Worlds of Chaos: Invasion is a single player, party based open-world tactical/action RPG with a strong emphasis on exploration, tactical combats and party creation. It has a deep combat system that will challenge you to your limits, and will make clever decisions count.
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Release Date:
Feb 10, 2016
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“To get the player's opinions and comments before launching the game for good.”

Approximately how long will this game be in Early Access?

“The game is almost finished, and you can play the game from start to finish. It has been in early access for a bit more than two years and I've made almost all of the things I wanted to do. I would say 2-3 months from the moment I write this (end of august 2018), but game development is really tricky and very hard to predict, so I make no promise there. It's been in development more time that it was supposed to, but the more time is invested on the game, the better it becomes.”

How is the full version planned to differ from the Early Access version?

“The full game will resemble a lot to what it is now, being at the last stages of development. What remains to be done :

- Improvements on graphics and diversity of environments for the game world.
- More options to customize characters : faces, body types, hair styles.
- More spells and skills. I aim for something like 15-20 new spells, and 15 new skills.
- New special characteristics for magical weapons and armors.
- Probably some other things.”

What is the current state of the Early Access version?

“The game is very stable, almost bug free, extremely close to completion. It has more than 97% of the features I plan for the full version.”

Will the game be priced differently during and after Early Access?

“After early access, the price will probably rise to 25$.”

How are you planning on involving the Community in your development process?

“I plan on making polls to get the opinion of the players on most of the game's aspects, and get a clear view of what the players think and want. I'll also check the game's forums for suggestions for improvements.”
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Recent updates View all (30)

January 14

Almost Final Update

The game is coming very, very close to the end. The next one could very well be the final update. The game could be published in this state, but there are still things that would benefit from some work. So, here is what's new in this update :

- Much improved dungeon styles, and created much better particle effects for traps. What was there before was mostly placeholder, now it's the real thing.

- Improved the interface style.

- Spell's EP costs and reset timer for hits and shots are now adjusted by weapon attack time. Hitting with a dagger costs 3 EP less but 2 more with a battleaxe. Same adjustments for timers.

- Hit, shot and projectile spells now reset the timer for every other spells of these types. This prevent spamming the enemy with attacks, which can be overpowered... and a brainless way to win fights. Don't want of that in my game.

- Reduced the strengths of all armors, which raise all damages in the game. Makes warriors in general less powerful and balanced.

- Adjusted the lighting level for outside maps (was too dark).

- You can now decide the rank of your characters in combat (front, middle, rear) instead of the game putting them automatically according to it's stats and equiped weapon.

- The spell targeting circle will now change it's color to grey when out of sight of the caster, so it's way easier to see where you can target AOE spells like fireball. It will also show an X for spells where you need to choose a target which is out of sight.

- A sound effect will clearly indicate when you are making something that doesn't work, like using a spell without the necessary EP or targeting a character out of sight with a spell.

- Closing tutorial and dialog windows don't make each characters in the fight chose a new target anymore.

- Solved the problems that appeared when you changed the name of your savegame.

- Removed multihit and multishot spells. These were buggy at first, but when I solved the bugs, I realized they were seriously overpowered and they unbalanced the game.

- Reduced silver received after combat a little bit from previous update. The silver ratio is *really* hard to get right, it changed during the whole development and it's a real puzzle to get just right. And most changes I make to the game world or system can result in debalancing what was ok before.

- Some new hair styles for party characters.

- A lot of other minor things and bugs solved.

For those who would be curious to know, I'm looking to have the game published for the launch by a publisher. I'm not good at marketing, and I really don't like to do it too, and publishers do this part and other parts that I lack on my own. My first choice is Paradox Interactive, I really like their business philosophy and think they would be very good partners. The more I know of them, the more I like them. They also have a large following of players who play niche, complex games. Really hope they will publish it, but if they don't, I'll just look for other publishers, there are a lot of them. This game is finished and there is almost zero risk for them, so it shouldn't be too hard.
3 comments Read more

October 29, 2018

New Update!

Hi everyone,

In this update, I've corrected some problems that were there with the new spell system. I've made a lot of testing and tested most spells thoroughly.

I've remade the last part of the game to remove unnecessary/less fun parts, and concentrated the fun and special parts. I've changed the XP curve to reduce the levels of characters a bit at the end of the game.

I've remade the environments textures and now everything outside looks and feels better than before.

And a lot of random small things.

I'm very happy with these recent changes and I want to finish the game as fast as I can. The game is as good as I want it to be. I just need to be sure that everything works correctly, and maybe make some little changes/improvements.
0 comments Read more
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About This Game

Worlds of Chaos: Invasion is a single player, party based open-world tactical/action RPG with a strong emphasis on exploration, tactical combats and party creation. It has a deep, fun and intense combat system that will challenge you to your limits, and will make clever decisions count.

You build a party of 5 characters that are exactly what you want : no classes or choice restrictions. Creating good and balanced characters with the right stats, skills, equipments, items and spells combinations is what matters the most. In this game, a huge importance has been put on making every choice equal in power. What is important for a good party is not choosing the best skills, but an efficient combination of choices that work well together. And that is completely up to you, the player, to figure out. Your combinations will be unique to your style and choices.

Battles are fast-paced, and you will need to take a lot of decisions, each of which will help you overcome the difficult foes that you encounter. Choosing which spell to use, when and how to use them, choosing the right positionning of your warriors and the right targets for each of them, knowing which equipments and consumables to use and when, are what will bring you victory.

Key Features :

  • Single player tactical action RPG where you control a party of 5 characters that you create with no class restriction, they are how you decide, completely.
  • Very intense real-time-with-pause tactical gameplay that keeps you on your toes.
  • Deep combat system that rewards clever party organisation and statistical skill outside of combat, and smart tactical thinking inside combat.
  • Injuries system that weakens enemies (and party characters) that have been hit, so focussing attacks on one enemy is unnecessary and often a bad idea. Injuring many enemies to make them weaker by taking opportunities in combat and using each of your characters at their best is way better.
  • Each situation, each combat demands different strategies. There are no tactics that will work every time, adaptability is crucial. Check combat video to see this in action.
  • No dead time in this game unlike most rpgs : corpses are auto-looted, you can fast-travel to explored places at any time, time consuming parts are taken off this game to keep the most interesting ones : exploration, combats, fast loots, fast shopping, fast and simple party management.
  • (Early access) The game now has 23 hours of contents and can now be played from the start to the end. It will still be improved but at least you have a complete game.

System Requirements

    Minimum:
    • OS: XP/Vista/Windows 7/Windows 8/Windows 10
    • Processor: Dual-core processor (Intel Dual Core 2.0 GHz or AMD Athlon X2 5200+ 2.6 GHz)
    • Memory: 1 GB RAM
    • Graphics: DirectX 9.0c compatible
    • DirectX: Version 9.0c
    • Storage: 900 MB available space

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