Adventure into the strange unknown with Pathway, a strategy RPG set in the 1930s great desert wilderness. Outwit your enemies in daring turn-based combat, raid occult tombs and make tough choices in a procedurally generated grand pulp expedition!
All Reviews:
Mixed (579) - 62% of the 579 user reviews for this game are positive.
Release Date:
Apr 11, 2019
Developer:
Publisher:

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Recent updates View all (12)

April 24

Pathway Devlog #9 - Preview Build & Discord!



The first preview build is now available on our "preview" branch and we're moving to our own Discord Server!

New Discord Server
So far our Discord community has lived under the umbrella of the Chucklefish Discord server. This has been fantastic for us, but as the community has grown we feel like it's time to start our own. This will allow us to really separate out discussions more effectively and keep track of everything. So please come join the party here on our brand new Discord server:

Robotality Discord Server Invite

We won't close down the existing channel on the Chucklefish server, but the new server will become the central community point on Discord.

Preview Build
Todays preview build introduces a whole bunch of new things as well as plenty of fixes. These changes will linger on the preview version for at least a week before making their way onto the default verison.

A word of caution: The preview version will contain some cutting-edge changes and we will sometimes use it to try out radical changes to the gameplay before it appears in the default version. Therefore be ready to encounter some unexpected behaviors and problems. However, if you want to help us shape the future of the game this is really the best place to get involved! Here's how you can activate the preview version:



Navigate to Pathway in your Steam Library and right click on the game's name in the games list. From there select Properties and switch to the Betas tab. From the dropdown you should be able to select the preview version.

What's new in the Preview Build?
The big changes we've hinted at last week. For a full changelog see below.

Improved Damage Information

We've added an overhauled tooltip when hovering over enemies during an attack action. In the compact view you simply see the effective damage potential. This includes all adjustments that may occur from things like the weapon's damage type or if your character has a special bonus/penalty against an enemy type. If you press tab, you will get a more detailed breakdown of how exactly the final damage calculation came together. We hope this will help in making some of the game's more complex damage calculations clearer.

Rebalanced Loot Distribution
We've made the beginning adventures more rewarding in terms of loot drops. We want to keep the legendaries for the mid to end game, but we feel like the first two adventures could use a boost of rewarding items.

Reworked Perk Branches in Events
Generally speaking, perk branches will now give you a success in an otherwise risky situations. There are a few exceptions to this rule still (so don't rely on it). However this change significantly upgrades the value of perk choices in events.

Full Changelog for Preview Version 1.0.9:
  • Added new improved Damage Information when hovering enemies (see above)
  • Perk Branches in events have been reworked and are now in most situations a success. Some instances of uncertainty remain.
  • Rebalanced loot drops in first 2 adventures to be more generous.
  • Added a "Confirm End Turn" option that when enabled forces the player to confirm the end turn when there are characters with unspent action points.
  • Added more helpful tooltips when an achievement can't be claimed.
  • Changed the "Watch Collectors" achievement to only require 3 watches to be collected.
  • Changed the "An Ending and a New Beginning III" achievement to only require 100 failures.
  • We're continuing to work on fixing "out of memory" issues some people have encountered. For people who previously had issues, we'd love to hear if there are improvements in this build.
  • Block keyboard scrolling when menu or journal is open during an encounter.
  • Fixed some battle arenas where enemies would spawn inside walls
  • Fixed some localization issues
  • Fixed some events where the wrong gender was used in texts.
  • Fixed a bug that allowed people to select multiple choices during level-up. This fix will reset people's skill trees that made use of this.
  • Fixed an exploit that allowed people to produce money using the Valuables bag undo function.
  • Fixed a bug where in some instances the Valuables bag undo button wouldn't reset properly.
  • Fixed some Mineshaft battle arena layouts that made battles unplayable.
  • Fixed some inconsistencies in the attack range display.
  • 5+ kills in one shot now also count towards the 4 kills in one achievement.
  • Fixed a bug that caused achievements to show up as claimed event though they weren't.
  • Fixed an issue that caused lost fuel not to count towards the the "Environmental Hazard" achievement.
  • Fixed a bug that caused a character to show up at the beginning of Adventure V Sector 2 even though he's already in the player's party.
  • Fixed a bug that allowed players to trigger a double ambush.
  • Fixed a bug that caused the player to continue traveling on foot even though they had received fuel through an achievement.
  • Added "--aggressive-gc" command line option. Using this option forces a memory garbage-collection after each event. When used, you'll likely experience a short delay each time the event window closes. While this parameter doesn't fix anything per se, it is supposed to help us narrowing down the out-of-memory crashes and performance issues.
  • Disabled use of separate render thread on MacOS. May be related to performance issues some user reported on MacOS 10.14 Mojave.
3 comments Read more

April 19

Pathway Devlog #8 - Preview Builds & Update Cycles



Wow, Pathway has been out for only a little over a week!

Up to now we've been in overdrive-mode fixing bugs. Additionally, we've also started introducing a handful of quality of life updates such as the undo button when recycling items as well as improved tooltip comparisons. Updates have been almost daily during this period to make sure critical issues are addressed promptly.

With today's post we want to explain what the next few months are going to look like.

New Update Cycle
From now on, we're switching to a more predictable update cycle: Every Wednesday we will release a new update. However, new features and changes will always first go to our public Preview branch. Once those changes had a bit of time to go through a testing and feedback phase we will then push them to the main branch. So in practice this means changes will generally linger in the preview branch for a week before appearing on the main branch. Sometimes we may decide to keep some things in the incubation stage for a bit longer before they make it to the live branch.

The preview branch will serve as an experimental area, where we can try out some changes and gather feedback from the community before making them available to everyone. So if you want to be a part of shaping the game's future, we'd love to have your help there!

The first preview build will go live next Wednesday. We will post instructions on how you can join the preview testing then.

Here's a little taste of what's coming to the first preview build:

Improved Damage Information

An area we see confusion about frequently is how damage is calculated in Pathway. In the upcoming preview, we're adding an overhauled tooltip when hovering over enemies during an attack action. In the compact view you simply see the effective damage potential. This includes all adjustmens that may occur from things like the weapon's damage type or if your character has a special bonus/penalty against an enemy type. If you press tab, you will get a more detailed breakdown of how exactly the final damage calculation came together. We hope this will help in making some of the game's more complex damage calculations clearer.

Rebalanced Loot Distribution
We're making the beginning adventures more rewarding in terms of loot drops. We want to keep the legendaries for the mid to end game, but we feel like the first two adventures could use a boost of rewarding items.

Reworked Perk Branches in Events
Another feedback we've seen popping up often is that the perk branches in events don't feel weighty enough. We are starting to address this issue by taking a lot of luck out of the perk branches. So far, you'd always have a significantly improved chance at success, but in practice it often felt like you're gambling just as much as when using one of the other standard branches. Starting with this build, perk branches will now give you a success in an otherwise risky situation. There are a few exceptions to this rule still. We think this change will make character perks a lot more rewarding to use and provide a more tangible benefit.

There will be a full changelog with the release of the build on Wednesday that will of course also include a bunch of general bug fixes and improvements!

THANK YOU again for playing our little game and sending us your feedback. We truly do appreciate every constructive comment coming our way - We're constantly reviewing your ideas and and we are looking to address a lot of the concerns in the next little while.
21 comments Read more

Reviews

“Pathway encapsulates what makes “Indiana Jones” so fun to experience ... If you’re yearning for a new adventure where everything falls together and just works, then you can’t go wrong with Pathway.”
9/10 – TechRaptor

“Pathway is FTL meets Indiana Jones with a sprinkling of Jagged Alliance, and I cannot stop thinking about it.”
9/10 – The Indie Game Website

“Good strategy RPGs are rare these days, and rarer still are ones that weave together so many disparate elements as effectively as Pathway does.”
Kotaku

About This Game

The year is 1936...

In a time of global turmoil, Nazi influence spreads inexorably across Europe and the Middle East. Rumors are abound of secret excavations and mysterious artifacts, not to mention the odd whisperings and tales of gruesome occult rituals...


It's up to you to assemble a team of bold adventurers, and journey through the deserts, explore bunkers, and temples of Northern Africa to discover their hidden treasures and secrets before they fall into the hands of Nazi forces. You and your companions must work together to overcome overwhelming odds - the fate of the world depends on it!


You haven't heard this one before...

Every campaign is generated when it begins, so no two adventures will ever be the same! You never know what's around the next corner - so stay on your toes! Even the most seasoned adventurers can uncover new and exciting discoveries.


Adventures full of mystery

Journey into the unknown and uncover hidden secrets, treasures, characters, and events which have been buried away. There's a wealth of discoveries to be found, and surprises to excite you throughout each adventure!


Learn from your mistakes

In Pathway, defeat isn't necessarily the end of your adventure. Characters will retain their experience after defeat, so players can invest into building a team which will get progressively stronger! There's even rare equipment and advanced skills and abilities to unlock for every adventurer.

Features:

  • DYNAMIC ADVENTURES - Discover 5 different campaigns of varying difficulty, with each and every attempt generating a new web of encounters and unique storyline.
  • TOUGH CHOICES - Every explored location presents you with one of over 400 hand-crafted story events. Search the well? Save the villagers? It's up to you!
  • DECISIVE CONFLICTS - Use cover and positioning in exciting turn-based squad combat. Learn to make the best use of your equipment and your team’s abilities, to vanquish a relentless foe, in ruthless and clever ways!
  • BUILD YOUR TEAM OF ADVENTURERS - Each of Pathway’s 16 unlockable characters has their own skills, weaknesses and quirks, from the almighty melee strength of Brunhilda, to rifle expert daredevil Jackson, and knife-wielding huntress Shani.
  • HIDDEN TREASURES - Unearth riches untold, from common weaponry to rare and unique items with special abilities. Perfect your load-out and cash-in on your high-value treasures for a tidy profit.
  • THRILLING VISUALS - Classic 16-bit pixel art enhanced with unprecedented depth, lighting and shadows using Pixel/Voxel Hybrid Technology.
  • RECOVER & REPLAY - Sometimes failure is the best path to winning. Progressively explore the procedurally generated world, and grow stronger and learn more with each defeat, taking your loot with you even after death.
With soundtrack by the critically-acclaimed composer, Gavin Harrison of Halfway fame!

Playable in English, German and French.
Chinese and Japanese localisations coming soon!


System Requirements

Windows
Mac OS X
SteamOS + Linux
    最低配備:
    • 需要 64 位元的處理器及作業系統
    • 作業系統: Windows 7, 64-bit
    • 處理器: 2.0 Ghz DualCore CPU
    • 記憶體: 8 GB 記憶體
    • 顯示卡: Intel HD4000 or better, OpenGL 3.3
    • 儲存空間: 2 GB 可用空間
    建議配備:
    • 需要 64 位元的處理器及作業系統
    • 作業系統: Windows 10, 64-bit
    • 處理器: 2.0+ Ghz QuadCore CPU
    • 記憶體: 8 GB 記憶體
    • 顯示卡: NVIDIA Geforce 660 or AMD Radeon HD 7000 Series, OpenGL 3.3
    • 儲存空間: 2 GB 可用空間
    最低配備:
    • 需要 64 位元的處理器及作業系統
    • 作業系統: MacOS 10.9 Mavericks
    • 處理器: 2.0 Ghz DualCore CPU
    • 記憶體: 8 GB 記憶體
    • 顯示卡: Intel HD4000 or better, OpenGL 3.3
    • 儲存空間: 2 GB 可用空間
    建議配備:
    • 需要 64 位元的處理器及作業系統
    • 作業系統: MacOS 10.13 High Sierra
    • 處理器: 2.0+ Ghz QuadCore CPU
    • 記憶體: 8 GB 記憶體
    • 顯示卡: NVIDIA Geforce 660 or AMD Radeon HD 7000 Series, OpenGL 3.3
    • 儲存空間: 2 GB 可用空間
    最低配備:
    • 需要 64 位元的處理器及作業系統
    • 作業系統: Ubuntu 16.04 LTS, 64-bit
    • 處理器: 2.0 Ghz DualCore CPU
    • 記憶體: 8 GB 記憶體
    • 顯示卡: Intel HD4000 or better, OpenGL 3.3
    • 儲存空間: 2 GB 可用空間
    建議配備:
    • 需要 64 位元的處理器及作業系統
    • 作業系統: Ubuntu 16.04 LTS, 64-bit
    • 處理器: 2.0+ Ghz QuadCore CPU
    • 記憶體: 8 GB 記憶體
    • 顯示卡: NVIDIA Geforce 660 or AMD Radeon HD 7000 Series, OpenGL 3.3
    • 儲存空間: 2 GB 可用空間

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