The Age of Decadence - Vince
While we didn’t post any announcements since March, we’ve been updating the game on a monthly basis (fixes, improvements, balance, tutorial, etc), so we continue supporting the game and paying attention to your feedback.

The final content update will be released in December (most likely). Think of it as a free DLC to thank you for your support and encouragement. It will extend the endgame and introduce a new ending (among other things).

Note for Radeon users: a couple of months ago we updated the engine to the latest version which didn’t go well with Radeon drivers, which caused slowdowns and forced some players to lower Lighting to be able to play the game. We contacted AMD , they managed to reproduce the problem and fix it, so if you have a Radeon card, make sure that you have the latest drivers (Radeon Software Crimson Edition 16.9.1)

In other news, we’d like to introduce our new RPG that’s entering the final stages of development.

* * *

Dungeon Rats, named after the 7th Heavy Armored Division of the Imperial Guards, is a turn-based, party-based dungeon crawler set in the same world as Age of Decadence. This is an RPG focused almost exclusively on squad level tactical combat for players who enjoy turn-based games in general, and AoD's combat systems in particular. If fighting your way out of a prison mine - and frequently dying in the attempt - is your idea of a good time, you've come to the right place.

Starting out as a new prisoner at the bottom of the gangs-ruled prison hierarchy, and of the prison itself, you must fight to survive and develop your combat skills, acquiring better weapons and equipment as you go. Recruit allies to your struggle or carry on as a lone wolf, and kill anyone foolish enough to stand in your way.

Notable changes from The Age of Decadence:

  • Party-based - the most frequently requested feature
  • Flanking and other strategic bonuses. Positioning matters a lot.
  • Manual placement of your characters before a fight
  • Charisma determines the number and quality of your party members
  • Skill points are split between the party members: more people means fewer skills points per person and slower level ups.
  • 10 possible companions, not all of them human (maximum party size is 4).
  • New weapons, armor, and creatures
  • 3 difficulty levels: Nice Guy, Tough Bastard, Murderous Psychopath

Some screenshots (work in progress):





The Age of Decadence - Vince
While we didn’t post any announcements since March, we’ve been updating the game on a monthly basis (fixes, improvements, balance, tutorial, etc), so we continue supporting the game and paying attention to your feedback.

The final content update will be released in December (most likely). Think of it as a free DLC to thank you for your support and encouragement. It will extend the endgame and introduce a new ending (among other things).

Note for Radeon users: a couple of months ago we updated the engine to the latest version which didn’t go well with Radeon drivers, which caused slowdowns and forced some players to lower Lighting to be able to play the game. We contacted AMD , they managed to reproduce the problem and fix it, so if you have a Radeon card, make sure that you have the latest drivers (Radeon Software Crimson Edition 16.9.1)

In other news, we’d like to introduce our new RPG that’s entering the final stages of development.

* * *

Dungeon Rats, named after the 7th Heavy Armored Division of the Imperial Guards, is a turn-based, party-based dungeon crawler set in the same world as Age of Decadence. This is an RPG focused almost exclusively on squad level tactical combat for players who enjoy turn-based games in general, and AoD's combat systems in particular. If fighting your way out of a prison mine - and frequently dying in the attempt - is your idea of a good time, you've come to the right place.

Starting out as a new prisoner at the bottom of the gangs-ruled prison hierarchy, and of the prison itself, you must fight to survive and develop your combat skills, acquiring better weapons and equipment as you go. Recruit allies to your struggle or carry on as a lone wolf, and kill anyone foolish enough to stand in your way.

Notable changes from The Age of Decadence:

  • Party-based - the most frequently requested feature
  • Flanking and other strategic bonuses. Positioning matters a lot.
  • Manual placement of your characters before a fight
  • Charisma determines the number and quality of your party members
  • Skill points are split between the party members: more people means fewer skills points per person and slower level ups.
  • 10 possible companions, not all of them human (maximum party size is 4).
  • New weapons, armor, and creatures
  • 3 difficulty levels: Nice Guy, Tough Bastard, Murderous Psychopath

Some screenshots (work in progress):





Mar 26, 2016
The Age of Decadence - Vince


First, we’d like to thank you for your support. When we launched our game on Steam, we didn’t know what to expect. The Age of Decadence is a hardcore RPG that requires the player to forget everything they learned playing mass-market-friendly RPGs and approach it differently, which, in all fairness, is a lot to ask for.

We were prepared for the worst – ready to say “at least we tried” and go back to less exciting ways to make a living – but your support and open-mindedness ensured our survival as a studio and gave us confidence to continue and experiment with game design.

We’re a small studio. Our games will never sell hundreds of thousands of copies, which is fine, because we aren’t in it for the money. We want to make games that nobody else would (precisely because such games would never sell hundreds of thousands of copies) and with and because of your help we can do it.

Thank you. Again.

So what to expect in the near and not so near future?

The Age of Decadence

As our next “full-scale” RPG won’t be ready until 2020, we’ll continue tweaking and improving AoD, ensuring that there’s always something new for the returning players.

The next update will be released in a week or so and will contain:

  • Huge performance boost in Ganezzar, minor boosts in other locations
  • Animation speed now goes up to 4x.
  • Separate animation speed for combat and exploration
  • If a crossbow is loaded, a new icon shows the number of loaded bolts in the inventory screen.
  • Pressing "R" reloads the last used bolts in crossbows.
  • Option to hide skill tags in dialogues.
  • New camera option: follow the player’s character.
  • Separate camera modes for combat and exploration. For example, the camera can follow the player while moving in real time and switch to free camera in combat.

The Dungeon Crawler

Our short-term project is a dungeon crawler set in the AoD world. It's a combat-heavy, party-based RPG for people who like our combat system and want to play it in a party-based mode. It will use the existing engine, systems, and assets, although new creatures, animations, weapons and armor are being added as we speak.

We'll introduce it properly in a couple of months.

The Colony Ship RPG

Our long-term project is a colony ship RPG inspired by Heinlein’s Orphans of the Sky. We want this game to feel and play differently from AoD. The core design (turn-based, choices & consequences, non-linear, text-heavy) would remain the same.
  • Character System

    Expect the same 6 stats (Str, Dex, Con, Int, Per, Cha) and 18 skills grouped in sets of three:

    • Melee (Fist, Bladed, Blunt)
    • Firearms (Pistol, Shotgun, SMG)
    • Energy Weapons (Pistol, Rifle, Cannon)
    • Science (Medical, Mechanical, Computer)
    • Speech (Persuasion, Streetwise, Trading)
    • Stealth (Lockpick, Pickpocket, Sneak)

  • Party-Based.

    It’s a fundamental change that affects every design aspect, most notably content “gating”. If you have 3-4 party members, most likely you’ll have all skills covered.

    Charisma will determine the number and quality of your party members. The party size will range from 2 to 5. Experience points from quests will be split between the human party members (a droid will have its own leveling up mechanics and won't cost you any XP), thus a smaller party will be able to gain levels faster.

  • Party Dynamics

    Typically, RPG party members serve a purely tactical role, giving your more bodies to control in combat and access to different combat abilities. In a sense, you’re role-playing an entire squad as outside of combat there is very little (if any) difference between the character you created and the characters you’ve recruited or created next.

    It works great in RPGs that are mostly about combat, but calls for a different approach when it comes to non-combat gameplay. The main problem is that party members offer nothing but combat benefits (occasionally, freaky sex to relieve combat stress and party banter), giving you very few reasons to treat party members any differently than the main character.

    In short, the problem is that in most RPGs party members are mindless zombies lacking any free will, agenda, goals, etc – the very qualities that separate an actual “character” from a zombie. Thus, our main design goal is to create proper characters that have a will of their own, as well as agendas, beliefs, goals, and other infuriating qualities.

    Unlike the player’s character, the party members will have a complex personality & beliefs system that would determine their reaction. Most likely these stats will remain hidden from the player and you’d have to figure out what you’re dealing with by talking to them and observing how they act/react.

    We're planning to go with 10 traits (values ranging from -5 to +5) strictly for the purpose of reacting to different situations and the PC's choices.

    • Religion (-5 means raging atheist, +5 means true believer)
    • Politics (-5 filthy liberal, +5 glorious conservative)
    • Loyalty (-5 treacherous scum, +5 loyal to a fault)
    • Volatile (-5 comatose, +5 always ready to fly off the handle)
    • Connving (-5 honest abe, +5 Miltiades)
    • Opportunist (-5 a man of principles, +5 what are principles?)
    • Idealism (-5 cynic, +5 starry-eyed idealist)
    • Greed (-5 above money, +5 can quote Gordon Gekko)
    • Altruism (-5 selfish bastard, +5 For the Greater Good!)
    • Agreeable (-5 doesn't play well with others, +5 gets along with Hitler)

  • Feats & Character Levels

    Your characters will gain levels using experience points from quests. When you level up, you’ll select feats, unlocking or improving your abilities. The feats will be an important aspect of character development (i.e. they won’t give you minor bonuses but help you develop your characters along specific paths: lone wolf vs squad leader, offense vs defense, gunslinger vs sprayer or gadgeteer, melee vs ranged, which will go beyond which skill to develop, etc) and make as much of a difference as the skills levels.

    We want the skills to determine your chance of success with certain tasks and the feats to define what you can do and how you can use these skills to maximum advantage. For example, not every guy with points in Pistol is a gunslinger, not every guy who travels alone is a Jeremiah Johnson when it comes to survival, etc. Basically, the feats will define your character much more than your skills.

  • Skills & Learn by Using

    You will not gain XP for killing, talking, sneaking, picking locks, using computers, fixing mechanical things and such. You will not increase your skills manually. Instead your skills will be increased automatically based on their use.

    Instead of counting how many times you did something, we’ll assign a certain value (let’s call it learning points) to each activity (attacking, killing, fixing, sneaking, convincing, lying, etc). So killing a tough enemy or repairing a reactor will net you more points than killing a weakling or fixing a toaster. Basically, it will work the same way as XP but go directly toward raising a skill that did all the work.

  • Gadgets

    While melee builds will be viable, most enemies will use guns. Ranged combat will be dull if everyone just stands there, firing their weapons and dodging bullets. It needs cover but we don’t want to place cover everywhere, which means we need gadgets to make your own cover (among other things):
    • Depletable energy shield (absorbs x damage)
    • Reality distortion field (THC penalty against you)
    • Optical illusion a-la Total Recall (chance that enemies will target the illusion)
    • Cloaking field aka Stealth Boy
    • Stasis field (holds enemy, no damage can be dealt)
    • Brainwave Disruptor (don’t leave your home without Psychic Nullifier)

    Expect 10-12 gadgets with 3-4 upgrade levels.

  • Factions

    While factions will get a lot of attention and play a large role, you won’t join a faction but will remain an outsider, free to work for and deal with all factions, which fits the setting better as these factions aren’t guilds but different hubs. However, many quests would have conflicting interests and reputation would play a stronger and more immediate role than it did in AoD, so you won’t be able to please everyone for long.

    In addition to your reputation, which will play a much bigger role in the game (the main quest is sort of built around it), we’ll add two important stats that will be affected by your actions: faction strength & morale (your actions might increase or lower both or increase one and lower the other). More on that in the future updates.

Here are the first 3 design updates if you wish to read more:

Setting Overview

Party Dynamics

System Changes

Again, thank you for your support and encouragement. If you’re interested in AoD, buy it today while it’s on sale to support the games we're working on. If you aren’t sure whether or not the game is for you, read this overview first:

http://steamcommunity.com/games/aod/announcements/detail/79169731941085705
Mar 26, 2016
The Age of Decadence - Vince


First, we’d like to thank you for your support. When we launched our game on Steam, we didn’t know what to expect. The Age of Decadence is a hardcore RPG that requires the player to forget everything they learned playing mass-market-friendly RPGs and approach it differently, which, in all fairness, is a lot to ask for.

We were prepared for the worst – ready to say “at least we tried” and go back to less exciting ways to make a living – but your support and open-mindedness ensured our survival as a studio and gave us confidence to continue and experiment with game design.

We’re a small studio. Our games will never sell hundreds of thousands of copies, which is fine, because we aren’t in it for the money. We want to make games that nobody else would (precisely because such games would never sell hundreds of thousands of copies) and with and because of your help we can do it.

Thank you. Again.

So what to expect in the near and not so near future?

The Age of Decadence

As our next “full-scale” RPG won’t be ready until 2020, we’ll continue tweaking and improving AoD, ensuring that there’s always something new for the returning players.

The next update will be released in a week or so and will contain:

  • Huge performance boost in Ganezzar, minor boosts in other locations
  • Animation speed now goes up to 4x.
  • Separate animation speed for combat and exploration
  • If a crossbow is loaded, a new icon shows the number of loaded bolts in the inventory screen.
  • Pressing "R" reloads the last used bolts in crossbows.
  • Option to hide skill tags in dialogues.
  • New camera option: follow the player’s character.
  • Separate camera modes for combat and exploration. For example, the camera can follow the player while moving in real time and switch to free camera in combat.

The Dungeon Crawler

Our short-term project is a dungeon crawler set in the AoD world. It's a combat-heavy, party-based RPG for people who like our combat system and want to play it in a party-based mode. It will use the existing engine, systems, and assets, although new creatures, animations, weapons and armor are being added as we speak.

We'll introduce it properly in a couple of months.

The Colony Ship RPG

Our long-term project is a colony ship RPG inspired by Heinlein’s Orphans of the Sky. We want this game to feel and play differently from AoD. The core design (turn-based, choices & consequences, non-linear, text-heavy) would remain the same.
  • Character System

    Expect the same 6 stats (Str, Dex, Con, Int, Per, Cha) and 18 skills grouped in sets of three:

    • Melee (Fist, Bladed, Blunt)
    • Firearms (Pistol, Shotgun, SMG)
    • Energy Weapons (Pistol, Rifle, Cannon)
    • Science (Medical, Mechanical, Computer)
    • Speech (Persuasion, Streetwise, Trading)
    • Stealth (Lockpick, Pickpocket, Sneak)

  • Party-Based.

    It’s a fundamental change that affects every design aspect, most notably content “gating”. If you have 3-4 party members, most likely you’ll have all skills covered.

    Charisma will determine the number and quality of your party members. The party size will range from 2 to 5. Experience points from quests will be split between the human party members (a droid will have its own leveling up mechanics and won't cost you any XP), thus a smaller party will be able to gain levels faster.

  • Party Dynamics

    Typically, RPG party members serve a purely tactical role, giving your more bodies to control in combat and access to different combat abilities. In a sense, you’re role-playing an entire squad as outside of combat there is very little (if any) difference between the character you created and the characters you’ve recruited or created next.

    It works great in RPGs that are mostly about combat, but calls for a different approach when it comes to non-combat gameplay. The main problem is that party members offer nothing but combat benefits (occasionally, freaky sex to relieve combat stress and party banter), giving you very few reasons to treat party members any differently than the main character.

    In short, the problem is that in most RPGs party members are mindless zombies lacking any free will, agenda, goals, etc – the very qualities that separate an actual “character” from a zombie. Thus, our main design goal is to create proper characters that have a will of their own, as well as agendas, beliefs, goals, and other infuriating qualities.

    Unlike the player’s character, the party members will have a complex personality & beliefs system that would determine their reaction. Most likely these stats will remain hidden from the player and you’d have to figure out what you’re dealing with by talking to them and observing how they act/react.

    We're planning to go with 10 traits (values ranging from -5 to +5) strictly for the purpose of reacting to different situations and the PC's choices.

    • Religion (-5 means raging atheist, +5 means true believer)
    • Politics (-5 filthy liberal, +5 glorious conservative)
    • Loyalty (-5 treacherous scum, +5 loyal to a fault)
    • Volatile (-5 comatose, +5 always ready to fly off the handle)
    • Connving (-5 honest abe, +5 Miltiades)
    • Opportunist (-5 a man of principles, +5 what are principles?)
    • Idealism (-5 cynic, +5 starry-eyed idealist)
    • Greed (-5 above money, +5 can quote Gordon Gekko)
    • Altruism (-5 selfish bastard, +5 For the Greater Good!)
    • Agreeable (-5 doesn't play well with others, +5 gets along with Hitler)

  • Feats & Character Levels

    Your characters will gain levels using experience points from quests. When you level up, you’ll select feats, unlocking or improving your abilities. The feats will be an important aspect of character development (i.e. they won’t give you minor bonuses but help you develop your characters along specific paths: lone wolf vs squad leader, offense vs defense, gunslinger vs sprayer or gadgeteer, melee vs ranged, which will go beyond which skill to develop, etc) and make as much of a difference as the skills levels.

    We want the skills to determine your chance of success with certain tasks and the feats to define what you can do and how you can use these skills to maximum advantage. For example, not every guy with points in Pistol is a gunslinger, not every guy who travels alone is a Jeremiah Johnson when it comes to survival, etc. Basically, the feats will define your character much more than your skills.

  • Skills & Learn by Using

    You will not gain XP for killing, talking, sneaking, picking locks, using computers, fixing mechanical things and such. You will not increase your skills manually. Instead your skills will be increased automatically based on their use.

    Instead of counting how many times you did something, we’ll assign a certain value (let’s call it learning points) to each activity (attacking, killing, fixing, sneaking, convincing, lying, etc). So killing a tough enemy or repairing a reactor will net you more points than killing a weakling or fixing a toaster. Basically, it will work the same way as XP but go directly toward raising a skill that did all the work.

  • Gadgets

    While melee builds will be viable, most enemies will use guns. Ranged combat will be dull if everyone just stands there, firing their weapons and dodging bullets. It needs cover but we don’t want to place cover everywhere, which means we need gadgets to make your own cover (among other things):
    • Depletable energy shield (absorbs x damage)
    • Reality distortion field (THC penalty against you)
    • Optical illusion a-la Total Recall (chance that enemies will target the illusion)
    • Cloaking field aka Stealth Boy
    • Stasis field (holds enemy, no damage can be dealt)
    • Brainwave Disruptor (don’t leave your home without Psychic Nullifier)

    Expect 10-12 gadgets with 3-4 upgrade levels.

  • Factions

    While factions will get a lot of attention and play a large role, you won’t join a faction but will remain an outsider, free to work for and deal with all factions, which fits the setting better as these factions aren’t guilds but different hubs. However, many quests would have conflicting interests and reputation would play a stronger and more immediate role than it did in AoD, so you won’t be able to please everyone for long.

    In addition to your reputation, which will play a much bigger role in the game (the main quest is sort of built around it), we’ll add two important stats that will be affected by your actions: faction strength & morale (your actions might increase or lower both or increase one and lower the other). More on that in the future updates.

Here are the first 3 design updates if you wish to read more:

Setting Overview

Party Dynamics

System Changes

Again, thank you for your support and encouragement. If you’re interested in AoD, buy it today while it’s on sale to support the games we're working on. If you aren’t sure whether or not the game is for you, read this overview first:

http://steamcommunity.com/games/aod/announcements/detail/79169731941085705
Feb 3, 2016
The Age of Decadence - Elhoim


The update contains a lot of things that were requested by the players:

1) A Stash!

As requested, a stash to store your ill-gotten gains. Rent a room at any inn and get a magic chest that will follow you everywhere (i.e. to the inn in the next city).

2) Sneaking & Stealing

As requested, more opportunities to ply your shady crafts. Stealing from sleeping inn patrons and merchant stalls is now a thing.

3) Spearman's Kit

As requested, a one-handed spear with a longer reach. It comes with a fancy buckler, a well-crafted blue steel helmet that doesn't restrict your vision, and its current owner. Enjoy!







To get your hands on that kit you have to bravely enter a tavern in the Arena district and challenge a dreadful pirate currently terrorizing the peaceful patrons. Are you bad enough dude to save the patrons and claim the villain’s spear for yourself?

4) Trading Cards.

As requested, now you can trade cards and craft your very own badge (or two). Steam gave us hard time ensuring that the divine badge is up to the code and meets the highest requirements (shines like the North Star on a dark night), so hope you won't be disappointed.


One of the badges

5) Expanded Endings

If you always wanted to know what the Zamedi demon is up to (and other memorable characters you've met on your journey), well, now you can. As requested.

6) Camera & Interface Resolutions

As requested, the camera's code has been updated and now it's much smoother. Don't expect any miracles but it's better than before. Plus we added higher resolutions support for the interface.

7) Minor things

Several new characters, text descriptions, bug fixes, improved textures and models, minor balance tweaks.

Thanks for playing.
Feb 3, 2016
The Age of Decadence - Elhoim


The update contains a lot of things that were requested by the players:

1) A Stash!

As requested, a stash to store your ill-gotten gains. Rent a room at any inn and get a magic chest that will follow you everywhere (i.e. to the inn in the next city).

2) Sneaking & Stealing

As requested, more opportunities to ply your shady crafts. Stealing from sleeping inn patrons and merchant stalls is now a thing.

3) Spearman's Kit

As requested, a one-handed spear with a longer reach. It comes with a fancy buckler, a well-crafted blue steel helmet that doesn't restrict your vision, and its current owner. Enjoy!







To get your hands on that kit you have to bravely enter a tavern in the Arena district and challenge a dreadful pirate currently terrorizing the peaceful patrons. Are you bad enough dude to save the patrons and claim the villain’s spear for yourself?

4) Trading Cards.

As requested, now you can trade cards and craft your very own badge (or two). Steam gave us hard time ensuring that the divine badge is up to the code and meets the highest requirements (shines like the North Star on a dark night), so hope you won't be disappointed.


One of the badges

5) Expanded Endings

If you always wanted to know what the Zamedi demon is up to (and other memorable characters you've met on your journey), well, now you can. As requested.

6) Camera & Interface Resolutions

As requested, the camera's code has been updated and now it's much smoother. Don't expect any miracles but it's better than before. Plus we added higher resolutions support for the interface.

7) Minor things

Several new characters, text descriptions, bug fixes, improved textures and models, minor balance tweaks.

Thanks for playing.
Dec 29, 2015
The Age of Decadence - Flashback


First things first - Merry Christmas and Happy New Year! 2015 was a great year for RPGs, let's hope that 2016 will be even better. Thank you for supporting us and other indie developers.

Today's update is released as beta because we updated the engine to the new version and it's safer to release it as an optional update (for now) rather than force everyone to update and run into potential issues.

To access the beta build, right click on the game in your Steam library, select Properties, click on Betas tab. If it’s set on “None - Opt out of all beta programs”, change it to Test – Public Testing Branch.

Enter the Access Code (‘blacksheepwall’), click on Check Code, and wait for Steam to download the files.

You can opt out at any time, in which case Steam will roll back the update and restore your game files.

The content:
  • Expanded the temple's interior (new NPC, potential combat, various checks, including Traps)
  • New ending path and extra content for the 'chosen one'
  • Ambushes to reward you for reaching low rep with factions
  • Improved engine performance and stability
  • Fixes: reported bugs, missing SP, references to dead characters, etc
  • Improved combat and items balance

We'll continue supporting the game and adding more content as per your suggestions. While we had a different update plan, we've heard your complaints about the ending, so it will remain our focus for the next 6 weeks. We'll add more options and alternative solutions fitting your characters.

As always, thank you for your continuous support and patronage.
Dec 29, 2015
The Age of Decadence - Vince


First things first - Merry Christmas and Happy New Year! 2015 was a great year for RPGs, let's hope that 2016 will be even better. Thank you for supporting us and other indie developers.

Today's update is released as beta because we updated the engine to the new version and it's safer to release it as an optional update (for now) rather than force everyone to update and run into potential issues.

To access the beta build, right click on the game in your Steam library, select Properties, click on Betas tab. If it’s set on “None - Opt out of all beta programs”, change it to Test – Public Testing Branch.

Enter the Access Code (‘blacksheepwall’), click on Check Code, and wait for Steam to download the files.

You can opt out at any time, in which case Steam will roll back the update and restore your game files.

The content:
  • Expanded the temple's interior (new NPC, potential combat, various checks, including Traps)
  • New ending path and extra content for the 'chosen one'
  • Ambushes to reward you for reaching low rep with factions
  • Improved engine performance and stability
  • Fixes: reported bugs, missing SP, references to dead characters, etc
  • Improved combat and items balance

We'll continue supporting the game and adding more content as per your suggestions. While we had a different update plan, we've heard your complaints about the ending, so it will remain our focus for the next 6 weeks. We'll add more options and alternative solutions fitting your characters.

As always, thank you for your continuous support and patronage.
Oct 30, 2015
The Age of Decadence - Vince


First of all, thank you for the great reception. Thanks to you we can continue making RPGs. The future of our studio isn’t certain yet but you gave us a chance and we’re very grateful.

Your goodwill also buys us 4 months of work before we move onto the next project. Instead of rolling extra content into a DLC and selling it to you for a few extra bucks, we’ll add it via monthly updates to show our gratitude and appreciation.

This month’s update adds 3 things:

1) The arena challengers. We went far and wide to search for the finest warriors and found them in this thread:

http://steamcommunity.com/app/230070/discussions/0/490123197946992902/

The first challenger is Hamul, a man of faith and much violence:







The second challenger is Plaudius, a man of average stats and many talents







Last but not the least is infamous Widowmaker with over 300 confirmed kills and no defensive skills whatsoever. After all, why waste points on defense when you can spend them on Critical Strike and kill your enemies with extreme prejudice?







2) Basil's questline continues, giving you a chance to strike against protection racket (or join in and make some easy money).

3) Trainers, various improvements, and fixes. Notable items (not the full list):
  • You can talk your way past Hermon without having to pay or fight.
  • Random crashes on level switch should be fixed
  • Fixed passability and building collisions
  • Monastery's Elder has the strongbox key
  • Poison only applies on damage; weak poison no longer overrides strong poison
  • Rebalanced the Thieves Guild's questline, making it a bit easier
  • Increased monetary rewards

Notes:

Once again, thank you for your support.

Oct 30, 2015
The Age of Decadence - Vince


First of all, thank you for the great reception. Thanks to you we can continue making RPGs. The future of our studio isn’t certain yet but you gave us a chance and we’re very grateful.

Your goodwill also buys us 4 months of work before we move onto the next project. Instead of rolling extra content into a DLC and selling it to you for a few extra bucks, we’ll add it via monthly updates to show our gratitude and appreciation.

This month’s update adds 3 things:

1) The arena challengers. We went far and wide to search for the finest warriors and found them in this thread:

http://steamcommunity.com/app/230070/discussions/0/490123197946992902/

The first challenger is Hamul, a man of faith and much violence:







The second challenger is Plaudius, a man of average stats and many talents







Last but not the least is infamous Widowmaker with over 300 confirmed kills and no defensive skills whatsoever. After all, why waste points on defense when you can spend them on Critical Strike and kill your enemies with extreme prejudice?







2) Basil's questline continues, giving you a chance to strike against protection racket (or join in and make some easy money).

3) Trainers, various improvements, and fixes. Notable items (not the full list):
  • You can talk your way past Hermon without having to pay or fight.
  • Random crashes on level switch should be fixed
  • Fixed passability and building collisions
  • Monastery's Elder has the strongbox key
  • Poison only applies on damage; weak poison no longer overrides strong poison
  • Rebalanced the Thieves Guild's questline, making it a bit easier
  • Increased monetary rewards

Notes:

Once again, thank you for your support.

...