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Messages - Aureus

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One of the things that I really like about the game’s fantasy setting is its almost-post-apocalyptic feel. The overgrowing roads, the abandoned ruins, the secluded settlements, terrifying nights, and the scarcity of resources... Yet it’s not a result of a divine will, a random cataclysm, or of some plan orchestrated by an evil overlord. It’s just a harsh place to live in, and it shapes those who try to do so.

The roadwarden is not an almighty hero. While their journeys connect the few tamed scraps of the land, they keep fighting to survive and to achieve their goals, not to conquer the world or to change the “natural” order. There could be thousands of people like them alive, the realm would still struggle. It’s up to you to decide if you’re going to accept it.

Three inns, three different opportunities to hide from the creatures of the night.

The obvious differences are the room prices, HP restoration values, and the “breakfast included” service. But there’s more - sleeping in some spots involves unique encounters and conversations, and the prices and benefits change as the player befriends the owners of these places.

There are also other areas in the game where the player can find a shelter, but they usually involve a more effort before they get unlocked.

I’m having a crazy month, but I’ve managed to test some new things.

1) The new d6 icon, that both makes it clear that a choice has a random chance attached to it, and allows me to alter some of the older choices to make them more interesting. It’s especially useful in combat - and gambling.

2) The new “wait” option, a quality-of-life addition to the UI.

3) A WIP illustration. I’m struggling to find a balance between the chaos and emptiness of the wilderness. I'll need to rework it, but I think it's an interesting attempt.

October will be one of the loosest months I’ll have in 2020, so I’ll be able to finally focus on the game’s development. I can’t even express how happy I am. ^^

You can now find the newest Roadwarden devlog on, with updates on the new approach to the character’s goals, the crossbow rework, the heart of the forest, the game’s release date, and more!

Quote from: Greentongue;1146351
I really like what you are doing here.
While clear that English is not your native tongue, the story is compelling.
A great example of "Path Crawling" style game.

Thank you so much! I'm always cringing when someone notices that I struggle with English, but I try to keep in mind that I've already learned quite a lot during this adventure and I may be able to fix it. Especially since there's already a person who plans to help me polish the more awkward chunks of my writing. : )

I haven't met the Path Crawling label before, but the way this blogger suggests it could be viewed as surely makes sense. Thank you for bringing it to my attention. I used to wonder if my game should be seen as an open-world one, and the description from this blog works much better.

Quote from: Rafael;1146278
Thing is, this is perhaps not a game I would play on PC/console

I think it's a fair perspective. Here's my current plant: I want to focus on making the PC version as good as I can, and see how well - if at all - it's going to sell. If it's going to be a financial disaster, I don't think porting it to other platforms will save me.
Otherwise, my next step will be to make a mobile port. The engine I use allows to make simple ports, and I know that there was one person who pretty much modded the game's demo and put it on their phone and it kind of worked, even without any adaptations. But I don't want to half-ass it. : P
So yeah, I hope to make a mobile port, though right now I don't want to split my attention too much.
And thank you for asking. ^^

The Foggy Lake tavern is one of the younger shelters that the roadwarden can visit during their patrols. It used to be a single hut used by the hunters and woodcutters from the nearby village, but quickly proved to be useful for trading. It provided the locals with a spot to barter or, once the palisade was raised, to spend a night and feast.

Foggy, a huntress and a fisher, has decided to invest into a more durable building, and then moved in as the keeper. She hopes to turn this place into a large inn, or maybe even a new settlement, though so far it's a distant dream. While the nearby wilderness is rather gentle and the beasts keep their distance, the open access to the lake remains a threat to the dwellers. They leave this place at the end of every fall, moving back in the early thaw. The won't risk being cut away from their old home for months.

The actual lake doesn't have a name, but Foggy is a bit vain. Since she knows a lot about the settlements in the North, it may be better to stay on her good side.

Quote from: TheSHEEEP;1144474
I really dig the art style.
It reminds me of playing Game Boy games on the TV via the Super Game Boy...

I'm glad to hear that! I feel like this color palette carries the visuals all by itself.

Humans try to mark their presence in the world, but their memories and tales dwindle, their bodies wither away, their homes and statues turn into dust.

The wilderness prevails, indifferent like time.

Unlike most people, the monks learn to be satisfied with what's essential for their survival, the simplest foods and shelters. They seek happiness in understanding and accepting things as they are, hidden both in nature and between the lines of the sacred scriptures, studying the mysteries of the world - herbs, crops, magic, beasts, metallurgy...  

Many of the monasteries are placed on the outskirts of civilization, where the monks explore and tame the unknown grounds. They expect that the other settlements, especially those which focus on food production, will provide for them. In return, the order shares with such villages the fruits of its research, from general guidance to specific inventions.

The monks see themselves as responsible for broadening the potential of humankind, even though this perspective is rarely shared by those who don't follow the teachings of the Church of Truth. Disbelievers claim that too many of the orders aim to gather resources beyond their needs, discarding their grand ideas, and reveal just the scraps of their research, and only when they can't parasitize their neighbors any further. The lack of transparency sparks distrust, fear, and in some cases - hostility.

The Roadwarden's world map keeps its original size in the game, so most of its details won't be noticed without putting your nose against the screen. It's a shame, honestly, but my goal is to convey the impression of shifting landscape, not to portray the "realistic" geography.

The new version of Roadwarden's demo is now available on Steam.

An additional area to explore, more things to do, better writing, upgraded UI, improved visuals. I'd love to know what you think. : )

The Clean Spear inn. From February 2019 to May 2020.

If you think it's an improvement, you should see the game's writing. I've been grinding some juicy level ups.

(New, probably the last, version of demo coming this month.)

I've made some fantastic progress this week, but I'm especially happy with introducing the new continue button. One of the best things about making a game that doesn't use a lot of hardware is that you can make it run almost instantly. You won't have to remember where has your last save occurred or which save slot you have used - just click and play.

Also, I don't think there will be a reason to add some semi-skippable animated company logos whenever the game launches, so all it takes from the moment you press the game's icon to the moment you're in is like 10-15 seconds. : P

The latest Roadwarden devlog is now available. About the new notifications, clock, font, world map updates, and more.

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