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Fabled Lands News

Fabled Lands Early Access Launch Trailer

Fabled Lands releases in Early Access after 2 years of development and we couldn't be more excited to share our launch trailer with you!

We hope you enjoy it and if you do, we hope you can support us by spreading the word to your friends on social media!

[previewyoutube][/previewyoutube]

What else can you do to support us?

Liking and commenting on the trailer is a massive help and helps us get better featuring!

Liking and retweeting out pinned tweet can help us reach more people like you that might love the game.

Last but not least, join our Discord and become part of the community!

Mini-devlog Update #14



Folks, with only 5 days remaining until the release of the Early access, I am very proud to announce that the game surpassed 5000 wishlists!

Why this particular number is important? 2+ years ago I set this ambitious number in my design plan that we sat down to discuss with the authors Jamie and Dave. It shows the interest that this game sparked during its development, and it's an achievement of my own that I hope will result in a great indie release.

Yes, it really depends on those wishlists' quality! But it's considered the best conversion rate there is from your reach over your marketing campaign. Plus, I cherish each small step it takes me and the artist on the path to hopefully deliver a great game.

IMBA BUILDS!






This is my Troubadour from today! Just hit 6 new achievements on my playthrough and after hours and hours of play where I hardly read the text anymore I am still less than half-way through the current content.



I diversified into Mage and Rogue spells with passive skills that I won't reveal to keep things fresh but they certainly boosted up my play big time to own lots of enemies. My skill checks went extremely well but required lots of planning! I do need to upgrade some of my items soon though as I have hit the higher level area!

Beta testing at its finest!


Closed beta wraps up this weekend. The people from the Discord community have done an amazing job, playing their hearts out to help me fix the issues that pop. And you know what? Patching the game every single day does make the difference.

One of the proudest moments for me was one of them unlocking all objectives, reaching the last one with Rank 10 Mage on Ironman mode!

Did I mention this game can be intimidating and there is no hand-holding PURE old-school way? Did I mention this is meant to be played on Ironman mode but requires deep knowledge of the game and strategizing on your way up? I KNOW! GIT GUD as Darksoul fans would say ;)

BIG NEWS! Early Access coming on 20th of May



Folks, that's it. The time has come.

On 21st of May 2 years ago I wrote the first piece of code for this game.

On 20th of May 2021, it's finally time to open the gates and release the game in Early Access on Steam!

30 Beta testers are currently adventuring in the Fabled Lands' closed Beta, each with a different approach, leveling up their heroes, fighting tough battles and making small fortunes. I squash each bug they find with constant and regular patches to make sure the game meets the quality level you and I deem obligatory.





This game is a tribute to old-school pen & paper RPGs and the era of solo adventures. It is based on a fantastic series from our childhood which we adore. Thus we want to make the Fabled Lands digital adaptation the best game it can be, and we know that working with our community and listening to players' suggestions during Early Access will be key to achieve this.

Approximately how long will this game be in Early Access?

Since there are only two of us, (a sole developer and an artist) it is difficult to accurately estimate how long Early Access will last. Fabled Lands has been developed for 2 years now and we have always used a decidedly open development process from the start.

Our current plan is to release Fabled Lands sometime in 2022. The date will very much be dependent on how we progress with content creation, as well as on the addition and improvement of features based on player feedback.

How is the full version planned to differ from the Early Access version?

The final version of the base game for Fabled Lands will feature all four areas on the main continent of Harkuna completed and added to the base game, namely The War-torn Kingdom, Cities of Gold and Glory, The Plains of Howling Darkness and The Court of Hidden Faces. We plan to extend the EA content with more quests, new locations, populate the world with new enemy types, add more trade routes, improve the AI and add new visuals & sounds effects. New items, skills, and Achievements will also be introduced.

What is the current state of the Early Access version?

The core aim of this game is to have a unique narrative approach at delivering a solo experience that feels like a well thought pen & paper RPG session with the game taking the role of a DM.

Players can already play 6 character professions up to rank 10, as well as access the first two big areas from the main continent, the kingdom of Sokara and the The Great Steppes of the North.

All of the game's core features are integrated: exploration, combat, items, sailing, active and passive skills, resurrection deals, blessings, potions, tutorials, ironman mode, everything is there.

Nevertheless, players will only have access to 2 books of the story (out of 7) for now, which represents an experience of 12 hours of content (per a successful playthrough once you know the game).

However, the gameplay loop is complete: Players can embark on an adventure, complete quests, defeat monsters, find loot, gain rank, improve their skills.

Despite our best efforts, the game probably still has some bugs. Also, skills, items and enemies most likely lack proper balancing.

Will the game be priced differently during and after Early Access?

We expect to increase the price of the game when it comes out of Early Access.

How are you planning on involving the Community in your development process?

Since our first demo, we've made it a point to listen to all the relevant feedback from our players, which has already helped Fabled Lands move in the right direction.

Players will be able to provide feedback on our Discord, or our Steam Community Page where we will strive to be both accessible and receptive.



See you at launch!

Mini-devlog Update #13



[h2]The land of the Manbeasts[/h2]

Fort Brilon, named after a Sokaran King of the first dynasty, is the southernmost castle on the fortified wall that keeps out the rabid, savage manbeasts. What the soldiers fear most is what they call ‘Death Duty’ – going out on patrols beyond the wall, into Nerech itself.

The roads are patrolled by troopers of the Sokaran army. The fort is well-supplied from Blessed Springs, and traffic abounds.

You ask the guards at the gate to let you through into Nerech.

As the gates swing open, a priest of Nagil, the God of Death, steps forwards and reads the last rites over you.

‘I’m not dead yet!’ you shout, shoving the priest hard in the chest.

‘As good as,’ he mutters, in between the chant of the Rites of Nagil.


[h2]Props, props, props![/h2]



The closed beta is now on the radar for the Discord community. I am quite eager myself for the testers to get their hands on it already! I am rapidly configuring enemies and combat encounters, fixing location outlines, fine tuning map movement and sailing routes, while the artist polishes and completes the missing bits here and there on characters and the world map.

The last week of April I will enroll the beta sign-up. The most avid testers I will humbly ask to help test the last batch of features I plan to add before the public release. Lots of things on the list so fingers crossed!

Mini-devlog Update #12

Hey, folks! This week I wanted to talk about Ships and Sailing in the Fabled Lands narrative cRPG. Once you are up for the challenge of the open seas, you can buy your own ship: upgrade it, find new routes to explore and recruit a crew - their abilities might prove the difference when surviving a storm or vicious buccaneers. You can also fill your ship with valuable cargo and find where to sell it for profit.



Cargo can be bought from City Ports and carried on your ships. If you reach another port, you could sell the cargo. This makes sea voyages quicker for covering long distance travels, more profitable but quite risky.



Different ships have different cargo space. Also, a bigger ship and seasoned old salts and veteran marines, ready to follow your every order, will help you survive when sailing the open sea whilist a ragtag crew that at least won't kill you in your sleep will make things... worse. Probably.



There are random events at sea. These can help you obtain cargo even when not in a port by taking over another ship or, for example, helping out someone in need. Sometimes you could even get amazing loot or even a better ship. However, most of those events are unique and won't happen to you twice so it really depends on what choices you make.



As a captain you have access to your ship's manifest where you can view and track your active barques, brigantines and galleons.

Also, certain quests can be unlocked via finding new islands and hidden fortresses. But be wary, my fellow adventurers, as the sea is filled with formidable foes and unpredictable storms. The darkening of the heavens heralds the gathering of the storm, and if you haven't got a blessing from the twin gods of the sea Alvir and Valmir to aid you, you are in for a split mast at the very least. But what if you survive? Well, there are pirates, them murdering lot. Aye, you could turn to the buccaneer life youself, after all, if you can't beat them, join them...

High winds, a strong current, and heavy rains sweep you and the raft to a destination over which you have no control. The raft is washed up on a thin sliver of beach, under towering cliffs. Judging by the landscape, this is Nerech, the Land of the Manbeasts.