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Titans of the Past News

Demo Live Now

Hello,

Alex 13 here.

We've released the Demo, you can play it now.

Two weeks ago we've started a closed test with content creators, and this was a good experience. Based on their feedback, we were able to fix a lot of bugs, polish the UX, improve the UI, and make the balance much more engaging and playable.

Thank you people who helped to shape the Demo! A shoutout to the following content creators:


If I post a full changelog, it will look like a small novel, so I won't.
So here's the TLDR one:
  • Replaced the whole HUD artwork;
  • Made the balance more enjoyable - please note that the game is intendedly hard;
  • Added ambient sounds;
  • Added UI sounds;
  • Added gameplay sounds;
  • Added Ukrainian localization (we're from Ukraine);
  • Increased player resource income;
  • Buffed Assassin and Berserker classes;
  • Improved lighting on all Demo maps;
  • Nerfed the traps damage;
  • Removed Cleave ability from enemies for now, that was too much;
  • Added resource pickables to all Demo maps;
  • Tweaked the speedrun timers and rewards.




Play the Demo, leave your feedback, check out our pets, 'enjoy' the rats.

Also, join our Discord.

Thank you,
Alex 13, the DDG team, and our animal companions.

P.S. I thank the team - making games is hard, being an Ukrainian is hard (I'm proud we are), mixing this is an elite difficulty mode. I'm honored to work with you guys, you're outstanding, all of you.

Closed Streamers Access started

We've sent the Demo to content creators in preparation for launching the Demo publicly on May 16th.

For it we've updated the build. Here's the changelog.
Pre-demo build changelog
  • Increased the overall difficulty a bit;
  • Added a button to reset graphics settings to defailts;
  • Nerfed resistances of caster mobs;
  • Fixed a few graphical glitches;
  • Made it clear that when Abandoning an Adventure you lose all loot and almost all resources gathered during this Adventure;
  • Highlighted the objectives of the final area of Town Streets map;
  • Added more sounds - footsteps, UI interactions, doors, some spell sounds, etc.;
  • Fixed Town Streets map not playing music;
  • Rebalanced the Bonus Vaporrite timings on all Demo maps - more viable to get the bonuses now;
  • Added more starting Gold and Resources;
  • Updated the Ukrainian localization - still not finished tho;
  • Widened spellcasters' spell repertoire significantly - they are less predictable now;
  • Added Resource Pickables to all Demo maps;
  • Various UI improvements;
  • Enemy Knights can - and will! - use Cleave now. Beware!
  • Improved navigation on all Demo maps;
  • Can hold '+' buttons instead of clicking multiple times;
  • Demo level cap increased from 12 to 15 so you have more options to play with your characters;
  • Mobs now regen Energy;
  • Harter now has a more powerful default weapon;
  • Fixed the lift on Great Wall;
  • C, V, B keys open CharSheet, Skills, and Spellbook correspondingly;
  • Added keys rebinding;
  • Assassin can use gunpowder weapons;
  • Cursor Mode Toggle is now on Middle Mouse Button along with Left Alt;
  • Display available skill- and attribute points in the Manage Party screen;
  • Fixes displaying erroneous values for some affixes.


Thanks,
Alex 13 and DDG team (and our pets!)




Demo Release Date Announcement

Hey,

Alex 13 here.

The Demo will be live on May 16th, possibly a few days earlier.

We have two blocks of work to finalize before we submit the build - UI and Class Abilities for the Classes available in the Demo. Here are a few screenshots of the new UI:

Demo coming in...

... May. The Demo for Titans of the Past is coming this May. Stay tuned - we'll announce the exact date in the coming weeks.

Meanwhile, we've finalized a few important things. The most important of which is that Town is now completely done - all art and mechanics are in. And oh boy there are lots of mechanics:
- Town Halls improve your gold income from adventuring
- Goblin Scout helps you find the exact loot you need
- Guild allow Mastery training and acquiring hew skills, abilities, and spells
- There are stores to trade
- The Enchanter crafts you BIS gear - if you've resources to pay for it
- There are rewards for each level of Adventure you complete - check the Tavern. And it's for each character individually!
- Buildings unlock character Races and Classes - so the more you progress the more options you have. And some combinations are straight more powerful. Lookin' at you, High Elf Necromancer
- There's a Fountain that allows you to respec

I even probably forgot something - there are lots of things going in your Town.

There are lots of things to put into the changelog, but I won't do it this time. Here's the screenshot of a Town instead.

Development update #13

Hello,

Alex 13 here, with Sprint #35 results. We're coming steadily towards readiness of the Demo build. But still there is work to do, and current estimations are about a month to finalize it. Then we'll work with content creators to get coverage, then we'll release the demo - somewhere in May, probably. But delays are possible. Mostly due to us being dependent not only on the build, but on communication with content creators.

Changelog
  • Added Gamma/Brightness slider to Options
  • Fixed a few bugs related to Graphics Options
  • Town scene progress - finished in black-and-white
  • Tweaked the cell shader for more readability
  • Art for most items (about 370), with a few dozen remaining
  • Added flavor texts for enemies
  • Added resources icons to combat log and resource panel
  • Balanced the crafting prices
  • Fixed LODs ox Swamp
  • Fixed a few showstopper bugs on Swamp
  • Started work on two new maps - Crypt and Forest Arena
  • All bark/aggro animations sped up for more convenience
  • Tweaked ragdoll impulses on mob death
  • Taking damage now breaks fear as intended
  • Added an option to skip tutorial
  • Fixed pause not triggering sometimes




See you while adventuring, pretty soon!

Cheers,
Alex 13