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Development Update #2

Hello!

Alex '13' Uslavtsev here. We've just finished another internal milestone. It was focused on the Adventure mode - a Slay the Spire-like map with nodes and paths between them. Now, instead of running single maps, we can experience a major part of the game as intended.



While Adventure layouts are static, they are selected randomly, as well as the nodes themselves.
You will encounter not only Dungeons (our combat nodes), but Stores to purchase boons and resources, Chests to grab that precious loot, Campfires to rest and refill your HP and Mana, and Random nodes that can be anything.

Plus, the higher the difficulty, the more Dungeon Modifiers you will see in Dungeons. These can be positive, neutral, and negative - and any node can have several Modifiers. So you'll have to make some decisions! Currently, we have 10 Dungeon Mods, and we tried to make them interesting: not just stat-changing, but affecting the core gameplay. One good example can be the 'Drop the Bobms!' Mod - a neutral one. Each mob, when dies, spawns a few bombs that, when they explode, damage everyone. So it can be a boon or doom, depending on the skill.



We have been working on more stuff too. Here's the simple bullet list:
Procedurally generated Adventures like in Slay the Spire instead of single maps
  • 3 new maps in addition to the existing one;
  • Difficulty scaling (mob level, stats, skills, and abilities/spells; different Dungeon Mutator spawn chances);
  • Gameplay mutators for combat maps;
  • Combat maps path randomization for more replayability;
  • 19 Purchasable Boons (aka Perks);
  • Traps and trapped Chests;
  • Arena mechanics (wave survival);
  • Elite mob mutators (persistent buffs, more health and damage, etc.);
  • Difficulty Class mechanics for debuffs, traps, and hidden objects;
  • UI and HUD improvements;
  • Improved graphics;
  • 20+ More spells (up to 66 currently);
  • All 15 character races are now in the game;
  • About 16 character classes are now in the game;
  • A big chunk of balance tweaks and improvements;


Another good news is that my recon progress tracker is now showing that we crossed the Equator - the game is a bit more than 50% finished as of today.



PLAYTEST INCOMING

In about 3 months, when we finish the next milestone, we'll leave the pre-alpha stage - all major features will be in. The core loop will be completely playable. Its last missing part is the Town Building, which is our focus for the next milestone (along with Crafting and Item Vendors).

When it is done, we'll be organizing a public, open playtest. So stay tuned!

P.S.
Here are a few screenshots that I personally like.















And some more, with the updated lighting on one of the maps.