In the past weeks we've showcased the 6 starter heroes - they'll accompany you through the entirety of Act I. This pool of heroes will be expanded as we continually work on the game, and we wanted to share some of our additional hero ideas with you.
While these aren't set in stone, we do foresee them fitting into the lore and the settings of Acts II to IV. Like the heroes we've showcased, each one has access to three unique build paths, and between their skills and the items you find, you'll be able to mix and match between them to create unique expressions of the same hero, whether it's the 1st run or the 99th run.
The Shinobi Fans of Sairento VR, fear not! As a throwback to our very first VR game involving ninjas and slow-mo bullet time action, as well as a nod to the leading lady Chieko, the Shinobis' core feature is her blinding speed and highly mobile playstyle. Her kit revolves around being able to reposition herself on the battlefield with ease to avoid enemy attacks and execute devasting moves.
The Monk The Monk's core feature is a combo buildup system, much akin to fighting games. Performing a combination of moves can open up special combo finishers that apply a secondary effect. The Monk fights fluidly, cycling between the way of the open palm and the closed fist, and when the situation calls for it, his trances and mantras can unite a team together.
The Bard The Bard's core feature is a chord system. By stringing together a series of harmonizing notes, he can work his magic, positively influencing friends. By doing a reverse, The Bard can sow chaos and confusion within the enemy ranks. The Bard is a hero that rewards clever and creative ways of combining these songs.
The Marauder The Marauder's core feature is his natural fury, making him a vicious fighter. Wounds make him stronger and more violent, as he converts his pain into unbridled fury. The Maurader's kit revolves around being able to use more powerful abilities when he takes damage, and bulldozing any obstacles with sheer willpower. Playing a Marauder is to toe the line between death and power.
The Geomancer The Geomancer's core feature is his mystical ability to read and manipulate the intangible element of luck and destiny. By studying the environment and his foes, he can determine optimum areas to stand on to become more lucky and to follow up with a chain of attacks, pushing towards the outcome of a successful battle. Luck is a double-edged sword however, and with great luck also comes bad luck, if you aren't positioned correctly.
..and more! We've got plenty more ideas in store - these are just a few we have in mind. We love and encourage community interaction, so we're keen to hear your ideas too!
Join us down in our Discord server for a discussion, or if that isn't your thing, feel free to start a discussion over here.
If you've missed out on our previous posts, here is all the teasers we've shown - this list will be growing as we go along!
You've already met five out of our six heroes for Early Access release (more to come in the future), each with a unique set of abilities to bring to every adventure. Our next hero is no different. A true master of beasts and the mighty elements, she proves that Mother Nature is not to be trifled with.
Ida the Druid Ida is a wild child who seeks to defend her forest home from the evils that encroach upon the land, with both her valiant animal companions and her mastery over the forces of nature.
Starting Talents Ida's familiarity with the wilderness makes her a formidable ally in challenges and battles involving nature. Moreover, her ability to use various types of weapons allows for flexibility in gameplay.
Nature Lore - Receives +2 bonus in events while in the wilderness
Observant - Receives +2 bonus during Perception Tests
Proficiency : Small Blades - Can use daggers and swords
Proficiency : Bows - Can use bows and quivers
Proficiency : Spears - Can equip spears
Proficiency : Light Armor - Can use light armor
Proficiency : Medium Armor - Can equip medium armor
Skill Schools Every school has around 20-30 unique skills. Shown below is a small sample of the kind of skills Ida can obtain over the course of her adventures...
Primal - Primal skills focus on raw fighting power and transformation abilities.
Elemental - Elemental skills focus on mastery over the elements of nature.
Animal Kinship - Animal Kinship skills focus on summoning and synergy with the familial animals of the wild.
Skill Previews Here are a couple of preview shots of select skills in action!
Primal Aspect [/b]
Tornado
Summon Spirit Bear
Build Potentials Ida is able to focus her builds along three distinct paths, each with a unique playstyle to suit the situation.
Primal - A brawler who takes it to her enemies, with the ability to shapeshift into a powerful bear form.
Elemental - A caster who pummels her foes with the fury of nature itself.
Animal Kinship - A beastmaster who has an army of wild companions at her bidding.
Primal + Elemental - A brawler who wields the powers of nature to enhance her combat effectiveness..
Primal + Animal Kinship - A beastmaster who fights alongside her wild companions.
Elemental + Animal Kinship - A caster who strikes from afar, with her pet companions to guard her.
This is just a taste of what we have to show for our Early Access. We'll be working on this and even more amazing content as we go on!
If you've missed out on our previous posts, here is all the teasers we've shown - this list will be growing as we go along!
This week, we focus on a hero who boasts a strong command over various schools of magic. Whether it is molding magical energies into evoking elemental spells or telekinetic abilities, he is a force to be reckoned with on the battlefield.
Pierre the Spellbinder An academic and a keeper of the books, Pierre studies the ancient magicks that the ancestors wielded in their ascent to power. With the recent resurgence of evils in the land, he has taken it upon himself to study these phenomena first hand.
Starting Talents His knowledge of magic translates into the ability to wield items of such nature. It will also aid the party in scenarios such as deciphering ancient runes, or identifying a mystical effect.
Arcane Lore - Has a +2 bonus in events involving magic.
Proficiency : Small Blades - Can use daggers and swords.
Proficiency : Wand - Can use wands and arcane focuses.
Proficiency : Staffs - Can use staffs.
Proficiency : Light Armor - Can use light armor.
Skill Schools Every school has around 20-30 unique skills. Shown below is a small sample of the kind of skills Pierre can obtain over the course of his adventures...
Evocation - Evocation skills focus on the elements of fire and ice to lay waste to the battlefield.
Force - Force skills focus on defense, utility and control of the battlefield.
Conjuration - Conjuration skills focus on creating ethereal objects to protect and to harm.
Skill Previews Here are a couple of preview shots of select skills in action!
Invoker of Blades
Force Wave
Blizzard
Build Potentials Pierre operates at his maximum potential when he is able to generate channel charges. By maintaining this status, it enables access to high cost, high impact spells. His schools also synergize strongly with each other, making him a wrecking ball on the battlefield - if he is able to mitigate damage to make up for his low health.
Evocation - A wizard who commands fire and ice. Requires buildup, but has high damage potential.
Force - A wizard who controls the flow of the battle, with the ability to foresee attacks.
Conjuration - A wizard with great offensive flexibility, able to focus on both a melee and ranged fighting style.
Evocation + Force - A wizard who can focus on a main element, with the ability to position enemies for best effect.
Evocation + Conjuration - A wizard who focuses on pure damage, able to burst down enemies.
Force + Conjuration - An agile wizard who can lock down opponents, and then pummel them with spells in rapid succession.
This is just a taste of what we have to show for our Early Access. We'll be working on this and even more amazing content as we go on!
If you've missed out on our previous posts, here is all the teasers we've shown - this list will be growing as we go along!
This week, we focus on a hero who fights for justice and the Light. She has flexibility in the kind of role she can bring to a team - having a strong stable of offensive and healing spells, while being no slouch in the combat department either.
Catherin the Cleric Catherin is a cleric of the Holy Order, holy warriors who train to combine both faith and steel to become paragons of justice and strength. As a peacekeeper of the realm, she fights tirelessly to defend the realm against threats of both physical and supernatural in origin.
Starting Talents Her training and background gives Catherin a disciplined personality, and this shows in her starting talents. She's not one to back off from doing what's right, and championing the right causes, and she has the ability to back up her words.
Stubborn - Has a +1 bonus to Endurance and Willpower challenges
Tough As Nails - Has a starting +3 HP bonus
Proficiency : Blunt Weapons - Can use maces and flails.
Proficiency : Medium - Can use medium armor.
Proficiency : Shields - Can use shields.
Skill Schools Every school has around 20-30 unique skills. Shown below is a small sample of the kind of skills Catherin can obtain over the course of her adventures...
Divine - Divine skills focus on channelling the power of the Gods to lay waste to your foes.
Holy Warrior - Holy Warrior skills focus on combining offensive and defense abilities that are mostly martial in nature.
Spirit Healer - Spirit Healer skills focus on empowering, protecting and restoring your allies.
Skill Previews Here are a couple of preview shots of select skills in action!
Smite
Radiance
Healing Wind
Build Potentials Catherin can fulfill multiple roles in the party as the need arises. Her healing abilities are second to none, which can help sustain her allies through a rough patch, or to reverse the effects of a tactical mistake. For a more self sufficient and capable party, she can dish out the hurt with her divine abilities, although it requires her to build up her channelling charges.
Divine - A cleric who weakens and smites foes down with powerful spells.
Holy Warrior - A fighter that can soak up damage or jump to her ally's defense when needed.
Spirit Healer - A priest that keeps up the vigor of her allies, while also enhancing their prowess.
Divine+ Holy Warrior - A potent combination where martial abilities feed into powering up divine abilities.
Divine + Spirit Healer - A spell focused cleric that can competently dish out both offensive and defensive spells.
Holy Warrior + Spirit Healer - A team-focused fighter that fights in the front line, but can pull out healing spells in a tight situation.
This is just a taste of what we have to show for our Early Access. We'll be working on this and even more amazing content as we go on!
If you've missed out on our previous posts, here is all the teasers we've shown - this list will be growing as we go along!
This week, we focus on a hero who's a master of ranged combat, and can also provide a unique value to the party by constructing turrets and traps.
Bertram the Ranger Bertram is a ranger of the wild. Being a expert tracker and a highly adaptable survivalist, he is often called upon for hunting and scouting missions. His skills make him uniquely suited for leading expedition groups through unfamiliar terrains.
Starting Talents Bertram is not as physically hardy as other heroes, but he makes up for it by having highly versatile ability schools that let him be as proactive or reactive to situations as needed. He can be a threat from anywhere on the field, and a deadly one if left unchecked.
Nature Lore - Has a +2 bonus when dealing with challenges involving nature.
Observant - Has a +2 bonus in tests of perception.
Proficiency : Small Blades - Can use daggers and swords.
Proficiency : Bows - Can use bows.
Proficiency : Crossbows - Can use crossbows.
Proficiency : Medium Armor - Can use medium armor.
Skill Schools Every school has around 20-30 unique skills. Shown below is a small sample of the kind of skills Bertram can obtain over the course of his adventures...
Sharpshooter - Sharpshooter skills focus on mastery of different arrow types and bow techniques to take out foes at any distance.
Trapper - Trapper skills focus on controlling and defeating enemies through the use of traps.
Sentry - Sentry skills focus on the construction of automated field weapons to turn the tide of battle.
Skill Previews Here are a couple of preview shots of select skills in action!
Rain of Arrows
Cross Hatch
Sentry Turret
Build Potentials Bertram has strong range potential, so keeping him in the back row and away from danger is the way to go. With that said, a portion of his abilities also reward him for maneuvering about the battlefield to gain circumstantial boosts, or to set up his abilities in the right places. He is a flexible fighter who can ramp up his damage output if he is unchallenged.
Sharpshooter - An unmatched marksman who takes out foes from a distance.
Trapper - A trapper who dominates the battlefield with dangerous traps, luring enemies into them.
Sentry - An engineer who constructs turrets to lay waste to the battlefield.
Sharpshooter + Trapper - A versatile marksman who lures their foes to their demise, and picks them off.
Sharpshooter + Sentry - A commander who can provide key supporting fire to their allies.
Trapper + Sentry - A tactician who requires set up time, but revels in unbridled destruction when their devices are in place.
This is just a taste of what we have to show for our Early Access. We'll be working on this and even more amazing content as we go on!
If you've missed out on our previous posts, here is all the teasers we've shown - this list will be growing as we go along!
Next in the lineup is one who has no qualms about stabbing his enemies in the back.
Alphonse the Scoundrel Alphonse is a scoundrel who has spent time among the best of the worst - honorable thieves, unscrupulous cutthroats, and deadly assassins. The world is his playground, and he intends to stay alive with his wits and cunning.
Starting Talents Being a rogue, Alphonse has a very focused proficiency set revolving around small blades and medium armor. He has other talents that keep him at the forefront of battle, as well as making him more likely to avoid and survive traps in random events.
Alert - Retains initiative bonus when ambushed.
Dual Wield Mastery - Can equip weapons in his offhand.
Lightfooted - Has a +2 bonus in events vs traps.
Proficiency : Small Blades - Can use daggers and swords.
Proficiency : Medium Armor - Can use medium armor.
Skill Schools Every school has around 20-30 unique skills. Shown below is a small sample of the kind of skills Alphonse can obtain over the course of his adventures...
Assassin - Assassin skills focus on potent single target damage, and the mastery of poison.
Sabotage - Sabotage skills focus on controlling the battlefield through implements and traps.
Subterfuge - Subterfuge skills focus on sowing chaos among enemies through deception and illusion.
Skill Previews Here are a couple of preview shots of select skills in action!
Stab
Noxious Bomb
Backup Plan
Build Potentials Alphonse is considered an advance hero to play and has strong damage potential no matter how you build him. While he is naturally more fragile than more combat-oriented heroes, he can make up for it with smart positioning and clever control of the battlefield.
Assassin - An assassin geared around annihilating high value targets.
Sabotage - A trapper who lays traps to kill, hinder, and harass your foes.
Subterfuge - A highly elusive agent of the shadows, who strikes at opportune moments.
Assassin+ Sabotage - A versatile assassin who uses traps to create confusion, and expose weakness on their targets.
Assassin+ Subterfuge - An assassin who dances in and out of the danger zone with a backup plan ready.
Sabotage+ Subterfuge - A scheming trapper who uses traps in both offensive and defensive capacity.
This is just a taste of what we have to show for our Early Access. We'll be working on this and even more amazing content as we go on!
If you've missed out on our previous posts, here is all the teasers we've shown - this list will be growing as we go along!
In this week and the coming weeks, we'll be previewing each of the 6 heroes that will be present in the Early Access version of Gordian Quest. Each of these heroes are differentiated by their personalities, starting talents, and skill schools. Today, we'll be covering Lucius, the Swordhand.
Lucius, The Swordhand Lucius is a former soldier who now wanders the realm as a free agent, helping those in need. He is an expert combatant, and possesses strong battle instincts which makes him a natural leader on the field.
Starting Talents Being an ex-military man, Lucius has proficiency in a wide array of weapon and armor choices at the start, allowing him flexibility when it comes to choosing equipment to complement his skills.
Dual Wield Mastery - Can equip weapons in his offhand.
Proficiency : Blunt Weapons - Can use maces and flails.
Proficiency : Small Blades - Can use daggers and swords.
Proficiency : Large Blades - Can use two-handed swords.
Proficiency : Medium Armor - Can use medium armor.
Proficiency : Heavy Armor - Can use heavy armor.
Proficiency : Shields - Can use shields.
Skill Schools Every school has around 20-30 unique skills. Shown below is a small sample of the kind of skills Lucius can obtain over the course of his adventures...
Swordsmanship - Swordsmanship skills focus strongly on one-on-one fighting prowess.
Warrior - Warrior skills focus on general combat ability and crowd control.
Leadership - Leadership skills focus on buffing yourself and allies.
Skill Previews Here are a couple of preview shots of select skills in action!
Blast Wave
Phantom Edge
Show of Force
Build Potentials Lucius is a highly versatile front line hero, who can also act as a cornerstone of any team with his strong supporting skills. Build him in the following ways!
Swordsmanship - Excellent single target duelist, for taking down tougher foes.
Warrior - Take on multiple foes at once without breaking a sweat.
Leadership - A commander who directs his team and executes strategic plays to win battles.
Swordsmanship + Warrior - A well balanced warrior who can switch between a fighter and tank role easily.
Swordsmanship + Leadership - A fighter who creates opportunities for himself by placing his team in strong formations.
Warrior + Leadership - A commander who leads the front line, bringing down weaker foes to expose high value targets.
This is just a taste of what we have to show for our Early Access. We'll be working on this and even more amazing content as we go on!
If you've missed out on our previous posts, here is all the teasers we've shown - this list will be growing as we go along!
This week's topic is Gordian Quests's battle system. If the map system is the lifeblood of the game, the battle system is the meat and bones. Our goal with the combat system to provide the following :
Turn-based gameplay
A highly tactical experience where every action counts
An almost puzzle-like aspect when examining enemy actions and reactions
Satisfying synergy and combos from items and party members
Let's delve into it.
Roll for initiative! The age-old clarion call to battle - rolling for initiative. As the battle is turned based, every unit has their turn in the pecking order of when to act. Everyone's position in this queue is automatically determined behind the scenes by rolling 3 six-sided dice and adding the unit's Initiative score.
Every hero has a base Initiative score - agile and lightweight heroes tend to be able to act first. This score is then modified by skills and items. Remember that Initiative is fluid, and various status effects like Speed Up and Slow Down can influence the flow of battle.
And .... action!
Every unit acts can use a number of skills based off their AP (Action Points). All heroes start with 3 AP, with various skills costing a range of AP from 0 to 4 or more. AP can be increased through skills or items.
What's your intention? There is value to being the first to act in battle - at a glance, you can view the intent of all units that have not acted. This means that you have the advantage of planning a strategy to counter your foes.
This means that if an enemy acts faster than you, you will need to play more defensively as you are unable to determine their next action. With that said ... read on.
Enemy intentions are fluid. They change if they they are unable to target anyone with their current skill - in other words, they switch to using the next available card in their hand. Use this knowledge to optimize how you spend your action points - avoid a powerful attack by moving to another lane, or take the heat off an ally by stepping into an enemy's sight.
Studying and outsmarting your enemies is key to winning battles unscathed. With the above information in mind, here are the rules of engagement when fighting enemies.
Every enemy has a specific deck (the simplest enemies have 3 cards, while tougher opponents can have twice that)
Enemies will draw and hold 2-3 cards in their hand per turn
Enemies will pick the first valid card, from left to right
Enemies will play 1 action from their hand per turn
Powerful monsters can have 1 or more passive abilities that change up the battlefield, or knock players around. Be on guard!
You're up next On your hero's turn, you're going to have to make some choices. Here's a simplified loop :
Need to reposition yourself? This costs 1AP per cell moved.
In a tight situation? Use a consumable. Each hero can only carry 2 into battle, but they cost no AP to use.
Play a card in your hand. Discover synergies between certain cards that can grant additional effects, or let you play more cards on your turn.
Out of AP? End the turn.
Sounds simple enough - but remember that every action counts. One wrong move can expose a weakness in your strategy, and your party will be punished for it.
There is no I in Teamwork Heroes are strong by themselves, but that won't do when going up against more powerful elites. By working in unison, heroes can trigger supplementary attacks and effects that can boost their effectiveness. These skills are called Trigger skills, and are labelled as such.
Trigger skills are all about positioning. By keeping in the same lane, row, or any other position as described, a hero can activate other heroes in the same turn for a free action. Heroes can only be triggered once per round in this way.
As such, every Action Point matters. Weigh the use of it to change the enemy's intent, to get into the correct formation, to avoid danger, or to get in range for an attack. There are going to be some hard decisions to make.
Advanced strategies There's more to the battle system, but that is outside the scope of this post. Utilize the many status effects to your advantage, all while deftly trying to take as little damage as possible. Here are a couple of unique ones to look out for ...
Knockback - Push a target backwards in their lane (swap if they hit someone else)
Channel - Every point of Channel will reduce the AP cost of certain spells by 1
Burn - Every point of Burn will inflict 2 damage on the target's turn
Frozen - Will lock up a random card in the target's hand
Burning Ground - Units take damage when stepping into this cell ... and more!
This is just a taste of what we have to show for our Early Access. We'll be working on this and even more amazing content as we go on!
If you've missed out on our previous posts, here is all the teasers we've shown - this list will be growing as we go along!
This week's topic is Gordian Quests's map system. As gamers ourselves, we believe procedurally generated maps are the lifeblood of any roguelike or roguelite - our end goal, the Adventure Mode, is to create a world that can be played for as long as you like past certain key world events, and will constantly be refreshed with new quests, sights, sounds, and events.
In the meantime, our first Act is a stepping stone towards that. As we aim for it to be an introductory experience, only a portion of it will have semi-random elements. While the above graphics may be changed in the final version, this is a good representation of what the world of Act 1 will look like. Let's go more in depth into it!
Set in the region of Westmire, the plot focuses around Silverkeep, a city under siege by undead. Caught in the chaos, you must find refuge in garrison hastily set up by Captain Rodrick, who leads the city's militia.
You're on the back foot, and danger comes from both the undead and local gangs eager to take advantage of the chaos. Chart your path through the hazardous city streets to complete key objectives given by Captain Rodrick. As the world changes on every run, so must your tactics if you are to survive and adapt.
That's not all. You'll come across all manners of side areas and dungeons as the adventure progresses, some that stretch multiple levels deep and will require careful planning if you are to survive, especially if you're playing on roguelike mode, which means permanent death should any of your heroes fall.
With that said, fully completing a side area yields bonus rewards, so steel yourself and make the right decisions!
Every node is a promise of something new, strange, exciting, and challenging. There are many different kinds of encounters, and these are just the very basic few.
Towns - Towns are a safe zone, a place to pick up quests and trade for items. There is only one town in Act 1, but will feature more strongly in future acts, and be a procedural element in Adventure Mode on release.
Battles - A great way to earn resources and items, but a quick way to end your run if you aren't careful.
Elite Battles - These encounters are even tougher than normal, and you'll encounter enemies with modifiers that shake up the battlefield. They drop better rewards.
Events - These events can be bite-sized, or mini epics that take you through a scenario where decisions have to be made. These include challenges, a battle of dices to overcome a certain threat or obstacle.
Dungeons - These are connectors to side areas, that hold the promise of great wealth... or certain demise.
Waypoints - These are fast travel points, allowing you quick access to different regions of the map. You must first activate them by reaching them for the first time.
Rewards - These are reward caches, far and few within, but always worth aiming for.
Shrines - These are pylons of power, put up in service to the gods long forgotten. Their powers have not faded, however, and activating them can modify regions of the map to become more rewarding, yet more deadly.
Camps - These act as safe grounds for you to camp. Camping is a good opportunity to rest, train, or make banter among your heroes. Camping will play a much bigger role in the future.
This is just a taste of what we have to show for our Early Access. We'll be working on this and even more amazing content as we go on!
If you've missed out on our previous posts, here is all the teasers we've shown - this list will be growing as we go along!
1. First is a re-calibration of our initially mentioned launch date. 2. The second is the start of our weekly posts leading up to the launch, that will reveal more about the various parts of the game!
We initially bumped the release date by a month, but after much deliberation we feel that it is not enough to do the game justice. There are a few mechanics that we want to spend more time polishing, as we want the first experience of Gordian Quest to be as perfect as any game can be. While we could release it first and gradually change these mechanics as part of the Early Access process, we think it will be putting the wrong foot forward.
Our re-revised EA date will be the 27th of March, and we will do our best to not embarrass ourselves another time.
Please accept our humble and sincere apologies for having to do this.
In the meantime, we want to begin showcasing what the game is all about. This week, it is about the introduction to the world of Gordian Quest.
So what kind of game is Gordian Quest?
Gordian Quest is best described as an old school RPG, rethought with the trappings of modern roguelikes, deckbuilders, dungeon crawlers, and action RPGs.
There is a timeless charm to the age old formula of forming a ragtag team of heroes, struggling to survive a world that offers both threat and treasure alike, and watching them grow in power to match the world-ending threat that reveals itself.
In Gordian Quest, we have put together the best elements of these turn-based, old-school, Gold Box era games – made better and fronted by more modern concepts such as deckbuilding, a flexible skill grid system, crafting systems, procedural maps and the ability to develop team abilities by forging bonds among your heroes.
Our inspirations, and vision for the game
We take inspirations from both digital games, and the pen and paper games that spawned them in the very first place! Dungeons & Dragons has fired up our imaginations since we were kids, and these days, we look to titles like Darkest Dungeon, Slay the Spire and Path of Exile.
As for our vision, we want to provide the answer to these two questions : - What if action RPGs like Diablo came in a turn-based, card battle format? - What if the magic of old school RPGs could be recaptured in modern form?
And as per our ethics when it comes to developing a game : - What do you, the player, want to add to this mix?
As always, we welcome you to join in the discussion on our subreddit subreddit or Discord to make your voice heard.
How big will the game be ultimately?
We're aiming for Gordian Quest to be a grand adventure. In our Early Access build, we introduce the first of four Acts, set in the land of Westmire.
This is a complete adventure by itself that should offer hours of playtime and also serves as an introduction to the mechanics and lore of Gordian Quest. By the time we exit EA, we will have 4 Acts that will truly test your tactical combat and resource management skills.
Each Act will be set in a different region of the world and will introduce a new mechanic or subsystem to the game. A never-ending dungeon that pushes you to your limit; A rolling fog of war that conceals nodes in the overworld; units that make their move in the world when you do; these will come with a bevy of all new skills, heroes, NPCs, items, events as part of our roadmap for the future.
These new mechanics will eventually all be rolled into an Endless Adventure mode, where you will be able to venture the many worlds in an interconnected manner and experience a unique take on everything the game has to offer, a true rogue-like game.
Key features
We see the following as the key features of Gordian Quest, which we aim to implement over the course of Early Access, with more post-launch content to follow.
- Tactical turn based combat - An extensive card system that allows for deep combos - A highly customizable skill grid system - Procedurally generated maps and dungeons - Strong itemization and crafting systems - Use both strategy and luck to mitigate the threat, and maximize the rewards of of random events and challenges - An emergent relationship system among heroes
If any of the above gets you excited, you'll be absolutely in for a treat with Gordian Quest. We can't wait to show you more, stay tuned!
Drop us a comment, wishlist our game and tell your friends about it :)