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Demeo x Dungeons & Dragons: Battlemarked News

Release Date Announcement & Upcoming Demo!

[p]Gather around, Adventurers![/p][p]Anticipation hangs in the air, palpable with every drawn breath or rustling sound that disrupts the stillness. You’re anxiously awaiting news about Demeo x Dungeons & Dragons: Battlemarked.[/p][p]Good news! You and your band of your most trusted companions will be able to embark on your adventures (or misadventures) on November 20, 2025. The game will be priced at $29.99 USD and is cross-platform and cross-device compatible.[/p][p]With this announcement comes a new trailer that you can watch right here:[/p][previewyoutube][/previewyoutube][p]But wait, there’s more![/p][h3]Steam Next Fest Demo & Exclusive Dice[/h3][p]There will be a playable demo during Steam Next Fest from Oct 13 - 20! Budding heroes will be able to play through two small snapshots from the game.[/p][p]During the demo, you will play through the two encounters with access to four playable heroes, Tibby, the chaotic halfling sorcerer; Bolthrax, the hot-headed dragonborn paladin of Bahamut; Ash, the infernal-blooded tiefling rogue who hides her pain beneath a quip and a smirk; or Jessix, the human ranger seeking retribution… who we haven’t revealed until now![/p][p]Up to four players will team up to defend against a Goblin ambush somewhere in Neverwinter Wood — which marks the start of this campaign—and then be thrust later into the adventure to the Mushroom Hollow to investigate strange behavior from its denizens.[/p][p]By playing in Steam Next Fest, you will get more than just a hands-on first look at Battlemarked, because completing the two scenarios in the Next Fest demo will also unlock an exclusive cosmetics for your two d20s in Battlemarked (you can read our Dice Dev Diary here).[/p][hr][/hr][p]That’s all for today, but don’t worry because we will be back very soon with more detailed information on Jessix, the ranger. Among other things, of course![/p][p][/p][p]To stay in-the-know and get those notifications early, cast Alarm on the Wishlist and Follow buttons to not let any of the information sneak past you![/p][p]
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Dev Diary 6 — Art of the Cards

[p]Greetings once again, Adventurers, and welcome to another developer diary. This week we sat down and talked to Polina of Dev Diary #2 fame. Our investigative reporter managed to get greater insights into the artistic endeavors, processes, and even abscond with some loot in the form of videos and screen captures to share with you all today! Without further ado, let us dive into the questions:[/p][p][/p][p]Q: How does the process for creating card art begin? Is there rhyme or reason to what is being worked on at the time? Walk us through a little of that.[/p][p]A: Our game designers maintain a database of all the cards in the game and I prefer to focus on the ones that tend to appear together on the screen, usually a specific hero’s class cards. This makes the research and inspiration stage easier to dive into, and the sketching too as I prefer to work on several cards at once.[/p][p][/p][p]Q: Several cards at once!? Is that something you developed for yourself, or was it learned from somewhere?[/p][p]A: Making multiple thumbnails and developing several ideas at once is a natural process for most artists but in our case it’s done for several different images instead of a singular illustration. It’s not a perfect solution I know but the best we could reach considering the time limits and the quantity of the cards in the game. Doing several cards at the same time allows us to see them in something very close to gameplay context, see if they look good together without being too similar.[/p][p][/p][p][/p][p]Q: Okay, so you create several sketches at once and work on them all a bit as you go, but how do you ideate over that many ideas at once?[/p][p]A: To start with, I focus on what the card is supposed to do in gameplay terms, and how that has been represented in D&D media before (or in Demeo). Sometimes our VFX artists have already worked on an effect, so I can take inspiration from their work as well. [/p][p][/p][p]Then I consider if there’s any opportunity for visual metaphors or unique visuals without losing the direct association and later switch to sketching in color.[/p][p][/p][p]Q: With all of the cards you’re illustrating in this phase, how much of each do you render toward their “final” state, and why do you take this approach?[/p][p]A: Once the general composition and colors are decided I tend to finalize card art one by one, reaching maybe 90% for each one before doing a final pass.[/p][p][/p][p][/p][p]Q: How many stages of reviews do tend to have during the creation of the art?[/p][p]A: I prefer to check in with our art lead, Alexandru, at the most important stages which is usually after the initial sketches are done and then again once the cards are closer to completion.[/p][p][/p][p]Q: So, you start adding color, rendering finer details, and now you’re coming to the final stretch of the illustrations. Are there times when you have to start over one of the designs because of a change of direction? If so, how does that affect your method and how do you overcome those sorts of changes?[/p][p]A: Yes, sometimes only when the card is finished and seen in the game do we realize that it doesn’t really work. This is where I rely on the team to provide feedback. To be honest an opportunity to remake some card art usually makes me excited since that means I can work a little longer on it, and a lot of the initial issues have already been solved by the first version of that card. Sometimes we also have changes in game design that might affect what a card does, so then it’s a matter of translating that change into visuals.[/p][p][/p][p]Polina was kind enough to take a very, VERY long recording of this process and fit it down to a timelapse that is less than 5 minutes long, the full process having taken roughly 15 hours of work. You can see it here:[/p][previewyoutube][/previewyoutube][p][/p][p]Q: The rollercoaster of game dev, for sure! So, you have the final render. Is that the last you will do with the cards before they’re added to the game, or are there additional steps before that can happen?[/p][p]A: The last, yep. For now.[/p][p]That “for now” is very ominous. I love it. —Editor[/p][p][/p][p]Bonus content time, because we appreciate your time reading our dev diary, here’s a short timelapse of a monster card![/p][previewyoutube][/previewyoutube][p]Q: A fun one as we get toward the end of the questions: Which D&D class do you think you are in real life?[/p][p]A: A druid for sure. A hermit who wild shapes into a small unassuming animal when there’s fun gossip nearby. [/p][p][/p][p]Q: Finally, do you have any words of inspiration for the artists out there who maybe want to do what you do one day?[/p][p]A: As long as you have a purpose for your art and something to communicate - it’s worth doing it, be it for a video game, a small group of friends or some strangers on the internet. I believe it’s something D&D and art have in common.[/p][p][/p][hr][/hr][p]We want to thank Polina again for sharing some of the processes and even taking the time to create awesome timelapses for us to show. We have a longer timelapse that we’re going to put onto YouTube in the near future, so look forward to that![/p][p][/p][p]For now, we’re going to share with you one more awesome timelapse before we sign off for this dev diary. We’ll be back again very soon![/p][previewyoutube][/previewyoutube][hr][/hr][p]Wishlist and follow the game to get a bonus on Perception checks to see news as soon as it is posted here on Steam![/p]

Dev Diary 5 — Environments in Battlemarked

[p]You return, Adventurer, and it is with an exuberant joy that I once again welcome you to take a moment’s respite from your daily doom Scrying. Rally your mind against the Dissonant Whispers, and let us Enthrall you for just a short while with the next chapter from the development saga of Demeo x Dungeons & Dragons: Battlemarked. Take it away, team![/p][hr][/hr][p]Hello folks, and welcome to our fifth dev diary![/p][p][/p][p]Don’t worry, we’re not going to cast those spells that our excitable announcer suggests! But it is our hope to captivate you with a deeper look into some of the game’s environments and provide a sneak peek of the feeling you will get while playing. In the game, you will be spending a lot of your time from the top-down perspective looking at the encounter maps. Today we are presenting you with some of the artwork you'll see in the game's Quest Log and Load Game menu.
[/p][p]First and foremost, Neverwinter Wood is where your intrepid heroes will start one of the campaigns. It is a neutral, familiar setting for a fantasy world that lets new initiates to Dungeons & Dragons get their bearings before setting out on the adventure proper. Of course, no starting quest is complete without a little goblinoid menace, so we’ve opted for a relatively classical introduction. This scene is one that you have no doubt spied from our trailers and videos from a fresh new angle![/p][p][/p][p][/p][p]An area that we’ve not previously shown is a “sleepy little settlement” that has seemingly been set up to do a lot of industrialization. We’re almost certain that many of you are suspicious of how quiet and tranquil this seems, but we promise it is completely safe and calm. By the way, give us a Perception roll really, really quickly…?[/p][p][/p][p][/p][p]What is an adventure without a small sprinkle of tension, delving into dubious cave systems of glowing fungi, drifting spore clouds, and that big sense of unease of “calm before the storm” tattooed into your soul?[/p][p]
[/p][p]Now, we’re not saying that this is a door that leads to something ominous and violent, but now would be the perfect moment to recover some of your lost Hit Points, as well as mentally and physically prepare.[/p][p][/p][p][/p][p]You will face a range of creatures, lovingly referred to as “bitey-friends”, “poison-friends”, and “smashy-friends”. In the more common Dungeons & Dragons parlance, these are creatures that you will know as rats, kobolds, goblins, myconids, and trolls to name a few. The rest you will have to discover when you embark on your own adventure in Battlemarked.
[/p][p]This is one of the campaigns that will be available in Battlemarked, and each of these can be played in any order that you wish; though for those who pay attention to the story, you may find that the narrative threads cross over and intersect in places. Okay, enough with the teasing for one day!
[/p][p]For now, we’re going to wrap up the dev diary here without spoiling the really cool areas you’ll see in the later campaigns.
[/p][h3]Bonus![/h3][p]Here we have the Neverwinter Wood encounter map from within the game shown from a top-down perspective. This one is just a fun one because we’re excited. That’s it![/p][p][/p][p](Disclaimer: This isn't how you will see the game. This is just a fun nod to all you tabletop folks out there! 🥰)[/p][p][/p][p]We’ll be back again in a couple of weeks with another dev diary. Until then, keep rolling Perception checks on our social media and Discord for more.[/p][hr][/hr][p]Wishlist and Follow the game to be notified when news and announcements are posted![/p][p][/p][p]Much love,[/p][p]—The Battlemarked Team[/p][p]
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Dev Diary 4 — The Two Types of Dice in Battlemarked

[p]Gather ‘round, ye adventurers brave, for we have tales to tell. Let the inn’s fireplace warm you, drown out the noise of the taproom, and lend me and mine guest your audial receptacle. While it would be your greatest pleasure to hear me recount this eve’s tale, I merely stand before you today to present another to regale you with their own tale. So let us not delay, welcome them to the stage![/p][hr][/hr][p]Greetings Adventurer, and thank you to the host for such a… colorful introduction.[/p][p]We have seen many comments and questions regarding the dice and how they will work in Demeo x Dungeons & Dragons: Battlemarked and  today we’re going to give you some insight into how we handle different scenarios in Battlemarked.[/p][h2]Why not just use a standard d20?[/h2][p]The goal from the beginning for Battlemarked was not to be a replacement or substitute for virtual tabletops or the classic pen-and-paper experience, but still maintain the satisfaction of controlling miniatures on the battle map and manually rolling dice to resolve attacks and skill checks. By using the Demeo Action Rolepaying System, we are able to simplify combat to be easily understood by anyone so as to allow the cooperative, tactical gameplay to take center stage as you play through the adventures.[/p][h2]Demeo Dice vs the Standard d20[/h2][p]To try and reduce confusion, we will refer to the Demeo-style d20 as the “Demeo die” or “combat die” while the numbered version we will simply call “d20” as this is what a large number of people will be familiar with.[/p][h3]Demeo Die (Combat Die)[/h3][p]For the uninitiated, Demeo uses a distilled system of Miss, Hit, and Critical Hit for the results of the combat die — represented with a skull, a single sword, and two crossed swords respectively. This provides clarity to all players across the board as to the result of the attack roll without ambiguity. Additionally, the original Demeo die was 12-sided, whereas Battlemarked will use a 20-sided version. For all intents and purposes, however, the system functions the same as Demeo and aims to bring a more streamlined approach to combat pacing.[/p][p][/p][p]For those of you who take particular interest in probability and the crunchier side of statistical analysis, the faces are:[/p]
  • [p]Two skulls (Misses)[/p]
  • [p]Three crossed sword (Critical Hits)[/p]
  • [p]The remaining 15 faces are the single sword (Hit)[/p]
[h3]d20 (Skill Die)[/h3][p]Outside of combat, Battlemarked utilizes the regular numeric version of the d20 that tabletop roleplayers are familiar with. These checks have a target Difficult Class (DC) that you need to hit in order to succeed, just as you would expect from such a skill check. [/p][p][/p][p]Stay tuned for our future dev diary where we will look deeper under the hood of how the skill checks work and how your character progression choices affect the final result of said checks. Until then, we hope that this has helped clarify the mechanics of the dice and gives a little more insight into our design approach.[/p][p]See you in the next one![/p][p]—The Battlemarked Team[/p][hr][/hr][p]Remember to wishlist and follow us to get the latest news here on Steam as they're posted![/p]

Dev Diary 3 — How Battlemarked Blends D&D Lore with Demeo-Style Combat

[h3]What is the secret recipe that blends Demeo x Dungeons & Dragons: Battlemarked together?[/h3][p]Dungeons & Dragons has long been an inspiration for us at Resolution, and the core essence of Demeo is that all-important social aspect of gathering around a (virtual) table and adventuring through a dungeon-crawling experience together. Demeo x Dungeons & Dragons: Battlemarked is the distillation of that very feeling when you gather your friends together for fun adventures and tense action, combining our streamlined combat system with the rich lore of the Forgotten Realms. We want people to have a fun time while playing in a group, regardless of their familiarity or experience with the Dungeons & Dragons rules. Much like having a seasoned Dungeon Master present to guide new players, our aim is to guide adventurers quickly and smoothly into the incredible lore of the Forgotten Realms and get them to the point of rolling dice in the shortest time possible; all without the need for a Dungeon Master![/p][p][/p][h3]How does the “streamlined combat” work, and how does it vary from Dungeons & Dragons?[/h3][p]The Demeo Action Roleplaying System is streamlined to use a modified combat die. Rather than rolling a numerical value and having to account for bonuses, penalties, Armor Class, and other conditional effects in the rolls, the combat die has a miss (skull), hit (one sword), and critical hit (crossed swords). The result is immediately clear to everyone in the group, regardless of their levels of initiation in the Dungeons & Dragons rules.[/p][p][/p][h3]So is this Demeo with a new coat of paint on the miniatures?[/h3][p]Not just that! With Battlemarked, the development team is taking great care to build on the system that Demeo provides while also expanding upon and adding to the experience. Narrative is one of the big areas of attention in this endeavor that veteran Demeo players will mark as a key difference. Not only for the overarching storyline of a campaign, but for the moment-to-moment gameplay that guides you and your party through encounters. It all needs to feel cohesive, meaningful, and—most importantly for Dungeons & Dragons—authentic to the Forgotten Realms![/p][hr][/hr][p]Check out the video where our Game Director, Gustav Stenmark, sits down with Wizards of the Coast's Creative Producer, Shaun Roe to discuss this very topic:[/p][previewyoutube][/previewyoutube][p]—The Battlemarked Team[/p][hr][/hr][p]Wishlist and Follow us here on Steam to receive news and information as we post them.[/p]