Prometheus Wept demo updated for the Steam turn-based RPG fest!
Hi again-
I hope you're doing well! A new demo for Prometheus Wept has just gone live for the Steam Turn Based RPG Event, and as a stepping stone to Early Access, which will hopefully happen before year's end. If you get a chance to check it out, it would be great to hear your feedback, so I can tune the game in anticipation of the early access release.
[h3]Small Encounters & Scene Dressing[/h3]
To date, I've added around 6 small encounters to the game. These help to develop the characters and setting, and often contain skill checks, or offer rewards. May of these can be resolved on the spot, but others, such as fixing Sunny Pines water treatment plant will require interacting with different characters on different maps.

I've also spent time dressing up the various scenes, partly with animated characters, partly with decorations. This didn't take a huge amount of time, and it feels like it helped quite a lot to make the game world feel more alive. I'd anticipate spending more time on this, prior to release.


[h3]Equipment Slots & New Items[/h3]
Equipment slots have been restored in the new demo. The number of these passive bonus-providing items you can equip is determined by your tech stat, and many of these items can be crafted, or found, at different quality levels. At present, there's Lightweight Footwear (move ap), speed loader (free reload), EMT kit (healing bonus), lock picking kit, and a few others. More will be added as development progresses.

Around 20 new items have been added to the game, mainly in the categories of firearm, melee weapon, equipment and skill magazines.

[h3]Perks:[/h3]
Around 8 new perks have been added for the updated demo, for a total of ~20. I'll aim to get this to 30-40 for early access, and would expect the final game to have at least as many as Vigilantes (approx 80).
[h3]Balancing & User Experience:[/h3]
I've completed a balancing pass on the game, with a focus on the loot available in each area, and the difficulty (lock picking/bashing) of acquiring said loot. I've also made it less click/time intensive to pick up loot dropped by enemies, and will continue to improve user experience as development proceeds.
As always, if you have any questions or suggestions, please do leave a comment and I'll get back to you.
All the best,
Daithi
I hope you're doing well! A new demo for Prometheus Wept has just gone live for the Steam Turn Based RPG Event, and as a stepping stone to Early Access, which will hopefully happen before year's end. If you get a chance to check it out, it would be great to hear your feedback, so I can tune the game in anticipation of the early access release.
[h3]Small Encounters & Scene Dressing[/h3]
To date, I've added around 6 small encounters to the game. These help to develop the characters and setting, and often contain skill checks, or offer rewards. May of these can be resolved on the spot, but others, such as fixing Sunny Pines water treatment plant will require interacting with different characters on different maps.

I've also spent time dressing up the various scenes, partly with animated characters, partly with decorations. This didn't take a huge amount of time, and it feels like it helped quite a lot to make the game world feel more alive. I'd anticipate spending more time on this, prior to release.


[h3]Equipment Slots & New Items[/h3]
Equipment slots have been restored in the new demo. The number of these passive bonus-providing items you can equip is determined by your tech stat, and many of these items can be crafted, or found, at different quality levels. At present, there's Lightweight Footwear (move ap), speed loader (free reload), EMT kit (healing bonus), lock picking kit, and a few others. More will be added as development progresses.

Around 20 new items have been added to the game, mainly in the categories of firearm, melee weapon, equipment and skill magazines.

[h3]Perks:[/h3]
Around 8 new perks have been added for the updated demo, for a total of ~20. I'll aim to get this to 30-40 for early access, and would expect the final game to have at least as many as Vigilantes (approx 80).
[h3]Balancing & User Experience:[/h3]
I've completed a balancing pass on the game, with a focus on the loot available in each area, and the difficulty (lock picking/bashing) of acquiring said loot. I've also made it less click/time intensive to pick up loot dropped by enemies, and will continue to improve user experience as development proceeds.
As always, if you have any questions or suggestions, please do leave a comment and I'll get back to you.
All the best,
Daithi