GLADIABOTS - AI Combat Arena - GFX47
  • Tournament: don't show new tournament messages for players below Gold league
  • Tournament: fixed elimination matches result computation when respawn is enabled

Reminder: here's how to switch to the latest dev version branch

Tainted Grail: Conquest - ard_berlin


Hey everyone! It’s Kamil again - game director/producer at Awaken Realms Digital. I have some really exciting things to show you today and we're SO DAMN HAPPY that we can finally talk about them out in the open! :D

Here’s... Tainted Grail: Conquest!


TAINTED GRAIL: CONQUEST
Like I said in my last post, we are creating a whole additional mode for Tainted Grail and you'll be able to play it, well, endlessly. It’s an entirely new game experience which you’ll get in addition to the main game, not instead of it!

We’re kinda insane because making two games at the same time isn’t easy... But we’re extremely happy that we will be able to deliver this thing to you, folks!

The crucial point here is that Tainted Grail: Conquest will be the main focus of the period we’ll spend in Early Access!
Why, though? Two main reasons

ONE: GAMEPLAY IS KING


Awaken Realms, as many of you probably know, has A LOT of experience as a board game developer. This means that over the years we’ve learned that gameplay is king – and it’s really easy to forget about that when you’re making a video game (being constantly distracted by various systems and mechanics you’re adding to the experience while forgetting about the most important thing: FUN).

We’re confident that we’ll be able to deliver a proper RPG to you because RPGs stand on their storylines – and Tainted Grail is a really amazing, huge, and already developed world from which we're able to draw – but we are pretty sure that your journey through Avalon would feel lackluster if the gameplay wouldn’t be there. This is why we’ve been extremely focused on gameplay for the past months and we are really proud of the results we were able to achieve!

Actually, after a few tests and discussions, we realized that our combat system works really well on its own. After some further prototypes it turned out that this unique mix of an RPG and a roguelike is a really fun game out on its own. Full of neat combos, unexpected quests, and hard, satisfying exploration. This is how Conquest was born.

Sure, our new trailer shows a lot of shiny stuff, bits and pieces of combat, and some locations – it is much harder to see the actual gameplay and the flow of the game, though. We really put in the work so that the whole experience will feel really satisfying to you all – but there are still plenty of details to be taken care of and ironed out (hence - Early Access).

TWO: RPG experienced as a whole


We believe that truly epic RPG adventure should be experienced as a whole, without any breaks or "episodes" and whatnot. This is why we feel like developing an RPG game in Early Access and giving out the storyline bit by bit misses the point. This is why in Early Access you will receive access to about 3-4 hours of the Campaign (just to give you a good intro and taste of things to come) and then you will get an update with the full campaign when it’s done! Meanwhile, you will be getting quite a lot of content for Conquest that will make getting the Early Access version worthwhile!

That’s why Conquest will be the main focus of our Early Access. If you want just the story campaign – we would recommend you to wait for the official release ;) (with one small caveat that the price might be a bit higher).

So, as you see, Tainted Grail: Conquest is our personal take on the roguelike genre – but holy damn, where do I even start telling you all about it?

There were a lot of things we wanted to do with the campaign but for various reasons we couldn’t. We had plenty of neat ideas that wouldn’t work in the context of a traditional RPG or there wasn’t any justification for actually making them happen. However, when we were thinking about Conquest, we realized that by working on two games at the same time we can make them both bigger and better.

What will be unique to Conquest?

MAP GENERATION


We want the game to be playable “forever”. Every time you boot it up you’ll be presented with a different map layout but – at least at launch – with the same objective: kill the prince of the Fore-dwellers. Later on we’re planning to add ever-shifting, surprising objectives to every run.

However, all of the paths will contain interesting encounters, surprising locations, and various treasures – and we’re working HARD to make it really fun to explore this world.

At the same time we really do know that “procedural generation” tends to mean “boring shit” in the current video game dictionary. Because of that we’re trying to find ways of surprising you and making sure that even after hours and hours of playing you’re still going to find something new to experience.

(Something different then pure gameplay and various combinations of combat skills and encounters which in itself should make the game fun to play for gazillion hours – but if that was all we’d have to offer, then why bother with the map, right?).

We want you to be finding new stuff even after many hours of playing. There are various ways to achieve this but I’ll give you my personal favorite thing about Conquest (but I’m biased because I’ve been a quest designer for a few years).

What I personally always wanted to see in roguelikes is a storyline that… makes sense? It’s not easy to find one that has it – and for good reasons: why would you care when it’s all about quick arcade runs, right? However, in our case, since we already have the technology to handle a narrative-driven RPG campaign, it would be a shame not to use it. This means that we’re able to add plenty of interesting encounters, characters, and locations to the game, and make sure that once you interact with them, they can change, react, or surprise you over the course of your runs. Won’t spoil more – and I gotta tell you more about...

BASE BUILDING


One of the things we really wanted to have in the game’s main campaign was base building. We made some prototypes of this feature last year but it just didn’t make sense – it’s a problem from the design standpoint because of the inherent conflict of “having a base” and “going on a journey”. Having a base means returning back home and we didn’t want to force players to get back to Cuanacht for resources, to buy stuff, or whatever else.

However, in a roguelike, you constantly die and start over. And you have to start somewhere. That’s where a base comes in really handy – because the village, in our game, will be a way to carry over your passive progress.

During your runs you’ll find people and resources that will allow you to create new buildings - and these buildings will stay with you over the course of all of your runs. They'll function as vendors or rest sites. Some NCPs will allow you to craft various weapons or change your abilities. Some will offer things that you wouldn't be able to access in any different way - while some options will be hidden unless you complete a certain questline... There's going to be a lot of things to discover with this feature and we hope you're going to have a lot of fun with various ways of personalizing your hometown AND discovering how to actually unlock certain buildings!

General Additions
Combat Revamp!


I already said that in our previous post, but it’s worth repeating. Along with the visual overhaul of our combat, we kept the core, but changed a lot of things about the system. So far it’s looking really good and some of our Kickstarter backers are already having a lot of fun with it.

You see, in early 80s, Sid Meier, a genius designer, said that a game is a series of interesting choices, and that’s our core motto when it comes to designing our combat system. On the most basic level we’re operating on five factors: items, attacks, passives skills, runes, and rune upgrades, all of which influence each other, so that you get a real chance at customizing your playstyle – it’s all about giving options to players and letting them create their own killer combos out of various building blocks that we’re offering.

We’re not designing a “cRPG” where your passive skills are like “+5% to fire resistance”. We’re doing our best to include as many game-changing options as possible. Every turn in combat should present you with a meaningful choice – through encounters with tough enemies with crazy attack patterns or through sheer joy of optimizing your possibilities so that you’re a walking killing machine.

But, believe me, the game will be hard. We’re already working closely with our community and every time they tell us that they’ve won a bossfight on their first try is the moment when we make the game 20% harder :D

Fashion Grail!
One of the things we really wanted to add to the game – but couldn’t justify that – was character customization and more options for character development. Since you were playing as Beor or Ailei, we kinda had to stick with their board game archetypes.

Now, by working on Conquest, we decided to add a thing that plenty of players were asking us for in the pre-alpha surveys: say hi to Fashion Grail!



And that’s not all when it comes to improvements and additions… but we need to leave some stuff for later, right? ;)

Expect some gameplays and more information soon!

LAST BUT NOT LEAST


We’re pretty confident that we’ll be able to deliver a proper early access build by this date and – to reiterate – it will contain two games!
  • One game will be the beginning of a single-player campaign which some of you already played in December, but refined, polished, and expanded – offering around 3 hours of gameplay.
  • The second one will be the main focus of the time we want to spend in Early Access – that’s Tainted Grail: Conquest. It will be a combination of a hardcore RPG with a roguelike experience.

We will be running various tests for our Kickstarter backers soon – join us on Discord to check the game out!

May 13, 2020
Townopolis - Lonely Troops
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Hello,

we just released a demo for Legends of Ethernal as part of the Digital Dragons Indie Celebration! It will be available until the end of May 17th! Please take some time to enjoy the demo and wishlist our game if you like it! The game will be out in Fall 2020!

In the meantime, you can also watch our newest trailer here:
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A new Season has begun in Heavy Metal Machines. In “Before the Madness”, our 9th Season of the Metal Pass you’ll have a glimpse of the game’s world, before the apocalypse!

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Landlord's Super - MinskWorks
EA 0.003.04
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Thanks again for all the help and suggestions, hopefully you can see that it's really helping!

Greg
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