This war is almost lost... But you won't give up. Find allies, cauterize wounds, heal the ills, pour bad luck with alcohol and drugs. You are a mere mortal, although you still have a chance.
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2018
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Available: 2018

 

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April 3

Devlog: Skill System



Greetings, travelers!

Stoneshard devteam is back online with a new devlog! Still working on the prologue, but we have good news: soon it’ll be ready. We’ve got through a lot of stuff for the past weeks, while some other things still need tinkering. Anyway,this log is not about our general progress, but about one of the most important changes we’ve made this year – skill system.


There could be only one!

We based our skill tree developing process on two immutable principles: it should be intuitive, so that new players could get on immediately, and it should give a huge experimenting field. Path of Exile skill system happened to be the best variant at first, but we declined it, because it broke the first principle, even though it looks impressive and stylish. We’ve developed a bunch of concepts before finding the right solution.

Final variant represents several dozens of skill branches separated in three categories:

  • Weaponry. These skills empower some weapon types. Active skills become available only with the right weapon equipped. They demand no resources, but have cooldowns.
  • Sorcery. All that spell stuff is here. Cast whatever you want until mana ends. In case you don’t want to find yourself mana-exhausted in the middle of the fight – sign up for mana management studies.
  • Utility. Everything that can’t be divided in previous categories. Dual Wielding, Survival, Sabotage etc. belong here.


Our in-game skills menu as it is (WIP).

Each branch has 8 skills: four actives and four passives. You need to activate active ones (surprisingly), and passive one provide some valuable enhancement (along with small obligatory stat bonus).They are separated in 4 tiers, with two skills per each tier. Upon reaching even levels your character will gain 1 SP (Skill Point) to unlock any tier available. And yes, this means you get two skills at once. By the way, you won't be able to get to the top tier skills right on level six: most high tier abilities need to be unlocked first. Find a certain mentor or read a treatise to do so.


Playing as tanky-lightning-enchanted-stunlocking-don't-come-at-me battlemage is already pretty fun.

At level 30 – the highest possible level – your character will be able to master 4 skill branches, or unlock half of the tiers for 8 branches, or any other combination. Just don’t forget that you’ll have only 16 SP. We plan about 30 skill branches in total, which means thousands of possible combinations. First tiers of 11 different branches will be available in the prologue, by the way.

It's worth mentioning that different classes start with different skills unlocked. Berserk can immediately start levelling his Dual Wielding along with Axes mastery, while Nomad can learn Survival and Bows right from the start. Just a reminder: there aren't any strict class requirements for different skills, so the starting branches just show which skills are the most suitable for this class from the developer's point of view. You still can choose your own way and master Psimancy as a Berserk, it’ll just take a little longer.


The dessert: fire-spewing sorcerer. Pretty good against the vampires. Also note the notorious blood golem.

That’s all for today. Stay online!

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Please note that the prologue isn't released yet. The release date will be announced in the future. Signing up guarantees you'll receive it when it's ready.
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March 4

Devlog: Status Update



Greetings!

Not fueling your interest for a while. But don’t worry, we had our reasons and it’s time to tell more about them. We pretended dead for the whole month to concentrate on the prologue. That forced us to keep the best stuff in secret in order not to spoil your future experience.

More about details. We’ve done a lot and this devlog’s goal is to systematize all the significant news of the last weeks. First comes the most interesting part: Prologue.

Prologue


Sneak peek at one of the dungeon's sublevels.

Story-wise it will take you back a few months before the main game starts. You’ll be playing as Verren, one of the main Stoneshard characters. More specifically, for those who wants to know, Prologue will include:
  • Tutorial level, teaching the basics of Stoneshard mechanics
  • A few randomly generated levels with enemies, traps and stuff. By the way, we made brand new dungeon type you’ve never seen before.
  • Several skill branches (though only the tier I skills will be available). The level hardcap will be around 5-7 levels, it’s still discussed.
  • Boss fight. Won’t be easy to find the right approach from the first attempt.
  • A “limited freeplay” stage, a part of the global map will be available (but no Caravan though).
  • Approximately an hour of gameplay, depends on how roguelikeish you are. Also you’ll see why it’s called Stoneshard.

We are still working on the prologue, a bunch of stuff needs fixing and balancing, but we like the results and are motivated with the pace of our work. If everything goes well, you’ll be able to see it and play really soon. A little more about our progress further.

Kickstarter


Meet Ahruz. Everytime is time to cook.

The Prologue will be released together with the crowdfunding campaign on Kickstarter. Still no exact date, but for sure end of March – beginning of April. You’ll be able not only to try out our game’s demo, but also to become our early supporter. As a reward you’ll get the full game after release (that’s the way to preorder for those who asked), and a bunch of pleasant bonuses: extra digital materials, soundtrack and a possibility to make a cameo in the world of Stoneshard as well as a chance to participate in the development process.

Other news by now


Reworked visuals of pathfinding.

We haven’t added any new mechanics, but have polished the existing instead. Displaying context menus has been reworked for good, making it more user-friendly and easy to use. So was the pathfinding system, and now it is perceived much easier with tile selection made more visible. Other changes are numerous: you can change gear loadouts, light processing got better, many annoying bugs were exterminated... By the way, did we reveal the new Skills menu?


You'll get to try some of these during the Prologue.

Also we had a health mechanics overthought: thirst, hunger, pain and intoxication. Using the 0-100 scaling system proved complicated. Even though all the changes were mechanically determined and justified, from the player’s point of view it looked like jumps and twitches forced by RNG that couldn’t be prognosed or analysed.

Adding 4 phases system seems a better way to do it. Each phase activates specific debuff, thus all the shifts are instantly visible and controllable. This system is much easier to understand: if earlier you had to count arithmetically how to satiate 47 points of hunger, now you just have to identify the phase. For example, if you have the second phase, you have to eat a steak which satiates 2 hunger phases, or two apples which satiate 1 phase each. Simple as it goes.

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That’s all for now, folks. We will try to do much better with communication from now on without losing developing pace. Our silence didn’t mean that we forgot about Stoneshard even for a moment. See you soon!

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Also you can follow us on:

Please note that the prologue isn't released yet. The release date will be announced in the future. Signing up guarantees you'll receive it when it's ready.
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About This Game






Stoneshard is a turn-based RPG that presents classic roguelike gameplay in a new way, welcoming for both newcomers and veterans alike.

You start out as an ordinary mercenary. Mighty forces have clashed over your once prosperous homeland, now ravaged by war, feud and famine. The Grand Magistrate is about to fall, when mysterious stranger makes you an offer you can’t refuse. Travel across the lands as a leader of the Caravan of Companions, as you gather followers for your cause. Along your path not only will you face hundreds of enemies, but also struggle with hunger, fear and pain - as well as internal conflicts within your company.



  • Travel across the lands of Aldor

    Explore procedurally-generated lands and cities, liberate villages, plunder caverns and dungeons for fame and loot.

  • Lead the Caravan

    Find new allies and persuade them to join you as you build up the Caravan of Companions. Keep the morale high enough to avoid quarrels, and remember - each follower has his own goals, views and traits.

  • Become a true warrior

    As you progress, your character will develop attributes, learn helpful skills and obtain traits and talents. Build a hero in a unique way that matches your playstyle!

  • Survive the overwhelming odds

    Getting cut in half by a skeleton’s broadsword or having a ghoul rip your throat out are just a few among many ways to die in StoneShard - struggle with hunger, thirst, injuries, fear, insanity and various maladies.

  • Fend off invaders

    Try out the vast arsenal of weapons, equipment and enhancing potions. Take part in a fair, face-to-face combat, hunt down your prey using stealth, or cast mystical spells to vanquish those who stand in your path.

  • Pray for victory

    Maintain balance between several rival deities or choose a single patron - and receive astonishing power for a terrifying price.

  • Die… to fight another day

    The player character only has one life, but his death won’t mean the end of the game - continue your journey with another hero as a leader of the Caravan, keeping part of your progress.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7/8/10
    • Processor: Intel Core 2 Duo E6320 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 512 Mb or equivalent
    • DirectX: Version 9.0
    • Storage: 500 MB available space
    • Sound Card: DirectX compatible sound card
    Recommended:
    • OS: Windows 7/8/10
    • Processor: Intel Core 2 Duo E6320 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 512 Mb or equivalent
    • DirectX: Version 9.0
    • Storage: 500 MB available space
    • Sound Card: DirectX compatible sound card
    Minimum:
    • OS: El Capitan
    • Processor: Intel Core 2 Duo E6320 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 512 Mb or equivalent
    • Storage: 500 MB available space
    Recommended:
    • OS: El Capitan
    • Processor: Intel Core 2 Duo E6320 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 512 Mb or equivalent
    • Storage: 500 MB available space
    Minimum:
    • OS: Ubuntu 14.04
    • Processor: Intel Core 2 Duo E6320 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 512 Mb or equivalent
    • Storage: 500 MB available space
    Recommended:
    • OS: Ubuntu 14.04
    • Processor: Intel Core 2 Duo E6320 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 512 Mb or equivalent
    • Storage: 500 MB available space
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