1. Vampire Syndicate: Gangs of MoonFall
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Vampire Syndicate: Gangs of MoonFall News

Lore bit: Layers of the internet in MoonFall

The internet (also called the omnimatrix in my setting because i dunno, it sounds like dominatrix) has a bigger part in Vampire Syndicate than previous games. Plus, cybermancy!



Early but detailed look at combat

Hi everyone!

I made a short, somewhat rambly video about how combat works. Hope you enjoy, and if you have any feedback, don't hesitate to leave it.

Thanks,

ManlyMouseDan

[previewyoutube][/previewyoutube]

Upcoming update going over combat in detail

Hi everyone!

The basics of the combat system are finished and working, so I'm currently recording a video update to talk about combat in much more detail.

Highlights:

  • A first look at the system and its placeholder UI (being a placeholder, it's not pretty)
  • Large units (much larger than a normal human) will be in the game
  • A discussion of how accuracy works (there will be seperate melee and ranged accuracy, as well as melee and ranged evasion)
  • And much more!


Thank you and looking forward to your thoughts,

Happy New Year!

Hi everyone, hope your new year is starting off on the right foot!

As for me, this is going to be a very busy year, but I'm looking forward to it. The vast majority of my time will be spent on Vampire Syndicate, although I am still finishing up the final backer update for Memoirs, adding on some additional content for my joke parody art project, Baldr's Squid Isekai, and continuing to assist one of my good friends with their own project, That Which Rises.

With Vampire Syndicate, I am close to finishing up the demo version of the combat system. Since combat is the most prevalent gameplay system in VS, it's probably something I'll want feedback on the most. Especially in terms of UI design, which is something I'm not familiar with.

As I've said before, the combat in Vampire Syndicate will be broadly similiar to a hybrid between nu-XCOM and Baldur's Gate 3 (to use a few more well-known examples). It is a tactical RPG system that rewards both sound tactical decisions as well as proper character builds.

I do not anticipate it being overly complicated - I prefer simplicity. Additionally, it will be more on the simulationist side rather than being gamey, so don't expect a lot of puzzle-like combat mechanics. Hopefully it will be intuitive and very familiar to a lot of you who are already experienced in this genre.

That's all for now. It'll still be some time before the demo will be ready, but I'm looking forward to your feedback!

Player Classes, Backgrounds, Motives

Here we talk a little about the classes, backgrounds and motives that the player can choose in character creation.

As usual, features in development are subject to change and this is not a comprehensive list.

Thanks!

[previewyoutube][/previewyoutube]