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Titans of the Past News

Development update #9

Hello,

Alex 13 here. Good holidays rest brought us good results. Here's the changelog:
  • Blood splatters when dealing and taking damage
  • New attack VFX
  • A few new spells
  • Added the Tutorial - this was actually the focus of the sprint
  • Mostly finished the Statistic screens - thing like how much characters created, adventures won and lost, items looted, highest damage dealt etc. We love this stuff in other games (like Icewind Dale and Baldur's Gate 1&2) so decided to add it to our game
  • Lots of bugfixes found during our extensive internal playtest (it was fun time!)
  • New icons for some abilities
  • New music



Upcoming playtest

Also, we're starting to gather a list of playtesters for the upcoming closed test. If you're willing to test the game and provide feedback - ping me at [email protected]

The playtest will happen somewhere in Spring, probably March-April. But don't take my word on that.

Screenshots












Development update #8

Hello,

Alex 13 here. First of all - Happy Holidays!

Most of the team (10 people already!) were on a holiday break. 2024 was a year of good progress, and 2025 is a year of release. We've spent time with our loved ones, and played lots of games :) Now we're ready to rock as much as possible.

Before this, we've finished Sprint 30. Here's the changelog:
  • Spell scaling for mobs
  • All AOE spells now deal friendly fire - ToP is a tactical game
  • Wands VFX
  • New mob spawn VFX for arena levels - ARPG-like portal
  • Improved visual and audial feedback of player characters taking damage
  • Swamp map - good progress, 80% done
  • New Arena map - wintery Marketplace
  • Loot tags for items
  • New post-process, a bit Borderlands-ish
  • Mobs can now properly cast AOE buff and debuff spells
  • Some spells now push enemies back for more fun and chaos
  • A few new spells
  • Started working on Statistics visible to players: how much damage dealt and taken, resources gathered and spent, kills and deaths and so on
  • Blood Magic spells now cost HP instead of Energy (mana)
  • Finally completed work on all skills - 68 of them
  • Proper location targeting for spells
  • Summon spells and skills that buff summons
  • Reduced amount of information in the Mob Info tooltip - keeping only the necessary information
  • Spawn chance for resource pickables
  • Descriptions for all classes
  • Descriptions for all affixes
  • Default spells for all classes
Next 3-4 months

We'll be working on the Demo. It's time for us to stop implementing pieces of mechanics and content and start working on the playable product. That's our focus for the Demo - give you something playable and descriptive.
Swamp map screenshots












See you in about two weeks.

13, clear

Development update #7

Hi, Alex 13 here, with a regular update.

In a party-based RPG where fun comes from the mechanical depth, Classes have to stand out and differ. ToP's Classes already provide their rosters of skills and stat bonuses. In the future, we'll be adding 4 spell-like Abilities per Class. But for now, we've focused on adding meaningful Class Skills to further their differentiation.

Besides 33 existing Skills, we've added 35 new ones - one per Class. Many of them are pure stat bonuses, but we also have more intricate stuff.

A few examples:
  • Bard's Aura that gives a bonus to Attack to all party members.
  • Sage's Aura that gives a bonus to all Resistances to all party members.
  • Shaman's Triggered Cast of Lightning Bolt on Melee Attack.
  • A Heretic is a high-risk / high-reward Class - they can Curse both allies and enemies with any action.
  • Druid gives stat bonuses to Summons.
  • Twilight Cleric gets alternating bonuses to Spell Damage and Spell Healing after casting a Healing and Damage spell, correspondingly.
  • Goblin Magus (yes, only Goblins can get this Class) have free cast options but can miscast a spell - and hit their own party with, for example, a Fireball.




Other stuff from this Sprint:
  • A few new spells.
  • New map finalized - Monastery.
  • All Item bases have been created.
  • Firearms weapon type added.
  • Mage Weapons weapon type is now Ranged and makes pew-pew with magical energy.
  • Added Resource pickable objects to speed your Town development.


Thanks for reading.

13, out

Titans of the Past Gameplay Stream

Alex 13, the game's Producer, plays Titans of the Past.



Development update #6

Hi,

Alex 13 here, with a regular update. Changelog for Sprint 28 below:
  • Finished Crafting: mechanics, recipes, prices
  • Added 5 Shrine Boons
  • Implemented the death screen
  • All chests can now spawn as Mimics (the actual monster will be Rat for now)
  • Mage weapons like wands and orbs are now ranged and can pew-pew
  • Town Hall upgrades give bonuses to Gold you loot
  • Removed Max HP from mobs' HP bars for more clarity
  • A video tutorial added
  • Two new maps WIP - Swamp and Monastery. Monastery is 1 sprint close to the finish line
  • Loot rebalanced
  • All 35 classes added
  • New logo


New logo