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Titans of the Past News

Demo update

Hey,

Alex 13 here. We've updated the Demo build. Most changes are thanks to YOUR feedback!

The game was received well - not a super hit but something that genre players enjoy. That was exactly our goal. We're satisfied. Thank you for all the feedback and support! You rock. Yes, yes, you!

Important note: items that were already broken in your save will remain broken, new ones with the fixed affixes will work properly. No need to clear saves!

Demo 0.0.2 changelog

[h2]Gameplay[/h2]
  • Max player level 15 → 12;
  • Reworked adventure nodes generation logic. Shouldn’t have broken nodes anymore. If you saw a node but didn't chose it it will NOT appear in same configuration again later.
  • Character buttons and Tavern will now indicate that there are unclaimed quest rewards with big “!“;
  • Added option to rebind movement inputs and reset any input to default;
  • Melee and Ranged weapons balancing;
  • Enemies damage balancing;
  • All Embassies can be built to level 2;

[h2]UI[/h2]
  • Added damage direction indicator;
  • Stores: added comparison with currently equipped items;
  • Reworked logic for displaying “Too Far“ for melee attacks, now displays before the attack and much more accurate with distance;
  • Updated floating damage numbers or both enemies and player characters;
  • Added mastery level requirements to skill descriptions;
  • Improved item description tooltip;
  • Improved item tooltips positions so they doesn't interfere with horizontal mouse movements so much;
  • Made real time clock less opaque;

[h2]Misc[/h2]
  • Added info about Recovery penalty to Armor and Shield skills;
  • Clarified display of equipment main attributes modifiers;

[h2]Fixes[/h2]
  • Fixed rare items only having one affix in their name;
  • Fixed Wizards lvl 10 adventure tavern reward;
  • Fixed UI displaying ability as off CD when it is still on very low
  • Fixed missing + on skills that have equal amount of points needed for upgrade;
  • Fixed Learn Ability button border image;
  • Fixed double description on abilities in create character;
  • Fixed exit door perception points and trigger volumes on some maps;
  • Fixed Berserk spell mana cost;
  • Fixed Bull Strength spell CD;
  • Fixed Deathly Curse boon not doing anything;
  • Fixed some skills giving 100 times more spell damage than intended;
  • Fixed Savage prefix giving 100 times more Crit DMG than intended;
  • Fixed Archmage prefix doubling energy cost instead of decreasing it;
  • Fixed cooldown reduction prefixes description in Enchanter’s Lair;
  • Fixed Reflective Retribution boon working for enemies;
  • Fixed Gold Rush boon description;
  • Fixed Eirc starting equipment.

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.