Save System, Rain and Other Developments
Hi everyone,
You know how everyone says last stretch of game development takes a LOT of time. Well, that’s very true. But we are making it count! Here is what we have been up to lately.
Most importantly, we made some improvements to the Save system so the game became more accessible for a more varied audience. This was a crucial matter, because Terra Randoma is not only a classical roguelike game, but also has strategy game elements. The overworld is not simply a place you travel from dungeon to dungeon but it is a dynamic place where cities prosper or decline and your actions have weight on their destiny. So allowing only a Permadeath Save wouldn’t work.
Our save system allows you to save anywhere you like, on the overworld or at the dungeon. At the beginning of the game you choose one of the three options:
Way of the Iron Man: This is permadeath mode where you get the classical roguelike experience. When you die, your save is deleted and you lose everything.
Way of the Adventurer: If you die, you wake up at the overworld but you lose coins, reputation and maybe some random item.
Way of the Explorer: This is more like classical RPGs. If you die, you can start from your last Save without any expense.

Another important development was the introduction of Rain. It’s all nice and green on Terra Randoma, and there had to be a reason for all that green, right? Rain comes with some mechanisms attached to it. It slows down travel speed on the overworld, and makes recovery at camps less effective due to lack of campfire. It also reduces effectiveness of the ranged weapons and disables any fire effects your weapons or talent stones have.
Speaking of talent stones, we added Invisibility Talent Stone which we decided the Thief may need. It is great fun to come out of nowhere and take the enemy for a surprise hit.

We added a short introduction at the beginning of the game with a few quick tips. Also placed indicators at the entrance of battlefields or dungeons that show difficulty level, to give players a clearer picture. We will now add a short introduction at the entrance of each dungeon about what to expect when you get in.
The quest log now updates when you finish a dungeon and reminds you to go back to the original town to collect your rewards.

We introduced a Map Key to explain all the icons that you may see when you travel on the overworld or look at the map. These include the icons of the Events and Crisis that happen in or to towns. You may read our earlier dev-blog on Settlements for more details on this.
With these last checks and a further week of in-house testing, we should be ready for our first closed Beta soon. (hopefully)
You know how everyone says last stretch of game development takes a LOT of time. Well, that’s very true. But we are making it count! Here is what we have been up to lately.
Most importantly, we made some improvements to the Save system so the game became more accessible for a more varied audience. This was a crucial matter, because Terra Randoma is not only a classical roguelike game, but also has strategy game elements. The overworld is not simply a place you travel from dungeon to dungeon but it is a dynamic place where cities prosper or decline and your actions have weight on their destiny. So allowing only a Permadeath Save wouldn’t work.
Our save system allows you to save anywhere you like, on the overworld or at the dungeon. At the beginning of the game you choose one of the three options:
Way of the Iron Man: This is permadeath mode where you get the classical roguelike experience. When you die, your save is deleted and you lose everything.
Way of the Adventurer: If you die, you wake up at the overworld but you lose coins, reputation and maybe some random item.
Way of the Explorer: This is more like classical RPGs. If you die, you can start from your last Save without any expense.

Another important development was the introduction of Rain. It’s all nice and green on Terra Randoma, and there had to be a reason for all that green, right? Rain comes with some mechanisms attached to it. It slows down travel speed on the overworld, and makes recovery at camps less effective due to lack of campfire. It also reduces effectiveness of the ranged weapons and disables any fire effects your weapons or talent stones have.
Speaking of talent stones, we added Invisibility Talent Stone which we decided the Thief may need. It is great fun to come out of nowhere and take the enemy for a surprise hit.

We added a short introduction at the beginning of the game with a few quick tips. Also placed indicators at the entrance of battlefields or dungeons that show difficulty level, to give players a clearer picture. We will now add a short introduction at the entrance of each dungeon about what to expect when you get in.
The quest log now updates when you finish a dungeon and reminds you to go back to the original town to collect your rewards.

We introduced a Map Key to explain all the icons that you may see when you travel on the overworld or look at the map. These include the icons of the Events and Crisis that happen in or to towns. You may read our earlier dev-blog on Settlements for more details on this.
With these last checks and a further week of in-house testing, we should be ready for our first closed Beta soon. (hopefully)