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KickStarter Swordhaven: Iron Conspiracy - BG1-inspired low fantasy RPG From the ATOM TEAM - Early Access on December 12th

The Wall

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ds

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Atomboy FYI the Linux version of the demo hangs with a black screen for me because it's trying to load "SWORDHAVEN Demo/Swordhaven_Data/StreamingAssets/Movie/AtomTeam.webm" which doesn't exist. There is .mp4 version of the logo there converting it to VP8 webm via `ffmpeg -i AtomTeam.mp4 -c:v vp8 AtomTeam.webm` does let the game start.

So adding the correct video file will fix this but ideally also fix the game to start without logo/intro movies since deleting those is a time honored tradition for anything intended to be launched multiple times.
 

jungl

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That demo was extremely boring. The maps are huge tons of needless clicking to get around like im playing diablo 2 again. Game needs a 2-3x speed option like underrail. Special system sucks. The only good thing about fallout SPECIAL was the perk system tied to it. Tactics and lionheart made it more fun with race choice giving different perk choice maybe you guys could implement that with the different backgrounds.
 

Mortmal

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At least they listened to some of my feedback! There's no "rat quest," but a "daggerfang quest" instead. I guess renaming giant rats to daggerfangs is their way of being creative. It made me chuckle at first, but overall the game feels tame, generic, and falls short of the CYOA books I was reading when I was ten years old. Technically, it runs very well. The intro is pretty and everything runs smoothly, which is a big improvement over most small indie RPGs. However, it seems like this game might be targeted more towards kids, and not necessarily for me.
 

Modron

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Oh I forgot to mention but you need to make it so enemies don't start combat when you're over 400 movement points away from them id est through walls and across cliffs. I could live with the cliffs but rats triggering combat on the otherside of the village's palisade was goofy
 

The Wall

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At least they listened to some of my feedback! There's no "rat quest," but a "daggerfang quest" instead. I guess renaming giant rats to daggerfangs is their way of being creative. It made me chuckle at first, but overall the game feels tame, generic, and falls short of the CYOA books I was reading when I was ten years old. Technically, it runs very well. The intro is pretty and everything runs smoothly, which is a big improvement over most small indie RPGs. However, it seems like this game might be targeted more towards kids, and not necessarily for me.
Half-Elf Black WomenX with horse cocks and feminine body coupled with deep, jazz voice running around in Fantasy San Francisco and fucking Main Character. That's what "Adults" aka BG3 and DD2 enjoyers play. This game is ABSOLUTELY not for you. That's one of best things about this game
 

The Wall

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RPGs like Swordhaven, with its aesthetics and gameplay haven't been made seriously in decades (with serious production values). In endless sea of WOKE SHIT, this game is an lonely Island. And you want WOKE flag to plant there too. How about I plant it in your woke ass, you midwit retard

Bring on rat daggerfang killing quest, dragon sleeping on treasure in cave and flirting with innocent peasant girls. BRING IT ON!
 

Atomboy

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It have been ages since I backed something so I went and backed it. Turned out the last time I backed a project was during 2017 for Vigilantes. Time truly goes fast. I also found out to have an unclaimed Mechjammer key. :) So based on my most recent backing there is a 50% chance the game will be good :)
Thanks man! It sure will! 150%!!! Probably!
I also backed this one. The Atom devs have proved themselves very reliable and I'm excited to see what they achieve with this game.
Thank you! Well it will be better than the previous, I'm sure of that!
The demo gave me a good impression so I went ahead and backed the kickstarter. There are few minor tidbits I would like to see addressed. Currently party members speak too much for my liking when you select them. Please let lower the rate of which they respond or mute them all together. While I do think the brightness lowering when entering a forested area is neat, it can make seeing rather difficult. With that said, this demo does show how much more competent the development team has become since ATOM first launch nice which is a nice change of pace for the industry.
Thank you! We're looking at an overhaul in sound design, as this one was made in huge haste. The team members and the animals talk too much at the moment, some larger wolf encounters are a good example. We'll make them do that way less or even put an option on the quantity of barks a player wants.
You say this game will be your biggest game yet, exactly how big will it be? The first ATOM had a lot of content. I'm talking about the game world.
This time around we went with the "marker travels on 2d world map without obstacles" like they had in that Fallout game, so there won't be half an hour long treks on the global map which will make the average playtime shorter than Atom's, but it will be dense. I'm hoping to go with many tiny locations with fun encounters, as well as large dungeons and settlements. Maybe we'll add some CYOA stuff like in TG. There will be like 3 modestly sized settlements, and the main city of Swordhaven will be made out of several modest settlement sized parts. We'll up replayability since the types of fella you start with get their own unique quests and many unique dialogue options, so it will take one several replays to catch everything in the game. My very innacurate estimate thus goes to like 120+ hours of content vs. Trudograd's 80 and Atom's 160 (a quarter of which is Atom's super slow travel time), we'll see how horrifically wrong I am closer to EA!
Manage to pledge in the end. hope you guys make the goal!
Thank you!
Atomboy FYI the Linux version of the demo hangs with a black screen for me because it's trying to load "SWORDHAVEN Demo/Swordhaven_Data/StreamingAssets/Movie/AtomTeam.webm" which doesn't exist. There is .mp4 version of the logo there converting it to VP8 webm via `ffmpeg -i AtomTeam.mp4 -c:v vp8 AtomTeam.webm` does let the game start.

So adding the correct video file will fix this but ideally also fix the game to start without logo/intro movies since deleting those is a time honored tradition for anything intended to be launched multiple times.
Yeah there was this weird video playback issue on Linux, but it seems like we patched it, at least it plays out nicely on the testing rig. If not you can ESC through it or do what you described, but I hope it's fixed already.

That demo was extremely boring. The maps are huge tons of needless clicking to get around like im playing diablo 2 again. Game needs a 2-3x speed option like underrail. Special system sucks. The only good thing about fallout SPECIAL was the perk system tied to it. Tactics and lionheart made it more fun with race choice giving different perk choice maybe you guys could implement that with the different backgrounds.
We went with a sort of serene location for the demo, but there will be excitement when we're done! Walk\run speed is also being developped more, we'll probably add a bonus from some skills like Survival or even Dex to influence the animation. But we're not running Special! Atom was influenced by Special big time, and this game's system is based on that, but it reworks certain key aspects, like the APs no longer come from Dex alone, but use three attributes, and stuff like bare knuckle damage growing with the skill. There will be more in that vein!
At least they listened to some of my feedback! There's no "rat quest," but a "daggerfang quest" instead. I guess renaming giant rats to daggerfangs is their way of being creative. It made me chuckle at first, but overall the game feels tame, generic, and falls short of the CYOA books I was reading when I was ten years old. Technically, it runs very well. The intro is pretty and everything runs smoothly, which is a big improvement over most small indie RPGs. However, it seems like this game might be targeted more towards kids, and not necessarily for me.
We always listen! Daggerfangs are very original, I'll make 5 more kinds of daggerfangs and they will do buffs and special nose biting techniques and stuff, you'll see! However, you literally can't target kids in the game. They are immune to the attack cursor. And that's just the way we want it! We sort of started in a very timid starting location, but in EA it will grow more mature and even through-provoking, that's a promise.
Oh I forgot to mention but you need to make it so enemies don't start combat when you're over 400 movement points away from them id est through walls and across cliffs. I could live with the cliffs but rats triggering combat on the otherside of the village's palisade was goofy
Wait, when did you experience that? Before or after the patch? I thought we fixed that thing yesterday. The thing there was that actually your PC started combat. Like, those palisade rats I made blind on purpose, giving them a 5 meter wide sight radius, yet combat still started. And then we saw it. The PC was seeing them through the fence and starting combat!
 

Modron

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Wait, when did you experience that? Before or after the patch? I thought we fixed that thing yesterday. The thing there was that actually your PC started combat. Like, those palisade rats I made blind on purpose, giving them a 5 meter wide sight radius, yet combat still started. And then we saw it. The PC was seeing them through the fence and starting combat!
Oh I finished before the patch, good to know it's fixed. Just was making sure no one else suffered.
 

ferratilis

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After playing the demo, I pledged 30 euros. This is the first time I supported something on Kikestarter, or crowdfunding in general, that's how much I liked it. Don't fuck it up, if you add trannies, I want my money back. If only I could refund that Belgian turd, I'd add another 60.

The demo hits all the right spots, although I'm not a fan of the camera. Can we at least get an option to rebind the camera rotation hotkey? I'd like to use mouse4 for it. And it feels like camera rotation has some kind of acceleration built in, I'd appreciate it if that could be a toggle. Great work, otherwise.
 

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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/projects/atomrpg/swordhaven-iron-conspiracy/posts/4065101

50% REACHED + PATCH 0.1.1 + FAQ + CONSOLE VERSION ANNOUNCEMENT​


23248ad51944d3d167438ef3cf259d9a_original.jpg

Greetings, everyone!

50% REACHED​

Ever since the start of the campaign your support was amazing, and it clearly shows as Swordhaven has reached 50% of its goal in just a couple of days. We're so thankful to everyone who pushed us towards this milestone!

PATCH 0.1.1​

The amounts of feedback you provided for the demo, helped us patch out dozens of technical issues, bugs and performance issues, greatly improving the demo's quality. Thank you for lending a hand! Check out the patchnote here.

FAQ​

Last but not least, the questions some of you have been asking helped us create a comprehensive FAQ for the game.

64700fc9ec03335db951dbd3f7636cc9_original.png

CONSOLE VERSION ANNOUNCEMENT​

One of the questions you guys asked should still be answered publicly, though. Some of you had concerns about the long wait for console ports of Swordhaven, because last time it took us years to get ATOM RPG on console. Well let us asure you that this time it's not the case! Console releases of Swordhaven will take place much sooner, probably in the same quarter as the PC release. It's all thanks to the team who previously worked on porting ATOM RPG to console. This time around they have joined our regular colleagues and they're building Swordhaven in a way that would allow quick console porting from the grounds up.

Now we'll go back to supporting the demo and plotting our next moves for the Early Access version. If you have any inquiries please contact us at any time, and once more thank you so much for this brilliant support! Our morale is at an all-time high and we really believe we will deliver our best game yet!

Yours, Atom Team
 

Mortmal

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I dont think anything that involves reading is targeting kids nowadays
sadly
I know, and they don't possess any computer skills either, nor anything else for that matter. Today, my young nephew proudly dug up all the strawberry plants, claiming he had eradicated all the 'ortices. Him being half Polish, and RPGCodex give me an idea of what I could expect from Poland, I try to be understanding, but still..
That said, the aesthetic and writing of this game reminds me of the fairy tale books from my era, a bygone time
 
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I played the demo on Linux, and other than the intro video hang, it ran flawlessly. Very smooth and stable.

I will probably play around with the character builder some more tonight. With my first impression of it, I am betting nerd skill-monkey with a ranged weapon is going to be most optimal once you have a party.

I wish for the demo that the skills weren't grayed out. I'd like to see more of what they do. I was looking forward to playing a polearm specialist in the same manner as ToEE, but that skill line looks more designed to be in the thick if it.

I also noticed that there don't seem to be attacks of opportunity or disengagement. With the halberd, I only had enough AP to swing once but still had about 1/3 AP remaining. This meant that it was always best to kite, as enemies with quick and low AP attacks would waste AP chasing me. I would still get 1 attack every round, but they would get 2 instead of 3.

Stealth as a skill seems like it will be able to overcome total dump of Dexterity for Initiative, and Luck will be able to full compensate for Dodge.
 
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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.
Interviewed our own Atomboy about the ATOM games, and of course Swordhaven. You can read it on my blog, or just down below if interested!

Welcome to an interview with Aleksandrs Cernavskis, the writer and combat designer for the developer team Atom Team. Aleksandrs and the rest of the Atom Team are currently running a Kickstarter for their upcoming low-fantasy RPG Swordhaven: Iron Conspiracy. However, these guys are not some random rookies concerning making games. In their portfolio, you will find the well-liked and popular isometric Fallout-inspired RPGs: ATOM RPG: Post-apocalyptic indie game and ATOM RPG Trudograd.


Who are the Atom Team?

We’re just a bunch of guys scattered across Europe.

We met each other on game development forums, discovered we shared similar interests, took the plunge into indie development, and now here we are.

What is your and your team’s background in making games? What inspired you specifically to go down this path (making a career of it)?

We were all fascinated by game development, more or less. I remember making Half-Life mods as a school kid, then playing around with RPGmaker and such.

Other guys actually had professional careers in gamedev, having worked on Adventures of Sherlock Holmes, World of Tanks, XENUS, etc.
But at the end of the day, we all liked RPGs. It doesn’t matter if it’s pen and paper, CRPGs, JRPGs—you name it. So, ATOM was just a hobby for us—something to do after work—before it quietly and discreetly became our work. Then again, nobody minded

What are some of the favorite games you have played, modern and from the past?

I think Baldur’s Gate was my first proper RPG. Then I was introduced to Fallout 12 and became a fan after the first play session.

I also loved Arcanum; later Torment became my favorite game for a while. Then VTMB, ToEE… The usual suspects.

Jeff Vogel is an icon of indie development done right. Iron Tower Studios and Stygian Software are GOAT. The list goes on! Again, I’ll hardly surprise you with my list of good RPG’s.

FromSoft is cool for their world-building. You know—King’s Field, Elden Ring, with Dark Souls 1 probably being my favorite.

I also like Goichi Suda, who developed Killer7, No More Heroes, Killer is Dead, etc. I’m not completely in love with the games themselves, but that guy is an inspiration and a real punk.

I’d say the same about Yoko Taro, who made Drakengard and Nier. I don’t always enjoy his games, but the man himself is an auteur.

Right now I’m fascinated with Battle Brothers and Crusader Kings 3. These two can really suck me in for an unhealthy amount of time.

Have you been a writer and combat designer for all of Atom Team’s released RPGs?

I was one of the writers for ATOM RPG, a writer AND assistant combat designer for Trudograd. Swordhaven is the first time I get to design combat right from the start. Only time will tell if it was wise of the guys to let me do that… But so far so good!

What inspires you regarding the writing – any specific themes or moods that run through the games?

I like to write about things I know and reference things that are important to me. I don’t do it for the “haha get the reference?” aspect, but rather to honor the authors, people, and events that have impacted me. However, I understand how it might appear from the outside, so nowadays I try to make references more subtle.

My other passion—if you will—is the “dark underbelly” trope. I enjoy incorporating references to a larger, hidden narrative unfolding in the background. When you delve deep into any of the games I’ve participated in, you may sense that there is more to the world than meets the eye—like a terrifying cosmic dimension teeming with inexplicable and mind-bending, lurking just out of sight.

Have your style changed, or maybe even improved over the years?

Yeah, I’d say it did. Language is a tool and the more you use it the better you tend to get.
While I do like the writing in ATOM RPG, some of it is a bit too cringy at times… Trudograd felt somewhat dryer, but way more professional; and Swordhaven is the most ‘normal’ so far. I wonder what we will write next!

Is there any kind of writing traps to avoid? Have you “walked” into any yourself?

My main no-nos are:
  • Making too many references to things I like. Everyone will just think it’s nostalgia-milking, or attempts at Family Guy humor. Even though it’s not! For the most part…
  • Try not to use anti-humor. I love anti-humor, basically jokes which are funny BECAUSE they are horribly unfunny, giving you that cringe laugh, but the reader will just think you wanted to be funny and failed.
  • Don’t write sentences that don’t feel right. I can’t really explain this one because I don’t know anything about writing theory, but sometimes sentences just sound off. That’s why I always re-read what I wrote.
You double as a combat designer. What is your background in designing combat – boardgame related, or strictly a PC/console gaming affair?

I’m pretty much a novice at that. I created a combat system for a board game that my friends and I developed back in school. I also work on hobby games that I keep to myself, as they are mainly for practicing coding.

While these are not the biggest accolades, I think it’s working for the time being.

What inspires you as a combat designer?

I like combat in Battle Brothers, Underrail, War Tales and the stuff they had in Infinity Engine games. Smooth, easy to grasp systems—not mindless, but not overly complex either.

What do you prefer, a more abstract type of turn-based combat based on specific rules, or something more simulated based on real life?

I like the middle ground. My favorite kind of combat has strict rules: everyone has a specific turn order and you can’t skip ahead, all actions cost AP, etc. but also some chaos is out there, like baiting for monster infighting, ragdolling a character and watching them flail around damaging their own allies… Crazy stuff that exists just because it’s fun.

What’s the hardest – the writing or designing gameplay?

I’d say balancing. I designed the whole combat system in a few days, but balancing out the pros and cons and DPS of specific weapons and techniques… That’s not something I even did properly for Swordhaven’s demo, because I know I can’t do it without player suggestions.

Our team depends on feedback in general, but it’s doubly true for combat. We’ll balance it out together, me and the players.

Now for the games. ATOM RPG also started as a Kickstarter project. How come? Was there no publisher interest, or was it something you wanted to avoid? Was Kickstarter the only way to inject money into the project?

Honestly, the Kickstarter just kind of happened. I don’t remember if we had discussions about it or not, but it seemed like the only obvious way to go forward.

That campaign ended up spreading awareness of our game in a way that we could never achieve on our own, as nobody on the team really knew (or knows) how to market stuff.

Of course the actual game cost us ten times more than what was gathered using Kickstarter, but since we still had our day-jobs almost until the full release, it didn’t really matter.

What inspired the team to make this kind of game? Fallout is a clear inspiration, anything else?

The first Wasteland, Quest for Glory, good old euro-jank RPGs like The Fall: Last Days of Gaia, Another War, and all that jazz.

Authors like Strugatsky brothers, Sorokin, Shalamov, and many others. All kinds of stuff, really. It’s pretty hard to pick something specific since ATOM was always a hodgepodge of different ideas and influences.

What was the process from going from a cool idea, to actually making the thing and setting up a Kickstarter?

We worked on ATOM even before Kickstarter, so development-vise not a lot has changed. But the campaign was a tough experience, that’s for sure. Tough, but also rather fun!

I think everyone can pull this off. Might just take a while and unless you like canned food, you’ll fail!

Anything you or the team regret about making the first ATOM RPG?

There are a lot of things that I would have done differently: improve the English translation, remove some parts, and add something else. However, I can say the same about Trudograd, and I’m 100% sure that I will say this about Swordhaven once it’s completed.

Other than that, I regret nothing!

Then a couple of years later, you guys made ATOM RPG Trudograd. From what I understand it started as a DLC or some sort of expansion for the original ATOM RPG, what changed?

You’re absolutely right, it started as a basic DLC, but then we got carried away

There were too many changes, fixes and improvements for it to be a simple addition to the base game. So we decided to make Trudograd a classic expansion pack, sort of like Throne of Bhaal for BG2. Just not requiring you to own the original ATOM.

What changes did you make from the first game? Were the changes based on community feedback, or stuff the team didn’t think turned out so good? Maybe both?

Yeah, a bit of both, with a slight tilt towards community feedback.

The most obvious changes would be the addition of new abilities, considerably better graphics, QoL features not present in ATOM, weapon modifications, special armor… The name is Legion.

Do you and the Atom Team have more post-apocalyptic stories in you for the ATOM franchise? Or is it a done deal, considering the shift to medieval fantasy?

Trudograd ends on a cliffhanger so we’re obliged to create at least one more ATOM game. But a palette cleanser is required first

ATOM 2 will probably be our next project, and it will be the best in the series, I’m sure of it.

And now finally for the main event – the Baldur’s Gate I inspired RPG Swordhaven: Iron Conspiracy.

swordhavenlogo.png


This is your second Kickstarter, is it still a tense deal? If the worst happens and the Kickstarter fails, will the game be benched? Will the company itself be in trouble?


I don’t think we’ll fold if the Kickstarter fails, but it will be hard(er), that’s for sure.

We mainly need Kickstarter for things like new animations, additional polish for the game’s visuals, new features that we otherwise wouldn’t have time to develop properly, and all that good stuff.

What prompted you as a team to go from the post-apocalyptic wasteland to the medieval lands of a low-key fantasy adventure?

We wanted to try something new, and since fantasy and medieval-esque fiction in general have always appealed to us, it was a no-brainer what setting we wanted to use for our next game.

What’s the main pull for gamers who enjoy a good RPG romp?

Depends on the gamers in question

For us, it’s a mix of attention to detail (the more meticulous, the better) and a good old swashbuckling adventure. A bit of political intrigue, a pinch of sword and sorcery—the stuff of legends, as one bald fella with a hamster used to say.

After testing the demo, I was surprised at how good the game felt already, inevitably there is stuff that needs to be improved. What are the things on your immediate list?

Bug fixes are our top priority! We will also be adding missing portraits for characters who do not currently have them. Additionally, we may tweak some aspects such as sounds and visuals. But that’s our task for this demo.

When the Kickstarter campaign is over, our first action will be implementing a new and better pathfinding system.

What kind of adventure from a writing aspect do you have in mind for Swordhaven? The word conspiracy in the title tells me that it will be something more than just a heroic tale filled with valorous deeds – is there something to this?

I really wanna hint at some spoilers, but alas, I can’t.

What I can do is talk a little about our inspirations: history (Northern Crusades and colonization of Hokkaido by Imperial Japan, etc.), fables, classic adventure literature from the XIX and XX centuries (for example, Alexandre Dumas), the stuff they published in pulp magazines… Our usuals.

For me personally, a lot of inspiration comes from Robert E. Howard’s Conan the Barbarian, but also H. P. Lovecraft and Robert W. Chambers, meaning there will be a hard to find cosmic horror subplot, just like I mentioned earlier.

This time however, it will be less Cthulu and more King in Yellow, and maybe some of Arthur Machen’s “Shining Pyramid”.

The demo felt very free-form in its approach, meaning you can kill, steal, and pickpocket whoever you want. How will you make sure the game can be completed with that kind of freedom? It gets me thinking about this line from The Elder Scrolls III: Morrowind: “With this character’s death, the threads of prophecy have been severed. You may load a saved game, or persist in this doomed world that you have created“.

The line you mentioned was used as one of the death screens before we went public with the demo

It’s not easy, that’s for sure, but we managed to maintain that free approach in both ATOM and Trudograd without making them unbeatable, and even acknowledging some of the more unorthodox player decisions in-game. So, it only felt right to make Swordhaven in the same vein!

It’s a different game, yes, but that doesn’t mean that it should be a downgrade from the ATOM series. Quite the contrary!

The CGI intro looks very nice, however, this isn’t the first time you guys have made impressive mood-setting CGI cinematics. I assume these are time-consuming to make, which makes me wonder if all that extra work is worth it considering even AAA game developers seem to ditch them nowadays. Are these videos important for the atmosphere? (Mind, I like them and miss them from games in general).

You answered the question for me!

We also enjoy them. Sure, cinematics do take time, but again—they feel right for us. Come to think of it, a lot of what we do is dictated by the fact that it just feels appropriate or cool. But not bike-riding-sunglasses-wearing-cool, more like nerd cool.

We even shot a short movie with a real actor as a starting cinematic for Trudograd. Now that was something!

Swordhaven will both have turn-based and real-time combat, how come? Wouldn’t it be easier to focus on one gameplay style? Can you switch between them at will?

It would definitely be easier! However, there are a couple of reasons why we’re going with two systems this time. First of all, a Real-Time with Pause combat stylistically fits an Infinity Engine-inspired game.

Secondly, the pacing. To me, every turn-based combat sequence feels like a significant event. It’s the moment when the game signals to the player, “Hold on a second. It’s time to strategize like a commander!” So it’s a mood killer when this intense experience pops up when your party of Level 50 characters meets a random rat.

For such occasions, you can now seamlessly switch to real-time mode, watch your party smash that proverbial rat in 2 seconds, and then return to exploring without interrupting the game’s pace.

However, it’s important to note that turn-based gameplay remains our top priority. We won’t even consider implementing real-time elements until we make turn-based gameplay shine!

Going by the demo, it seems to be a party-based RPG. Will you be able to create your party, or will your companions will be set characters with their own agenda in the world?

I do love games like IWD where you make the whole party at the start of the adventure, but this time we went with a more ludonarrative approach where you get to meet all sorts of colorful characters, and kill them add them to your party.

Then again, many similar games to ours offer the option to create your own party in-game by hiring characters in a tavern or a mercenary guild. So I believe we’ll also add this option.

What engine does Swordhaven run on? Is it the same engine that the Atom RPGs run on? Is it a good engine for the purpose of making RPGs?

Swordhaven is the third time we’re using Unity. Our first games were created in it, so we decided not to reinvent the wheel and go for it with Swordhaven as well.

We have a whole infrastructure of homebrew scripts, shortcuts, even whole systems built on top of the vanilla editor and these are invaluable in making development quick and easy for us.

How large will the world be? Will you be able to explore everything from level 1, if you so choose, or will there be restrictions?

We like the free, open-world approach, similar to what we had in Atom. So yes, players will be able to visit most locations right from the start. However, whether they can withstand all of the challenges at the beginning is a different story.

Size-wise, it will be bigger than Trudograd, but probably a bit more condensed than ATOM. It depends on the funding, really.

I noticed some voice acting in the demo, however, it was very spartan. Is it a wish to one day have full voice acting, or do you think it might limit or make the game harder to make? Any thoughts about voice acting from a gaming perspective when it comes to RPGs?

For sure, one day we’ll have a game that’s fully voice-acted. But since it’s a very costly and labor intensive process, we’d need our studio to grow big time before we even attempt that.

What’s the plan for difficulty – will combat be the only test of your mettle? Are there puzzles, or perhaps other things that depend on more than just combat skills?

I’m very excited to make some non-combat challenges for the players. Puzzle dungeons, obscure hints that lead to secret quests and locations, little hidey-holes you need to use specific items on to reach the loot. I hope to have all that by the time the game is finished.

What’s the one feature you think will get the most attention from the gaming public?

Oh, I don’t know. Fun exploration? A certain plot-twist that I can’t disclose?.. We’ll just have to see.

When do you think the game will be released if the Kickstarter is successful?

We’re aiming for Early Access in Q4 2024, and full 1.0 release in Q4 2025.

Is there anything you want to add about Swordhaven, the Atom Team, or maybe something about yourself?

I’d just like to use your platform to once again thank our players for the amazing support!

RPG fans and communities, like the Codex, are what makes or breaks development studios, depending on their reaction, and they have been kind, helpful and accepting towards us.

I also like to thank you for the ability to share my thoughts. You have an awesome blog and like I told you privately, I really appreciate you following that tradition of blogging about games independently in your own corner of the internet.

My hope is that it one day becomes a trend again!


I want to give Aleksandrs and the Atom Team a huge thanks for answering all my questions and for the kind words. I also want to wish them luck in their Kickstarter endeavors. Let’s hope it all goes well, and that we soon get to play Swordhaven. Because who doesn’t want to slaughter rats and wolves like the good old days of roleplaying? If you haven’t backed already, do so now so we get the best possible RPG!

Thanks for reading.


Thanks for taking the time Atomboy!
 

Tenebris

Scholar
Joined
Sep 18, 2017
Messages
278
Didn't take much to convince me to back a game from you guys. The Atom games were great and based off the demo your writing has continued to improve too. I do hope in the final product we end up having more backgrounds to choose from. The flavor text between Noble and Bandit was pretty nice.
 

ferratilis

Arcane
Joined
Oct 23, 2019
Messages
2,906
Is there any kind of writing traps to avoid? Have you “walked” into any yourself?


My main no-nos are:


  • Making too many references to things I like. Everyone will just think it’s nostalgia-milking, or attempts at Family Guy humor. Even though it’s not! For the most part…
  • Try not to use anti-humor. I love anti-humor, basically jokes which are funny BECAUSE they are horribly unfunny, giving you that cringe laugh, but the reader will just think you wanted to be funny and failed.
  • Don’t write sentences that don’t feel right. I can’t really explain this one because I don’t know anything about writing theory, but sometimes sentences just sound off. That’s why I always re-read what I wrote.
Thank fucking God at least someone gets it right. Swen you could learn a thing or two from these guys.
 

cdx

Novice
Joined
Dec 31, 2022
Messages
18
The demo is very enjoyable, some notes:
- It would be really good to add the emeny HP as a number on hover when the Health Bar is switched off. Can't see it anywhere now.
- Any particular reason the sword guard of the main menu sword is the wrong way up? It looks off. If a blade somehow gets between it and the hand it would be much more difficult to avoid having fingers chopped off compared to the correct way. Nitpicking, but it's a major element in the presentation of the game, so it seems worth mentioning.
- This probably has been reported, but when sitting to drink in the village, the character's equipped weapon disappears.
- The question mark in the otherwise great font is terrible, it really needs fixing.
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,695
Location
SERPGIA
Number #3 most viewed video on Youtube for Swordhaven RPG mere 30min. after upload. Brother Splattercat once again fights for good games and spreads word around Gamerdom. Hopefully this means Kickstarter $$$ will rain soon


[Longer Let's Play of DEMO]​
 

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