EiDemiurge
Wyrmring
Indiegogo: https://www.indiegogo.com/projects/eidolons-netherflame#/
Hey codex,
Finally making an official thread for it!
You might have seen this thread from when I was running the first beta for the game. It’s still valid source of info, but everything there can be summarized with this old gameplay short
Here is how the game looks now:
If you want to get deeper into game’s atmosphere, here’s a teaser for that too
For some real reading, there is a number of design-related posts I’ve made recently:
https://eidemiurge.itch.io/eidolons/devlog/69903/17-the-fundamentals-of-nethergate-campaign
https://eidemiurge.itch.io/eidolons/devlog/69743/16-deeper-dungeons-deeper-insights
https://eidemiurge.itch.io/eidolons...openworld-hybrid-and-core-concept-of-eidolons
Otherwise, here are the main reasons why you might be interested:
Anti-vapourware inclusion - a somewhat old but comprehensive collection of screenshots: https://imgur.com/gallery/n4XRd5s
Another one for history's sake: https://imgur.com/gallery/oZHzu10
Finally, a "small" FAQ I made especially for codex
If like what you see, please consider spreading the word, an indie needs all help he can get these days. And we must reach some numbers before May 14 or Eidolons may remain in beta for another few years.
So if nothing else, let's do it for the motherland!
Finally making an official thread for it!
You might have seen this thread from when I was running the first beta for the game. It’s still valid source of info, but everything there can be summarized with this old gameplay short
Here is how the game looks now:
If you want to get deeper into game’s atmosphere, here’s a teaser for that too
For some real reading, there is a number of design-related posts I’ve made recently:
https://eidemiurge.itch.io/eidolons/devlog/69903/17-the-fundamentals-of-nethergate-campaign
https://eidemiurge.itch.io/eidolons/devlog/69743/16-deeper-dungeons-deeper-insights
https://eidemiurge.itch.io/eidolons...openworld-hybrid-and-core-concept-of-eidolons
Otherwise, here are the main reasons why you might be interested:
- Full kit of a classic cRpg at the root of it, Troika style, hopefully less broken.
- A new death mechanic that should minimize frustration and make your experience more believable without save-loads.
- Different campaign design! Rpg-strategizing is an integral part of the campaign. There is no divide between story/gameplay, your motivation (get loot, xp, kill things) and hero’s (classified).
- As a solo indie I can get away with things bigger companies can’t. I can do darker, more controversial and experimental things.
Anti-vapourware inclusion - a somewhat old but comprehensive collection of screenshots: https://imgur.com/gallery/n4XRd5s
Another one for history's sake: https://imgur.com/gallery/oZHzu10
Finally, a "small" FAQ I made especially for codex
In five words, how does combat work?
Like in HoMM5, only better.
Each small action reduces your ‘readiness’ by its cost, so you can have enough time to turn around, but not enough to make a move before you’re dead. Not that you won’t see it coming.
Personally, I don't understand why more games don't adopt such a system, it's realistic, it's deep, .. it's about love.
What’s actually RPG about it?
What’s Roguelike about it?
What’s open-world about it?
What were the inspirations?
Yes, that was actually a nested spoiler, evil triumphs.
Like in HoMM5, only better.
Each small action reduces your ‘readiness’ by its cost, so you can have enough time to turn around, but not enough to make a move before you’re dead. Not that you won’t see it coming.
Personally, I don't understand why more games don't adopt such a system, it's realistic, it's deep, .. it's about love.
What’s actually RPG about it?
The most ‘rpg’ thing about this rpg is probably this - each new hero is a chance to enter a whole new roleplaying style in full (in and outside combat). In fact, it’s a soft kind of requirement - all heroes need to maintain their Integrity to stay sane in this hell. So they better don’t act against their better judgment! You guessed it, there is a hidden underlying “Principle” system here, and of course, it is connected to the game’s pantheon and religions.
Besides that, the whole setting of the campaign is a bit of a roleplaying experiment - a kind of an emergent personal story in an extreme dark fantasy environment.
The question is - how will the different types act under the pressure of the ultimate burden? That is, a fights against fate worse than death - promise of eternal torment for all - which only complete sacrifice can avert?
To be fair, some of these heroes are mere fanatics, or under psychic possession, but their torment is real, unsoftened and conscious. Where is the line when the pain before too much even for the determined, those who deem themselves ‘chosen’?
The game will split those decision between those you still can make yourself, those that you thought you could make but were wrong, and those that are made by forces completely beyond your control, obeying only some logic of their own.
Finally, there is another experiment - one that is more social and RW-related. It’s based on how the game lets you choose your style, your way of preparing for the inevitable.
How many will prefer power-gaming that ignores the story quests, how many want to go exactly where they’re not supposed to go? Do people want freedom badly enough to risk and sacrifice anything for it? Or will they always prefer profit and safe paths?
PS we’re using an advanced (or tricky) engine called Ink for the text events and dialogue. I believe it was used for games like Sorcery!, 80 days, Sunless Sea maybe? Anyway, a lot of text-quest-like games. It’s a tool for the job, with only downside of making localization a hell.
Besides that, the whole setting of the campaign is a bit of a roleplaying experiment - a kind of an emergent personal story in an extreme dark fantasy environment.
The question is - how will the different types act under the pressure of the ultimate burden? That is, a fights against fate worse than death - promise of eternal torment for all - which only complete sacrifice can avert?
To be fair, some of these heroes are mere fanatics, or under psychic possession, but their torment is real, unsoftened and conscious. Where is the line when the pain before too much even for the determined, those who deem themselves ‘chosen’?
The game will split those decision between those you still can make yourself, those that you thought you could make but were wrong, and those that are made by forces completely beyond your control, obeying only some logic of their own.
Finally, there is another experiment - one that is more social and RW-related. It’s based on how the game lets you choose your style, your way of preparing for the inevitable.
How many will prefer power-gaming that ignores the story quests, how many want to go exactly where they’re not supposed to go? Do people want freedom badly enough to risk and sacrifice anything for it? Or will they always prefer profit and safe paths?
PS we’re using an advanced (or tricky) engine called Ink for the text events and dialogue. I believe it was used for games like Sorcery!, 80 days, Sunless Sea maybe? Anyway, a lot of text-quest-like games. It’s a tool for the job, with only downside of making localization a hell.
What’s Roguelike about it?
... the death mechanics! It’s easy and costly to die, but it’s not the end of the world. So forget save-load routines, and enjoy the deadly ride. Your older dead heroes will help you finish the dungeon.
Also, it’s in the spirit of a roguelike how you will create, ‘archive’ (by death) and ‘spend’ (by eating their ashes, don’t ask me) your heroes, almost like a deck of cards... And you will want to make *just one more hero* before the end, if only to see them burn and die! In the end, there can be only one who will achieve immortality... (that was a spoiler)
Also, it’s in the spirit of a roguelike how you will create, ‘archive’ (by death) and ‘spend’ (by eating their ashes, don’t ask me) your heroes, almost like a deck of cards... And you will want to make *just one more hero* before the end, if only to see them burn and die! In the end, there can be only one who will achieve immortality... (that was a spoiler)
What’s open-world about it?
Replayable campaign in which you can do whatever you want until the time runs out and you get into Finale, which is a sequence of tough challenges and mystifying revelations.
There's a randomized and dynamically changing world - not huge, but with the tough survival mechanics it’s enough to feel real.
I somehow don’t feel like writing this section just yet...
There's a randomized and dynamically changing world - not huge, but with the tough survival mechanics it’s enough to feel real.
I somehow don’t feel like writing this section just yet...
What were the inspirations?
Setting
- Tolkien, Insomnium, Lovecraft, Disciples 1-2, Diablo 1-2, Dark Souls, Arcanum, Etherlords 1-2
... One essential advantage of Eidolons' setting - apart from being unique and atmospheric - is that there are no orks in it. Not even ersatz-orks, like in DA. And you don’t even feel like they’re missing.
In their place, the game has a lot of hybrid races, unnatural characters like good old Planescape: Torment!
For gameplay - HoMM V, Tales of Maj’Eyal, Fallout 1-2, Divinity: OS 1-2 , Darkest Dungeon, Battle Brothers, Allods 1-2
Not very close though, I've been thinking up my own design for ages. But one has to give some reference, right?
- Tolkien, Insomnium, Lovecraft, Disciples 1-2, Diablo 1-2, Dark Souls, Arcanum, Etherlords 1-2
... One essential advantage of Eidolons' setting - apart from being unique and atmospheric - is that there are no orks in it. Not even ersatz-orks, like in DA. And you don’t even feel like they’re missing.
In their place, the game has a lot of hybrid races, unnatural characters like good old Planescape: Torment!
For gameplay - HoMM V, Tales of Maj’Eyal, Fallout 1-2, Divinity: OS 1-2 , Darkest Dungeon, Battle Brothers, Allods 1-2
Not very close though, I've been thinking up my own design for ages. But one has to give some reference, right?
Yes, that was actually a nested spoiler, evil triumphs.
If like what you see, please consider spreading the word, an indie needs all help he can get these days. And we must reach some numbers before May 14 or Eidolons may remain in beta for another few years.
So if nothing else, let's do it for the motherland!
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