Blades of Orterra is a Fantasy Open-World Multiplayer RPG created in Unreal Engine 4. Progress through the Kingdoms, defeat enemies, and explore the world of Orterra.
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Early Access Game

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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?

“Blades of Orterra's Kingdom system is fit for the Early Access platform, we can continually play around with mechanics and features whilst adding in more content. Players can test out the first couple Kingdoms as we develop the game in its Alpha/Beta stages, as more Kingdoms release throughout the game's Early Access lifetime, we can adjust balancing of equipment and abilities and fix bugs that players may find throughout the world. We need to find these bugs before releasing the game out of Early Access, and we want players to have a hands-on experience as the game progresses in development.”

Approximately how long will this game be in Early Access?

“We plan on being in Early Access for approximately 2 years, once we feel that the game is complete and has enough content for its price, we will move it out of Early Access.”

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

“The full version will contain all of the Kingdoms that we plan on finishing (approximately 5-10 by release), and a finalized quest-line. It will also contain all of the mechanics and features that are planned for Blades of Orterra, including dungeons, raids and end-game content.

The Early Access version is planned to have 2-3 Kingdoms maximum, enough to test out the Guardian system and to give the players some roaming space.”

What is the current state of the Early Access version?

“The game currently includes functioning PvP combat which will be improved thanks to the feedback taken from the Combat Demo. Future content like professions and more are to be implemented.”

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

“We don't plan on raising or lowering the price once we're out of Early Access.”

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

“Community interaction and input is vital for a successful final game. We'll be asking you, the Community, for input on features and mechanics, how we can balance the game, asking for bugs that you find, and more. We want the community to be apart of the development, so that we can make a game that we all can enjoy.”
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Available: Coming soon

 

Recent updates View all (5)

April 13

Your Feedback in Action

Hello Travelers! This is an older post from our website, but we thought it would be a good idea to post it here as well, we'll be posting future updates here too. Let's begin!

It's been a while since we've spoken (well, two weeks ago we had an update), similar to the blog about scope. I want to have a more personal post going through the state of the project!

About two weeks ago, we released the Combat Demo in hopes that we'd receive feedback on the combat system and potentially gain a few new community members, which we did! We received a ton of feedback and bug reports, so we'll talk about how your feedback directly helps us and the final game.

Before I get into this post, I want to give a big shout-out to a few of our community members, taking the time to report bugs and share their thoughts on the game- keep being awesome! For those who still haven't tried the demo, feel free to try it out now and send us your feedback. We read all of it. :)

Thanks to:
Owain, Marshal, SinisterHeroes, Ninja, wantedrednight, Paawan, Treyhax, Riddion, Thaum, NiceDerion

Feedback on Combat

We've learned a lot about the flaws in our Combat System, but we've also learned that people found it fun! Of course, with any game, there's room for improvement. A few things that we want to improve upon are below:

Blocking
It seems that the blocking system needs some adjusting, specifically the detection system and how/when it can be used. We plan on adjusting the blocking so it looks, functions, and feels better. We also plan on displaying the block radius on weapons, giving some more visual information for different weapon types (idea inspired by Warhammer: Vermintide 2).

Stances
We had a few people point out that some of the stances just aren't worth using, and the Fast/Quick stance seemed to reign supreme. We plan on buffing and adding more to the Hybrid and Strong stances, such as knock-back, causing more stamina drain for enemies who are hit while blocking, and more damage. We'll be researching how we can make each stance stand out in their own way.

Attack Speeds
Some attacks are either way too slow or way too fast. These are animation issues that we'll adjust overtime. We'll also improve the feel of attacks. A warhammer should give the impression of slow but fierce attacks, and a rapier or shortsword should be quick while still delivering some power. We'll work on this and make sure that it's improved for the full game!

Stamina System
The current stamina system is pretty awful. There are some moments where stamina doesn't regenerate, and it can be exploited. We plan on completely refactoring the stamina system and changing how stamina regenerates, so the bugs that you may encounter in the demo won't happen again. Note that in the demo, sprinting drains stamina very quickly, but we don't plan to keep this in the full game. Don't worry, the stamina system won't affect your travel in the world as much!

Animation Improvements
You may notice that the animations are jittery, especially after abilities and as you block, attack- well, basically everything. We're going to improve the animation system as much as we can, taking out those jittery moments and making it feel more... epic. We want your character to look like a badass, and that's something that we'll work on.

There's a lot more that we want to talk about, but it's best if we wait a few months once we're in full gear working on the full game. Until then, have a fantastic day!
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March 7

Combat Demo - Patch 0.23

Good evening travelers!

A few important game-breaking bugs have been resolved, including a few additions as per requested by the community. Continue to report bugs and we'll continue to improve!

Patch 0.23

  • ADDED: Chatting now starts immediately when opening Chatbox
  • ADDED: Y-Axis Invert Option
  • FIXED: Gamepad Ability UI showing up on round-start randomly
  • FIXED: Can switch stance during an attack and deal damage in current stance (even though past stance is lower damage)
  • FIXED: Clients dealt the same damage for all Stances

Thanks for all the feedback, see you in the next one!
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About This Game

Blades of Orterra is a Fantasy Open-World Multiplayer RPG created in Unreal Engine 4.

A castle of a dozen Kingdoms stacked one on top of the other, awaiting for those brave enough to ascend them— Orterra is filled with adventure. Progress through the floors of Orterra, reach the top of the castle, and discover the secrets hidden within each Kingdom.

Your quest begins on the first floor, from where you must not only progress individually, but also with your fellow players as a whole. Every Kingdom contains a labyrinth filled with dangers, and at the end of each labyrinth contains an enemy more powerful than any beast found up to that point. These enemies are called Guardians; once defeated, the next Kingdom becomes accessible to all players on the server.

Be anything you dream of being: Blades of Orterra follows a classless character design, allowing players a wide range of possible paths to choose from. From a blacksmith to a chef to a bounty hunter, you have the freedom to advance in a certain profession or multiple. The game will feature crafting professions, exploration, community, and of course, an immersive and interactive world.

Combat


Combat in Blades of Orterra is action-oriented and skill-based, inspired by titles like Dark Souls and Absolver. Battle can be hectic and will test your quick-thinking abilities. Whether fighting a boss or a wolf in the fields, players will need to choose their movements carefully and make every action count. Blocking, dodge-rolling, and proper positioning during battle can be the difference between victory and defeat for the player.

Players' loadouts of skills and equipment can be changed freely. Equip different weapons depending on your playstyle or the situation and mix and match armour pieces. The overall weight of armour equipped determines the speed you may move/dodge at. The armour weight types are Light, Medium, and Heavy.

Progression


In Blades of Orterra, there are two types of progression, global and personal. Throughout the game, the players can progress through the Kingdoms by defeating Guardians, the bosses of the Kingdoms. These fierce enemies will push the players' skills beyond their limits, and once beaten, all players, including new players in the server, may progress to the Kingdom above. This is global progression.

Before reaching the Kingdom's Guardian, players will set out to level up their character, find new gear, and become stronger to prepare for the challenges ahead. This is personal progression.

KINGDOMS

The worlds that form Orterra are separated into Kingdoms, each Kingdom has its own story line, and side-quests. Explore beautiful cities and towns, dungeons full of mysteries, and unlock new Kingdoms by advancing in the Labyrinth.

Orterra's worlds are dynamic and changing- every Kingdom is generated uniquely in each server. Dungeons, locations of shops, locations of chests and more are placed differently in each server to make every adventure a fresh experience.

Players can choose to either complete the story and quest content or hunt enemies to level up their characters for the next Kingdom. No content is mandatory or required. A Kingdom's story may be experienced without completing the previous Kingdoms' stories, but bear in mind an over-arching story connects each Kingdom's storyline. Players can always go back to previous Kingdoms by means of teleportation crystals.

Each Kingdom features a different biome and theme. You'll never know what kind of world you'll find next as you progress through Orterra.

Professions


After a long night of killing monsters and making new allies, you may want to take a break from combat and work on your Profession skills. In Blades of Orterra, professions play a big role in the market and creation of rare items. Players can choose from professions such as Cooking, Blacksmithing, Mining, and more.

Players will not be limited to a maximum number of professions. Our goal for professions is to have players interact with the profession rather than clicking and waiting to craft items. A Cook might experiment to discover new recipes for their next dish, or a Blacksmith might try smithing a sword with different hilts or materials. We want professions to be fun and satisfying.

Feature List
  • Action-oriented and Skill-based Combat
  • Equipment and Player progression
  • Dungeons and locations to explore
  • Unlockable skills, abilities, professions, and more
  • Party and Guild systems
  • Guardians and huge Bosses to defeat
  • Player-hosted servers, allowing for co-op and multiplayer

System Requirements

    Minimum:
    • OS: Windows 7/8/10 64-bit
    • Processor: Intel i5-3570 @ 3.4Ghz
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 550Ti
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    Recommended:
    • OS: Windows 7/8/10 64-bit
    • Processor: Intel i5-6600 @ 3.5Ghz
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 750Ti
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 2 GB available space

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