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

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
I looked at the beta gameplay videos that are popping out: i have to say this looks incredibly good. I'll buy for sure.

Also i wanna praise the artists because it is probably the best looking game of its genre i've seen in the last years.
 

Lagi

Augur
Joined
Jul 19, 2015
Messages
827
Location
Desert
Boulder Throw looks like a funny spell. Why is he available so late? It should be second skill after Runic Boulder.

Graphic of Earthquake looks oddly with this fountain of dirt- not at all like ground shaking. Visually it looks similar to Stone Spikes.

Its a big shame that geomancy doesn't has ultimate late spell to just open a rift in the ground, end let enemies fall down into it. I would make a Late game passive ability to give Earthquake chance for that.



Passive


tech tree idea
9n2m9ulf6unganc6g.jpg
 

Abu Antar

Turn-based Poster
Patron
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Messages
14,186
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://steamcommunity.com/games/625960/announcements/detail/1563238351446280202

New Release Date
bbb4d11e5f561f246576a2a72c58159968fd79df.png

Hello everyone!

After an extensive closed beta-test, quality-assurance as well as the reevaluation of the development roadmap, we want to announce important news - Early Access launch of Stoneshard is being moved to February 6, 2020.

This decision was not easy to make. We wanted you to go explore the lands of Aldor as soon as possible. The current quality of the game at this milestone is up to our standards, however we couldn’t implement some of the important mechanics that we think are crucial to the first public build yet.

Even though the game in its current state is fun to play, we saw areas where we could make improvements in regards to replayability of ingame content, it ends too fast - we wanted to make the core loop more thorough and that’s what we are working on currently.

Right now in the beta there are three categories of enemies (not types), ten skill trees and fully developed first settlement called Osbrook, including its environment, contract system, two types of dungeons and lots of unique equipment.

With more time to improve our systems, February will introduce several new and updated features:
  1. The foundation for Caravan mechanics and several possible followers.
  2. Expansion of the map and an additional new settlement.
  3. Stoneshard: Prologue, updated and connected with the main game, providing players with proper tutorials to our systems and allowing you to get accustomed to the world of Stoneshard.
  4. Revisitable dungeons and contracts in earlier settlements.
  5. First real boss of the game that will test your build and character in glorious battle.
  6. Updated and polished gameplay mechanics - fully realised dual-wieldingand stealth.
  7. Additional unique encounters in the world, making exploration more interesting and rewarding.
  8. Additional skill trees, making playstyle and development of your character more personal
  9. Additional content - new equipment, enemies and more.


These important updates will allow us to expand upon them and provide much more smooth experience for world progression.

We want to deliver you almost all core features when it hits Early Access, so that we can continue to collect feedback and improve upon our vision with our community involved until full release.

It is in our best hopes that the extension to February 2020 will help us to provide you with an enjoyable experience with Stoneshard.

Thank you for your patience,
Ink Stains Games.
 
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Darth Canoli

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Messages
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Perched on a tree
Hello everyone!

After an extensive closed beta-test, quality-assurance as well as the reevaluation of the development roadmap, we want to announce important news - Early Access launch of Stoneshard is being moved to February 6, 2020.

This decision was not easy to make. We wanted you to go explore the lands of Aldor as soon as possible. The current quality of the game at this milestone is up to our standards, however we couldn’t implement some of the important mechanics that we think are crucial to the first public build yet.

Even though the game in its current state is fun to play, we saw areas where we could make improvements in regards to replayability of ingame content, it ends too fast - we wanted to make the core loop more thorough and that’s what we are working on currently.

Wow, once again, they're giving an ethics lesson to all the AAA devs out there, i hope they'll be rewarded with a mountain of bucks.
 

Volokard

Novice
Joined
Mar 13, 2019
Messages
15
Looks really good, guys. Keep up the good work. Better to improve it in whatever way you can now than rushing it.
 

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
Glad to see it's got a release date; verrrrrrrrrrrry nice.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,621
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.kickstarter.com/project...rld-roguelike-rpg-with-tactical/posts/2686384

Devlog: Prologue Progress

0089c6d69deb0322428ebb27bbe1ba41_original.png


Hello everyone!

In this devlog we’ll tell you what to expect from the updated Prologue which we plan to release this year.

Since the release of the Prologue in May 2018 almost every aspect of the game has changed so much, that the current Prologue will rather confuse newcomers than introduce them to the game. Therefore we decided to put an effort into updating its systems and mechanics so that they’ll better reflect the state of the main game.

It’s worth mentioning that the Prologue will remain free and will also be included in the main game, where it will serve as a tutorial and an introduction to the story. It means that you can complete it both as a standalone version as well as a part of the main game. Your actions in the Prologue will not have any effect on your main game so don’t worry about transferring progress. The only thing to keep in mind is that if you finish the Prologue beforehand, you’ll be able to skip it in the main game and go straight to creating your character.

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The Prologue’s structure will remain almost exactly the same. You’ll still find yourself in a dungeon, escape, complete a tutorial floor and then fight your way through two procedurally generated floors to challenge the final boss. We’ve also introduced quite a number of changes to the tutorial. For instance - more visible and descriptive popups, explaining game’s mechanics. We hope that it will provide a better introduction to the game.

As for game systems and mechanics, everything is now up to date with the current build of the main game. Reworked UI, relevant stats and abilities, new health and injury system, more transparent display of hunger and thirst, better dungeon generation, destructible objects and enemies opening doors – it will all be included in the updated Prologue.

77e289ecf2b09d0d315954b2a1bceebc_original.png


Content wise there are many noticeable changes, especially for those who didn’t take part in the closed beta test. Since the release of the original Prologue we’ve added a huge number of new equipment and also changed most of the old stuff, so you’ll see lots of new items. We’ve also changed starting enemies. Now instead of vampires you’ll fight against a cult of Proselytes, boasting fresh new enemy types and abilities. Other than that, all dialogues were rewritten to better accommodate story and setting changes.

de8f6c95f46fe03e14f27d53b4305f38_original.png


And finally, the boss fight. It’s safe to say that it has been improved the most. First of all, the Cursed Chapel was completely remade in accordance with our increased quality standards. Second, we’ve added a few tweaks to the fight with the statues. For instance half the spells is tied to one statue, while the other is to the second one. Respectively, by destroying one of the statues, you’ll prevent the Archon from casting blood bolts and puddles or stop him from summoning and healing zombies.

592a0e5f0e442502c08271f5a5d7d12c_original.png


Third, the battle with the reborn Archon which used to be an optional secret, is now a mandatory second phase of the fight. The Archon himself was naturally changed as well, now possessing quite a few new abilities. You should be able to beat him by strategically exploiting his weaknesses. What are those? You’ll have to find out yourself.

That’s it for now. We’ll announce a date for the Prologue very soon, so stay tuned.
Until next time!
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,413
I decided to give the demo a shot and I am really glad I did.

- It has amazing pixel art and the sheer number of art assets is impressive (even something as small as changing items on your person is reflected).

- The UI is decent. My only issues with it were: the rest and stealth buttons should be in the open, rather than hidden under an expanding menu, as they are used very often. Drink and food items should be draggable unto the main bar, so you don't have to open the inventory each time you need to drink or eat. There needs to be a smoother way to pick up single objects from the ground. Also, give us the options to select which body part we want to use a splint on. In the demo you can use it, but I am afraid where it goes it random, so when there are two wound to pick from you don't have the control over it.

- Itemization is enormous. Even after 6 hours I still found new objects and items (including some cursed ones, which strongly encourages you to identify items before wearing them). Given that's just a demo it bodes really well for the full release.

- You have to eat and drink, but also need to take care of pain and toxicity levels. The latter is particularly interesting, because you can't gulp down too many powerful potions before vomiting your liver out. In a way it reminded me of the Witcher, only Stoneshard does this aspect way better than the Witcher ever did. There is a large variety of health-related items with different levels of impact on your character. Also, it's nice that items have durability (although this aspect could do some changing). Overall, the simulationist aspect of the game is very in-depth and helps immersion.

- Combat is simple and deadly, but it can be surprisingly deep and I found almost any approach to be valid in combat. And that's just on the basic level, so it can only get better, with more skills and enemies. Stealth is too simplistic in the demo (enemies are almost literally blind), but it helps you very early on and when you're using daggers to land these critical hits.

- The alternative boss fight is super hard. You basically need to get lucky with potions. I had Stoneskin, Elusiveness and Deadly (and a bunch of others, including 3x minor healing ones), which made the fight fairly easy, even with somewhat mediocre equipment. If you don't get that, then the boss will kill you very fast, because he hits really hard (enough to break your body parts and take 1/3 or 1/2 of your entire health in a single swing. Still, it's interesting to have an alternative way to do this.

- Voice acting is solid. Varren in particular is really good.

- Dungeon level generation was satisfactional. Each the dungeon was different, containing different loot, so each playthrough was a little bit different. It lends itself very well to rest of the game.

TL;DR - It's an instant day one purchase from me.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,413
Remastered Prologue is Here!

c3a4f46311ff93b516fff3f6bf1fc831775da43b.png

Hello everyone!

Ink Stains Games here! We’d like to wish all of you Happy Holidays and to present you the long awaited update for the Prologue as a Christmas gift.

The original Prologue was published in May 2018. At the time it was more of a proof of concept, designed to demonstrate Kickstarter backers our vision of the future game. A lot of time has passed since then, most systems of the game have changed beyond recognition. And at some point the Prologue grew so outdated that updating it became a priority.

Now the Prologue is mechanically equal to the main game and we hope it will make it easier to wait for the February release :)

Stoneshard: Prologue


The list of changes is too expansive to be presented in detail – after all, this update includes a year and a half of hard work. The Prologue’s structure remains the same, but if we are to list the most important changes, here is what you should expect from this update:
  • An improved tutorial with detailed advice on main game mechanics.
  • Vampires were swapped with Proselytes – a new group of enemies with their own set of abilities.
  • A reworked boss fight, which now consists of two consecutive phases instead of two parallel outcomes.
  • A reworked health, injury and needs system. The old Prologue had it functioning based on RNG. Now it’s a transparent, deterministic process which you can assess at any time.
  • More weapons, equipment and all kinds of items.
  • Abilities from the closed beta are now available in the Prologue.
  • Destructible environment. Press CTRL to attack environmental objects!
  • Reworked Dual Wielding system.
  • Lots of QoL improvements: better controls, more hotkeys, item comparison, inventory auto-sorting, pop-up hints and more. Though keep in mind that the game is designed primarily for mouse controls.
  • Most of the game art was reworked.
  • Dialogues and lore notes were rewritten to better clarify the opening events of the story. New voice-overs for the characters.
  • Lots of changed and added mechanics (reworked Attributes, for instance).
  • A reworked UI.
  • Fullscreen support for 1366х768, 1440х900, 1600х900, 1680х1050, 1920х1080 and 1920х1200 resolutions.
  • Added an event log.
  • Last Hope” and “At What Cost?” achievements were replaced by “The Bitter Beginning” and “Eternal Hunger” achievements. The rest of the achievements were updated to fit with the content changes.
  • Enemies learned how to open doors.

It’s worth to remember that many of the planned mechanics are still missing. On February 6 the game is just being released for Early Access, during which we plan to continue developing it for another couple of years, gradually implementing our vision.

===================

Frequently asked questions


Where did the stealth and some other skill trees from the old Prologue go?

Stealth mode was temporarily removed from the game. It will return during Early Access after being reworked. Same for the unavailable skill trees.

Can I launch the game on Mac or Linux?

Unfortunately you can’t. For now we can’t say for certain when the game will be available for these platforms.

What happens if I’ve already got the achievements in the old Prologue?

Don’t worry, your progress remains. The achievements were changed, not removed, so you automatically get their changed versions.

===================

Merry Christmas and good luck finding your way out of the dungeon!
 

Alienman

Retro-Fascist
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Just replayed the demo and I can't believe how good this game is. Graphics, sound, mechanic and atmosphere. The only thing I'm not 100% into is the rogue like mechanic. Got to the last boss and got one shotted... guess I didn't pay attention to something. Now having to redo everything... I don't know.

Even so. I'm really looking forward to the release!
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,113
Or you just got shafted on rng loot, happens seen pictures of other dudes in bronze plate or some shit and I was still wearing rags.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,413
My first impression of the reworked demo:

1) The new starting point is annoying if you want to go to the dungeon with all potential skills unlocked. The checkpoint is before you read all the books, so if you die and want to give the dungeon another go, you have to read them all over again.

2) There is no stealth (will be in the full game) so attacking unaware enemies is rarely a possibility. This hurts daggers the most, although it is possible to win direct fights with specialization in dual-wield daggers and at least reach the boss. The bigger problem is that you can alert an entire room full of enemies due to complete lack of stealth option in the reworked Prologue and there isn't much you can do about it.

3) The rest-spam got nerfed, but in a good way. You can still use it, if you find enough food. On the other hand, it depends on how much food you have access to as your thirst and hunger will accelerate.

4) Healing items are at premium now, due to how the health system got reworked. This means even reaching the boss is a feat now. I have a mixed opinion on this. I like the challenge it brings, but it made the game (or at least the Prologue) even more loot-dependent than it was previously. Also, the bandages became both extremely valuable and useless, because if you don't have them and you bleed, you can bleed out easily. But if you have them, they won't serve as a secondary healing item to heal up your damaged body-parts, so they aren't really useful. Leeches are super valuable.

5) Items drops very sparesely now, and I mean that. This affects pretty much everything: how much you can heal yourself up, how you can deal with pain (which is much more frequent, because it goes up simply by taking damage and with less armor - because loot is less frequent and less magnanimus in quality - you are more likely to accumulate hits/wounds/pain in combat), etc. I guess it was done that way to better reflect the final game's loot rarity?

6) The transitional room with the campfire, the one that used to give you a few pieces of guaranteed gear, now has fixed items. It's a bit sad, because I liked the "what do I get this time" aspect of it. Oh, well...

7) Lockpicks aren't spent on use, only if you fumble them.

8) Going with the bow seems to be a viable playstyle and even a good supplementary option (I didn't bother with it at all before), because in the reworked Prologue arrows don't to go to waste as fast.

9) The starting fire magic skill got even more useful than it was before. However, it encourages kitting enemies to avoid taking damage as much as possible.

10) Not really the fan of the reworked dialogues (fonts, speeches). They are OK, but I felt like the previous ones gave Warren more character by being shorter and the font was more fitting the pixel art of the game. The reworked Archon is better overall though.
 
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Darth Canoli

Arcane
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Jun 8, 2018
Messages
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Location
Perched on a tree
I played a bit of the new demo as well, i like the atmosphere and the artstyle.

So far, the combat doesn't stand out from other rogue-like.

On the down side, managing the inventory is a pain because of all the "fuck you" mechanism (pain, hunger, thirst, infection, bleed, and the body parts you have to treat independently or your max HP diminishes) and the consumables you have to hoard to treat your pixels with.
I'm not big on hunger/thirst mechanism, mostly, i think it's a waste of time if it doesn't give various bonuses.
Moving animation also gets in the way of fun after a while.

Overall, i kind of like it and i might play the final version if KotC 2 isn't released before.

Edit : suggestions
Not that i like it better but Rogue Empire has some very nice perks on top of the character system (probably the best thing about rogue empire), it'd be nice to have a deeper character development.

Not sure if it's just the demo but it'd be nice to have a character creation screen where we have a couple of attribute points and where we can lower some stats to 8/9 to squeeze some more points.
 
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Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,413
I played some more. Managed to die 8 or 10 times, reached the boss 3 times and killed him once.

1) As it stands the boss fight got more interesting (this includes the alternate ending boss) and the dungeon itself became much more challenging.

Before you could go through the dungeon and the original boss fight almost literally every time and the alternate boss fight was down to pure luck (what potions you got and how many of them you were able to swallow at once). Now there is larger element of strategy in fighting the boss, so it isn't entirely down to what mixtures you got. However, I still have to beat the boss using any melee weapon or magic, so I still don't have a feel for that part (I was able to avoid most of his melee attacks, his special attacks were telegraphed well enough and he didn't try anything funny).

What I don't like is how the statues' "attacks" are telegraphed now. Missing that was what got me killed before. The pre-remastered version was much clearer on that front.

Killing the boss was pure luck on my part
(specializing with a bow), as I was going into the fight completely blind. I mostly took the bow skills to check out how reliable it would be to reach and beat the boss. The secondary phase of the boss fight is done much better than the alternate ending was, although I suspect that me having a bow and ~30 arrow greatly helped as I was able to avoid damage while constantly hitting, hard, him from afar. The fact that you also get a guaranteed Warbow in the campfire room makes bow your best bet to win the boss fight right now.

2) I figured out the reworked health system. It's not as damning as I originally thought (when I just started playing the remastered demo). The bigger problem is lack of food at the beginning and a chance to spawn in a room full of enemies.

The pain should go away on its own, provided you fix the wound that increases your pain level, so don't panic when you get pain modifier just from being low on health. In general you want to have your overall health go up as much as possible in-between fights. That way you won't get beaten up so hard that your health threshold drops considerably. If that happens, the starting stuff should be enough to keep you in decent enough shape until you reach the boss (primarly you want to treat the most battered body parts, not something as minor as 1 or 2%). Unless something horrible befalls you (a trap, lucky crits from enemies, etc.).

3) You should specialize as early as possible. Skills will help you greatly in surviving the dungeon. On average you should be able to get 6 skills, although sometimes I was able to get as much as 7 (probably due to random enemy generation and trap disarming?).

4) There is a lot of talk at the end (in the post-boss conversation). I have to repeat; I don't really like it, feels overdone. The previous version was short and to the point, and I liked both endings. It probably isn't a great deal, but I completely don't get that change and it makes me somewhat worried how it will impact the main game.

5) Managing the inventory got a bit more annoying, especially when it comes down to arrows.
I think they should be 2x2 and fit 30 arrows or more. Lugging two or three stacks of arrows (besides what you have equipped) is not cool. To top it off, when you lack space it causes the arrows to not stack properly in your inventory, making it pain in the ass to stack the manually. On the plus side, you do get majority of your arrows back, so you don't run out of ammo too fast.
 

Trash Player

Augur
Joined
Jun 13, 2015
Messages
495
It is nice on the eye. UI needs work, log and status needs to be more readable and there is still inventory tetris for some reason.
Combat, as noted, ain't really that different from the rest. Character building isn't that interesting, most of the skill trees are just damage plus 2 gimmicks or so.
Boss fight is designed build agnostic with raid boss mechanics, not sure what to make of it.
Like what I expected, it is enjoyable if uninspiring. May buy it for novelty.
 

Alienman

Retro-Fascist
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
If you use bows, is there a way to quick swap to melee if you get into range for it, or do I have to manually change it?
 

Wayfinder

Ink Stains Games
Developer
Joined
May 31, 2017
Messages
30
Thanks for the feedback everyone.

Is the demo locked to 40 fps?
Yes, it's due to the engine's technical limitations. Since the game is turn-based, not animation-heavy and pixel-art, it doesn't seem too critical for us.
1) The new starting point is annoying if you want to go to the dungeon with all potential skills unlocked. The checkpoint is before you read all the books, so if you die and want to give the dungeon another go, you have to read them all over again.
Yes, due to how the save system currently works, we can't save it after you read the books. Maybe we'll unlock skills automatically when in Archives to fix this for better usability.
Not that i like it better but Rogue Empire has some very nice perks on top of the character system (probably the best thing about rogue empire), it'd be nice to have a deeper character development.
Character customization isn't finished. We plan to introduce trait/perk system as well.
Character building isn't that interesting, most of the skill trees are just damage plus 2 gimmicks or so.
Well, that's what weapons do - they deal damage :) All weapon skill trees are designed around a certain mechanic so they synergize well when used in the right sequence. Most utility and magic skills aren't yet in the game, so there'll be more possible builds in the future.
4) There is a lot of talk at the end (in the post-boss conversation). I have to repeat; I don't really like it, feels overdone. The previous version was short and to the point, and I liked both endings. It probably isn't a great deal, but I completely don't get that change and it makes me somewhat worried how it will impact the main game.

There're two problems with old dialogues:

1) The plot and the setting were completely reworked during this year and a half. With the changed story, the 2018 Prologue's dialogues didn't make much sense anymore.
2) They were indeed laconic to the point of being way too laconic. From what I've read, the absolute majority of players didn't get anything right from the. For example, somehow many people got an impression Verren was captured for years, which was obviously wrong.

I felt that new dialogues do a better job at explaining the story's preamble. Also it was necessary to show why Verren will need to rebuild his caravan from scratch in the full game. The dissolution of years-long companionship couldn't be shown believably in just few lines (early variants were shorter but sounded very hasty because of that).
 
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Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Finally got to kill that corrupted priest bastard using the ol' dodge and kite with a bow. Those 60 damage crits sure helped a lot. Now to try to get him as a pure melee. This prologue story was a real good setup for the big game, can't wait and great job.

2BBFC12068A76B0FEF08CCAF5B4770429FF970C1

Splat!
 

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