1. Aliosso
  2. News

Aliosso News

Playtest 7.0

News

This playtest introduces new cards, new dice, and the concept of level for a die face. Red runes are used to level up said faces.
Cards, dice, and runes no longer give Power directly, but provide either Tak or Ni. These are then multiplied to obtain power.

New Content
New Cards:
  • Ammonite's Avarice: When visiting a merchant, find a free Golden Roll Rune.
  • Blessed Earring: Adds Ni equal to water.
  • Rolling Vases: Rerolls at the merchant affect vases.
  • Suspect Relic: If it's the bottom card on turn 1, disables the first die for 5 turns and levels up its face.
  • Spare Talon: Increases the value of each triggered numerical face by 3.
  • Old Boomerangs: +40 Tak on first turn.
  • Mechanical Eye: 1 in 4 chance to level up a face on trigger (when applicable).
  • Raging Bull: Gains 1 Ni every turn. Resets to 0 on battle end (currently x Ni).
  • Apply Bandages: +10 Max HP, 1 less reroll on first turn.
  • Arithmirage: Numeric faces also count as 1, 2, 3, 4, 5, 6.
  • Clan Mandate: Red Vases always hold at least a rune to level up a face on a die you own.
New Dice/Die Faces:
  • Die of Ni: Increases Ni by the face's value. If a numeric face is triggered, its value is set to 0.
  • Avarice Die: Grants an Ammonite's Avarice card. The card is discarded if this die is removed.
  • Inner Tak: Increases base Tak by 5. On level up, this value increases by 5.
  • Inner Ni: Increases base Ni by 1. On level up, this value increases by 1.
  • The Monkey: Disables the support die on the right. If successful, triggers the support die on the left.
  • Chain: The support die to the left doesn't reroll on the next turn start.
  • Random Card: Grants a card (if there's room). Applies Avoidance to this face.
  • The Shadow King: On trigger, consumes the top card if compatible. This face will not trigger anymore, acting as the consumed card when visible.
  • The Merchant: Converts 10% of Tak into Ni. On level up, this value increases by 2%.
  • The Chiseler: +5 to the numerical face of the first eligible die on the right. On level up, this value increases by 4.
  • The Snake: Applies 2x stacks of Poison equal to Tak to a random enemy. On level up, this value increases by 1.
  • The Tiger: Increases Tak by 25. On level up, this value increases by 25.
  • Blessed Glyph: Increases Ni by 4. On level up, this value increases by 4.
  • Apparatus: Triggers the support die on the left. On level up, transforms a random numeric face into this type.
  • Magnification Glyph: Increases the value of all numeric faces on the die by 4. On level up, this value increases by 4.
  • Glyph of Sinking: On trigger and level up, applies Avoidance to a random face without a rune (excluding itself).
  • Zenith Glyph: When a 6 triggers, adds 30 Tak. On level up, this value increases by 30.
  • Glyph of Voraciousness: Gains a level on trigger. If triggering at level 5, grants 15 gold and becomes a 15.
  • Catalyzed Glyph: Triggers whenever any die rerolls.
  • Ethereal Glyph: Gains a level on trigger. At level 5, makes a random card ethereal and becomes 0.

Playtest 6.0

News

With this playtest, we'll experiment with refilling HP after every battle, balanced by much lower max HP (25). Aside from that, lots of new content! A number of UX improvements have also taken place, but we won't bother listing such things for now.

New Content
Prayers:
  • Camel's Patience: +5 max Water.
  • Elephant's Aspect: On battle start, add 5 Armor. -10 max Water.
  • Greed: Adds 1 Gold upon entering a scenario or battle. -10 max Water.
  • Tidebound Power: Adds 30 base Power. -15 max Water.
  • Health Aura: Grants immunity to physical conditions. -15 max Water.
  • Festering: Doubles the stacks of Bleeding and Poison on all enemies.
  • Prayer of Creation: Creates a copy of a random rune in your inventory (must have room).
Green Runes:
  • Haggling Rune: All items are at a 50% discount. Can only be used at merchants.
  • Rune of Wealth: Doubles your gold (adds a maximum of 20).
  • Rune of Vigor: +5 Max HP. Can only be used when camping.
  • Inner Power Rune: Increases base Power by 10.
  • Lotus Rune: Increases max Water by 3.
  • Blessed Moon Rune: The next prayer is cast at no cost.
  • Rolling Scarab Rune: Adds gold equal to the lowest numerical face among your dice.
Blue Runes:
  • Stillness: If the die is on this face, it won't roll on turn start.
  • Snake's Shedding: +30 Power on trigger. 1/4 chance to transform into an Avoidance rune.
  • Azul: On trigger, +1 Reroll.
New Scenarios:
  • Lost Yellow Vase: Pick 1 out of 5 Yellow Runes.
  • Lost Green Vase: Pick 1 out of 5 Green Runes.
  • The Lost Queen: Get 10 Gold for each visited scenario, this included.
  • The Blessed Merchant: At the next merchant, all initial items are free.
New Cards:
  • Bulwark: Armor is preserved between turns.
  • Purity: +60 Power if no active face has a rune.
  • Pacifism: +15 Power for each picked scenario.
  • Ascendancy: On play, if the first played die is an Ability Die, set an Avoidance Rune on it.
  • Ancient Symbols: Upon entering a scenario or a battle, reduces the cost of the next Prayer by 5.
  • Ancient Agreements: All Blue Runes and Blue Vases at the merchant are free.
  • Repel Poverty: If you have less than 5 gold when visiting a merchant, set the gold to 5.
  • Golden Three: Adds 2 gold when triggering a 3.
  • Dust Devil: On battle start, +3 rerolls. Loses 1 reroll after each battle.
  • Spirit Bait: When visiting a merchant, find a free Capricorn's Horn.
  • Weeping Ancestor: You can accumulate up to 20 gold of debt for each card of this type.
  • Still Life: Dice won't be rerolled on turn start after the first turn.
  • Prime Shard: +0 Power. This value is increased by 1 every time a Die gains value.
  • Arc Accumulator: +0 Power. This value is increased by 10 every reroll. Resets to 0 on play.
  • Dried Scarab: On play, creates a random yellow rune if gold is less than 3.
  • Hateful Talisman: +20 Max HP, no free rerolls on turn start.
  • Dice to Nothingness: +0 Power. On battle start, destroys a random support die and increases this value by 20.
  • An Egg!?: Adds +3 Gold on discard. This value is increased by 3 every battle.
  • Spoils: Adds a 5 gold reward if no rerolls are used in a battle.
  • Dried Snake: +30 Power if 0 rerolls remaining.
New Vases:
  • Minor Mixed Vase: Pick 1 out of 3 Yellow or Blue Runes.
  • Major Mixed Vase: Pick 1 out of 5 Yellow or Blue Runes.

Aliosso!

Path of the Djinn is becoming Aliosso. The game has evolved so much from its infancy that the original name no longer fits the game. We wanted a name that more closely suggested the theme of the game one way or another.

The term "Aliossi" comes from an ancient way of using animal knucklebones to make dice, if you want to know more, I suggest following the rabbit hole on Wikipedia, it's quite interesting.

The community hub might show the old name for a couple of days.

Playtest 5.0

News

This playtest sees a slight restructuring of the rhythm of traveling. Every 3 rounds, a battle will be forced, while, on other rounds, there will always be a battle and 2 scenarios to pick from.

Merchants can no longer be found as scenarios, instead, they will be visited after every battle. Merchants have also had some changes, you'll now be able to buy dice and vases, which grant a pick out of N cards/runes.

The following rewards have been introduced for battles:
  • No prayer used: +1 Gold
  • No damage received: +1 Gold
  • No rerolls used: +1 Gold
  • Win on first turn: +1 Gold

New Content!


Green Runes:
  • Rune of the Ouroboros: Creates the last Rune used during this run. Excluding Rune of the Ouroboros.
  • Quenching Rune: +10 Water.
  • Oasis Rune: Leads to an Oasis scenario. Can only be used when traveling.
Blue Runes:
  • Weakness: Applies 1 stack of Weakness to the target (Requires an Attack).
  • Mastery Rune: Replace the selected ability die face with a random ability.
  • Spiral Rune: Replace the selected ability die face with a random face from the same die.
  • Peregrine's Gaze Rune: Select 2 ability Dice, copy the face from the left die to the right die.
Yellow Runes:
  • Moonlight: Reduces the cost of the next prayer to 0.
  • Crabs Touch Rune: Increases the value of all numerical faces of the selected support die by 4.
Prayers:
  • Utu: Removes the current boss card.
  • Lizard's touch: Applies 1 Weakness to all enemies.
  • Gasam: Increases the value of all active numerical faces by 1. Can only be used in battle.
New Scenarios:
  • Golden Beetle: Double your gold (add a maximum of 60).
  • Abandoned Staff:
    • Exile: Apply Avoidance to the set Dice.
    • Shuffle: Destroy a random card. Obtain up to 2 random cards.
New Dice:
  • Die of the Depths: Increases Power by the face's value. On trigger, 1 in 4 chance to create a blue rune (must have room).
  • Die of the Stampede: Increases Power by the face's value. On trigger, the value of the active numeric face of all stampede dice is increased by 1>.
New Cards:
  • Diceomancy: Dice at merchants are free.
  • Borrowed Time: +40 Power. Loses 10 Power after each battle.
  • Eruption: Played Volcano Dice trigger one additional time.
  • Compounded Violence: +X Power. This value is increased by 2 every time a Red Die triggers.
  • Null Null: "0" faces can't be rolled into.

Playtest 4.0

Today we're releasing Playtest #4, which brings exciting changes on different fronts: new dice, new runes, new scenarios, a dedicated traveling area, and, most importantly, changes the game from a team-based adventure to a solo one.
Existing "work in progress" art has been updated and UX has been improved across the game.

Solo Mode

Each run will now be about a single character at a time. We concluded that this would allow us to make game mechanics deeper and improve replayability.



Traveling
Traveling happens in a dedicated scene, with scenario cards coming up. Not much to say here, we just thought it would be nicer. We're excited about seeing how players react to the blazing-fast (TM) loading we worked on.



New Scenarios

New scenarios allow us to introduce new mechanics, like new ways to customize dice or make use of them in another way. Broadly speaking, scenarios act as a sort of dialogs, whereas others are dedicated to particular mechanics of Path of the Djinn, like prayers.



New Content

We're introducing new runes, new dice, and new prayers. While we like most of them, they are definitively not set in stone and might not survive between one playtest and another.



What's Next

We are working towards a demo or playtest #5. We aren't sure it will make the cut for the Steam Fest of October, so we might ditch this one in favor of the one in February.