Early Access coming soon!
Hello venturous gamers!
How are you doing these last few days? Hopefully not too bad, wherever you are. ♥
Many of you have now played our demo, thank you for that. We have gathered a ton of valuable feedback and suggestions from all of you. It's great! Naturally, the development is still ongoing, with features and changes being integrated regularly.
Today we'll take a quick look at one important aspect of any RPG: the damage types. We'll also go over a new feature we are currently working on that was not in the demo build: patient attention. But first, a little announcement.
We revealed it moments ago during the Future Game Show, Wantless will enter Early Access this fall. We are very grateful for the screen time the event offered. It was a great opportunity to gain visibility. As you would expect, the future success of Wantless depends in a large part on our ability to spread the word. So the word is now out: Early Access is just a few months away!
By the way, have you seen our first look trailer?
[previewyoutube][/previewyoutube]

As mentionned earlier, now is as good a time as any to talk about damage types. In Wantless, there are currently four damage types: fear, pain, pure, and grief. Each enemy has different resistances to different damage types. Resistances are often associated with enemy types and their home mind realm. As an example, a Wretch, one of the first enemies you'll encounter, is resistant to Pain, but weak against Fear damage.

Each damage type is now associated with 2 Afflictions. Afflictions are Damage over Time effects that conditionally inflict damage on their target:
[h3]Fear:[/h3]
Oppress: deals damage to the target every time the caster uses an Action Point.
Hyper-empathy: replays a % of the damage taken by the caster on the target.
[h3]Pain:[/h3]
Wound: deals damage every time the target moves, even through forced movement.
Fragilize: deals damage every time the target takes damage (damage other than the one dealt through fragilize, that is).
[h3]Grief:[/h3]
Abase: deals damage to the target when its turn starts.
Intoxicate: deals damage to the target when its turn starts, and stacks limitlessly.
[h3]Pure:[/h3]
Pure damage is special, it is only dealt through special effects, pierces shields, and usually meets very little resistance.
We’ve formalized Hit damage resistance and Affliction resistance, which are base resistances that apply to all non-pure damage, before the damage-type resistances are taken into account.
We are currently at work on our talent system, the Mind Tree. Our aim is to offer the player a real choice as to what type of damage they want to favour in their builds, or which afflictions they want to develop.

For instance, Violence essentially increases all hit damage and hit damage resistance everytime any pain damage is inflicted by any entity, friend or foe. We're aiming for each damage type to have their own philosophy and effects beyond the traditional resistances and weaknesses.
Whatever build you're going for, you should feel the importance of your decisions. This is a rather big topic we'll cover more extensively at a later date!

The patient's subconscious is now unaware of your presence when the transposition begins, which gives you the Concealed effect. While Concealed, enemies will completely ignore you and either idle, walk around aimlessly or cast skills on each other.
This is a new feature that was not implemented in the demo. It is meant to give you the opportunity to reposition, use buffs, heal, or open the fight by taking out a priority target you might otherwise not have reached as easily.
Remaining Concealed, however, requires that you thread silently: using too much AP in a single turn, targeting an enemy with any harmful effect, or getting too close to an enemy, will all reveal you!
Here is an early preview of how it works:

Hopefully it gives you an idea of what we're aiming for.
We are also at work on several new ideas, including some that were inspired directly by your feedback. So stay tuned! We're eager to show you more of what we're up to next time!

If you want, we encourage you to wishlist Wantless on Steam.
https://store.steampowered.com/app/1807090/Wantless/

To stay up to date with our latest news or engage with other like-minded Transposers, be sure to join our Twitter, Facebook and Instagram, or simply head over to our Discord server. We have also set up a community section over on Reddit.
Thanks for reading!
Speak to you soon.
How are you doing these last few days? Hopefully not too bad, wherever you are. ♥
Many of you have now played our demo, thank you for that. We have gathered a ton of valuable feedback and suggestions from all of you. It's great! Naturally, the development is still ongoing, with features and changes being integrated regularly.
Today we'll take a quick look at one important aspect of any RPG: the damage types. We'll also go over a new feature we are currently working on that was not in the demo build: patient attention. But first, a little announcement.
Early Access this fall
We revealed it moments ago during the Future Game Show, Wantless will enter Early Access this fall. We are very grateful for the screen time the event offered. It was a great opportunity to gain visibility. As you would expect, the future success of Wantless depends in a large part on our ability to spread the word. So the word is now out: Early Access is just a few months away!
By the way, have you seen our first look trailer?
[previewyoutube][/previewyoutube]

Damage Types
As mentionned earlier, now is as good a time as any to talk about damage types. In Wantless, there are currently four damage types: fear, pain, pure, and grief. Each enemy has different resistances to different damage types. Resistances are often associated with enemy types and their home mind realm. As an example, a Wretch, one of the first enemies you'll encounter, is resistant to Pain, but weak against Fear damage.

Each damage type is now associated with 2 Afflictions. Afflictions are Damage over Time effects that conditionally inflict damage on their target:
[h3]Fear:[/h3]
Oppress: deals damage to the target every time the caster uses an Action Point.
Hyper-empathy: replays a % of the damage taken by the caster on the target.
[h3]Pain:[/h3]
Wound: deals damage every time the target moves, even through forced movement.
Fragilize: deals damage every time the target takes damage (damage other than the one dealt through fragilize, that is).
[h3]Grief:[/h3]
Abase: deals damage to the target when its turn starts.
Intoxicate: deals damage to the target when its turn starts, and stacks limitlessly.
[h3]Pure:[/h3]
Pure damage is special, it is only dealt through special effects, pierces shields, and usually meets very little resistance.
We’ve formalized Hit damage resistance and Affliction resistance, which are base resistances that apply to all non-pure damage, before the damage-type resistances are taken into account.
We are currently at work on our talent system, the Mind Tree. Our aim is to offer the player a real choice as to what type of damage they want to favour in their builds, or which afflictions they want to develop.

For instance, Violence essentially increases all hit damage and hit damage resistance everytime any pain damage is inflicted by any entity, friend or foe. We're aiming for each damage type to have their own philosophy and effects beyond the traditional resistances and weaknesses.
Whatever build you're going for, you should feel the importance of your decisions. This is a rather big topic we'll cover more extensively at a later date!

Patient attention
The patient's subconscious is now unaware of your presence when the transposition begins, which gives you the Concealed effect. While Concealed, enemies will completely ignore you and either idle, walk around aimlessly or cast skills on each other.
This is a new feature that was not implemented in the demo. It is meant to give you the opportunity to reposition, use buffs, heal, or open the fight by taking out a priority target you might otherwise not have reached as easily.
Remaining Concealed, however, requires that you thread silently: using too much AP in a single turn, targeting an enemy with any harmful effect, or getting too close to an enemy, will all reveal you!
Here is an early preview of how it works:

Hopefully it gives you an idea of what we're aiming for.
We are also at work on several new ideas, including some that were inspired directly by your feedback. So stay tuned! We're eager to show you more of what we're up to next time!

If you want, we encourage you to wishlist Wantless on Steam.
https://store.steampowered.com/app/1807090/Wantless/

Follow us on the social media
To stay up to date with our latest news or engage with other like-minded Transposers, be sure to join our Twitter, Facebook and Instagram, or simply head over to our Discord server. We have also set up a community section over on Reddit.
Thanks for reading!
Speak to you soon.