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Blade Prince Academy News

Focus on the enemies and threat level system

Hey Blade Princes,

What makes a hero’s journey more epic? Its villains! In this devblog, we will dig deeper into some of the enemies you will have to face, but also the unique threat level feature that will spice up all those combats!

[h2]Who’s threatening Abjectalia?[/h2]

Many threats are lurking over the city, and the Blade Princes have a lot of work to do. The different sectors that divide Abjectalia can be similar to biomes, with the idea that each one of them has their own identity, but moreover, what's our topic of the day, their own villains.

  • The Shallows, also known as Sector 1, are for example a gang-ridden place where the Acid Pillz terrorize the poor population of the suburbs. Inspired by the Mad Max universe, these thugs fit perfectly into a steampunk atmosphere like the one of the Shallows. This punk-poison mix is reminded by bright colours like green and magenta, just like many poisonous animals in nature have vibrant colours themselves! You can find this neon colours palette in the landscapes with the graffitis and the barrels, but also on the enemies themselves with their mohawk haircut. The Acid Pillz have eliminated all the other gangs in the area, making profit from drug-dealing and human-trafficking. Charming bunch, aren't they?

  • Sector 2, The Catacombs, is not short on enemies. In this gigantic “graveyard-city” with a lovecraftian touch, the dead are stored, and the inhabitants have developed a morbid culture made of cults worshiping death and the afterlife. This heavy atmosphere that reigns in this part of Abjectalia is emphasize by the more dark and gloomy colours like grey and black. Sometimes a strike of vibrant purple will slice this ambience, like lightning in a bad weather. The Kindred of Torments is the main cult of the Catacombs, with the goddess Arachnea as their patron deity. Her followers will be ferocious opponents, with their faith funneling their black magic and forbidden rituals. After all, how ferocious is an enemy who is not afraid of death?


As for other sectors and enemies… Well, let’s keep the surprise, shall we?

Each enemy encountered by the Blade Princes is a new step taken towards the top of the power chain in Abjectalia. Within the same sector, you will face different kinds of minions, but most importantly, the big bad evil bosses! Yes, there is a plural here, as territories are disputed by various individuals with their own purposes and powers.


Narratively speaking, we wanted this escalation of threat and power in the enemies to be a representation of the Blade Princes' growing maturity and strength through all the hardships they face. Many different plots are happening in Abjectalia, and it was paramount that the critical state of the city was seen through all the different antagonists that want to claim power over it.

[h2]Threat level is in your hands[/h2]

In Blade Prince Academy, the dangerousness of each mission is determined by the player’s decisions. Indeed, if missions start with a threat level of a certain intensity, this score can increase depending on different actions:

  • Opening chests
  • Choosing a more powerful pact
  • Getting rid of enemies
  • Opening doors without keys
  • Losing at the casino roulette


The UI was a critical aspect to set up in regard to the importance those choices create. Building tension and fear in the player was the main goal of the threat level UI, with the skull getting angrier with each level and the red color reminding the player of the growing challenges they will face. There was a balance to find between highlighting this difficulty meter with graphic assets and not overcharging the screen with too much elements, keeping the UI readable.

Since many mechanics depend on this data, we wanted the threat level to feel like a danger hanging over the player constantly, as opposed to a one-time event that will disappear from the screen and, later on, the mind of the player. With the angry skull and its loading bar always apparent, the idea was to understand which difficulty you are currently facing and, when having to make decisions, doing them while knowing if it is worth it or not.


[h2]Toughest challenges, best rewards[/h2]

Threat level does not impact the visuals of the enemies, however, their number, their animosity, and their strength are increased. Stats such as Life, Damage, Resistance, and Haste are upgraded, making them a much more aggressive challenge for the player. This feature can create a unique experience for the same sector, with some enemies being tougher than they used to be or making more of them spawn in a place that was previously empty.

Dealing with more and more dangerous individuals is one thing, but challenging oneself is not the only profit to gain from such victories. We wanted the player to really feel the impact of winning a tough combat and the satisfaction that comes from it. A Special Pact reward is delivered to players who beat the highest threat level menaces, but they also gain more experience as well as skullz money.



Now, you have read everything there is to know to face the hostile world of Abjectalia and to protect its citizens! Thank you for reading this devblog, let us know what you think about the threat level system and how you can influence it!

And we also created a Tiktok account, you can find it here: https://www.tiktok.com/@bladeprinces


Stay tuned for the next insights into the creation of Blade Prince Academy, more news are coming in the next weeks!

- The Blade Prince Academy Team -

Blade Prince Academy will launch on March 7th!😈

Hey fellow Blade Princes,

I hope you're ready for your "back to school moment" students, because this is it: Blade Prince Academy will officially be released on March 7, 2024 on Steam!

What a wonderful journey this game has been and continues to be! We are so excited to share this news and we are impatient for you to play the game! To celebrate this announcement, here is our character trailer where you can meet your fellow classmates and discover their abilities.

[previewyoutube][/previewyoutube]

Prepare your school supplies (blades and healing potions vials) because the bells of the Academy will soon ring!



Until then, stay tuned because we have a lot of news and contents to share with you in the upcoming weeks!

-The Blade Prince Academy Team-


We're in the Storyteller's Festival! 😈

Hey Blade Princes,

We are very excited to be part of the Storyteller's Festival (Jan 29 - Feb 4) this year to celebrate the art of storytelling and narrative in games, from visual novels to interactive fictions! ✨



The Academy is a place where many stories unfold: fighting evil criminals is part of the academic course for the students, but relationships are also what makes the Blade Princes who they are. Indeed, as we explained in our previous dev blog on relationships and combo mechanics, their bond is a crucial aspect which can influence their mission to protect the city! The real question is: protect the city from what, or rather... from whom?

https://store.steampowered.com/news/app/2333510/view/3988567539067304729

If you want to learn more about our fellow Blade Princes, here is our latest character trailer:

[previewyoutube][/previewyoutube]

Enjoy the event and we'll be back very soon for more upcoming news about the game!

- The Blade Prince Academy Team -

Developing the relationship system and combo mechanics

Hey Blades Princes,

Happy New Year (we’re still in January!), and we hope you had lovely holidays! Let's celebrate the new year with a devblog on what we’ve been up to and how development is progressing. Time to tackle some of the biggest features we’ve been focusing on and what changed. Our topics for today’s devblog are the relationship and combo systems. They are quite significant in terms of gameplay, and you may have noticed some parts of them during the playtest between November and December.


[h2]The influence of the relationship system on the gameplay[/h2]

The relationship system plays a crucial role in shaping the dynamics of the Blade Princes, while also affecting their powers. As you increase relationships between them, they unlock various benefits. When characters are together on a mission, they gain bonus stats. Additionally, each level of relationship brings not only stat bonuses but also triggers visual novel events between the two characters. At the maximum relationship level between two characters, you will have access to a final visual novel scene, but you will also benefit from the highest stat bonus possible and obtain a powerful item known as a "Memory", akin to a "Pact", but much more powerful.



The relationship system is designed to add more depth to the lives of the Academy and the Blade Princes’. It’s also a way to let you see your progress and the impact of your decisions—who you decided to team up with and if you wanted to nurture your character's relationships. So, as you can guess, you earn relationship points by playing with your selected Blade Princes in missions and engaging in the available dialogues in the Park, at the Academy Hub.



The relationship gauge is cut into levels and gradually fills. At each level, you can access personalized relationship dialogues for each Blade Prince duo. This system rewards you for progressing with your favorite characters by granting bonus stats. Once you fill out the gauge, you will be able to choose between "True Friendship" and "True Love", providing you with a unique and powerful relationship Pact depending on your choice.




[h2]Synergies based on alterations, the roots of the combo mechanics[/h2]

It may feel out of topic, but it’s still linked to your character's connections in a way. Combos have improved quite a bit in the past few months. Spell combos are built around synergies between characters. There are 10 alterations in the game, and each Blade Prince can cast 3 to 4 of them. They are the conditions that make a combo possible. We made sure to have synergies between each character, every character needs another to launch a combo.



Specific alterations are required, depending on the characters and attacks you choose. The Tactical pause mode highlights enemies with the right combination of alterations, and the Blade Princes with available combos are outlined in gold. Successfully executing a combo triggers visual effects like a screen shake and a prominent "COMBO" message to reward your tactical moves and emphasize the boosted damage inflicted.



This has been a matter that required multiple iterations to make sure that it was easily and visually understood when you met the right conditions to trigger a combo with which character, which spell, and which enemies. The feature needed some visual emphasis for this purpose, and we believe we found the right solution for this!

On top of this, you may have noticed that we decided to make the difference between damage-dealing spells, healing spells, and buff spells more visible by adding a colored filter depending on the category (red for attack, green for heal, blue for buff, and yellow for affliction, without damage).




[h2]The evolution of the dialogues and the creation of the Park[/h2]

The development of the Park was influenced by the need for new panels in the Academy Hub, stemming from the rework of the Blade Princes into more unique heroes and the removal of panels like Recruitment and the Cemetery. The suppression of these panels changed, on a deeper level, how the dynamics between characters worked.

And so it was born! The Park dialogues quickly took the form of choice dialogues for narrative purposes and to give you some actions to take narratively. But we were still facing one issue: when designing the Park, we came to realize that the choices at the end of a mission didn't work anymore.



The dialogues at the end of missions were still in the game, made for less unique heroes at the time, which means they weren't as personalized. As much as we liked this feature, we understood it didn’t fit in the game anymore. Originally, these were meant to let you gain relationship points, back when the Park wasn't even here.
We’ve worked hard on the Park and its new dialogues, which are designed for much more unique heroes and personalities and are significantly upgraded versions of the end-of-mission dialogues we had before. They are personalized, better written, and allow the development of relationships outside of missions.

So there you have it! The changes we made in the system required a new way of developing your characters' relationships outside of missions, which took the form of the Park. And to maintain narration and dialogue quality, we chose to remove the old choice dialogues at the end of missions.

In terms of UI, this has changed quite a bit as well. The Academy Hub features two main panels related to relationships:
  • The Relationships screen: This is where you can check information on the relationship status between Blade Princes and the details of the bonuses they unlocked. It serves as an informational space, centered around gameplay and management.
  • The Park: The Park doesn’t display key management information. It’s a narrative-driven space where you can interact with clickable head icons of your Blade Princes. Doing so triggers visual novel scenes with choices, allowing you to win relationship points. The background of the Park is quite different from the other panels as it represents the real park of the Academy, adding more charm to this narrative space and creating a different atmosphere to set it even more apart from more tactical screens like the Black Mage Altar, for example. Oh, and some characters that you can’t play might appear occasionally…




Phew, this was quite a big devblog, there was a lot to share and break down as various systems are intertwined. Thank you for reading, let us know what you think about these recent changes!

Keep an eye out for upcoming news and insights into the creation of Blade Prince Academy. More updates are on the way!

- The Blade Prince Academy Team -

Real-time with pause combat explained!

Hey Blades Princes!

The combat system in Blade Prince Academy is based on real-time with pause mechanics. We've made a video explaining how real-time with pause works and how to use it effectively!

  • Character Abilities: Your party members have various skills, spells, and combat moves.
  • Tactical Prowess: Real-time with pause mechanics emphasize tactical thinking and adaptation.
  • Dynamic Combat: The real-time aspect of combat allows for dynamic encounters, while the pause lets you manage the fight strategically.


[h2]Watch it now:[/h2]
[previewyoutube]https://youtu.be/DSoPiEyEnQE [/previewyoutube]

Stay tuned for more updates!

- The Blade Prince Academy Team