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Devlog #2 - The Road to The Deadly Path

To understand the Deadly Path, it's useful to know what I was doing before I made it.

You see, I used to make Detective games. I made quite a few of them in fact, each larger than the next. In October 2022 I released Riley & Rochelle, a visual novel mystery about two forgotten pop stars. It was released within a month of both Immortality and The Case of the Golden Idol and sank without a trace. Not only was my work distinctly unpopular (except for with my parents), but I felt completely out of ideas. To paraphrase Oscar Wilde - I was fucked. Something had to change.

The main challenge with my games to this point was that they demanded an enormous amount of work for content that would likely only be played once. For example, Riley & Rochelle had 12 original songs, plus countless documents and custom pieces of artwork. It took a year to create something that could be completed thoroughly in 6 hours. I felt tired of hiding clues in newspaper articles and song titles. I wanted to make something re-playable and more system driven, which could be played over and over, without costing millions to make.



At this time I was playing a lot of Stacklands – a village building management game by the Dutch collective SokPop. I was also playing Cultist Simulator, Alexis Kennedy’s genius-level narrative game about dropping cards into slots. Both games combined elements of management, idle games and survival within a board-game-like framework. They had very few verbs, mostly just click and drop. Later I would discover Reigns, which scratched a similar itch.

Crucially, these games didn’t simulate anything. They used timers and spat out results, but nothing relied upon complex under the hood calculations. In Stacklands your villager didn’t need to walk to the warehouse to pick up the fruit to take it to the hall to eat it - they just ate. In fact, the only element of Stacklands that was simulated was the combat, which I thought was the weakest part. Abstraction not only was easier and cheaper to make, it also allowed for more immediacy.

There were other games as well – Domekeeper, Loop Hero, Against the Storm – short games with tangible goals and quick restarts. I loved how compact these experiences are. Where most games want to meander on forever with nebulous goals and weak tempo, these took off like a rocket. You always had something to do and interesting, chunky decisions to make.



However, it was not immediately obvious how I could harness my interests. Nor was I sufficiently educated in systems to be able to imitate my references. Instead I spent quite some time making a game called The Gentle Art of Slaughter, where you play a woman called Abigail, traveling around a frontier town killing cultists. It sounds good, it’s not. It was full of cheesy, weak mini games and was met with universal derision.

Then one day I had the thought, “What about a game where you make a dungeon and defeat raids”. Obviously this bore some resemblance to 90’s Dungeon Keeper, however, I wasn’t worried. Firstly, that game was really old. Secondly, it was a traditional building simulation, where this would be anything but.

Originally, I wanted to make it exactly like Stacklands – dragging monsters onto production nodes to produce resources. It wasn’t exactly the right approach, however, there was a chilling moment of realization when I released a card onto another and a timer started. This works.



I then parked the idea for several months while I worked through Slaughter. When that game had finally gone as far as it could (which was pretty much nowhere), I turned to The Deadly Path. Firstly, I needed to work on my education. I got some sessions with Alexander King, the professor of games economy at NYU, read some books and gradually started to get a handle on this numbers thing. The game progressed, codebases written and rewritten. Things started to fall into place and with help from a systems designer called Arthon Kleerekoper, I turned to crafting the economy of the game,

which will be the focus of the next post.

Thanks to everyone for reading and for supporting The Deadly Path.

See you next time,
Tim

Appease Eldritch gods in this dark fantasy roguelike strategy game

Take the card-based strategy of Cultist Simulator and blend it with the fantasy town management of Against the Storm and Dungeon Keeper, infused with a light-hearted but nightmarish dark fantasy tone reminiscent of Darkest Dungeon or Cult of the Lamb, and you'll be some way to understanding promising new roguelike strategy game The Deadly Path. At WASD Live 2024, PCGamesN got hands-on with the current build and spoke to Tim Sheinman of developer Owlskip Enterprises about its new game.


Read the rest of the story...

Introducing Roiann & Come see us at WASD!

Hey everyone.

It's time to introduce to you our first playable god...
Roiann The Blightcaster!



Play as Roiann at WASD


The Deadly Path is going to be showcased at WASD (Truman Brewery, London) from Thursday the 25th - Saturday the 27th of April with Roiann front and center as our first playable deity.

Come to booth T1.2 to get your hands the game and meet the team.

We look forward to seeing you all there!

Devlog #1 & Digital Tabletop Fest

Our scene opens on a dark ocean as a crash of thunder rends the sky and lightning streaks like skeleton fingers.

Upon a craggy storm-wrecked cliff lies the imposing Fireshine Publishing Castle and Luxury Dungeons.

A shabby, rag-clad figure shuffles down a dimly-lit flagstone corridor to the room at the end where the developers sleep. He is the Custodian. The corridor echoes, but he moves silently, atop a pair of pristine running shoes.

Muttering to himself, he withdraws from his billows a large iron key and opens the door. A sliver of light fills the gloom. The room reeks of rotting food and is heavy with the stench of pestilence. Three lie prone in chains. In front of them a bucket, a scroll and ink. They have been here for a while.

The Custodian shuffles up to Tim - the Lead Developer. He takes out a small notebook, already full of arcane scratchings. He prods the sleeping man with a metal rod on his belt.

Custodian: Tim…it’s time again.

Tim: (Groggily)...Oh God, no…I just can’t…

Custodian: IT’S IN THE CONTRACT (The walls shake).

Tim: Ok, Ok, what do you want to know?

Custodian: Tim, the people want to know, how did you come up with the idea for the Deadly Path?

Tim: If I do this…I want the first turn with the boil lance.

Custodian: Granted.

Tim: Sick Bastards.



You know…it wasn’t always like this. I used to make nice games. For nice people. Where did it all go wrong eh?

A few months ago, I had started playing games like Stacklands, Dome Keeper, Cultist Simulator - nasty games that kill you quickly and make you desperate to play again. It was then I had the thought ‘what about a game where you build a dungeon and protect it.’ You could have timers and cards, but also in real time. It would be like a boiled down RTS management game.

I wanted to make a game that was addictive but brutal - one where you got distracted by pretty things and then it kicked you in the teeth

Custodian: A Dungeon Keeping game…seems familiar.

Tim: I appreciate that. Dungeon Keeper was obviously a reference, both for setting and style. I’ve always loved dry British humour - Pratchett, Adams. In a way, I try to put it into everything I do…

Custodian: No Meta!

Tim: Ok! Unlike Dungeon Keeper, I wanted to have no simulations and boil things down to their root nature. Computers are great at simulating, but historically games - particularly board games - are abstracted. For instance Chess doesn’t have real horses in it. I didn’t want imps running around, I just wanted the *idea* of Imps. This is great for indie developers because it means we don’t need to make a thousand animations for one character - just a card and the players’ imagination will do.

Originally the game was still more complicated - you had building trees, upgrade trees and training wheels. However, these were quickly winnowed to just a few things.

1. You can excavate a tile
2. You can build on a tile
3. You can place workers in that building.

And that…is it. Everything else flows from this point - you want an upgrade, go up an era, train a servant - make a building and put something in it. It’s a very simple game!

Custodian: It is said that you sacrificed your first systems designer to appease the Dark Lords at the Games Developers Conference.

Tim: That is unproven. However, it’s a busy market out there and you need to get the edge somehow. And use it.

Custodian: Good, Goood…Right lets get you out of here.

Tim: Out?!

Custodian: Well, just for a while, we’re going to have you show the game at the Digital Tabletop Festival. Now remember, you’ve got an hour and then its straight back. And…er, don’t mention the boil lance.

We are part of the Fireshine Publisher Sale!

Fresh off of our publisher announce with Fireshine Games last week, we are lucky to be included in their Publisher Sale Event!

If you love indie games, check out Fireshine’s Steam page for loads of great discounts across their portfolio of titles. From strategy games to co-op adventures, there’s a whole bunch to choose from. There are also a host of great upcoming indie titles like ours that you can show your support for by wishlisting them now!

The publisher sale kicked off at 6pm BST today and can be found here