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Prometheus Wept News

Watch a developer playthrough of the Prometheus Wept Demo

Watch a broadcast of the developer playing through the demo of Prometheus Wept.

Activities include suppressing an outbreak of violent insanity among the population of a dilapidated fishing port, making friends with a sociopathic con-man masquerading as a priest (who also has a mutant ability to manipulate the thoughts of others), and encountering a sentient, old-world postal robot trying to over-throw the government of the city state of Sunny Pines.

I'll be dropping into the broadcast frequently, so if you have any questions or feedback, do let me know!

Watch the Developer Play Prometheus Wept

Watch, Daithi, the developer play through dark, turn based RPG, Prometheus Wept. I'll be dropping in and out of the stream to answer any questions you have. Enjoy!

Join the developer for a playthrough of Prometheus Wept!

Hi there,

As part of the Steam Next Festival, I'm going to run a live developer play-through of Prometheus Wept on 7th Feb from 21:00 UTC to 22:00 UTC. In addition to playing the game, I'll answer any questions you have about the game, or development.

Hope to see you there :)

All the best,
Daithi

Updated Demo Available & Steam Demo Festival!

Hi there,

Good news! A provisional release of an updated windows demo is on Indie DB, will be available on Steam in the coming days, and will participate in the Steam Next Festival next week. Mac and Linux versions will be available in the near future. Here's a dev log covering the demo, which you'll also find in written form below.

[previewyoutube][/previewyoutube]

Demo Link: https://www.indiedb.com/games/prometheuswept/downloads
Forum Link: http://timeslipsoftworks.com/forum/index.php

Can you help with feedback?

If you have time to try it out, I'd really like to hear what you think. You're welcome to reach out any way, on Kickstarter, Steam, the forums, or email. With development entering the phase of public releases, I'm going to get the Timeslip Softworks forums going again, please consider signing up if you're interested in helping with feedback and testing. Just remember to drop me a message with the email you signed up with, as I need to manually activate the accounts to stop bots flooding into the forums.



The disappearances of the militia and the sudden migration to Sunny Pines. All the evidence points to this individual. Be they friend or foe?

About the Demo:

The demo showcases around 50% of the first act. It's close to feature complete, with the notable exception of breaking down weapons into components. Content wise, the main questline is fairly polished, but there's not much to do outside that yet. You can expect the addition of smaller encounters and conversations to develop the world and the characters in later releases.


The player team, kitted out with self crafted body armour and helmets.

There's a scattering of weapons, items, crafting options and perks. There will be many more in the final game. I've completed multiple balancing passes and combat should be manageable on normal difficulty. Crafting and dialogue checks are less tuned, but if there's time before the Steam Festival, I'll have another look at these. I'm also in the process of negotiating more music for the game to improve the musical variety.

There were a couple of things I didn't get to, particularly improving automatic camera control, and some usability improvements, but it would be too high risk to try to deal with these now.

I look forward to hearing what you think!

All the best,
Daithi

Prometheus Wept Dev Log Sep to Oct 22: New weapons, perks, shopkeeper, crafting

Hi again-

I've just completed the work for the current update. The focus has been on content, wrapping up the crafting system and adding shopkeepers. Feel free to check out the video / text info on the update, and do let me know if you have any feedback or comments.

[previewyoutube][/previewyoutube]

[h3]Content: Weapons, Crafting Recipes & Perks[/h3]
Eight weapons, around 30 crafting recipes and 15 perks have been added to the game, which more or less completes the content required for the updated demo.

My last game, Vigilantes had weapon tiers, and each new tier largely rendered the previous tier obsolete, or at least sub-optimal. This resulted in there being a handful of optimal weapon choices at any time. For Prometheus Wept, I'm aiming to make nearly all weapons viable for the entire game, and for weapons to have unique traits to differentiate them from one another.


The cleaver provides greater bleeding damage, and additional damage against animals.


Baseball bats do high damage, and additional damage when targetting an enemy's head.

A scattering of perks have been added to the game, and the perk UI has been updated. Where possible, I've made perks more deterministic, so for example, rather than a 20% chance of a free attack, every 6th attack costs no action points.



[h3]Systems: Shopkeepers & Crafting[/h3]
If you played Vigilantes, you may remember that there's a single, off-map shopkeeper in the game. Prometheus Wept requires multiple on-map shopkeepers, so I've added code to support this, to start the trade interaction, along with saving, loading and managing shopkeeper inventories. In Vigilantes, there were separate buy and sell screens for the shop and merged the old buy/sell interface into a single screen.



I've also worked on crafting system, improving the display of information and adding the ability to upgrade weapons and armour, after they have been crafted. Some layout and visual adjustments aside, this wraps up one of the more complex systems in the game.

The main parts of work to be completed for an updated demo are balancing and testing, which I'll start working on next. I'll keep you posted on progress, and if you have any questions or feedback, let me know!

All the best,

Daithi