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KickStarter Stoneshard - open world roguelike RPG - now available on Early Access

jungl

Augur
Joined
Mar 30, 2016
Messages
1,467
the games pretty bad for roguelike. Inventory management comes down to did i bring enough food water otherwise non existent. The combat mechanics are very basic approach every encounter the same.

Played Jupiter hell it is a lot better game. Funny how fantasy shit sells so well.
 

ItsChon

Resident Zoomer
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Jul 1, 2018
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Երևան
Steve gets a Kidney but I don't even get a tag.
the games pretty bad for roguelike. Inventory management comes down to did i bring enough food water otherwise non existent. The combat mechanics are very basic approach every encounter the same.

Played Jupiter hell it is a lot better game. Funny how fantasy shit sells so well.
Looked up images and watched around ten minutes of gameplay. Too bad the game looks like shit.
 

gurugeorge

Arcane
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Aug 3, 2019
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London, UK
Strap Yourselves In
lol, I'm not really built for Roguelikes. I got up to the final confrontation in the Prologue, having amassed some decent kit and abilities, and feeling good about myself, then I failed the boss encounter, got plonked back all the way to the beginning and ragequit.

But I'm starting to get a hankering for playing it again :) The art design is just so of a piece and so goddamn cute.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,419
Inventory management comes down to did i bring enough food water otherwise non existent.
Limited inventory means you can't take and sell everything (which will become important in the full game). It also means you can't abuse "wait to heal" mechanic, if you do not have enough food and water to justify lingering in one spot. On top of that it's important to have healing items, just in case. You don't want to get crippled or bleed to death.

The combat mechanics are very basic approach every encounter the same.
Combat style changes depending on what you invest your skill points in and what weapons you have.

Played Jupiter hell it is a lot better game. Funny how fantasy shit sells so well.
Maybe you just missed *something*? If anything, Jupiter Hell seems like a much simpler game by comparison.
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,467
Maybe you just missed *something*? If anything, Jupiter Hell seems like a much simpler game by comparison.

Stoneshard atm is the easiest traditional roguelike I played. Jupiter hell has optional branches and has more moments that stop and make you think.

The most thinking you'll do in stoneshard is putting a point or two in your con and grabbing rings that let you recover faster to bypass the games stupid long resting healing pain intoxication system.
 

Infinitron

I post news
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Messages
99,624
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.rockpapershotgun.com/2020/05/26/stoneshard-early-access-review/

Stoneshard early access review
Rogue rogue rogue your boat

90


Premature Evaluation is the weekly column in which Steve Hogarty explores the wilds of early access. This week, he’s being pulverised by trolls and torn to shreds by wolves in challenging roguelike Stoneshard.

Like any decent professional videogames journalist, I have spent the last ten years devaluing the term “roguelike” through overuse. Anything where a goblin politely waits for you to take your turn? Roguelike. Anything where a big slime can permanently murder you? You better believe that’s a roguelike. We would walk down the street with wheelbarrows full of roguelike. We burned piles of it just to keep warm. We introduced the word “roguelite” as a form of quantitative easing, but it failed to curb spiralling rogueflation. So now, faced with Stoneshard – a roguelike that’s really, very, incredibly, actually like Rogue – I’m left reaching for useful adjectives.

Stoneshard is a top-down, tile-based dungeon crawler in which time only moves when you do. It’s as if Superhot and chess stole Diablo’s car to go on a road trip to Durham. It’s like NetHack and Dungeons of Dredmor held hands and stared lovingly into one another’s eyes as they walked into the ocean. You are an adventurer in a richly detailed, open ended fantasy world piled high with quests, magic, monsters and loot, whose main superpower is the ability to – between any two footsteps – go make a tofurkey sandwich in the real world while your gracious opponents remain patiently frozen in time.

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To mitigate this ability to pore over each tiny decision, Stoneshard is also blindingly difficult. Combat is driven by a detailed injury simulation in which individual limbs can be broken, wounds can bleed, and head trauma can leave you seeing things that aren’t there. Snapped bones have to be treated with splints and open gashes wrapped in bandages. And even if you’re able to remedy the immediate damage to your soft wet body, all of this evisceration leaves an indelible mark on your mental health, ratcheting up an entirely separate pain meter that must also be kept in check.

Booze can dull the pain, as can a hit from a bong full of ether, but both of those treatments increase your intoxication levels. If you’re drunk you become clumsy, or worse, you might vomit or pass out, which sends your thirst and hunger bars flying. So you might take a whiff of a special herb to sharpen your senses and sober up, which usually brings all of your various health meters back into alignment. The only victim of this repeated process of scrapping and healing is your fragile sanity meter, which is difficult to keep topped up and quietly erodes with the generalised trauma of being an adventurer.

20200525204541_1.jpg

There’s a tendency among some indie developers to believe that all detail is good detail. Outdoor survival sim Scum, for example, keeps a running total of how many teeth you’ve got at any given moment, on the off chance that knowing how many molars are still inside your skull might somehow enhance your enjoyment of the game. But here in Stoneshard, all of this fine bodily detail really does improve combat. Breaking an arm is just rare enough to not be irritating. The risk of sustaining an injury you might not be equipped to deal with means you can’t charge into a fight with the unearned confidence of somebody who can simply wait 50 turns in a quiet corner of the dungeon for a health bar to replenish.

This attention to detail is lavished on a bunch of other systems, and learning which aspects of it you can safely ignore is the only way to make sense of Stoneshard’s often turgid hover-text. Some weapon and buff descriptions read like mortgage terms and conditions. This is an RPG in which your pyromancy is less effective in the rain, because wet enemies have a 50% resistance to fire magic. Food is especially riddled with stat boosts and penalties, some of which conspire against the integrity of your guts. You can go foraging in the woods for mushrooms, eat them all at once and go utterly haywire near a bush, vomiting uncontrollably before eventually dying in a drug-induced stupor as your wretched body attempts to turn itself inside out.

20200525194415_1.jpg


Every NPC in the game follows a daily routine, sleeping in their beds and showing up to work at market stalls. At one point I backtracked along a forest path where I had earlier murdered some bandits, to find birds picking the flesh from their rotting corpses. Occasionally your character will say something encouraging to themselves, giving you an optimism buff that lasts for a short while. This is a richly textured world filled with interesting little surprises. I remember imagining what NetHack would be like if you could sack off your quest for the amulet, stroll out of the dungeon and explore the world above ground. Stoneshard feels eerily close to what my tiny brain had conjured up.

What’s sorely missing from this early access version is all of the bigger picture stuff. Entire chunks of the game are still missing, enough to make it tough to recommend at this stage. The main plot abruptly vanishes into thin air, and what story there is stumbles over every fantasy RPG trope you could think of. The difficulty level is all over the place too, bound up by a punishing save game system that can wipe out hours of hard-won progress at the whim of a random encounter with a hidden spike trap or an overpowered archmage leaping out from behind a bookshelf.

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Stoneshard is a true roguelike in its unwavering insistence that each death feel significant – adding the ability to save the game at all seems to have been a concession – but in its current form the game’s semi-permadeath solution feels like a codge. Repeatedly trotting back to a tavern to bank your progress feels in opposition to the spirit of the game, a ritual that soon becomes an unavoidable chore, like having to take out the bins or wash your hands before you head out on a quest.

Hey, I don’t have any better ideas – if I did I’d be sipping Moet and laughing with all of the other incredibly wealthy indie devs aboard the big indie dev blimp – but the rapid pace at which giant, content-heavy updates are landing gives me confidence that a healthy balance will be found, one that accommodates the temperaments of every kind of player. Stoneshard already feels like a classic RPG in the making, an ambitious project with vast potential, a seemingly endless capacity to add depth and detail to its already intricate world simulation, and a uniquely roguelikey roguelike.
 
Joined
Dec 13, 2016
Messages
280
Here's hoping they really deliver on that AI rework, especially on the positioning part as the last time I played this, the average enemy mage would be a 1 INT buffon who would run up to me and usually cast a spell pointblank, sometimes even after first trying to bludgeon me with their fairy twig of nodamage.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,624
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/newshub/app/625960/view/2734199622701244383

0.5.9.6 - Equipment Update
451219e4e63bf01fb6b87249ef497e7b5f22b106.png

Hello everyone!

The work on changes to the AI and dungeon generation is well underway, and we'll soon publish a devlog with some details on our progress. In the meantime, here’s a small interim patch to keep you from getting bored - it expands the roster of available equipment and brings a number of fixes and improvements.

New Items:

  • 2 new daggers: Commoner’s Dagger and Elven Stiletto
  • 5 new axes: Exquisite Tabar, Heavy Aldorian Axe, Aldwynnian Axe, Gilded Axe, and Lordly Axe
  • 1 new mace: Elven Flail
  • 4 new chest pieces: Dwarven Armor, Light Brigandine, Elven Brigandine, and Skadian Yushman
  • 8 new helmets: Barbute (4 variants) and Cervelliere (4 variants)
  • 3 new pieces of footwear: Town Shoes, Duelist Boots, and Splint Boots
  • 3 new mage sets (mantle + cowl): Cryomancer, Electromancer, and Chronomancer
  • 4 new amulets: Gold Medallion, Jibean Pendant, Amber Amulet, Lazurite Amulet
  • 1 new cape: Jousting Cloak


Miscellaneous:

  • Traders can now sell many items which were previously excluded from their stock.
  • Added log messages for critical shots.
  • Added a warning about the progress not being saved on exit when leaving the game.
  • Reduced the effectiveness of roasted mushrooms.
  • Numerous fixes across all localizations.
  • Fixed the item dupe exploit with some of the containers in Osbrook.
  • Fixed the incorrect block power calculation.
  • Fixed the incorrect durability loss when blocking attacks.
  • Fixed the collision between a cell and a door in Mannshire prison.
  • Fixed visual effects displaying above enemies while they are in the fog of war.
  • Mobs no longer display speech messages while they are petrified, stunned, or asleep.
  • Added new equipment sounds.
  • Fixed the incorrect “Blood Oath” log message.
  • Fixed pathfinding when clicking on a NPC to start a dialogue.
  • Fixed the fleawort usage with an open backpack.
  • Fixed the possibility of dropping items on the ground when dragging them outside of the trade menu.
  • The fog of war is now being properly calculated when using “Onslaught”.
  • Fixed the possibility of decapitating targets by using “Mighty Kick” and other non-weapon skills.
  • Fixed the possibility of reloading while stunned.
  • Fixed the absence of psionic damage on items.
 
Self-Ejected

Thac0

Time Mage
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Apr 30, 2020
Messages
3,292
Location
Arborea
I'm very into cock and ball torture
Such an amazing game, so incredibly unfinished. Played 5 hours and decided I will wait until 1.0.
 
Joined
Jul 8, 2006
Messages
3,023
I have mixed feelings about early access. On the one hand it has allowed a lot of games to be made that would not have otherwise existed, but as a consumer I think it's a terrible deal. It's paying to be a beta tester. Fuck that, that shit should be free. You're helping with development by playtesting and making bug reports and in return you are playing the pre-release game for free. That's fair. Kickstarter is even worse. You take all the risk of an investment, only instead of an ongoing ROI you maybe get the product which may or may not bear any resemblance to the developers' original vision. Cool, but I can buy the product anyway after you release it? If you want startup money give me shares in your company! What's worse is your decision to invest is generally based on very little information from a person with an idea that is not very developed at all. They may or may not have the drive, organisation and technical ability to bring this idea to fruition and it will almost certainly shrink in scale from what you were initially promised as reality sets in for them. Or it may go the other route and bloat and become vaporware.

This thread was made 3 years ago and the game still has not been "released." Anyone who bought it 3 years ago will be sick of it by now. Even if they do return to the game once it is "released" (a misnomer given the game has already been released prior to being finished) they won't get the same enjoyment as if they came fresh to the game when it was completed.

But like I said it facilitates a lot of creativity so I guess I don't want it to go away. I'm happy to play what games are completed this way, I just low key think the people who actually buy early access/fund kickstarters are idiots. I feel the same about preorders. What's the advantage to you as a consumer over just buying the finished game after reading a review or two? To me the only way an intelligent person could spend their money this way is if they see it as patronage, money freely given to support the artist without expectation of any return, and any product received as an unexpected bonus. If you treat it as purchasing a product you are an ass hat and deserve to be waiting three years to play your game.
The only time I have ever bought 'early access' is when I am certain the game will be completed (or as certain as I can be, I have not purchased this game yet, but I do think it will be finished)-- but then I never play the game until its released. I might play it for like 30 minutes or something, but that is all, and its for the reason you said, it will simply ruin the game for me. But I don't mind giving them some early money and also purchasing the game at a big discount if the game maker is trustworthy and I am very certain they will finish the game.
 
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Agesilaus

Antiquity Studio
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Developer
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Aug 24, 2013
Messages
4,507
Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
I enjoyed playing stone shard. Development progress seems solid. I wouldn't say it's too easy; it's easy until it isn't (like most roguelikes). I'm hoping the story and missions get a lot of focus and expansion in coming patches
 

Skdursh

Savant
Joined
Nov 27, 2018
Messages
734
Location
Slavlandia
I think the game is fantastic and progressing in the right direction. I bought the game when it was first released to Early Access and haven't ever regretted it.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
Played it for a while. Truly monocled game, great fun already at 0.6. I will be watching this one with great interest.
 

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