You might have already read the article by PCGamesN…
… But in the circumstance that you haven’t, let us set the scene.
Welcome to the Depths of Hell.
You have entered into a world of darkness, where the Archfiends -- so alike and yet each strikingly different -- strive for power and dominion.
But beware, for there are those who lurk in the shadows, whose very presence sends shivers down the spines of even the most stalwart souls...
Today, we dare speak of one such being, an Archfiend whose name is whispered with dread and whose power is beyond measure. To gaze upon this being is to stare into the abyss itself, to feel the weight of despair and the certainty of defeat. For this Archfiend is a being of true darkness, a force to be reckoned with and feared...
It is with both trepidation and a sense of grim fascination that we reveal the name of this Archfiend...
Murmur
Monarch of the Grave
Deathlord
Overview
Allow your depraved sorrow to seep slowly into your enemies with the Archfiend, Murmur. The Monarch of the Grave is a favourite among the players who enjoy sorcery and destruction.
An ancient evil, damned! with such a hatred of life, Murmer, a Monarch of the Grave, foul necromancer, despises the living and would smother it all with his vast armies of the dead.
Discordant trumpets herald the arrival of the Deathlord -- a short blast of excitement that swiftly wanes, a taunting reminder of a life outside of Murmur’s dismal aura.
Upon arrival, Murmur’s ghastly figure is moulded only by their gloomy plate armor, wreathed in a heavy atmosphere of evil sorcery. The Eye Heraldry burns from their helmet, the only colour in an otherwise desolate world.
The only feasible threat is the sharp, obsidian black longsword in hand and the two skeletal, horned wings upon Murmur’s back. Their wretched aura leaves much else of what the Deathlord is capable of to the imagination.
Gameplay Style
Special Abilities Monarch of the Grave: Murmur's Special Ability will be revealed closer to the game, but has to do with Destruction... (We're taking guesses 👀)
Their initial stat distribution is… 1 Point to Wrath 1 Point to Prophecy 2 Points to Destruction
Murmur Lore:A vile necromancer, a collector of the dead and forgotten, who whispers through the veil, an abuser of ghosts, a shade-sinister, a ghoul, an eater of spirits, a crashing wave of bones. I have many more of these. I wonder from which destitute grave-womb they emerged?
Rumours hint that the Legions of Murmur are fuelled by the tolling undead. Those who face off against the Deathlord in the field have whispered horrific tales… Tales of the shambling mounds of bone and tendon who bear the banner of Murmur, forced to fight endlessly in the Monarch of the Grave’s Legions.
Then, once the battle is done… Did you think these bones would rest under the Vile Necromancer? These very vassals are forced to rise once again. There is no rest for the wicked, and even less for the wicked’s undead eternal armies…
The realisation of this haunting cycle is crushing, and it is this pure misery of the captured souls that fuels part of Murmur’s Sorcery.
Conceptualisation
The primary focus here was to capture the imposing stature and otherworldly presence through nods to malevolence in shape and detail.
Shaping Vestige, Murmur's Stronghold
I spent but a night within that sad manse, and walked its empty, unlit and cob-webbed halls, and heard the forlorn moaning of the infernal winds through its broken windows, as if the entire place heaved and cried of loneliness and despair. No other guests were seen, indeed not a single servant. It was only a place of ghosts I will never return to.
-- Letter from Bishop Xiat to his Unholy Reverence Anti-Pope XVII upon invitation to Murmur’s House.
Conclusion
A wraith of shadow, ichor and fire, Murmur’s conquering ambition closely resembles their appearance: elusive and shadow-filled…
All eagerly lay in wait for their opening move to be revealed. Will their sorrow manifest aggressively? Sharp as a broken tooth, crushing all enemies in sight? Or will they be as slow and mournfully fervent as melancholy often is? Sinisterly analysing their opponent’s weakness and waiting for their opening?
It is for you to decide when you conquer Hell with…
If you've made it this far, thanks for following along. I intend to share more posts like this, detailing the development process as it unfolds and exploring the unique challenges the privilege of re-imagining a cult classic like Solium Infernum for new (and old!) audiences holds.
For now, you can join the {LINK REMOVED}League of Geeks Discord community for all the infernal news and discussion, as well as more information on Playtesting.
P.S. You can support us and our re-imagining of Vic's "diamond in the dark" by Wishlisting Solium Infernum on Steam, if you haven't already. Wishlisting tells the all-great Steam algorithm that people like what they’re seeing and gets us in front of more eyes.
Storage controls, Job worker list, UI tabs, improvements and fixes.
You can now select the job's desired storage location. The default option for all jobs is auto which chooses the closest location, but you can directly change to manual and select the warehouse or stockpile you desire the job to store resources at. This will also allow you to click an eye icon to see the selected or closest storage.
The market will now only store food, and workers can carry much more.
Each job UI will have a tab listing all workers.
Job UI tabs now use icons rather than text. This will give more space and prevent issues with translation text sizing.
All jobs will collect more resources if possible, meaning they will make fewer trips for resources, increasing their production.
Will now save and load the weather precisely the same.
House storage will now say empty when empty rather than having a blank screen.
Using new snow values for grass removal.
Improved food collection formula.
Reduced thunder volume slightly.
Tree performance improvement and visual.
Fixed issue with family addition.
Fixed cart load UI issue.
Fixed issue with stockpile destruction save and load.
There was a bug that occurred that by the time you reached the 2nd route you get a corrupt version of the 2nd route and then after you finish the corrupt version of the 2nd route you cannot continue on with the game and there is a constant cycle if you keep reaching the end of the corrupt route. NOW THIS ISSUE IS FIXED! For anyone who has experienced this bug, try skipping to the end of the second route twice in order to fix all of the flags. If this doesn't work, reset all of your data. This resets your persistent data but not your saves. So you can load the saves as a short cut. The flags are located at "the next day" scene after you get all 3 endings of the 2nd route, this should unlock the corrupt route. Then when you press the retry button or click the corrupt snapshot image in the select route screen it should bring you to the corrupt route. When you reach the end of the corrupt route it should say "to be continued" after the "next day" scene. After this Hiro's route should be unlocked.
The Game has been overhauled with better images and better models. You'll see more diversity in the characters and scenes to make a better story.
Achievements have been added to the game and more will come with each update.
New Story Paths: With having new everything there will be more choices effecting story paths and getting new choices.
New Gameplay Elements such as new stats such as charisma allowing the player to gain charisma throughout the game then have charisma checks throughout the game which will influence other people. Another is Life Points will contain through most choices making you more Introverted or Extroverted through life. The Last thing is Likability with this is how much people like you allowing them to do certain story paths throughout the game.
All the saves from the previous update will not work with this update.
I hope you enjoy the update and will be updating it more frequently from now on.
Sunkenlanders, it's time to dive into our latest news! Our gameplay trailer has just surfaced, and we can't wait to hear what you think! We've been working hard to take our game to the next level, and we are excited for you to see what we've done so far. So check it out and let us know in the comments your thoughts!
This is a bigger update than usual. Most important element here is the ARENA! Now there's actually a reason to come back to the game ːsteamhappyː Still need the arcade mode and more campaigns, but the arena is a fun distraction. I hope someone can beat my score in the arena ːsteamhappyː
Actually, arena shows the problems in this game really well. If I'm annoyed at minor things, that means a random guy on the internet will get really pissed at some design problems. So, as I move forward and add more things, I'll need to change some others. I've been reading your feedback and your ideas and it's clear some things must improve.
Progress: - Daily Arena (everyone plays the same battles each day) - Loaded Fate Dice - Time Jumping Birds - Infinite morale for custom battles - I honestly don't remember what else is new
I'm really happy it's my job to work on this game ːsteamhappyː Thank you everyone!