiple Weapon Styles with Tribal Bonuses

Please see the Early Access section for detailed lists of current game features!







Our pledge is to always be honest, transparent, and respectful to our growing community as we navigate the inevitable hurdles we’ll encounter on the road to completion together. We will listen to your comments, with an open and willing spirit, and keep communication at the forefront of our development so that each of you feels your voice is heard and that you are part of something awesome.

Wymagania systemowe

    Minimalne:
    • System operacyjny: 64-Bit Windows 7 Service Pack 1, Windows 8, or Windows 10
    • Procesor: Quad-core Intel or AMD, 2.5 GHz or faster 64-bit CPU
    • Pamięć: 4 GB RAM
    • Karta graficzna: NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series or higher with 1 GB Video RAM
    • DirectX: Wersja 11
    • Miejsce na dysku: 10000 MB dostępnej przestrzeni
    Zalecane:
    • System operacyjny: 64-Bit Windows 7 Service Pack 1, Windows 8, or Windows 10
    • Procesor: Quad-core Intel or AMD, 2.5 GHz or faster 64-bit CPU
    • Pamięć: 8 GB RAM
    • Karta graficzna: NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series or higher with 2 GB Video RAM
    • DirectX: Wersja 11
    • Miejsce na dysku: 40000 MB dostępnej przestrzeni
    • Dodatkowe uwagi: Subject to Changes

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