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Ghostlore News

November Update: Skills Overhaul Beta and 20% off on Ghostlore!

The skill system overhaul is currently live on the beta branch. This is by far the largest change made to Ghostlore to date, so we are going to be leaving it in beta for a month before updating the main game.

You can read the previous post to get an idea of how the new skill system is going to be like.

Here is a preview at some of the new skills:
[previewyoutube][/previewyoutube]
In order to participate in the beta, simply right click 'Ghostlore' in the steam library list, go to 'properties', and in the ‘Betas’ section simply switch over to 'beta':



We have decided to release this beta so players can theorycraft and plan out their builds with the new skill system. But many things in the beta are work in progress. Tooltips are a little bit messy and skills are totally unbalanced. But rest assured that we are working as hard as we can to fix these issues. Here is a look at our Trello board which we use to track bugs:



If you encounter any issues with the beta, or simply have an opinion or suggestion regarding the new skill system, please let us know on our Discord.
Ghostlore is currently 20% off on Steam so get it while you still can!

Map update, plus Skill Revamp sneak preview

For this monthly update, we have changes to some of the maps, as well as a highly requested change involving Alkahest (finally!). We are also excited to share with you our plans for the skill revamp.

Map Changes

We have currently made some changes to the various maps in the game.

Pulau Pasir Puaka now has some industrial stepieces.

Batu Sinaran now features a crystal cave complex.

The leadup to the final dungeon has seen an expansion too.

In addition to all this, certain maps have been redesigned to have more open areas as well. For those of you who have already tried the game but have not picked it up in a while, you might want to start a fresh save so that you can see some of these changes yourself firsthand. The game is also story complete and playable from start to finish.

Changes to Alkahest

This is something that keeps slipping our minds, but we finally changed Alkahest so that broken down items give Alchemic Reagents (Impure Essence, Frozen Flame, Radiant Dark, and Demon’s Blood) that is proportional to the rarity of the original item.
  • 2x materials for Uncommon
  • 4x materials for Rare
  • 8x materials for Legendary

This month’s update is not as big of a change as the previous months. It is a bit of an interim before the big skill revamp, which we are still working on, but are excited to share more about below.

Skill Revamp


One of the main criticisms of Ghostlore that we see coming up in reviews, streams and discussions was how basic the skill system was, especially compared to other ARPGs on the market. Because of this, we have decided to do a complete overhaul of Ghostlore’s skill system to be more in line with what players expect and deserve.

This new skill system is going to be complex, but we know that ARPG fans are discerning and intelligent, they rarely complain about a system being too difficult to understand. The opposite, however, is far more likely. Complaints arise when systems in long running franchises get dumbed down in order to appeal to the lowest common denominator. That said, the most important thing is to provide a skill system which is deep, invites players to think about their options and tradeoffs, and gives them a chance to showcase their ingenuity and creativity with builds.




The idea for the Skill Link system came about when we asked ourselves the question, “what if players were allowed to build their own skill trees?”. We also looked at the comparatively more well-received Glyph system that we had for stats. Here is a walkthrough of the new skill system.



Each class comes with a “skill set”, a pool containing active skills, skill modifiers, and class bonuses. Skills must now be assigned to a grid in order to be usable. More grid spaces unlock as you level up. Things can be placed in or taken out of the grid at will.

In addition to their own active skills, each class comes with a set of skill modifiers that you can use to change the characteristics of any skill from any class.

Skill modifiers link together with skills both across and down. (see green highlighted area in image)

Some skill modifiers have tradeoffs. For example:
  • Increased skill damage, but increased MP cost
  • Reduced skill cooldown time, but reduced skill damage
  • Increased skill damage, but you take damage on cast

In addition, some skill modifiers are trigger modifiers. Trigger modifiers allow a skill to be used automatically, as long as there is enough MP, the skill is not on cooldown, and the modifier’s specified conditions are met. Examples:
  • Trigger on Critical
  • Trigger on Kill
  • Trigger on Transform
  • Trigger on Movement Skill

[h2]Combo Skills[/h2]

Each active skill is also now able to combine with two other skills across classes to form an advanced skill that incorporates the characteristics of both base skills. Combo skills are created when two compatible skills are placed adjacent to one another in the skill grid.



For instance, the Exorcist’s Mandala, a skill which creates a circle on the ground where your damage and the damage of allies are boosted, could combine with the Adept’s Mind Over Matter defensive barrier skill to create Battle Aura, a skill which forms an aura around your character that boosts yourself and allies with both offensive and defensive properties.

Alternatively, Mandala could also combine with the Sentinel’s Summon Crows ability to create Summon Doves.

Personally, I am most excited about the skill Maelstrom, a combination of both the Sentinel’s Chakram and the Geomancer’s Thunderstrike. The result is an electromagnetically charged chakram that levitates slowly across the battlefield while releasing sparks of electricity along the way. Fun stuff.

[h2]Class bonuses[/h2]
Class bonuses are essentially the passives from the old skill system, but you now have 6 to choose from instead of just 4. They also now have a component that functions as Skill Modifiers. Much like before, Class Bonuses have an additional requirement of investing a certain number of active skills and skill modifiers from a single class onto your grid, before you can place them.

[h2]Estimated Time of Arrival[/h2]

This is a very big change and we will need another month to work on it. In addition to the required art assets, we are still iterating on the systems design and working out all the loose ends. For now Ghostlore is still 20% off, so get it before time runs out! You can drop by our Discord if you have any questions about the new system. Thank you!

Andrew

Ghostlore 20% off

Ghostlore is 20% off! Get it now! Friendly reminder that the game is now story complete!

Ghostlore is finally story-complete!

Well, this update took a little longer than usual, (two months instead of one) but we’re finally done with the final story act of Ghostlore!

The reason it took so long is because the ending has many scripted sequences. This means that aside from new art assets which I had to create, I had to coordinate quite a lot with Adam who does the programming.

This final act is suitably dramatic. If you are Singaporean, I hope you will enjoy the parts that relate to the local Redhill legend. For the people who have supported Ghostlore in the past, there is a sequence you should look out for as well.

It's all still extremely rough around the edges and we are working on polishing whatever we can. If you are trying in Early Access and already have reached the Sewers, you may experience some weirdness in the story event triggering since the Sewers mission is supposed to lead directly into the final one, but hopefully nothing that stops you from actually completing the game. If you want to experience the full story as a cohesive thing, it is recommended that you start a fresh game and play from beginning to end.

The conclusion of Ghostlore’s story is a major milestone for us, but development is far from over. We will be doing a major revamp to the game’s skill system to allow for customization and character builds. We also have a plethora of post-game and side content planned. We have updated the early access FAQ to reflect this. Thank you!

- Andrew

[h3]Ghostlore Early Access FAQ (Updated)[/h3]

Approximately how long will this game be in Early Access? We intend for the game to be in early access for a few months, but less than a year (12 months).

How is the full version planned to differ from the Early Access version? Ever since early access launch, we've been working diligently to push out regular content updates at a pace of 1 - 2 months, with more to come. Here are some of the things that players can look forward to, roughly in the order of when they would be complete:

Map refinements - More interesting setpieces added to the various locations in the game.

Skill system revamp - Based on current player feedback, we are looking to revamp the skill upgrade system. There would be a variety of new skills and skill upgrades.

More monsters - more monsters from other Southeast Asian regions, such as Philippines, Vietnamese and Thai folklore.

Side-game and post-game content - We have plans to add side content to the game, as well as greatly expand on the current post-game experience.

Polish, balancing and co-op/controller support - The full version of the game will be more polished than what is currently in Early Access. The game will be balanced so that a large number of playstyles will be viable. Controller and co-op mode will be refined.


What is the current state of the Early Access version? For the early access launch, we ensured the core essentials of the game - fighting monsters, getting loot and progressing your character - were already present and polished to a high degree.

In addition, as of September 2022, we have hit a major milestone of Ghostlore being story complete. Players can now play through the entire story from start to finish. After completion of the story, the procedurally generated endless mode becomes available. So even in Early Access, players can look forward to hours of entertainment and ever greater challenges.

The later portions of the game, being more recent additions, are noticeably ‘jankier’ than earlier portions. They will of course be polished for launch. Nonetheless, we have done our best to ensure that said portions are crash free.

In terms of controller support, currently, the default keyboard and mouse controls is the best way to experience the game. We hope to improve the experience with controllers in the future.
How are you planning on involving the Community in your development process? Based on community feedback, we have in fact increased the scope of our project from what we have originally planned. The decision to revamp the skill system, add more monsters and greatly expand on the game’s side and post content has all been in direct response to what we have been seeing in our Discord server, forums and game reviews so far. So if there is anything you would like to see in Ghostlore, these three avenues are the best way to get your voice heard.




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[h2]The Nightmarket Festival Live Show Program[/h2]

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