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Gorgeous pixel art RPG scored by Dark Souls legend starts playtest

The best RPGs need an amazing soundtrack to truly come to life, and you can't do much better than the iconic Dark Souls series. Gorgeous new pixel art RPG Sacrifire is already in my good books, then, with the inclusion of music from the iconic Motoi Sakuraba, composer of classics ranging from the peaceful yet haunting Majula theme to the fragile beauty of Gwyn, Lord of Cinder. If that's got you intrigued, you can try the new game right now by signing up for its ongoing Steam playtest.


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SacriFire Steam Playtest Is Now Live!



Hey everyone!

The first-ever SacriFire Steam Playtest is now live! It is the first time you can play our game, and we strongly encourage you to try it out, and let us know your thoughts. We're eager to see, hear and read as much feedback as possible as it will help us make SacriFire the best game it can be.

Our Steam Playtest is open, and everyone can join, here's how:
  1. Go to the SacriFire Steam Page
  2. Scroll down until you see this section (it's below the "Planned release date" box)
  3. Press the "Request Access" Button
    You will be automatically granted access to the SacriFire Playtest
  4. Go to your Steam Library
  5. Find the "SacriFire Playtest" app and Install it
  6. Launch the game, and enjoy the playtest!

[h3]The SacriFire Steam Playtest will be available until June 24th.[/h3]

We've prepared a couple of places where you can leave your feedback:

1. SacriFire Playtest Survey
2. SacriFire Playtest Feedback Steam Forum Thread
3. Our Discord Server

See you in Antioch!

[h3]Join our Discord server![/h3]

SacriFire is Coming to Future Games Show on June 8th



Hey, everyone!

The first-ever Sacrifire Steam Playtest is approaching rapidly, and we cannot wait until you walk down the streets of Antioch and slay some demons!

Tune in to the Future Games Show on June 8th for an exciting announcements regarding the upcoming first ever open Playtest for SacriFire!

Make sure to free up some time during the weekend, and get ready for an awesome adventure...

See you there!

[previewyoutube][/previewyoutube]

SacriFire - Devlog #6 - "DIVOS Weapons and Magic"



Hey, everyone!

Today, we'd like to introduce you to a unique and transformative set of weapons that every aspiring Bishop needs to learn how to fight with. And, as there are many dangers along the way, a versatile arsenal will come in handy.

Extraordinary problems require extraordinary solutions, and DIVOS - the Divine Instrument Versus Original Sin - is truly a problem-solver like no other. Entrusted to Bishops of the Church of Sheol, these form-shifting relics help them carry out their duty of safeguarding Antioch. Indeed, just as DIVOS shapes itself into a deadly armament, so does it shape its wielder into a champion.

[h3]Per Astra Ad Astra[/h3]



One of the staples of the RPG genre is a party composed of memorable characters, the uniqueness of which often ends up being translated directly into gameplay mechanics. Mixing and matching diverse character archetypes - jobs, classes, what have you - is part of the fun of engaging with RPGs. In SacriFire, these party archetypes are embodied by Ezekiel’s DIVOS. Our fearless hero is able to switch between Astras - or weapons - on the fly, which is not unlike switching jobs mid-battle in certain installments of the Final Fantasy series. Whether it’s a sword or a crossbow, each choice comes with a different set of abilities to consider.

[h3]The Sword Astra[/h3]


What true hero could do without a sword? The sword Astra is associated with Fire Affinity and is the can-opening, hard-hitting, damage-dealing member of the DIVOS family. Aside from inherent shield-destroying properties, with a proper build, the sword may also slay enemies with a single blow. Curious to see the full potential of this Astra? Surprise! You will be able to try it out yourselves soon in the upcoming Steam playtest for the first time ever here.

[h3]The Fists Astra[/h3]


This graceful weapon represents the Ice Affinity. Befitting its status as the most agile of Astras, it grants the ability to tap into a diverse array of Boons and Banes centered around manipulating time and movement on the battlefield. Sure, you might think that a set of knuckles may lack range - not so with the DIVOS! As a weapon of pure energy, it allows Ezekiel to transcend the annoying limitations of flesh and perform attacks from an unexpected distance.

[h3]The Spear Astra[/h3]


In another life, this Astra would have been a mage. Whereas the sword focuses on blunt killing power, the Electric spear revolves around employing the vast and mysterious forces behind Arts. With an appropriate Art for every occasion, this versatile Astra is a great choice for anyone who values a subtler approach to smiting.

[h3]The Hammer Astra[/h3]


It’s hammer time! As the quintessential paladin weapon, the hammer specializes in prolonged engagements - healing, defense, and enduring damage. Rocking (if you pardon the pun) the Earth Affinity for the glory of Sheol, this Astra proves that defense is the best offense.

[h3]The Crossbow Astra[/h3]


The one gun in a knife fight, the crossbow adds a dash of roguish flair to a humble Bishop. With a generous attack range, a number of unique utility tools, and a plethora of ways to exploit enemy weaknesses, the crossbow is all about battlefield control. Oh, and it comes with a nice and thematic Wind Affinity, too.

That would be all for today! We hope you enjoyed this brief introduction to the Bishops’ arsenal, and we can’t wait to see you swinging the sword Astra very soon! We're immensely excited for you to walk down the streets of Antioch in the upcoming playtest, and experience the world of SacriFire firsthand here on Steam.

[h3]Save the Date![/h3]
Tune in to the Future Games Show on June 8th for an exciting announcements regarding the upcoming first ever open Playtest for SacriFire!



See you soon!

[h3]Join our Discord server![/h3]

[h3]Connect with us on other channels[/h3] Follow us on Twitter Check our TikTok

https://store.steampowered.com/app/1661330/SacriFire/

SacriFire - Devlog #5 - "Dynamic Turn-Based Combat"



Hello and welcome, everyone!

Today, we’re going to delve briefly into the meat and potatoes of most role-playing games: combat!

As SacriFire pays homage to various icons and eras of the jRPG genre, it shouldn’t be surprising that a similar sentiment found its way into our approach to designing combat. Broadly speaking, our main goal was to bridge classic turn-based fundamentals with more contemporary real-time innovations. We also wanted to avoid meaningless, assembly-line battles that rely on similar scenarios and mindless repetition. It had to be sleek. It had to be challenging. And most of all, it had to be fun. Sounds easy enough, right?



Needless to say: it wasn’t. Keeping things exciting without sacrificing tactical depth can be something of a balancing act, and we’d hate to leave either facet feeling half-baked. Throughout the years, SacriFire’s combat system has gone through numerous iterations, and all of them played very differently, each favoring one part of the gameplay equation over the other. Eventually, after countless hours of poking and prodding, we (hopefully) found a way to make it all gel. We’ve reached a point where combat has finally met our demands. How? Read on!
[hr][/hr][h3]💎 COMBAT INSPIRATIONS[/h3]

If you’re familiar with certain PlayStation RPG classics of yore, some of the concepts employed in SacriFire might strike a chord. For this particular blend of real-time and turn-based mechanics, we drew inspiration from titles such as Valkyrie Profile 2 and Xenogears, with a sprinkling of Vagrant Story here and there for good measure.



Additionally, elements of other, non-RPG games eventually slipped in, which we believe worked to the game’s benefit. As a certain industry legend once said… it just works. *cough*
[hr][/hr][h3]💎 COMBAT FUNDAMENTALS[/h3]

The end result is that SacriFire uses a real-time combat system, but with a twist: time flows only when Ezekiel is moving around the battlefield. Consequently, this means that even in the most gruesome of battles you can always stop and plan your next move. While enemies can surprise you with many different actions and abilities, they are ultimately subject to the flow of time. No movement, no pressure!



Even with fabulous clock-stopping powers on your side, simply swinging your sword around won’t cut it (get it?). All enemies possess innate Affinities which translate into specific damage vulnerabilities. Naturally, exploiting these vulnerabilities is key to success. As Ezekiel is something of a one-man army and doesn’t enjoy the benefit of traditional party building, he has to rely on his shape-changing DIVOS weapon for all his tactical needs instead. Each weapon type takes advantage of a specific Affinity and comes with a unique playstyle attached, encouraging the player to diversify their slaying habits for maximum efficiency. We also tried to play with the usual basic attack concept by introducing combos. By chaining light and heavy attacks together in specific sequences, the resulting combo may gain otherwise absent properties and better help control the flow of battle.

One of the more unique combat aspects in SacriFire that we’re especially proud of is its fluidity. In a way, the game can be as actiony or as deliberate as the player likes. A good example of that can be found in how enemies execute their projectile-based attacks, a game mechanic popularly and affectionately known as “bullet hell”. If real-time dodging isn’t your cup of tea, you can always lean on the time-stopping feature and take it slow. On the other hand, if you want to challenge yourself and feel like you’re playing Ikaruga again, the option is there. The choice is yours!
[hr][/hr][h3]💎 CHARACTER PROGRESSION[/h3]

We’ve already briefly mentioned Ezekiel’s unique weapon, DIVOS, and its unique forms - astras. As the story progresses, our hero will unlock additional forms, and dedicated skill trees along with them. In a traditional RPG fashion, leveling Ezekiel up grants bonus DIVOS points to invest in those trees. It’s not all set in stone, though - aside from predefined perks, each tree comes with empty nodes which can be filled with special Orbs that further allow to develop individual character stats.



That is not to say that skill trees are purely weapon-oriented, however. Skills encompass a broad category of benefits, from simple attacks to magic-like Arts abilities and style-altering passive boons that weave together to become more than just a sum of their parts. There is nuance to be found and distinct character builds to be discovered - so feel free to experiment!
[hr][/hr][h3]💎 SEE YOU AROUND![/h3]



And that’s it for today! Admittedly, we merely took a quick peek at the topic, but we really don’t want to give everything away just yet. We hope that you’ll find joy in unearthing the various nuances of SacriFire’s combat system by yourself.

See you next time!

[h3]Join our Discord server![/h3]

[h3]Connect with us on other channels[/h3] Follow us on Twitter Check our TikTok

https://store.steampowered.com/app/1661330/SacriFire/