1. Titans of the Past
  2. News

Titans of the Past News

Development update #11

Hello,

Alex 13 here. We've finished Sprint #33 and crossed the equator of the Demo Milestone. We expect some slight delays, considering which the Demo build should be ready in about 2 months. That doesn't mean we will release it right away: some preparations should be doe (like playtesting, contacting content creators and arranging coverage).

Changelog
  • Store prices rebalanced
  • Demo-specific UI
  • Demo-specific starting party
  • Resistances now show both raw values and mitigated damage percentages
  • Max Loot Modifier for Adventures is now tied to the Adventurer's Den building level
  • Item comparison (simple)
  • Camera shake added
  • Head bobbing added
  • Real-time clock added
  • Ability to set up multiple music tracks for each level
  • Shortened all Adventures to fit more closely to our target session time
  • Added instructions on how to add custom content (voices, portraits, personalities)
  • Added Graphics settings
  • A few new spells
  • Art for a few more town buildings
  • Updated the intro-screen
  • Finalized LA on Swamp
  • Started LA on Tower - screenshots below
  • Around 30 bugfixes


Screenshots



Development update #10

Hello,

Alex 13 here. We've finished Sprint #32, the 2/6 sprint of the Demo milestone.

Here's the changelog:
  • Statistics gathering and UI finished
  • Tutorial location level design improvements
  • Overall tutorial improvements
  • Content limitations for Demo implemented
  • New default party for Demo - leveled to midgame, with appropriate gear, spells, skills, and stats
  • Added head bobbing
  • Improved attack VFX
  • Removed the possible abuse with Alt+F4 on Death screen that allowed to replay the dungeon after losing



Titans of the Past Gameplay Stream

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



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