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Don't Kill Them All News

Demo Out Now For Don’t Kill Them All!

[p]Developer Frank here,[/p][p][/p][p]We’ve reached a stage in Don’t Kill Them All’s development where we’re eager to see how players respond to what we’ve crafted.
[/p][p]So we’re going for it! We’re releasing a free demo today for you to enjoy![/p][p]
Curious to know what it’s about? Our newly revamped Don’t Kill Them All Steam page will tell you everything![/p][p][/p]
[dynamiclink][/dynamiclink]
Don’t Kill Them All
[p]Don't Kill Them All is a turn-based strategy game with base-building, where you play the Orcs, the most feared creatures of the land. In the midst of an economic crisis, your Warlord is prepared to do whatever it takes to bring glory to the clan. Something has to change, and fast![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Our goal with this Demo is to improve it through multiple updates throughout the year until its planned release in late 2026. It will be like an Early Access, but as a Demo! Maybe the first Early Demo ever launched? [/p][p]To help us on this journey, we need your help! We’ve established our own game user research department (me) to ensure we have all the tools needed to listen to the community and gather feedback efficiently. This is a crucial part of game development, and while we did not get many opportunities to use it on Ship of Fools, we really want to bring it forward with Don’t Kill Them All.[/p][p][/p][p]Your support through playing, sharing feedback and wishlisting will make a huge difference as we try to build the best game possible.[/p][p] [/p][p]See you on the battlefield, Warchiefs![/p][p][/p][p]Developer Frank, out![/p]

Warchief Journal #5

[p][/p][p]The art direction is an evolving vision. As we continued to refine the core mechanics, the visuals naturally evolved to better represent the spirit of mindful strategy and Orcish charm. With each milestone, the art becomes a closer reflection of the game’s essence. Let’s start with the improvements we’ve made to the game’s overall visual identity! [/p][p][/p]
Visual Identity
[p]Even though we liked the direction we were going, we felt the art style was missing a bit of punch. That’s why we started tweaking assets, textures, and characters until we found a look that really fit the spirit of the game. The result? Brighter colors, thicker lines, and a style that feels more lively, a little rough around the edges, and unmistakably Don’t Kill Them All. [/p]
  • [p]Heavy black strokes in line art.[/p]
  • [p]Brighter, bolder colors.[/p]
  • [p]Sharper contrast on screen.[/p]
  • [p]Rough, gritty textures in assets.[/p]
  • [p]Unique brushes and textures across every element.[/p]
[p][/p][p][/p]
Characters
[p]After the Kickstarter, our Orcs treated themselves to a little makeover. To align with the game’s evolving art style, they now appear bolder, squarer, and stockier. Orcs are beings of mass destruction, after all![/p][p][/p][p]We’ve been refining the balance between the Orcs' violent yet endearing personalities and their enemies that should look cute yet hostile. The visual contrast between an armored Orc wielding an axe and a deceptively adorable mushroom highlights this direction. It also reinforces the core premise of the game: you probably shouldn’t kill the cute mushrooms… but the Orcs just can’t help themselves.[/p][p][/p][p]For enemies, we’re leaning more and more into a cute-but-creepy style, drawing inspiration from animals, nature and fantastical creatures rather than humanoid designs. Here’s some research for the enemies of our first environment, Fablewood Thickets.[/p][p][/p]
UI
[p]Our UI style is still taking shape, but we’ve got a clear idea of where it’s headed. Our goal is to keep it clean and highly readable, while staying true to the game’s identity through bold textures, chunky icons, and handcrafted illustrations that carry a playful spirit.[/p][p][/p][p][/p][p]We’ve also been sketching some iconography, as it’s a great way to visually enrich the world with symbols inspired by Orc clan culture and backstory. Who are the Orcs, and what symbols define them? As you’ll see here, boars have been a big source of inspiration![/p][p][/p][p][/p][p]Overall, our work on the UI is far from finished, and it will be greatly shaped by feedback from everyone who joins the Beta. [/p][p][/p]
Environments
[p]Even though the game is tile-based, we’re focusing on making the environments feel organic and alive, preserving the charm of a hand-designed world. Every location, from the Orc camp to the faraway biomes, is crafted to carry its own identity and atmosphere, giving you a world that feels worth exploring.[/p][p] [/p][h2]The Orc camp[/h2][p]The Orc camp is meant to feel a little desolate at first, reflecting that the clan is no longer in its glory days. But in our first iteration, it felt too desolate. Since the camp is your base, the place you’ll return to again and again, it should still feel cozy. A safe haven from the chaos of the raids. To create this atmosphere, we leaned into warmer colors, sprinkled in stylized desert plants, and made sure the Orc spirit was alive in the materials: rough bones, heavy rocks, knotted ropes, and weathered wood.[/p][p][/p][h2]The other biomes,[/h2][p]A big part of DKTA takes place outside the camp, where you’ll raid for resources and discover new environments. The raids will be mostly procedurally generated with the addition of special handcrafted rooms.[/p][p][/p][p]We can’t show much yet, as we’re still crafting the building blocks of the world. Each environment is designed with its own twist and distinctive visual identity. Take Fablewood Thickets for example: an intriguing lush forest with an eerie yet quirky vibe inspired by dark fairytales. Its palette blends deep teals and purples with glowing orange accents, while its landscape is filled with organic, twisting, and spiralling shapes that bring the forest to life (quite literally).[/p][p][/p][p]But we’re having a blast creating these little worlds, and we can’t wait for you to explore them too![/p][p][/p][p][/p][p][/p][p]Quick note here: these are concept artworks, not in-game assets. They’re here to spark inspiration, and the final game might look a little different![/p][p][/p]
Animation
[p]Orcs don’t waste time thinking, they just act! That’s exactly what we wanted in our animations. So instead of just smooth interpolation, we push a pose-to-pose style, adding hand-drawn poses whenever they are needed.[/p][p][/p][p][/p]
Our next steps
[p]There’s still lots to do before the art direction is complete (is it ever truly finished?), but we finally feel like the foundation is solid and unique enough to build on with confidence.[/p][p][/p][p]Our next big step will be tackling new key art and an improved logo to better showcase the updated game design and new visual direction. And that’s it for this week! By now, you should be up to date with the core concepts of Don’t Kill Them All. We’d love to hear your thoughts, so please like or comment on this Journal. From here on, Journals will be monthly, covering the latest improvements to the game along with exclusive Fika news. There’s still plenty left to share![/p][p][/p][p]Remember: Don’t Kill Them All![/p]

Warchief Journal #4

[p][/p][p]This week, we’re not fooling around. The Camp is our main focus, and it’s the final piece to present before wrapping up the changes to the gameplay loop. [/p][p][/p]
The Camp
[p]Across the lands, few places inspire as much fear as the Orc Camp. For the Orcs, that makes it the one place they can truly relax, secure in the knowledge that no enemy would dare interrupt their mud baths.[/p][p][/p][p] In Camp, you’ll be able to interact with your Orcs and help them grow. This includes crafting items, uncovering passions, and witnessing bonds of friendship (or rivalry) form between them. NPCs may also stop by to trade resources, provide station or decoration blueprints, or simply for a chat.[/p][p][/p][p]But before all that, we need to visit the Warlord at his throne. [/p][p][/p][h2]The Warlord’s Throne[/h2][p]As mentioned in Journal #1, your first duty as Warchief is to repair the Throne. This spot will be a central point in the Camp, as it’s where much of your story progression will take place.[/p][p][/p][p]"Once the player repairs the throne, the Warlord imparts a bit of knowledge onto his Warchief: Behind him lies the base of Orgon's Greatshield, an artifact fractured and lost to time, but one that the Warlord wishes to rebuild. The Greatshield is said to carry lost knowledge of the Orc civilization that could help them prosper once again. Your job is simple: scour the land and find the missing pieces of the Greatshield to bring glory to the Orcs."[/p][p][/p][p]Your Warlord is convinced that this artifact is key to the return of the Orc's glory days and only imparts this knowledge upon you when he deems you worthy. This moment marks the beginning of your quest through the history of the Orcs, as well as the land they inhabit. What secrets will you uncover, what kind of leader will you be?[/p][p][/p][p]Time holds the answer.[/p][p][/p][p][/p][h2]Day-night cycle[/h2][p]Orcs have a broad metric for calculating time, which they innovatively call: Orc Hours. In DKTA, most actions cost Orc Hours![/p][p][/p][p]Here’s an example. At sunrise, you may begin the day with 8 Orc Hours. Cooking a meat skewer costs 2. Feel like raiding? That’ll take 4. Then you’ll have 2 to wrap up your day at camp, maybe by crafting a new station![/p][p][/p][p]When all your Orc Hours are spent, it’s time to head to your tent and rest for the night.[/p][p][/p][p]Many factors can influence your Orc Hour consumption, like the passion of your Orc, station upgrades, or NPC actions. If you want to make the most out of every day, you’ll need to learn to juggle all these and create your own orcish production empire.[/p][p][/p][p]Raids are an essential part of the game, but some days you may just want to stay at camp, and that’s fine. The opposite is also true: if you have enough Orc Hours to raid twice in one day, go for it![/p][p][/p][p]Now that we’ve covered how to use your time to grow your clan, let’s look at how stations turn Orc Hours into results.[/p][p][/p][p][/p][h2]Stations[/h2][p]"Orcs have their own temperament and behavior that dictate how they act. You’ll have to shape their Moods and Traits as well as enhance their Mindfulness to maximize their potential. This is achieved through Stations, which are structures that you and your Orcs can interact with to provide helpful bonuses during Raids."[/p][p][/p][p]Some stations work to enhance your Orcs in specific ways. You’ll choose a station recipe based on its effect and cost, select the participants who will benefit from it, and then your operator will create the recipe.[/p]
  • [p]Put on a magic show for your Orcs to put them in a good mood before the upcoming encounter.[/p]
  • [p]Heal an Orc’s rage by running them a nice mud bath.[/p]
[p] Others may provide a piece of equipment or even an item. These don’t require participants; however, they may still need an operator and resources.[/p][p][/p][p]Make sure to upgrade your stations! More advanced stations give you access to greater recipes, only available to Orcs who are more advanced in their passions. You can also craft, discover, or purchase station blueprints.[/p][p][/p][p]One small thing: the Orcs wouldn’t be broke if stations were free to use![/p][p][/p][p]Recipes and Stations cost resources and Orc hours, so when you’re short on materials but know what you want to do or build next, it’s time to raid again.[/p][p][/p][p][/p][h2]Building at Camp[/h2][p]What’s a base-building strategy game without camp customization? We’ll never know, because we’ve got it![/p][p][/p][p]"You'll want to feel at home and create a space that is truly yours. While decorating your Camp is entirely optional, if that's all you wish to do for an entire play session, you should be able to enjoy it to the fullest!"[/p][p][/p][p]Building is your gateway to bringing your camp to life. By creating and upgrading stations, you’ll shape the strength of your clan. You can even improve mandatory stations, like the Warchief’s tent or the Throne.[/p][p][/p][p]Through raids and other activities, you’ll also discover blueprints for purely cosmetic structures that you can place wherever you like.[/p]
  • [p]Found a giant tooth that deserves to be shown off to the Orcs? Go ahead and display it![/p]
  • [p]You want paths made of enemy skulls? Weird flex, but ok…[/p]
[p][/p][p]Each construction has a cost, so manage your resources wisely![/p][p][/p][p]And that’s it! It took 4 Warchief Journals, but we’ve completed a full pass on the gameplay loop of Don’t Kill Them All. Thanks for sticking with us this far! Next week’s journal will dive into Art Direction. After that, the Journals will shift to a monthly schedule, giving everyone a chance to catch their breath.[/p][p][/p][p]Remember: Don’t Kill Them All![/p]

Warchief Journal #3

[p][/p]
Raids, Combats, and…
[p]Now that we’ve covered the "Why" (leading the Orcs out of misery) and the "Who" (the Orcs), let’s tackle the "What" (looting everything that’s left standing) and some "Hows"![/p][p][/p][p]"Before picking a destination, knowing what resources are available, what enemies you'll face, and what special events are occurring are all important aspects that will help you thrive. Thankfully, the more you explore regions, the more the map will reveal itself to you."[/p][p][/p][p]Time was only hinted at during the campaign, without much explanation. Now, after a year of development, we’re ready to present The Warchief Journal.[/p][p][/p][h2]The Warchief Journal[/h2][p]Yes, it’s more than just a medium for Kickstarter updates: it’s also a useful in-game tool! I can’t reveal every detail just yet, but what matters for this Journal is that you’ll be able to plan your days with it.[/p][p][/p][p]Each day brings unique opportunities for the Orcs, and it will be up to you to decide which ones to pursue. They vary from recurring events you can plan around to unique quests that you’ll want to drop everything to pursue. You won’t be able to do everything, so choose wisely![/p][p][/p][h3] Unique Quests[/h3][p]As the days pass, unique quests will unfold. Some will be essential to your main mission, while others will be entirely optional. Your Warlord will often happily impose several on you, but you’ll also find that NPCs and even your Orcs will occasionally require your assistance.[/p]
  • [p]Have you discovered the soul of a traveler, captured by the undying hag and sealed in a jar? Return the soul for a big reward or set it free for some Good Karma![/p]
  • [p]A friendly merchant has been spotted in the Moldmire Bog, about to be sacrificed by a group of zealots? You might want to save him to gain access to the merchant’s guild! Or you could always take out the zealots and loot whatever’s left.[/p]
  • [p]The Warlord wants you to lead the Orcs out of misery? It might take your whole playthrough to succeed this one![/p]
[p][/p][h3]Situations and Interactions[/h3][p]Random interactions are not unique or recurring, but they can be predicted. As you grow familiar with your clan, you’ll learn what can trigger them and when they are likely to occur.[/p]
  • [p]Has an Orc formed a bond with another? Take them into battle and see how their teamwork makes them shine.[/p]
  • [p]Two of your favorite Orcs are fighting: you might need to pick a side.[/p]
  • [p]One of your Orcs woke up angry? Might want to take them to the theater and cheer them up.[/p]
  • [p]It’s boar mating season! There is a 50% higher chance of finding them in raids![/p]
  • [p]Did your Orcs Kill Them All in Fablewood Thickets? The forest needs some time to recover: you’ll find 20% fewer resources there for the next couple of days.[/p]
[p][/p][h3]Calendar Events[/h3][p]An Orc year is divided into four seasons, each consisting of four weeks and five days. Events are pretty straightforward: they are visible on your calendar or will unlock as you progress through the story.[/p]
  • [p]It’s Wednesday afternoon, you can be sure the Trader will be at camp.[/p]
  • [p]It’s Burk’s birthday! What kind of gift would they like?[/p]
  • [p]Friday raids are mandatory to end the week on a high note. Participating in a raid applies a Happy Mood to all selected Orcs.[/p]
  • [p]Mondays mean tribute day! Be ready to hand over some of your loot to the Warlord, and let’s hope your raids were profitable.[/p]
[p]Some events can be ignored if your goals aren’t aligned, while others can seriously mess up your plans. Prioritize and strategize around them to support your clan’s growth.[/p][p] Now that we understand how time brings quests, interactions, and events, it’s time to explore one of the key playgrounds for tackling them: The Raids.[/p][p][/p][p][/p][h2]Raids[/h2][p]"In order to gather resources, you must embark on daring Raids! You need 12 spiderwebs to craft a sewing Station? Better head to the forest and hunt some spiders! It's important to be strategic in your selection of Orcs for this next adventure." [/p][p][/p][p]This is what was presented during the Kickstarter campaign, and apart from expanding the range of Camp activities, it’s exactly what we’re developing.[/p][h3]
Environments[/h3][p]"In Raids, you are dropped in procedurally generated environments where you can freely explore with your party and stumble upon strange NPCs, lost treasures, secrets, and deadly foes."
[/p][p]This is still the case! After forming your raid crew, you’ll select your path on the war map. Each environment has its own special twist, rooted in its lore, revealed through gameplay.[/p]
  • [p]Unique resources? Yes.[/p]
  • [p]Unique enemies? Of course![/p]
  • [p]Unique events? You bet![/p]
  • [p]And more![/p]
[p]Your destination is chosen? Perfect! You’ve traveled and are now ready to begin the raid![/p][p][/p][p]Since the concept of "Rage" was covered in Journal #2, we can now dive straight into how combat has evolved.[/p][p][/p][h2]Combats[/h2][p]All the concepts presented under the "Mindful Turn-Based Combat" section on our Kickstarter page still stand, apart from the action-based energy system. If it’s not fresh in your memory, I encourage you to revisit that section!
[/p][p]"Actions are no longer tied to an energy cost. Instead, if it’s the first time an Orc uses an action, it is free. If that action doesn’t have a cooldown or a pre-determined number of uses, the Orc has the possibility of re-using it any number of times they want. The twist: each time an action is re-used, the KTA-o-meter goes up."[/p][p][/p][p]Let’s see how this statement made in Journal #2 applies to both existing and new combat systems.[/p][p][/p][p][/p][h3]
Movements[/h3][p]Movement isn’t only for chasing or escaping enemies, it’s also crucial for positioning your Orcs so their actions or items apply their effect patterns effectively. What’s effective is for you to decide![/p][p][/p][h3]Actions[/h3][p]During your turn, Orcs can perform actions. Some are cooldown-based, while others affect Rage. The availability of which ones depends on their equipment, weapons, as well as their traits, moods, passions, and items. Here are a few important ones:[/p]
  • [p]Basic attack: An Orc’s weapon determines the pattern and strength of the action they can perform.[/p]
  • [p]Jump: When an Orc is blocked, they can perform a jump to get past obstacles.[/p]
  • [p]Push: Want to reposition a living being? Use this action to push it forward.[/p]
  • [p]Pull: Like Push, but in reverse. This action brings a living being toward an Orc.[/p]
[p][/p][h3]Items[/h3][p]Items are equipped at camp based on your Orcs’ capacity (see Journal #2). They add actions to your Orcs with a specific number of uses, depending on how many of that item are in your loadout.[/p]
  • [p]Want to drink three chamomile teas in a row? Hurray! Your Orc is now free of Rage (and definitely a bit bloated)![/p]
  • [p]Need to strike an unreachable enemy, then calm down? Eat a Spicy Pepper (+1 rage), gain +3 movement with the Coffee Beans, move to the enemy, attack, and drink a Chamomile Tea (-1 Rage).[/p]
[p]Unlike movement, actions can’t be undone, so be careful with your choices![/p][h3]
Conflict resolution[/h3][p]In most cases, encounters will revolve solely around "neutralizing all hostiles". As waves of enemies emerge, you might need to concentrate on what’s best to apply.[/p][p][/p][p]This is important: While your Orcs have Rage, enemies have health! [/p][p]Enemies reduced to 1 HP are considered defeated and will likely attempt to flee on their next turn. You can choose to kill, capture, or spare them, whatever your heart desires.[/p][p][/p][p][/p][h3]Exploration[/h3][p]It may come as a surprise, but raids aren’t just about gathering resources! Sometimes, NPCs will appear, secrets will unfold, and lost treasures will be found.[/p]
  • [p]A broken tower lies before you? Use some of your gathered resources to restore it and uncover its function![/p]
  • [p]You found a fishing pond? Please: try our fishing mini-game![/p]
[p][/p][h2]Raid extraction[/h2][p]Got everything you came for? With your Orcs rage-filled and about to scream "KILL THEM ALL!", extraction might be the smartest move!
[/p][p]Raiding comes with risk, and the further you advance, the higher the stakes become. As you progress, you’ll unlock paths to more challenging sections of the map. While these zones offer greater rewards, they also harbor stronger enemies.[/p][p][/p][p]When you’re ready to extract, return to your caravan and confirm the extraction.
[/p][p]And bam! you’ve successfully extracted from your raid. Let’s wrap up here and get ready for the next journal, where we’ll dive into a much-anticipated topic: The Camp. Instead of next week, this journal will come out in two weeks. Crafting them takes time, and we want to ensure they aren’t rushed.
[/p][p]Remember: Don’t Kill Them All![/p]

Warchief Journal #2

[p][/p]
What’s an Orc?
[p]If you remember from last week's synopsis:
[/p][p]"The Orcs have a mantra: 'Kill Them All!'. This battlecry strikes fear into the hearts of all who hear it as what proceeds is a mindless rampage of destruction and mayhem which leaves nothing standing in its wake."[/p][p][/p][p]Your goal is to acquire resources when going on raids. If all your Orcs shout “KILL THEM ALL!”, you lose the raid along with the resources you’ve accumulated. But how do we know when they’ll do it, and how do we prevent them from yelling it?[/p][p][/p][p]Cue the "Kill Them All-o-meter"![/p][p][/p][p][/p]
Kill Them All-o-meter
[p]The KTA-o-meter is a visual indicator of how much rage an Orc can accumulate before reaching the point of shouting "KILL THEM ALL!". It is the same as "blowing a fuse" for us Humans. There are several ways to interact with the meter, and here are some examples: [/p]
  • [p]When an Orc is hit, it increases![/p]
  • [p]When an Orc drinks a soothing chamomile tea, it decreases![/p]
  • [p]When an Orc sees a resource being destroyed, it increases![/p]
  • [p]When an Orc does Yoga poses, it will freeze the next time the Orc is to gain rage![/p]
[p]Each Orc possesses an individual KTA-o-meter. When it fills completely, the Orc will unleash a "KILL THEM ALL!" shout and enter a berserk state. While still active in battle, they become uncontrollable.[/p][p][/p][p]They're blinded by rage, and their only desire is to destroy everything.[/p][p][/p][p]Don’t worry, you can still finish the fight! If you win, the Orc will come back under your control, but their KTA-o-meter doesn’t completely reset, so another shout could happen at any moment.[/p][p][/p][p]If all of your Orcs shout "KILL THEM ALL!" during the same battle, your raid is lost. You will return to your camp, and live the consequences of facing your Warlord empty-handed.[/p][p][/p][p]In the end, this mechanic serves as an improvement for the Orcs’ "Motivation" system, first introduced in the Kickstarter Campaign. Back then, losing all motivation meant an Orc became depressed and stopped fighting, which was essentially just a reskin of a standard "Life" mechanic.[/p][p][/p][p]This isn’t your typical strategy game where units just lose health until they drop. Orcs don’t die so easily![/p][p][/p][p][/p]
The Character sheet
[p]In the Kickstarter campaign, we introduced the character sheet. As you’ve seen with the KTA-o-meter and the new concept of rage, we’ve made some changes to improve the game. Some statistics got a fresh makeover, while others stayed the same.[/p][p][/p][p]Here’s all of them, with how they were described in the campaign and how they’ve been updated.[/p][p][/p][h2]Stubbornness[/h2][p]‘’The more an Orc is used in combat, the higher its Stubbornness can climb. Stubbornness is added to the base energy cost of your actions.’’[/p][p][/p][p]This will be explored further in Journal #3, but here’s the key change: actions are no longer tied to an energy cost. Instead, if it’s the first time an Orc uses an action, it is free. If that action doesn’t have a cooldown or a pre-determined number of uses, the Orc has the possibility of re-using it any number of times they want.[/p][p][/p][p]The twist: each time an action is re-used, the KTA-o-meter goes up.[/p][p][/p][p]It is a strategy game, after all! Will you push your units to their limits to save valuable resources and defeat your enemies?[/p][p][/p][h2]Equipment[/h2][p]This concept wasn’t explored much during the campaign, but it is an important one. Each Orc can equip one body armor, one head armor and one weapon. These provide bonuses to various statistics and can determine new actions an Orc can perform.[/p][p][/p][p]This is a good moment to expand on the KTA-o-meter and explain that rage is not purely negative. Equipment can grant extra bonuses based on how much Rage an Orc has accumulated.[/p]
  • [p]When Krunk wears a winged helmet, filling their Rage to the maximum grants them +3 movement. You’ll have a very mobile killing machine on your hands![/p]
  • [p]If Snorl gains more than 3 Rage in a single encounter, they’ll break out of their chain-garb and do heavy damage to anyone in the vicinity![/p]
[p][/p][p][/p][p][/p][h2]Capacity[/h2][p]‘’Despite the idea that bringing trinkets and tools into battle is a novel concept to Orcs, their enormous strength makes them well-suited for the job! Capacity dictates how many consumable items an Orc can carry.’’[/p][p][/p][p]Items vary in size, and an Orc’s capacity dictates how many they can carry. For instance, chamomile tea requires 1 space, while a croissant requires 4. An Orc with a capacity of 6 could bring 2 chamomile teas and 1 croissant to battle, or 6 chamomile teas. This system remains unchanged![/p][p][/p][h2]Movement[/h2][p]‘’Evidently, Movement represents the total number of tiles an Orc can move per turn.’’[/p][p][/p][p]Well, no need to reinvent movement in strategy games! This one stays the same![/p][p][/p][h2]Traits[/h2][p]‘’Each Orc has semi-permanent effects known as Traits. They can provide a bonus or penalty, sometimes both. Traits are discovered as you play and can be unearthed by examining an Orc's response to certain situations. If they refuse to go swimming, they may fear water. If they go into shock when they see a spider, they must be arachnophobic.’’[/p][p][/p][p]Here, we’re still deciding whether Orcs should begin with discoverable traits already bound to them, or if traits should instead emerge over time as you play, shaped by the events of your sessions. What do you think?[/p][p][/p][p]Overall, traits still function the same way: they may grant a bonus, a penalty, or sometimes both.[/p][p][/p][h2]Bonds[/h2][p]‘’Orcs can develop connections between each other that help them work together in combat. This is achieved by doing actions that synergize, taking Orcs on Raids together or through special occurrences at Camp.’’[/p][p][/p][p]This is cool. It stays![/p][p][/p][h2]Passions[/h2][p]‘’Passions are represented by skill trees where you must properly allocate points in useful actions and passives. Progression follows a linear path, requiring careful consideration for optimal builds.’’[/p][p][/p][p]This is where mindfulness plays a major role! We’ll cover Stations in Journal #4, but know that there will be multiple ways to nurture your Orcs through their passions.[/p][p][/p][p][/p][p][/p][h2]Moods[/h2][p]‘’Moods offer powerful temporary bonuses and penalties.They are always subject to change according to the situation and can heavily alter your strategy on the fly.’’[/p][p][/p][p]At the time of the campaign, our intention was for moods to function like classic status effects such as Burning, Electrified, Poisoned, or Stunned. However, because those concepts are already so familiar, we realized it was harder than expected for players to grasp how Moods influenced battles. Also, since enemies and Orcs function fundamentally differently (one is influenced by rage and the other by health), we found that adapting moods to both concepts made it cumbersome.[/p][p][/p][p]That’s why we decided to split the concepts and include traditional status effects in addition to Moods.[/p][p][/p][p]So what are moods? They are day-based modifiers, unaffected by enemies or allies in combat. At the start of each new day, Orcs may lose, gain, or switch moods. You can also attempt to influence an Orc’s mood at camp by interacting with them, having them participate in stations, and loads of other different ways![/p]
  • [p]Is Paprika sad because their best friend stole their axe? Give them a new one to be proud of![/p]
  • [p]Rolf started the day in a bad mood and is angry? Send them to the spa to calm down![/p]
  • [p]Bigarock is scared because you brought them to the Forsaken Mines? This one’s on you, you evil Warchief![/p]
[p]These journals are meant to track the evolution of the game from the Kickstarter campaign to where it stands now. For that reason, I haven’t explored in depth the statistics that stayed the same. Rest assured: we’ll cover them in future journals![/p][p][/p][p]Coming next week: We’ll take a closer look at Raids, Events, and how Time itself impacts your decisions![/p][p][/p][p]Remember: Don’t Kill Them All![/p]