Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Indie Urtuk: The Desolation - open-world dark fantasy turn-based RPG

MadSheepStudios

Mad Sheep Studios
Developer
Joined
Mar 23, 2017
Messages
135
Location
Bratislava, Slovakia
Guys, new build available:

build - 0.84.02
- new class (Bounty hunter Engager)
- added new 2 quest types (Collapsed mine, Epic Battle)
- added 'Zone boss' at the final node for each zone
- complete overhaul of weapon/armour sounds in battlefield
- refined UI in world map
- added new traits
- lots of balances and tweaks around traits, classes and quests
- Assassin/Berserker class improvements
- lots of visual enhancements in battlefield and world map
- added another small 'easying mechanics' for first missions when starting campaign (so you don't get raped in 1st mission)
- renamed 'Fatigue' to 'Stamina' - it's more intuitive for players


image.axd



Download here (win, mac, linux):
https://1drv.ms/u/s!AsiNa4BdRlqCaqqt94O6DbyhtdU?e=GcSqCH


Let me know if you have any issues downloading the build!
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,210
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
I tried the demo. It was nice, but it sure wasn't easy! Died on my first try in the easy battle. One BIG complaint is the small text. Please, make it much bigger. I have very poor eyesight, and I could barely make out the text. I think that the UI also needs to be reworked. It isn't very intuitive. Combat log is fine, but the moves for characters and such could be shown to the player by right clicking, instead of having a question mark that you click.
From what little that I played, the game has potential. I'll keep following you like I've done for a long while now.
 
Last edited:

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,210
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
thanks for your suggestions Abu Antar
what size increase would you like? I can add setting for global font size..
Sounds cool! I'd love to see the font size for when you hover over your units and enemies doubled. That is my main beef. Other areas where there's text is fine.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
Started a new run with the latest version, didn't go really far and i'm trying to resist the urge to use a Bloodknight.

Not having much at my disposal yet, playing with a hunter, javelin, scavenger hunter, priest, guardian and berserker.
Having 3 ranged units is like unleashing hell on your opponents if you know how to position them but when something goes wrong, it goes terribly wrong, like when you have to rush to save people and have to attack without support and with an unfriendly battlefield.

Scavenger hunter has more starting traits but can't use traps, makes it almost worth it until you realize he doesn't get the patience trait, both the traps and the patience trait makes it a deal-breaker, unfortunately so i'm going to replace him by a spearman, one of the hunters had to go anyway.

Two things bother me :
- There is a lot of narrow passages and as you can't cross a tile occupied by a friendly unit, you're stuck, it can be very annoying at times. why not being able to cross a tile occupied by a friendly unit as long as there is no enemy nearby ?
- No spare option for starting positions, combined with the previous point, it makes some beginnings quite tedious, could be nice to have 8/9 starting tiles instead of just 6.
 

MadSheepStudios

Mad Sheep Studios
Developer
Joined
Mar 23, 2017
Messages
135
Location
Bratislava, Slovakia
Thanks!
The scavenger marksman should be able to achieve traits (like said Patience) - just like any other class when hired/recruited/rescued. Let me know if you don't see any 'Patience' progress on any characters you rescued.
For the 6 -> 9 deploy spots - okay, I've increased the size to 9 for generated maps .. hope it will work well.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
I'll check again for the scavenger hunter patience trait.

Thanks for the deploy spots, another thing that could help would be a real wait button besides the wait and skip turn so when one of your men blocks the other ones, we can queue them without having the enemy taking their turns.

Another option would be to know the turn order when deploying units so we can plan ahead and not get stuck for 1/2 turns.
 

MadSheepStudios

Mad Sheep Studios
Developer
Joined
Mar 23, 2017
Messages
135
Location
Bratislava, Slovakia
Guys,

new playtest build available - 0.84.03

- armour mechanics overhaul
- removed Aldehyde injections(focus ability), now player can extract mutators from *all* dead enemies after won battle
- lots of visual improvements in UI, battlefield & world map
- battle advisor updates
- major loot/rewards balances
- poison now reduces healing only by 33% instead of 50%
- new quest - 'Cavaran under attack'
- characters now start with different stats, based on class (before they started the same values at)
- new battle music tracks(4x) added
- added 'turn order numbers' when in deployment phase, also now player gets 9 deploy spots instead of 6

download the build (win, mac, linux) here:

https://1drv.ms/f/s!AsiNa4BdRlqCagPKt6jFRw_x674


A preview of new visuals in battlefield:

image.axd
 

MadSheepStudios

Mad Sheep Studios
Developer
Joined
Mar 23, 2017
Messages
135
Location
Bratislava, Slovakia
As we slowly approach the "First Access" release on itch.io, I'd like to know, what kind of battle objective you would like to be added to Urtuk?

So far we have these types:

1. rescue from prison
2. protect some characters in the center from approaching enemy
3. escort mission
4. defend fortification/castle (under siege & kill all attackers while hodling defensive positions)
5. assault enemy fortification (kill all enemy)
6. just simple & plain battle
7. boss fight (you win when boss is killed)

among these, there are many variations - what character(s) are on battlefield, what is they status (sleeping, injured, ..), what are the start positions, how is the map layout, etc..
 

Avierra

Novice
Patron
Joined
May 9, 2018
Messages
7
Location
Scholomance
Grab the Codex by the pussy Strap Yourselves In Steve gets a Kidney but I don't even get a tag.
All I can say is that I hate escort missions with a passion.

I don't mind them if the NPC you are escorting doesn't act in an incredibly stupid manner, like wandering slowwwwwwly into groups of opponents in some sort of weird self-loathing effort to kill himself and also drag you and your companions down with him. Which they all too often are.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
So far, my favorites are the boss fights and the fortress defense, not that i want too many fortress defense missions, just a few is alright but more boss battles would be welcome.

As for what to add, maybe some big battles with no fortifications but a lot of allies and enemies and you in the center of it.

The most tedious part of most missions is to get where the action is, it's always the same rush to get there.
The best thing this game could get is even more hand-crafted encounters, eventually some variations like enemy reinforcements or the opposite, like having to protect someone or a position waiting for some reinforcements.
 

MadSheepStudios

Mad Sheep Studios
Developer
Joined
Mar 23, 2017
Messages
135
Location
Bratislava, Slovakia
Escort missions - I make the 'escort guy' fully controllable by player - so it's not a big deal to move him and have some fun.
With the "lots of enemies" - that's good idea, will think about this more.
 

MadSheepStudios

Mad Sheep Studios
Developer
Joined
Mar 23, 2017
Messages
135
Location
Bratislava, Slovakia
Guys,

much of your suggestions, tips and balancing has been integrated into next build, and much has been done to make the game more fun. We've just released new build - 0.84.04.

- audio/music additions, improvements
- lots of new traits and abilities
- class balances, tweaking
- visual improvements in battlefields
- added 'Armourer's Guild' node in a zone (buy armour, hire soldiers)
- new quest types and maps

download the build (win, mac, linux) here:

https://1drv.ms/f/s!AsiNa4BdRlqCagPKt6jFRw_x674

if you have any issues to download the build, let me please know.

thanks!
 

MadSheepStudios

Mad Sheep Studios
Developer
Joined
Mar 23, 2017
Messages
135
Location
Bratislava, Slovakia
Guys,

We are most happy to announce that after 4 years of hard work, we release Urtuk on itch as "First Access"!

The current build of Urtuk has all features already implemented. With this release, our primary goal is to
gather as much feedback from you as possible - to improve the game. We think the game is already fun and
quite well balanced, but we want more! More content, more challenge, more fun!

The game has already great replay value even now. We procedurally generate campaign, battlefields and even the enemies and their
stats and traits. You can spend in one run lots of hours, there aren't any time restrictions or limits, only increasing challenge.
Our development plan is to push updates every two weeks, with new content like new character classes, new quests, traits, abilities
and of course tons of tweaking and balancing based on your suggestions.

Gameplay trailer of the current version:




A list of changes since last version:

- improved visuals in UI
- added new character graphics for elite variants of enemies
- improved battlefield generation - more variants, better layouts
- improved visuals for roads on world map
- two new Beast classes
- new traits, lots of updates/balances on existing ones
- english error/spelling corrections
- improved animations for 'being-hit' in battles, 'out-of-breath' icons added,
- better visuals for lava terrain
- added new music & sounds to world and battles
- tons of bug fixes, balances and tweaking



The game resides here:

https://madsheepstudios.itch.io/urtuk-the-desolation


David
 

the mole

Arbiter
Shitposter
Joined
Aug 1, 2019
Messages
1,933
This game could be fantastic but you can't see shit, it's like a tactics game set in a military shooter where the only colors are brown, light brown and gray
 

MadSheepStudios

Mad Sheep Studios
Developer
Joined
Mar 23, 2017
Messages
135
Location
Bratislava, Slovakia
This game could be fantastic but you can't see shit, it's like a tactics game set in a military shooter where the only colors are brown, light brown and gray

Okay so that feeling of the characters not being seen on battlefield - is that coming from the trailer? Or did you actually play the game?

Here a screen from the battlefield:

sa1.jpg



.. you still think the characters are not recognisable? This is without any UI like HP Bars, hex highlights, etc..
let me know what you think,
thanks!
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom