Beyond the Veil is a dark, top-down-shooter-RPG hybrid. Guide the wanderer in his journey across ancient lands. Gather food, water, weapons, and resources to overcome the challenges that lie before you.
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Spring 2019
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Available: Spring 2019

 

Recent updates View all (3)

February 19

February Update 2 - Bosses and Story

Hello again lovely people! Trying to keep you all updated as we get closer to finishing- very exciting. A fair bit of shuffling around has been going on with enemy behaviours and the story, and feedback so far says the changes are good. No longer will you find key story information in journals hidden across the game world, instead they are shown in their own dedicated screen. I did want to have a certain amount of discovery related to the narrative, but just couldn’t resolve the issue of players missing out on key chapters because they didn’t find them in the environment. Not a massive change, but one that does bring the story a bit further into the foreground. There are still bits of lore that can be found in the environment, so I am content with how it turned out.

I had another go with the bosses and I can tell you they are feeling fantastic now! Much more visually exciting, and the addition of audio really brings them to life. I’m trying to lean a bit more into the bullet-hell side of things, so hopefully the change of pacing with the boss battles will keep you on your toes.



Regions now have hand-written names. I played with some procedural naming algorithms, but nothing I could do in a short time would match the quality and variety a human can achieve. The change has a surprising impact on the feel of the different environments. Now that regions have themed names the world just feels more alive and real. The only issue now is coming up with hundreds of names to create a big enough pool to prevent repetition!



Not much else to say today, my focus now is just on putting the finishing touches on the story and refining the balance. The data I can generate is fairly limited, so I anticipate that there might be a little bit of balance required on release, but hopefully nothing major.

Hope you all have excellent weeks,
Sam
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February 5

Development Update - Feb 2019

Hey Beyond The Veil fans, it’s time for another update! Progress has been insane recently, and the game feels better and better with every iteration. I’ve been playing it a lot myself, tweaking the balance, making it feel the way I want (and also hammering the keys as quickly as possible to find bugs in the menus). I can tell you it’s a good feeling when you play your own game and you manage to get engrossed in it. Anyway, on to what’s changed…

Two new region types:
  • Ancient Cache- Light the five symbols (a la the bell minigame in God of War) to activate the cache. Then fight off a stream of enemies to uncover the secrets of the ancient cache. I found that randomised gear drops was too unpredictable, and just not fun, so this new region type is meant to provide a more predictable source of Weapons for the player. Since riding the difficulty curve is important for progression, we can’t have players getting stuck with early game gear just because of the RNG gods!
  • Prison- Technically this isn’t a new region, previously for new characters to join your party you simply had to find them. Now you have to find the Prisons, solve a spinning disc puzzle, and then protect them from incoming enemies until they escape the map. It’s just another thing to spice up the gameplay and provide a little change of pace.

The story now clocks in around 15k words. Sheesh that’s a lot of writing I can tell you. When I started this the idea of writing a story seemed very attractive, but I didn’t realise how difficult it was going to be! It is really coming together now- I’ve had it proof read a couple of times, changed up the pacing, and tried to work in some more personal touches to the characters. The trick is definitely to get into the mind of your characters to be able to rationalise their decisions and emotions.

I’ve also been tweaking the story delivery method- something I’ve struggled with right from the beginning. I don’t want it to get in the way of the player, but I also don’t want the player to accidentally miss anything. So now the main narrative arc is delivered in chunks when the player discovers new regions, whilst secondary arcs/general lore can be found littered around the place.

Almost every system has been modified and polished. There are more visual cues for skills and attacks, more audio everywhere, more art, more everything! I’ve added more crafting recipes and a tiered crafting system involving unlockable ‘crafting stations’ to improve the flow of the crafting system. It’s also a teensy bit more important and provides more concrete rewards.

The travel mechanic has been the focus of a lot of feedback. Mainly centred around the fact that travelling to distant regions can become tiresome as you have to wait for your character to travel there, then wait for your character to travel back home to recover their strength before travelling out again. To remedy this I’ve increased the connectivity of the map, so regions have more connections and the average route length is slightly shorter. I’ve also added a craftable resource called Mystic Shards which can be used to teleport to any region instantly (though they are quite expensive). Lastly any completed temple regions can be teleported to with no cost (though you still can’t perform actions like resting or crafting).

Marketing-wise things are going well. My PR team have been amazing getting the word out, and have been really encouraging to me on Twitter (where we post a lot of updates if you haven’t already seen).

There are still a few things to work on in the coming weeks, and a few features I’m umming and ahhing about. Story and narrative delivery is a big focus at the moment, as well as getting the last few bits of audio in the game.

Oh and here’s a fun story- my computer has been getting slower and slower, which I just put down to the increasing size of the project. I had also been worried about the performance of the game as in some environments there was fairly noticeable drop in frame rate when I had too many lights in the scene. As it turns out the fan on my CPU had fallen off. I don’t know how, and I don’t know when, but that poor little chip had been struggling for some time with no cooling. Bought a nice big fan now though and it feels like a new PC, so there’s a happy ending.

Until next time,
Sam
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About This Game

"Though this world is dying, it can be saved. Once abandoned by the gods, we can bring them back. We must travel together across the wasteland, find the tombs in which they rest, and wake them before all is lost for good. Come with me Wanderer, recover what was taken from me, and I will help return what was lost to you."
- The Necromancer



Beyond the Veil is a top-down-shooter RPG hybrid set in a dark fantasy world that explores themes of loss, grief and more. Players take on the role of the wanderer who must travel through ancient lands on a quest to awaken sleeping gods and drive corruption from the earth. Players will need to fight tooth and nail for survival and scavenge the world for resources in order to survive.

The world of the Beyond the Veil is harsh, and its inhabitants no less so. Amongst tumbled ruins and under searing suns, bloody battles will be fought against man, beast, and nightmares themselves. Combat in Beyond the Veil is tough, fast-paced, requires skill to master. Inspired by bullet hells and atmospheric survival games, expect a unique but familiar experience.



A Rich Story

Explore the narrative of Beyond the Veil, uncover what happened to the gods, and why you are here. Find others in the wasteland to help you, and listen to their stories.



Procedural Maps

Discover the secrets of the five kingdoms of the gods. Procedural maps make each playthrough unique, presenting different advantages and challenges as you explore. From rain and fog to lightning storms and hurricanes, the dynamic weather system can upset even the best-made plans.



RPG Mechanics

Develop characters as you see fit. Take on trials to increase their stats or give them powerful passive abilities. Equip a plethora of different weapons, accessories, and inscriptions to give you an edge in combat.



Top-down combat

Fight hordes of enemies in real-time, bloody combat. Use weapons, skills, and the environment to your advantage to survive. Movement and awareness are key to survival, but fleeing is always an option when things get too tough.

System Requirements

    Minimum:
    • Memory: 1 GB RAM
    • Storage: 500 MB available space
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