This one focuses on the inventory system and adds a lot of requested features like displaying items by categories and showing equipped items by characters.
There’s also a bunch of other features as well so here is a full list:
Pressing a quick button to open a screen (M to open Map) can also be used to close the same screen
You can toggle between fullscreen and window from Options -> Graphical
Game starts in fullscreen mode.
You can now see the loot after combat before deciding to take it
The game settings are saved from save to save
You can now toggle the “text crawl” on/off
You can now view and sort the inventory by category
You can hide or show equipped items from the main inventory
You now see the player model and all equipped items in a separate field in the inventory screens
The inventory can be fully operated by using the keyboard
You can now sell stacks of items with a single click
You can now hold your action until the end of turn
The active character now has a flashing outline in combat
Added the “Knock Back” feat which allows characters to push opponents in combat
You can access options from the intro menu
Bug fixes:
Weapons now show damage-type in the description
Right-clicking while in the inventory screen no longer activates an item if you’re not mousing over it
Using non-useable items no longer plays a use sound effect
Another piece of fan art by community member @ArtMamoon! It still blows my mind that people are making fan art of my game!
For the next patch, I’m probably going to look into making combat smoother. I want to allow for more ations by the player and I need to look into a way to make that work that doesn’t rely on multi-layer, text-based menus.
Under the hood I’m currently also working on my editor tools. I’ve been adding in a search function and some tools to help spell checking (about time). For my map editor I’m currently creating maps tile by tile and I need to add the possibility of adding prefab segments into the map. It will make creating areas with a lot of repeating patterns (such as dungeons) a lot easier so I think that is going to provide quite the boost in productivity.
The Release Date
On the Steam page, the release date has been set to August 2nd 2021 for the Early Access version of the game.
That date is now coming up and I’m not ready for the EA yet. Part of the reason is that I’ve been prioritizing working on feedback from the demo. As you know, I got a lot more of it than I had expected and using it to make the game as good as possible is proving very worth-while.
So when is the new release date? I don’t know yet. Setting a date is hard it turns out. But rest assured that development is currently moving forwards at a very steady pace and the game keeps improving by the day.
There is also a question of how much of the game to have in the EA at release. My original plan has been to do pretty much 80-90% of the game before launching but I really need to think this through.
Experience from the demo shows me that a lot of players will prefer a shorter but more polished product that gets expanded as we go over a larger but more buggy experience.
What I’ll do is that I’ll finish implementing the first chapter (Idra) and see how that plays. If it feels substantial enough, I might consider doing a chapter-by-chapter launch (a bit like Larian is doing with BG 3).
Hope you’re not too disappointed with the postponement of the release date. The game is coming and you’re all helping make it great!
To support the game, keep playing the updates and offering feedback!
As always, get in touch via the Discord or Twitter for all things Skald-related (I guess now you can also use the Steam and GOG forums).
The Skald Prologue has now been live for almost a month. It’s gotten tons of praise and been a wellspring of vital feedback. In other words, it’s safe to say it’s been successful.
What better way to celebrate, than with a new patch and a mini post-mortem of the demo launch!
Skald got its first fan-art (that I know of)! I’m so happy to see people nerding out over my game!
Thank you so much to all of those who’ve played, rated and offered feedback on the game so far! If you still haven’t given it a go, I highly recommend you check it out!
Note that patch 2.0 will likely not be live on GOG till over the weekend:
Here is a brief overview of Patch 2.0 and some of my experiences with launching the demo:
Patch 2.0
Patch 2.0 has focused on fixing bugs and typos as well as adding quite a few new features that focus on Quality of Life improvements.
The biggest job, by far, has been reworking the save system. Save-times are now pretty fast (around 0.5 second) and this allows me to be a lot more generous with having the game auto-save often (a much requested feature).
The only drawback to this, is that the patched game will no longer be able to load old save-files. I’m sorry for the inconvenience this causes but I hope you’ll take the opportunity to perhaps try a new character-build. Keep in mind that the game also allows you to skip the intro and start directly at the shores of Idra if you don’t feel like playing the intro again.
Another highly requested feature that I found time to put in, was “Windowed Mode”:
Did I mention that “UFO” is amazing?
This should make the game a bit easier on the eyes for gamers with big screens and you can now even play it discreetly at work.
Thankfully, I managed to fix the dreaded “broken screen” bug that caused the game to look like this on certain set-ups:
Kill it with fire!
This bug was the source of the game’s only negative Steam review so needless to say, I’m relieved I managed to fix it.
I’ve also spent some time trying to find better ways of offering feedback in combat. I’ve done some experiments with hovering text and I feel optimistic for it:
Try it out and let me know what you think!
Under gameplay options, it’s now also possible to ajust how much feedback you get in combat; making it as fast or as slow as you want.
Finally, I’ve tried to make the game a little bit more balanced by having random encounters scale in difficulty and giving the option of attempting to flee or sneak away if you’re keen to avoid the encounter alltogether:
In summary, here is an (in)complete overview of changes made:
Features
You can now play in window mode
Random Encounters now scale in difficulty dynamically
Simple volume controls
The game auto-saves whenever you enter or leave most maps or camps
Pressing SHIFT now highlights interactable objects
Combat info is now shown as floating text on the screen
damage ranges for melee are now slightly more compact with the strength bonus now added as a flat modifier
Added 1 more point of movement to all characters
The rogues back-stab ability now triggers on flanked opponents as well (not just stunned or surprised opponents)
You can now choose to see or not see combat results for the player or opponents in the Options -> Gameplay menu
Bugs
Trying to select a spell from an empty spell-list would lock up combat
The game sometimes booted with the UI elements small and shifted to the lower left corner of the screen
You can no longer assign character points to the “header” during the “Stats” screen in character creation
FIxed bug where you couldn’t flip pages in inventory
For certain models, weapons would blink in and out of existence
The sword/bow target icon should now correctly show as a bow if you have a ranged weapon or a sword if you have a melee weapon equipped
Resolved a performance issue that caused frame-rates to drop as you gained more items in your inventory
Dozens of minor bugs
Launching a Prologue: A Mid-Mortem
Launching the Prologue has been pretty time-consuming and demanding at times. Nonetheless, I’m incredibly happy I did it and here are some key take-aways:
Launch the demo as a standalone Steam/GOG application before the main launch: This as opposed to having the demo build be part of the main (already launched) application.
“Backbone” has become a recent case-study for this strategy with their highly successful prologue. Data seems to indicate that having the demo as a standalone application, increases wishlisting, and post-launch wishlist conversion-rates for the main game.
It also means that it’s possible for players to offer reviews and these seem to go a long way towards driving interest for your game as well as insulating the game from any negative feedback from the demo.
Finally, you should consider how long (if at all) you let the demo live after the main application launches. It’s fantastic to have a demo out before the main game launches. Once the main game goes live however, you should certainly consider if it’s better to perhaps take down the demo. Remember: Steam’s generous refund policy will basically allow players to test your game even if it’s not free.
Double your time estimates: Steam reviews all applications before launch. It can be hard to predict if they will approve or not and you might need to make changes. Each cycle of changes can add 2-3 day of waiting for review. The take-away is to submit the game well ahead of your planned launch date.
Drink from the community firehose: If you’re lucky, people will care enough about your demo that they offer feedback. I truly believe that this is pure gold for any game-developer. Especially if you, like me, don’t really have access to professional testers and QA people.
The silver lining with handling feedback in a good way, is that it’s also a fantastic way to make people feel invested in your game in the long run. My experience is that gamers who end up seeing their feedback being taken seriously, tend to become life-long fans.
This is a topic for a whole post in and of itself, but note that “listening to feedback” doesn’t mean implementing every change suggested by the community. To me, it’s about having the mentality of trying to assess feedback objectively and trying to see the case from the user’s perspective. I try to make a general rule of not defending my decisions publicly. I may offer my rationale for a certain design, but if you find yourself arguing with users over their feedback, take a step back.
Consider how long the demo should be: This is a difficult but important decision. The question you need to ask is “will this demo leave the player wanting more?”. You don’t want players to “eat their fill” with the demo and forgo playing the main game.
At the same time, you need to show enough that the demo feels like a good representation of the main game and offers enough of an experience that players feel invested in the project.
This point becomes even more important if you intend for the demo to be available after the main game launches.
In closing: Launching a demo as a stand alone application, before the main game, is a great dry run if this is your first rodeo. It’s also a fantastic way to build a community and provides valuable play-testing and publicity.
Feel free to reach out if you’re a fellow game-dev and have questions!
But for now: Go play the prologue (and remember to leave a review if you feel like it)!
As always, get in touch via the Discord or Twitter for all things Skald-related (I guess now you can also use the Steam and GOG forums).
The Skald: Against the Black Priory Prologue is now live on Steam and GOG!
And finally: A gameplay teaser!
This is a huge milestone for the project as it means that thousands of fresh eyes will be enjoying the game, testing it and offering feedback. It also goes a long way towards getting Skald on the radar of consumers, content creators and press.
I hope you all take the time to download the Prologue and give it a go. More importantly: Take two minutes to offer a review afterwards. This is hugely important for Steam and GOG visibility and it would be amazing if we can get as many eyes on the project as possible.
Leave any constructive feedback on the Steam or GOG forum-pages for the game.
Next Steps
There will always be polishing to do on the engine and rules implementation (such as how combat should work). In general, however, the coming months will see work move more towards implementing the narrative, adding feats, spells and classes properly (the current ones are mostly placeholder) and populating the game with art assets. Sound FX in particular are in line for some love.
To make sure the work flows nicely, I’ll be spending some time polishing the editor-tool so that adding stuff like scenes or character components is fast and easily maintained in the long run.
The plan is still to launch the Early Access (EA) version in August. However, this is depends on two things:
The feedback from the prologue.
How much of the narrative is ready.
The game does not need to be completed before EA but it should be stable, fun to play and offer enough content that you should be able to spend 20+ hours playing around with it.
Time will tell if that schedule holds. Just know that this game is getting all the love and care possible put into it and I can’t wait to get it out to you!
But for now: Go play the prologue (and remember to leave a review if you feel like it)!
As always, get in touch via the Discord or Twitter for all things Skald-related (I guess now you can also use the Steam and GOG forums).
‘Skald: Against the Black Priory’ is an old-school roleplaying game that combines modern design and a fully realised narrative with authentic 8-bit looks and charms.
Delve into a dark fantasy world, full of tragic heroes, violent deaths and Lovecraftian, cosmic horror. Explore an engaging, branching story mixed with rich exploration and crunchy, tactical, turn-based combat that will seem familiar yet innovative to RPG fans, old and new.
Coming Soon!
The game is currently in development and but coming soon. Skald is being published by Raw Fury.
Check out the store-page today and feel free to wishlist and play the free demo:
With a few intense days of receiving, processing and addressing feedback behind me, a new version of the Beta is up (already)!
What’s in the new Beta?
This one does two major things:
The game is now in a 16:9 ratio. This is is pretty distinct departure from the boxier look of before and the UI might need some tweaking. However, 16:9 is now such a prevalent AR for both monitors and media (such as Youtube videos) and I feel it is the right move in terms of making the game look as good as possible for the majority of costumers.
There is now a bunch of updates to speed up combat. You can now use SPACE to “repeat last command”, the orders execute faster, and there is a “combat log” you can view to see things like rolls and calculations (though that is till a bit primitive).
Of course, there are also a LOT of minor bug-fixes and other updates.
Where to get it?
The demo is still available to backers only (Not a backer? Go here!). This means that you have to use your download link to access it.
“Where is that link” you say?
Well, for Kickstarter backers, you received in a message from me. For Indiegogo backers you received it in an email with “SKALD RPG” as the subject line.
But easiest of all: You can just log onto your Itch.io account and you should be able to find it there if you’ve already played it before.
How to offer feedback?
Use the Discord, PM me on Twitter or send me an email at contact@skaldRPG.com!
Finally! The time is here to release the next version of the “Skald: Against the Black Priory” beta for backers! I’m not going to lie: It feels pretty fantastic to get it out there.
The demo is still fairly short (but longer than before at 2 hours+) and still focuses on the starting area of the game. It does however, rework the different locals to take advantage of the new level-design paradigm of larger, more complex local areas.
It also adds a new hub area, a vendor, a recruitable NPC, a bunch of NPCs and minor quests, some new monsters and items, random encounters and so forth.
In other words, in addition to offering a basis for testing a lot of new systems, it also contains a complete RPG gameplay loop.
However, it’s important to keep in mind: The purpose of the demo at this point is still to provide me with play testing – not to offer a fully complete, play experience.
This means that it’s super important that you
Realize that there are A LOT of rough edges
Take the time to offer constructive feedback if you play it!
What to look for when testing
Please use the Discord to report feedback on the following:
Most of the dialogue in the game is still pending editing for grammars and proofreading so feel free to give input on spelling etc. But more importantly: Keep an eye out for, and report and broken logic in the dialogue!
Try to keep an eye out for bugs related to how objects appear and spawn in-game. Especially after saving/loading and when entering or leaving areas. Do objects spawn where they shouldn’t?
If you exhaust the demo content, I’d be very interested in hearing how long it took you.
PLEASE report any crashes or freezes!
I’m not looking for:
Notes on balancing, character development (feats, spells etc) or combat encounters. These are all placeholder at the moment and there will be a more comprehensive overhaul of them in due time.
Notes on character models. These are mostly placeholder as I’m yet to add a larger variety of models and outfits.
The Next Steps
I’ll be doing a burst of fire-patches the next week or two in response to incoming feedback and then I’m planning to step back and do some work on a few larger technical issues I identified whilst making the demo.
I’ll also be adding a few new batches of content as I flesh out the refugee-camp and even open the way into the ruins of Horryn so stay posted for that!
The end goal for this round of demos is to have a well-rounded and semi-polished public demo for use in promotion; especially towards press and content creators.
Let Word Spread Forth!
Skald has the best community in RPGs. Ever. It’s a huge joy, support and resource to me and we’re truly making this game together!
Honestly, the size, interest and support of the community is the bread and butter of the project at this point, and the best way to keep making SKALD great, is to keep the community growing!
And so your Wizard-Emperor decrees:
If you played the demo and enjoyed it, please tell your friends on forums, Twitter, Discords, Reddits and wherever else you hang! Invite them to our Discord server and bid them check out the blog!
That’s it for now. Enjoy the demo and please get in touch via the Discord or Twitter for all things Skald-related.
Hello and merry yule-tide to all friends, fans and followers of the Skald roleplaying game! With 2020 coming to an end, it feels about time for another project update. After all, there’s quite a few new features to show off and even a few delays (believe it or not).
So, what’s been going in the SKALDiverse?
The final game will contain quite a few minor towns and at least one major city. Figuring out how to create large, interesting and good-looking urban environments has been a huge point on my to-do list and something I’ve spent most of the last 6 weeks figuring out.
I’ve spent a lot of time thinking about what kind of architectural style should underlie the look of the Gallina Empire. Having gone back and forth a few time I’m tending towards “Romanesque“: The rounded arches and pillars lend themselves very well to the resolution of the game and the palette feels sufficient to portray a large variation in materials.
The images above are some early examples of the tile-set. Pretty happy so far and now it comes down to adding a bit more flourish. I just love the look of Roman buildings in the Middle-ages where the secrets that went into building them are long gone and they end up being patchworks of increasingly poor repairs. Seems a pretty good fit for this period in the Gallian Empire so why not embrace it!
A second pretty big change was making maps a bit more integrated by having building interiors and exteriors be on the same map. A large reason for this change is that it allows me to have the players be able to enter any structure with minimal extra work. Previously this would have required that I created submaps for every single interior and this quickly becomes messy. I still can if I want to, but for most buildings it’s much more interesting to have it all on one map.
Now you can try and steal from a vendor, have him catch you, flee into the street, dive into a tavern and dash through the kitchen to the back exit and alleys. I love stuff like that.
I also spent quite a bit improving the look of the fog of war. The way it just snapped into place tile by tile, was a bit jarring. Notice how it now “grows” and retracts in a more organic way. Believe me when I say, it makes a huge difference when you play the game on full-screen!
I’ve also spent quite a few hours polishing the combat system. As you’ll recall, I massively overhauled in October and that was a pretty big update that still has me discovering occasional bugs and idiosyncrasies.
None the less, it plays super-nice now and in combination with the new, more complex city maps, it’s truly taking the game to the next level.
What’s next?
Well, it’s no secret that I had hoped to make Early Access by the end of 2020. That’s obviously not going to happen (lol).
No one likes to have delays in their project and I’m no different. However, playing the game today and looking at the build from 6 months ago, all I can say is that it’s been worth every second of work so far.
I always knew the combat system and city maps were “on the chopping block”, and looking back now I’m super happy I took the time to change them. For what it’s worth there are no more major systems that are scheduled for revision (tough there will of course be tons of refinement going on).
Based on that I think a careful estimate is early access in the summer of 2021.
I hope that’s not a huge disappointment to you guys and that you share my enthusiasm for how the game looks at the moment!
The next big milestone for me is finishing the “press demo” which will include most of the first chapter of the game. It is intended for playtesting and as a demo for the press, and content-creators that follow SKALD. This will be around early Q1 2021.
From me to all of you…
Thank you so much for all of your support, friendship, advice, encouragement and enthusiasm throughout 2020. It’s been a hell of a year for a lot of you guys but the SKALD community has remained a warm, inviting tavern in a storm for so many of us. This is a strong reminder of the power of games to comfort, entertain and bind us together.
So from me to all of you: Seasons greetings and a happy new year!
Anders
Post Script: Show some love for Nox Archaist
Nox Arhaist has been released! Journey back in time to the 1980s and experience an 8-bit adventure inspired by classics like Ultima and Bard’s Tale! Order your boxed set while supplies last!
The beta build (1.2.0) is up on itch.io for testers right now! SKALD has gotten a huge update to its combat system (as well as some new features) and I can’t wait for you to have a look at it!
The New Combat System
Combat is now resolved directly on the map itself. In other words, it no longer swaps to a separate combat map.
As I’ve been developing the game, one of the biggest shifts in my approach to designing SKALD, has been in level design: I originally saw exploration of the physical spaces of the game to be a distinct pillar of game-play alongside combat, character development and interaction.
However, as I’ve begun designing levels, it has occurred to me that interacting with the physicality of the world, could not be seen as a separate aspect of game-play: The physical layout of the game world is the canvas that encompasses all other aspects of the game and combat, dialogue and exploration is made more interesting by the fact that it takes place in a “physical” world with components that interact with, and affect each other.
Placing combat on the map itself was a natural consequence of this. This will make it possible to interact with terrain during combat, NPCs will join fights and destruction will linger after combat ends. You can approach enemies from different directions, become surrounded or attempt to use the terrain to your advantage.
Combat isn’t the only subsystem that is being adapted to this shift in design mentality. More on that down the line.
The combat system as it is in the coming update is still pretty bare-bones. It doesn’t really take advantage of it’s new form yet, but I need to get some play-testing done none the less: Both to weed out bugs and to get a basis for improving the system.
The main design principles for combat moving forward are:
Combat should feel fast and smooth
Combat should stay tactically interesting from early to late game
Combat should be narratively expressive (e.i. it should serve as a tool for storytelling)
There’s also a number of issues I need to explore:
How much information does the player need and how do I present it in the best way?
What are the best controls for combat and what is the optimal relationship between keyboard and mouse input?
How do I visualize all the different options players might have during combat in a good way?
What types of terrain layout make for the most fun combat whilst avoiding overly dominant strategies (such as defending doorways)?
What are some interesting combat-role archetypes for both enemies and PCs?
How can feats and spells take optimal advantage of the combat system?
Other New Features and Updates
There is months of work in this update so changes are too numerous to mention in a lot of cases.
One of the more notable updates, however, is the ability to customize the character model (hair, colors, clothing etc). This adds a bit of flair for players but more importantly, it reduces the need for me to create custom models for NPCs! This is going to be a huge time-saver down the line as I can now swap around outfits to make an infinite amount of variations. Needless to say, there will be A LOT more customization options down the line. It also opens the door for stuff like faction-based outfits.
I’ve polished the input system a bit and vastly improved the path-finding AI so movement and controls should also feel quite a bit more snappy. Try to keep an eye on this and be sure to report any bugs related to movement, path-finding and input.
The Next Steps
For the next weeks I’m going to keep polishing the combat system whilst working towards the press-, and content-creator demo (which will of course be available for backers as well). It will contain new, unseen narrative content as well so it’ll be fun to see you guys dig into it.
There will probably be a couple more beta updates before the press demo is ready to drop so stay posted for that as well. I REALLY appreciate it if you take even 5 minutes to test the game and reporting any bugs or impressions afterwards: It really helps to make this the game we all want it to be!
In regards to the game being ready for early access in late 2020 – we’ll see. I’m truly working as fast as I can but it’s hard to predict the flow of the project. Rest assured however, that all the time is being spent make SKALD awesome and I can guarantee you it’s paying off!
Farewell!
I’ll keep you posted on updates as I go so be sure to check in wherever you follow me from time to time (Twitter or the SKALD Discord). You guys have been beyond supportive so far and I love being on this journey with you. All I can do is offer up a big heart-felt “thank you”.
Hello everyone! Hope you all are enjoying your summer. July has been pretty sweet up here in Northern Norway for once, making it the perfect “stay at home” summer. But fear not: I’ve still gotten a ton done with SKALD, and it’s now time for a new (minor) demo update!
Beta 1.1.0 is up for Backers!
The demo is still pretty short and adds about 20 minutes of game-play to the first iteration. It’s still an important demo for me, since I’ve done a lot of work under the hood (as always) and now those features need play-testing.
I’ve also added some in-game features: Most notable is grid-based combat. That system is still pretty bare bones as I’m yet to add enemies, feats and spells that really take advantage of it, but you should non the less be able to get an idea and provide some feedback.
What do I need from play-testers?
Bugs first and foremost. This is by far the most important feedback you can provide for me at this point!
Typos are always welcome too. As are logical inconsistencies in dialogue and scene flows.
I also want to hear about game-play feature requests or feedback on existing features.
I’m not really super interested in stuff like “this was too easy” or “There needs to be more loot in the second area”. It goes without saying that a lot of this is unpolished at the time and pacing etc will get a second pass as the whole first chapter begins to come together 🙂
As always, my preferred way of receiving feedback is via the SKALD Discord chat. Once there, look for the feedback sub-channels.
A Word of Caution
The demos, at this point, will usually break saves and force a restart with each demo iteration. This might seem like a chore BUT for play-testing this is essential. The scripting of the game can only be truly tested if the game is played from the start each time and this is super important to the final quality of the game.
So please be patient with me (I know you will)! Also, is play-testing feels like a hassle, it’s 100% fine for you to just hang back and wait for the finished product!
What Else is Going on?
Currently we (me and the writers) are doing a lot of work writing and implementing narrative content. This is the main priority besides polishing the engine at the moment. As we finish writing for chapter 1, the artists will then get to illustrate the content and we’ll start work on chapter 2.
I’ve been working on fog-effects a bit. They are great for setting a somber tone and I can’t wait to use them. They were however not ready at the time of 1.1.0 so they’ll hopefully feature in the next update.
At some point in the near future I’ll probably start working of feats and spells as well so stay tuned for that.
Have a great Summer!
That’s it for now! Have a great weekend and keep enjoying the summer (try to get out in sun a bit)!
After careful consideration, I’ve made the decision to pivot from a September full launch to an “Early Access” launch late fall of 2020.
What does that mean?
“Early Access” (EA) is a type of distribution where customers buy access to a pre-release version of a game. For SKALD, this means that Steam-users (for starters) will be able to buy access to the SKALD Beta sometime in the fall of 2020.
Backers will of course receive these keys as part of their rewards as soon as we go live. Until then, closed Beta will continue for backers.
The plan is to finish the game’s narrative critical path before the EA release. This means that the game should be about 75% content complete in terms of content but still quite rough around the edges.
The plan is for the complete game to launch fully in the first half of 2021.
For those of you who backed the game on Kickstarter and Indiegogo, this means that reward fulfillment will be postponed until we get closer to the full release.
But why?
The plan initially was to accept a product that was a little rough around the edges upon release and then do post-release patches and content additions.
After talking to marketing-professionals and fellow game-designers I’ve realized that it is much healthier for the project to instead brand the “release” as Early Access. This clearly communicates my intentions and the state of the project.
The decision has also been expedited by the fact that the project is behind the initial schedule in terms of play-testing. The delay is partially due to current world events (enough said), partially because the demo->feedback->update cycle has been slower than expected and partially because an influx of money has allowed us to aim for a higher narrative ambition and great writing takes time.
No cause for alarm
Though the schedule now looks slightly different, the project is very healthy:
It is very well funded and I don’t have any reason to rush a launch for financial gain
Early Access will bring more play-testers which, in turn, will lead to a much more polished end-product
A less rushed launch will give us more time to create side-content and result in more fleshed-out world
All in all, this is the best for the project and I’m counting on the continued support and understanding of the community to help make SKALD an AWESOME game.
Believe me: Development is proceeding as fast as it is humanly possible and I’m super excited for the finished product!
Next Steps
I’m releasing an updated Beta-demo for backers in the next month or so. The demo is a bit delayed, but there is a good reason for this: Each Beta-demo at this stage will potentially corrupt save data. This means that currently, each demo-launch may force a restart and this will cause tester fatigue pretty fast. Since I rely on your feedback, I’d rather you have a bit more content to explore once you sit down with the demo.
Speaking of demo, I’ve made a pretty big change to the basic design of the game:
Combat is now grid-based.
Combat is as snappy as ever and even auto-resolves works great!
I’ve been going back and forth on this for a long time now and I don’t make changes like this lightly. However, the old system lacked a bit of the expressiveness and transparency I wanted for SKALD and working with it was too limiting. Being someone who plays the game EVERY day I can say the new combat system is a lot of fun. I can’t wait to really start fleshing out more feats and spells that interact with the physicality of the battlefield.
In Closing…
It’s back to work for me! I really hope you’ll stay pumped for SKALD and I can’t wait to bring you more sweet content throughout the summer and fall.
If you haven’t already, I wrote two game-design articles a while back and you might want to check them out if you’re interested in the subject: