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Characters - Dev Journal #2

[h3]Greetings, Fallen Warriors...[/h3]

It's time for the second Dev Journal, a series of brief interviews with the developers behind Deathbound. Today, we delve into the characters you'll control on your journey through the city of Akratya. Joining us for this discussion are Thiago Baptista, Narrative Director, and Renato Baroni, Lead Game Writer.



[h3]Before we delve into character specifics, let's provide a brief overview of the narrative philosophy driving Deathbound, along with the guiding principles informing our narrative decisions.[/h3]

THIAGOSince the beginning, we intended Deathbound to have a story that felt distinct from anything already done in the Soulslike genre. And since the staple of the genre is the fact that you die (a lot!) only to rise again and advance further, it was a natural choice to make the story revolve around death and mortality.

But more than that, we wanted the story to be mature and deal with adult themes, such as what it means to know that we have an inescapable end, or how we find the sweet spot between being an individual and belonging to a collective. Unlike most stories in the Soulslike genre – or in any game genre for that matter –, Deathbound is not a power fantasy, but rather a “Greek tragedy”: a tale about characters bound to their destinies and their futile attempts to escape them.

To add even more spice to this sauce, we opted for deviating from the traditional Medieval fantasy tropes. The world of Zieminal is a Medieval world risen from the ruins of a technological First Civilization, adding a touch of sci-fi to the mix. The Medieval aspects of the story are based on real-world, historically accurate Medieval societies. For instance, in Medieval times, the feudal mode of production and the role of religion were far more pervasive than in your run-of-the-mill D&D campaign.


[h3]Each Essence in Deathbound has a unique background and combat style. Can you delve into the design philosophy behind creating such diverse characters?[/h3]

THIAGOFirst came the game design and its needs. We originally had planned for 15 playable Essences and 5 distinct “kingdoms”, each with their art style. Also, in the original prototype, there were 5 “classes” of characters, like in more traditional Action RPGs. So, there were 3 characters for each kingdom – each from a different class. As we refined our game design and faced development constraints, though, we settled for 7 distinct characters.

With these constraints in hand, we let our artistic veins roam free. We came up with the kingdoms and their lores first, then proceeded to give each character their unique backstories and personalities. Following our general guideline of basing the story on historically accurate Medieval times, we chose to base each kingdom on a real-world culture, such as Western and Eastern Medieval Europe, the West Africa of Mansa Musa, and the Central Asia of Genghis Khan.


RENATOOne thing I would like to emphasize is that our main character is a rather unusual thing. It is not your regular party, by which I mean, not a group of people that the player merely controls one at a time. Rather, you are a strange creature — unique even in the world of Deathbound — that absorbs the Essence of fallen warriors, thus acquiring both their skills and personalities. A “Frankenstein of souls”, if you will. And we didn’t want that to be solely a good thing. We wanted inner conflict to arise from it so that our dialogues wouldn’t just occur whenever information was needed. There’s always this inner struggle taking place, and the player is to blame because he chose to become more powerful and absorb yet another Essence, and with it more viewpoints, more inner conflicts…

[h3]Can you provide insights into the narrative design process behind each Essence's background, and how their affiliation in life affects their synergy in death within the party system?[/h3]

THIAGO If there's one thing we were committed to in Deathbound's narrative design philosophy, it's the idea that every aspect of the game should tell the story we want to tell: cutscenes and item descriptions, yes, but also the game's rules and mechanics themselves. After all, telling stories through games is different from doing it in cinema or literature!

One of the biggest narrative design challenges we had was to come up with the Conflict and Synergies system. It was a logical step if you think about it: we have these wildly different personalities forcibly sharing the same body – some of them are mortal enemies. There’s no way on Earth (or Zieminal!) this situation wouldn’t be like a dormant volcano, ready to burst at any second.

We tried different formulas that were way too complex and didn’t quite work out during playtests. After lots of refinement, we ended up with the current system, in which every Essence has potential Synergies and Conflicts with other Essences as disposed in a circle (not unlike the Circle of Fifths in music theory). This system also gave the players more choices, as they can activate or deactivate these Synergies/Conflicts by positioning the Essences accordingly in the party’s slots.


RENATOWe aimed for diversity of backgrounds and viewpoints regarding the story’s main themes, because that would give us a broader range of raw material to work with. To create interesting conflicts between characters, and sometimes a few unusual bonds too.
We also sadly kept many ideas in the brainstorming box because they were a bit too much for our very first game. But if you guys enjoy the experience, we hope we have the opportunity for a sequel! There will be even more ways in which the characters you absorb mold your experience.


[h3]In a world without a clear distinction between good and evil, how did you approach crafting the personalities of the Fallen Warriors to reflect the moral ambiguity of the game's universe?[/h3]

THIAGOAs previously stated, Deathbound is a mature story about mortality and identity, where we also explore themes such as fanaticism and grief. Each character is an opportunity to explore one of these issues. We made the conscious choice of having playable characters from the opposing factions of the game and were careful not to portray any of these factions as the “bad guys” or the “good guys”.

With that, we have a character that is a former feudal lord turned religious fanatic; a character that is a psychopath, the right hand of the game’s main villain; a former Chancellor and Spymaster to the Kingdom of Krulezgon who’s a master manipulator; a revolutionary guerrilla fighter whose heart is divided between vengeance and duty; a magic-wielding boy cast away by his father because of his unnatural abilities; a Life-worshipper-turned-assassin betrayed by her people; and, of course, our capoeira-fighting warrior-monk.


RENATOWe just tried to see them all as real, complex people, regardless of where they came from or what they did. And we tried to think beyond tropes like “give your bad guy a relatable backstory.” There are so many other ways to make your characters burst to life beyond morality stuff, so many other colors besides the shades of gray!

[h3]How do the memories and identities of the Fallen Warriors contribute to the overall narrative depth of Deathbound? Are there specific moments in the game where these memories significantly shape the character's journey or interactions?[/h3]

THIAGOThe Essences in Deathbound are tragic characters. Their many traumas, backgrounds, and motivations are stored within their memories. During the game, the player will have the opportunity of witnessing these memories unfold firsthand, in two opportunities: during Essence Reveries, and through Echoes from The Past.

Essence Reveries are “mini levels” to which the player is transported whenever they absorb a new Essence. In these levels, the player will bear witness to important moments in the histories of the Essences, such as their childhoods and turning points in their lives, getting to know them – sometimes better than the Fallen Warriors know themselves.

Echoes from The Past are shards of these memories that the player can collect, scattered throughout the Forbidden City of Akratya. Each Echo is a short cutscene that reveals past moments of the Fallen Warriors as they traversed Aratya, which also grants Memory Points that the player can invest to improve their characters and unlock special abilities. This is also a way to reward exploration – you can never know which previously crossed paths or hidden corners can store one of these memories.


RENATOThe player has the freedom to play the entire game without hunting for lost memories or delving that much into the narrative. That was always an important request from the game design department. Therefore we always knew that the story of Deathbound had to be one that worked on different depths: there’s a main plot, a seemingly straightforward objective you as the player feel compelled to pursue; and then, swinging all around this straight line, we have our characters’ own stories. As we approach the end these tales become more and more intertwined.

Our grand hope is that, from discovering new areas to fighting horrendous creatures, everything becomes far more engaging and meaningful for those who choose to pay attention to what has been swirling around. Much like life, am I right?! Haha.


[h3]How does your storytelling approach differ from traditional linear narratives in the Soulslike/Action RPG genre?[/h3]

THIAGOTraditionally, Soulslike games belong to a category of games that I call “story-rich games”, as opposed to “story-driven” and “story-centered” games. In story-rich games, the story is an important element of the overall game experience, but it is not a central part of it. People play these games largely for the challenges, and the story is a way to “spice up” the experience. Because of that, in these games, the narrative is delivered through subtle devices, such as the environment art and item descriptions.

Deathbound is still a proud representative of the Soulslike tradition; however, we chose to focus more on the characters, their interrelationships, and the game’s plot. The Essences’ inner voices and their dialogues will be constantly heard by the player, who will also witness their memories through echoes from the past. Their conflicts will directly affect gameplay, bequeathing advantages and drawbacks the player will be able to use to their advantage – if they’re wise enough.


RENATOThe way I see it, the biggest difference between Deathbound and other Soulslikes we knew was our approach to the playable Essences. Usually in these games, it is preferable to give players a nameless main character, this empty shell that they fill with an idealized, mostly heroic or cruel version of themselves.

In our case, because of these complex themes we wished to explore — and also due to the narrative mechanics we had at our disposal — it felt better to give players something else. We decided to focus heavily on the playable characters’ personalities, backstories, their inner and outer conflicts… In short, we chose to make Deathbound a more character-rich experience because we want players to care for these cursed deathless beings bound to each other. Emotional investment feels important if you want to talk about grief.


[h3]Lastly, a personal touch—do you have any favorite Essences, and if so, which ones resonate with you the most?[/h3]

THIAGOOlivia Heinz is my favorite, even before we started writing her scenes. She’s the most interesting character in the game in my opinion, and, if I may be so bold as to say, terrifically well-written. But anything else I could say would spoil the surprise!

RENATOI quite like the Capoeira fighter, Mamdile Ogaté. Not just due to fighting style (though Capoeira absolutely rules!) but also because of his prideful personality. I find him very amusing as a character and hope we come up with a DLC just for him!

Stay tuned for more updates and news as we journey toward the release of Deathbound. Join us on our social media channels and the Steam Community Hub to stay connected and engaged with the vibrant Deathbound Community.




Follow Deathbound on Facebook, Twitter, TikTok and Instagram.

[h3]Wishlist Deathbound now and dive into a brutal and divided future where Death and Life were never more conflicted...[/h3]
https://store.steampowered.com/app/1277130/Deathbound/





Morphstrikes Explained

[h3]Greetings, Fallen Warriors...
[/h3]

Today, we would like to tell you more about one of the key mechanics in Deathbound. Morphstrike is a powerful attack created from the combined forces of fallen warriors in your party. The Deathbound demo is now available again, so below, we will explain everything about this devastating attack and one of the most crucial mechanics in the game.



Let's start from the beginning. During combat and perfectly timed dodges, you charge the SYNC bar shared among all fallen warriors in your party. The sync level decreases when switching warriors during dodges and attacks, so you must manage the collected SYNC wisely. Collect it by attacking enemies and executing perfect dodges, then use it at the proper moments.



When the sync bar fills up completely, it will ignite the collected essences. This is your sign that you can unleash the devastating attack - it's time for Morphstrike. Each of the seven Fallen Warriors available in the game has its own Morphstrike attack, and you get to choose which character within your party will execute it. All you have to do is switch to another warrior during the attack or select the button responsible for switching to the character with the most stamina.



We have also prepared a special infographic to take you step-by-step through one of the key mechanics in Deathbound. Remember that you can now play the updated Deathbound demo and try Morphstrikes on your own at Lower Streets of Akratya.



As you await the launch of Deathbound later this year, you can begin crafting an unbreakable synergy now by wishlisting Deathbound on Steam and joining the official Deathbound Discord server.



Follow Deathbound on Facebook, Twitter, TikTok and Instagram.

[h3]Wishlist Deathbound now and dive into a brutal and divided future where Death and Life were never more conflicted...[/h3]
https://store.steampowered.com/app/1277130/Deathbound/

New Demo Available Now!

[h3]Greetings, Fallen Warriors...[/h3]

Refuse death and embrace Zieminal. The brand new demo for Deathbound is now available on Steam. PAX East attendees can stop by Booth #14085 and face the Impending Truth on the show floor throughout the weekend.

[previewyoutube][/previewyoutube]

Deathbound is a party-based soulslike set in a callous world where Faith and Science clash. The brand new demo plunges players onto the Lower Streets of Akratya, a well-worn battleground taken over by the Church of Death and gruesome creatures. Towards the end of the road lies the Impending Truth, a callous boss born from the essencemancers’ experiments. The road ahead cannot be forged alone. You must call upon the fallen warriors of Zieminal for their ruthless crusade.

Since Steam Next Fest, we implemented crucial feedback from players, such as improved level navigation, enhanced hit collisions and combat balancing, and tutorial adjustments. Additionally, you will finally be able to go hands-on with Mamdile Ogate. Mamdile is a unique fan-favorite character who specializes in the Afro-Brazilian martial art of Capoeira.

A list of all the changes can be found below:
  • New character added - Mamdile Ogate - Capoeira Monk
  • Performance Optimization
  • Improved combat balancing
  • Improved level navigation
  • Improved enemy placement
  • Bugfix of the Enemy behaviour
  • Adjusted tutorials
  • New Phylactery interaction and design
  • Hit collisions improvements
  • UI optimization and improvements
  • Vertical Sync and Motion Blur options added
  • Faster ladder interactions
  • Skill tree improvements
  • General bugfixes
  • Keyboard Mapping Added

As you await the launch of Deathbound later this year, you can begin crafting an unbreakable synergy now by wishlisting Deathbound on Steam and joining the official Deathbound Discord server.



Before you venture through the gates of Akratya, we encourage you to explore previous Community Hub's news, updates and Dev Journals. More of this will be shared soon, providing insights into the developers' work and inspiration behind the creation of Deathbound.

Follow Deathbound on Facebook, Twitter, TikTok and Instagram.

[h3]Wishlist Deathbound now and dive into a brutal and divided future where Death and Life were never more conflicted...[/h3]
https://store.steampowered.com/app/1277130/Deathbound/

Updated Demo Available Soon!

Greetings, Fallen Warriors…

Refuse death and embrace the land of Zieminal – the gates to the forgotten city will be open again. The updated demo will be available on Steam and at our PAX East booth in Boston starting March 21st.



You can expect several new features in the updated demo, and by far the biggest will be access to the new Fallen Warrior, beloved by our community - Mamdile Ogate. Starting March 21st, you will be able to take on play as a Capoeira Master and destroy enemies on Lower Streets using one of the most exotic martial arts.

Furthermore, in the new demo version of Deathbound, we have addressed numerous bugs identified by the community and implemented several improvements based on the feedback we've received from you on the Steam Community Hub and our Discord server. You'll receive the full list of changes next week, as we're still striving to incorporate as many of them as possible into the updated demo version of the game.
Deathbound awaits you starting March 21st.

Solidify your synergy by wishlisting Deathbound on Steam. Develop strategies against the Impending Truth alongside other players by joining the official Deathbound Discord server.



Follow Deathbound on Facebook, Twitter, TikTok and Instagram.
[h3]Wishlist Deathbound now and dive into a brutal and divided future where Death and Life were never more conflicted...[/h3]
https://store.steampowered.com/app/1277130/Deathbound/

Thank you for playing Deathbound demo!

Greetings, Fallen Warriors…

Today, we extend our gratitude to you for visiting Akratya. We invite you to catch a glimpse of what awaits you in the full version of Deathbound. Watch our Demo Accolades Trailer to preview the journey that lies ahead.

[previewyoutube][/previewyoutube]

Both the media and thousands of players have immersed themselves in the city of Akratya, expressing excitement about the meticulously crafted world we've created. We also want to express our thanks for every minute you've dedicated to providing feedback, opinions, and suggestions about Deathbound — your input is invaluable at this stage of the game's development. Rest assured, we are committed to carefully considering every opinion sent our way.

Stay tuned for further updates and news as we progress towards the release of Deathbound. Join us on our social media channels and the Steam Community Hub to stay connected and engaged with the vibrant Deathbound Community.



Follow Deathbound on Facebook, Twitter, TikTok and Instagram.
[h3]Wishlist Deathbound now and dive into a brutal and divided future where Death and Life were never more conflicted...[/h3]
https://store.steampowered.com/app/1277130/Deathbound/