Bound By Blades - Zethyn



After 2 years of development building out the Bound By Blades demo and polishing for all of the amazing feedback, we are ready to hit Kickstarter!

Spread the word and prepare, as we have an awesome trailer, demo, and Kickstarter page full of beautiful art and gifs for you to check out!
Bound By Blades - Zethyn



Watch the Dev Update Video

https://www.youtube.com/watch?v=6A8cZoBSQo8

This video focuses on showing the core features within the demo and gameplay while talking about the planned features and upcoming Kickstarter!

Kickstarter coming later this month!

Near the end of this month will be our Kickstarter's launch, we're waiting until we're a bit closer to it before we announce the date so keep an eye out for us!

The Agile Archer, Guren

For now, check out some of our concept art that we'll show on our Kickstarter page to help explain some of the planned features, characters, and more!

The Impenetrable Tank, Kota

Slay the Spire inspired map for the End Game Dungeon System


Try Out the Demo on Discord!

Eager to try out the demo early? Join up on discord here and you’ll be able to download it! Our only ask now is to not stream or upload a video until our Kickstarter is live for the best chance at us succeeding!
Bound By Blades - Zethyn


In this post I want to list out all of our planned goals for the final release of BBB. Our demo works as a solid proving ground of the combat system and core gameplay, but there is so much more we want to build – and I’ll explain them all here.

I’ll be going through all of this in detail in the upcoming Kickstarter launching this September, but I want to give everyone a hint now of what we’re aiming towards. First simply listing out what we already have implemented and playable in our demo –

What’s in the Demo now?



  • We’ve built out the Four Corner Battle System with 3 unique bosses, and challenging variations for each of them, along with a rating system to give some replayability in the demo.
  • The Town of Tumbra has Eldros and Finny to talk to, while not fully story realized – this does show how the story will be told.
  • Harvest materials and potions in Dreamland with a precision system to time for more materials.
  • Blacksmith with crafting and upgrading, including 3 sets of unique gear and runes to choose from.

List of the Upcoming Features
  • 2 Player Co-op Multiplayer
  • AI Partners and Friend Cards
  • End Game Dungeon System similar to FTL/Slay the Spire map combined with Diablo 3 Greater Rifts randomization and progression system
  • Equipment with Crafting, Upgrading, Enchanting, Stats, and Set bonuses
  • 3 Playable Characters with their own play styles
  • 10 Unique bosses and 10+ challenging and new variations
  • Light Story
  • Battle Broods (Pets)

2 Player Co-op Multiplayer
This is my favorite feature I have planned, for me an Action RPG can go to so many levels of enjoyment with a friend in co-op that it’s necessary to add. After Kickstarter, this is my main focus to develop and build out first.

The game will work online, through a peer to peer system, most likely working with Photon for Unity to help all platforms work smoothly. We’ll be looking into cross platform support as well, but it’s not something we can promise to deliver on until we prove it out first.

I feel that disconnecting online may be a concern for when playing multiplayer on the go, so we’re creating AI to both play with while offline, and to take over for a friend if one of you gets disconnected!

AI Partners and Friend Cards
Not only can you bring along AI partners of the NPCs you meet in your journey, but also exchanging Friend Cards with your friends will let you bring their character into battle with you while offline!

End Game Dungeon System
The real focus of Bound By Blades, designed to push many hours of replayability, player increased difficulty levels, randomized elements to keep you on your toes, and an assortment of materials to craft and upgrade your gear with. This is where Multiplayer in BBB will shine, you’ll both need to endure the onslaught of battles to reap the rewards!

The end game system is a mix of the FTL/Slay the Spire map along with the player progression levels of Diablo 3 Greater Rifts. Choose your own path, battle random bosses, work your way to a quick break in town to restore potions or go right for the final boss! Survive and you’ll have the materials to craft and upgrade some new gear, and the next level unlocked to take on.

Equipment



Our plan for gear is to add Set Bonuses for equipping full sets of a boss’s gear, and individual stats for each item. Combining these goals into the End Game system, we’ll be randomizing the stats you get, along with needing the right bosses to show in the dungeon to harvest their materials for the set pieces you most desire.

That’s not to say defeating dungeons without those bosses in it won’t help you – you’ll still earn upgrade tokens based on the dungeon level you clear, which allow you to push past the upgrade limit and help endure the fights to come.

We’re also planning to add an enchantress, whom will enchant your gear with buffs that you prefer to use. Adding this along with the runes which each have their own effects will help you customize your playstyle and builds to determine what you can push the highest with!

3 Playable Characters


Concepts for our second character, Guren

Teo is the only character shown in the demo, with a powerful, but slow weapon. So what about all the players who want to feel fast? Or the ones who want to play safe? We’ve got you covered, each with their own unique attacks and abilities.

Our second character is in concept phase now, an agile archer named Guren. And our third will be a tank character with weapon and shield.

10 Unique Bosses and 10+ Challenging Boss Variations
We’re aiming for 10 core unique Ilcyon and introduce those as your story progresses. The real fun is what the variations will bring – these are in no way just stat increases, but huge amounts of functional reworks to bring to life the challenging fights that really push our battle system to the limit.

Our end game system will rely on having a large variety of bosses, so we’ll do our best to not only have a solid amount on release, but to keep adding more over time.

Light Story



Story throughout BBB will be a lighter element, mainly used as a prologue to the End Game System, and introducing players to the state of the world. You’ll learn about the Ilcyon, the tribes, and the history of the land known as Ashmyr.

Battle Broods (Pets)
This is another lighter element to BBB, and will most likely be placed as a stretch goal on KS to ensure development is solid and polished for release of the other core features first.

Battle broods are pets you can feed your extra boss materials to, raising them into 1 of 3 forms, each with their own little animations, a simple attack and ability to help support you in battle. Feeding them more materials will increase their levels and stats for extra support.

In Battle they’ll follow along with you similar to how Phantasy Star Online mags work, but also adding in an attack and support ability for a direct bonus as well.

Demo and Community Challenges!

If you’re interested in checking out the demo make sure to join our Discord to sign up at http://discord.gg/boundbyblades

And you can compete in our latest Community Challenge to get in as well! Community Challenge Post

Check out more on our site: Bound By Blades Website

Follow us on Twitter
Bound By Blades - Zethyn
Watch the Dev Update Video Here

Updates and Changes
  • Title Screen animated
  • Lamgi animated in town and dreamland, they run, prance and jump
  • Finny now animated in town (Eldros coming soon!)
  • Wisps moving around on the edges of the battlefield
  • Particle effects for Teo added in Battle for dash, dodge and charge attacks
  • New Epic Music for Battles past the training phase
  • New Loading screen
  • New Transitions, now instant (with Teo running across) for all areas other than into battle where loading takes effect for each boss
  • Mittux VFX added in
  • Mittux mini optimized to avoid lag spikes caused when new ones are spawned
  • Polish and adjustments for player feedback from DreamHack
  • Teo’s charge attack now always resets if mid combo, this allows a consistent dash across the screen every time you do 3 charge attacks in a row
  • Movement in Town/Dreamland made a bit easier to avoid overrunning your goal too quickly



Our Goals Now
Our launch date for Kickstarter is aimed around September, so our focus now is on that.

We’ve just started preparing our Kickstarter page and will work on it up through our launch. We’re looking into finding a trailer creator that can make us something awesome to show what BBB is capable of.

Our work on the demo slows down a bit more as we progress as it’s in a solid state so we’re focusing on polish for it now.



Sign Up for the Demo
The demo is already being shared to some through our Discord where you can sign up for an early look before it opens up to everyone on Kickstarter.

The demo is in the polish and bug fixing phase now, so we’re able to fix up bugs and add some small polish as people run through it and give feedback to improve the game!
Bound By Blades - Zethyn
Want to be one of the first to try out the game and give feedback? Join our discord!





We'll be adding players to our early play test group through Discord with each new build leading up to our Kickstarter launch around September. We're primarily looking for feedback to help improve Bound By Blades and ensure a smooth experience for everyone to play!

We do ask for any and all players who get to try it to withhold from making videos or streaming, as we'll want you to show off the final demo concurrently with our Kickstarter for the biggest launch we can get!
Bound By Blades - contact@rockpapershotgun.com (Jay Castello)

Screenshot Saturday! A day to appreciate games that don t yet exist, and may change utterly before they are released, and yet are already lovely to gawp at. This week: some early Halloween goodness, a rag-tag adventuring party, and a lovely bit of cooking.

(more…)

Bound By Blades - Zethyn
Dev Update 15

Dev Video Link here

Since DreamHack was our focus before, we haven’t made a dev update in quite awhile, so we’re combining that into this update as well.

Our main additions include the new Title Screen, new Music throughout, Mittux animations, Teo VFX animations, and combining the potions into the player healthbar UI.

Our animator Aden has finished all the boss VFX, and I’d love to add those in for this next update, so expect the next video in the next few weeks!




DreamHack, news for mac support and our upcoming Kickstarter date!



Convention Update
With our booth at DreamHack, we received some great reception on Bound By Blades, along with awesome feedback for us to improve the game as well!

Meeting new players and watching them have fun playing was amazing, but we also got to meet a lot of other indie devs, and I must say the entire community for indie games is absolutely awesome!

Kickstarter Plan
We wanted to give an update for when to expect our Kickstarter as we’ve been pretty vague so far. We’ll be aiming around this September to launch, so keep an eye out for us and our updates on it!

Discord
We’re working now to build up our Discord, we’ve got some exciting news we’ll announce later this month, so make sure to join!

Join Our Discord Here

Platform Support
I also want to mention we will stop supporting Mac as a platform. Through our playtests, we haven’t had anyone request for a Mac build, and thinking of the upcoming features – specifically multiplayer, I want to hold off on promising Mac in case there are extra issues that can take time from development on BBB as a whole.

While saying this, if you own a Mac and want support – email me at zeth@boundbyblades.com, if we get enough people who are interested – I will look into supporting it after releasing for the other platforms.

Press
We also got an awesome press write up listing us as one of the most exciting RPGs at DreamHack. Check out the site here!
https://pondspress.wordpress.com/2019/06/05/dreamhack-dallas-2019-games-evaluation-role-playing-games/

Title Screen



And our progress with animations on the title screen can be seen on Twitter

Twitter post here
Bound By Blades - Zethyn


Bound By Blades at DreamHack Dallas, May 31 - June 2
We are excited to announce we've been selected as Best RPG for DreamHack Dallas!

We will have our own booth at the Indie Playground with a demo to try out the game, come check us out!

Link To Our Indie Playground Page
Bound By Blades - Zethyn
Dev Update
Update Video

Features in this build
New UI, Menus, and Animations
- New art for all menus
- Menu lay out redesigned for better legibility and navigation
- Animations on opening and closing menus
- Text and fonts now more unified throughout the game



Teo Customization and Fur Skins
- Character Creation screen now lets players choose new in game skins



Armor and Weapons Updated with Visuals
- All armor and weapons show up on Teo now as you equip them
- All icons for armor, weapons and runes now finalized



Full Controller and Keyboard Only Controls Rework
To give players the best experience when using either a controller or Keyboard only, we have revised our previous control system from a Virtual cursor to direct button selections on menus, and direct standpoint movement in town and dreamland.

New Harvest Meter
- Revised old line meter into a scaling circular meter for better style



New Signs for Town and Locations
Updating from large floating buttons, we've redesigned the location buttons as signs directly in town and Dreamland for better immersion.



Follow Us!
We're aiming for Kickstarter and we need all the support we can get to succeed!
Make sure you subscribe to our newsletter on our site here
The most updated source and a way to communicate with us directly is our Discord here
For art check out both our Twitter and our Instagram
Bound By Blades - Zethyn
Dev Update Video

Features in this build

Challenge Bosses
The challenge bosses are fully modified variations of the core bosses.
Along with increased power and variety, they're given massive changes to their abilities.
A small additional piece was updating the previous temp art for projectile attacks, now with more final art but temp animations in.

Gallow Ex
- Fireballs now shot at adjacent points and split on impact, launching more outwards
- Laser attack doubled, now with 2 lasers that cross each other while you run from them
- Blast now also splits on all 4 standpoints, causing a mass amount of fireballs to launch out


Skullako Ex
- Spawns as 3 small slimes, instead of as 1. Joins together when multiple are killed, creating bigger slimes compared to normal version that splits when killed instead.
- Slime attacks now shoot out towards standpoints, blocking them off from the player
- Big Skullako now uses an AoE slime attack that shoots a barrage in a full circle


Mittux Ex
- Has 4 minis that surround him, compared to normal with only 2.
- Mini-Gun attack, where the eyes shoot a massive barrage of projectiles out at the player
- Charge Blast launches 2 minis onto opposite corners, blocking the player, compared to normal that now shoots only 1 out.
- Blindness (When all eyes/minis are killed), now causes Mittux to shoot arc waves randomly at the standpoints, and now he can do charge blasts while blind, where he rotates in full circles until landing on a random standpoint to blast at full power.


Balancing and Gear Updates
For the challenge bosses, there have been a large amount of tweaks in general to ensure a smooth system of combat, along with not requiring a massive amount of grinding to feel powerful enough to take them on.

Tweaks
- Teo's abilities for dodging and running have been sped up so gameplay feels faster.
- Gear upgrades set at a maximum of level 5, down from 10. This helps reduce the grind to reach maximum level.
- Upgrade costs have been reduced to speed up the overall process.
- Mittux (normal) was given a few nerfs to ensure a better ramping of difficulty to him as only the third boss.

Battle Menu
From a simple 3 boss list, to now including tabs and more choices and descriptions
- Tabs now show for Story, Training, and Challenge bosses.
- Training options have been re-enabled after completing them to practice and remember them as needed.
- New pop up when making a selection, showing the boss details including a description for the boss and if they've been defeated, a rank and time for your best battle against them.


Follow Us!
We're aiming for Kickstarter and we need all the support we can get to succeed!
Make sure you subscribe to our newsletter on our site here
The most updated source and a way to communicate with us directly is our Discord here
For art check out both our Twitter and our Instagram
...

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