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Outcast Tales: The First Journey News

The Other Tales

[h3]Greetings, Misfits![/h3]

The release of Outcast Tales is getting closer. We hope the game provides plenty of fun for everyone, with many hours of content to take a crack at. But don’t just sit on your hands simply replaying The First Journey over and over in anticipation, as we will be releasing an update to The First Journey, so you might want to wait before jumping into adventure with fresh eyes.
How about you play or watch something else for now instead? And that’s why we’re here today.

Together, we are going to take a look at media with obvious similarities to Outcast Tales; some of it might’ve even inspired us in some ways! Hopefully, these stories will tide you over while you’re biting your nails off in wait for the game.

[h3]Death Road to Canada (2016)[/h3]

It’s a zombie apocalypse and only your dim-witted friends can save you! Explore the cute and quirky side of post-civilizational mayhem, ward off zombies with a bunch of random items, and survive while ransacking locations for fuel and resources.


The idea of a team of unique characters going on a large, semi-randomized adventure definitely was a big inspiration for the general progression of Outcast Tales. We really wanted our game to have tons of items, unique events, and character interactions that make every playthrough feel different. And yet, even with all the carnage going on, each new run still manages to tell a unique story and create a fun memory.

The big highlight for us were the car rides in-between the action locations: each one sets up some sort of a unique scenario and mini-story, lets the player do a meaningful choice that changes the outcome of their playthrough or affects their resources, and also acts as a springboard for character dialogue and fun banter. Having these episodes accomplish multiple goals at the same time while keeping things brisk and breezy is something we definitely learned from for our Campfire sections.


[h3]Trigun (1998)[/h3]

Surely you expected a Western picture to be a big inspiration, didn’t you? Many probably expected something closer to The Good, The Bad, and The Ugly, though…

Both Trigun and Outcast Tales fall into the category of “Western”, but only metaphorically so: things don’t literally take place in the Wild West (in fact, both take place in the far future), but things do happen against a somewhat desert-y backdrop meant to symbolize an unconquered frontier.



What really sets these apart is injecting a hearty dose of comedy into the usually stoic setting, with both Vash and your main party bouncing off other characters in unexpected ways (that said, Outcast Tales definitely brings even more havoc to the table).

It isn’t all smiles and laughs, though: as you watch or read Trigun, deeper layers will come into play, revealing secret pasts and clandestine conspiracies. While this isn’t exactly the template used in Outcast Tales, we did want to highlight a few more thought-provoking moments throughout the adventure: as you play, your party will be faced with plenty of funny and somber choices, leading to unexpected and permanent consequences. A lot of these moments are played for laughs, but they’re often based on some type of a real moral dilemma, and we hope these sequences give you a nice opportunity to engage with the game on a slightly deeper level.
Sometimes just stopping and thinking for a few moments makes the ensuing carnage all that sweeter, you know? It’s just a few moments, though!


[h3]Slay the Spire (2019)[/h3]

You might have expected that, and it’s no surprise, as the games do share some of the DNA.


Obviously, Outcast Tales is not a deck builder game, but what we really wanted to hone into are the tactics surrounding your opponents. Each battle in Slay the Spire is an event that requires you to plan your deck accordingly and engage in an arduous fight that will test your planning, wits, and maybe a little bit of your luck.

For Outcast Tales, we aimed to take that feeling of each fight being an important, boss-like event, and boosting the strategic factor way up.

You are not dealt a deck of cards this time, but you are also not braving the sandstorms all alone. The key factor to every battle is your party composition and being able to plan around your team’s moves and long-term growth.
Most importantly, Outcast Tales lets you view the upcoming turns and actions of your opponents. All the machinations are laid bare, which lets you focus on the strategizing aspect of a particular fight. Your luck really only matters for the critical hits and out-of-battle scenarios.


We hope the tactical nature of our game’s battle system produces plenty of synergies with your customizable party and the myriad of random events, making each run truly a unique experience and a tale to be told and retold.

[h3]The Hitchhiker’s Guide to the Galaxy (1978-1979)[/h3]

Last but not least. Let’s address what is possibly the biggest highlight of Outcast Tales: the writing.
We always wanted to zero in on the concept of making an RPG rougelite game. But is it really a true RPG if you don't have miles upon miles of optional dialogue that dives deep into every characters’ personal history, the worldbuilding, and the social mores that echo our own predicaments?
We thought so too, so instead we filled the game to the brim with jokes and outrageous situations to make it as shareable and repostable as possible.

In all seriousness, The Hitchhiker’s Guide to the Galaxy is a brilliant piece of writing and a masterpiece of sci-fi satire, and if you haven’t listened to it, or read it, or at least watched it — you really should.
What makes it special for us, is that it deconstructs its genre while still preserving what makes it fun for the readers in the first place. Taking the sci-fi tropes and plot contrivances and cranking them up to eleven doesn’t take away from the core aspects of a sci-fi story, nor does it make the what-if philosophical quandaries less compelling; lampshading the trappings of the genre only ends up making them shine brighter. That, and we just wouldn’t be able to live without the thick, succulent paste of its British cheekiness.

A moment from the 2005 movie adaptation

For Outcast Tales, we strived to do a similar thing for the Western genre, post-apocalyptic scenarios, and sci-fi, all rolled into one. We even brought in Samuel Barnett to do the voice and provide the game with that missing Englishman touch.
Of course, we wouldn’t be able to preserve exactly the same narrative structure due to the game’s interactive and randomized nature. However, we’re hoping the writing chops will shine through in a myriad of character encounters, scenarios that skirt the line between hilarious and morbid, and all the billions of words of character dialogue we’re working on.
Outcast Tales can be many things, but at the end of the day we hope it becomes a fun and funny story for you to experience and share with others.

[h3]***[/h3]

So how was that for a trip down the memory lane? Obviously, these weren’t the only influences on Outcast Tales — we’ve also been inspired by even more video games, Terry Prachett, and our tabletop sessions, among a multitude of other media.

We hope sharing those with you gave you some insight into our creative process. Who knows, maybe you’ll even pick up some new favorites and have something to scratch that itch before the inevitable release of the game!

But enough about us: what is it that makes you excited for Outcast Tales? Are there certain inspirations you’re looking forward to? A certain gameplay mechanic you like, or a feeling you wish to capture?
Share all of it on the CRITICAL REFLEX Discord server! And don’t forget to follow our Twitter page and wishlist the game on Steam to stay posted on all the upcoming updates.

See you soon!

https://store.steampowered.com/app/2551970/Outcast_Tales/

A Day's Journey — Part 2

Continuing from last time...

One of your team-mates is exhausted after a long trip. Earth to Valery: we literally just camped out! You decide to urge your crewmate to keep going, but this choice comes with a personal check.
Here’s where your personality comes into play.


This is definitely a task for Big Buddy. Being a big charming goofball, he gives his big speech and lifts everyone’s spirits. Nice choice!

Finally, you arrive at your destination: the mysterious village hungry for blood, perhaps in more ways than one. Seems like beasts and men here mingle together, and everyone is everyone else’s kin.


Wishing to avoid any sanitary or virological catastrophe that would surely ensue if you stayed in this place for more than 10 minutes, you receive your reward and quickly press on. And I mean, really quickly.

…And immediately arrive at a more disturbing sight: a village that practices cock fighting. Or whatever grotesque substitute the Wasteland provides.

Sometimes, there are more choices than “fight” and “give money”

You decide to bet your pet companion, but an internal debate rears its ugly head: it seems like not everybody here is a fan of animal cruelty and the opinions within the group split (they can do that?). The personalities clash, and no mutant fight ensues. And who could blame them? No pet lizard is getting any harm coming its way on our watch. Unless it belongs to the enemy, obviously.


Afterwards, you stop at a shelter, which is just like a campfire but doesn't require spending any rations. where your crew rests by playing dice. Unfortunately, this is a zero sum game: some must win and some must lose, which means you inevitably gain some morale and lose some as well. Let this be a lesson: even gambling among friends and comrades can be bad for you.

Rest in peace, Chomp

As you make your way onto a new battlefield, Valery unfortunately loses her pet to the skirmish, and with that, her defining personality trait. That sounds sad on so many levels. Alas, unlike us, beasts were just not made to be permanent party members…

Finally, you arrive at the big boss fight. This is what your whole campaign led up to. Time to show those brutes the power of teamwork and a complete disregard for your own safety! You initiate combat...


…And promptly lose, perhaps joining Chomp in wherever he ended up.

What a downer ending, isn’t it? However, this is but a single day in the world of Outcast Tales, only one journey of many. What will your journey be like? Well, that one is easy: go and install the free campaign of Outcast Tales: The First Journey right now and try it out! With all the abundance of content in this free prologue, your story is sure to have a very different, perhaps even happier ending.

And with so many stories afoot, wouldn’t you just want to share them with fellow adventures? Well, you can do just that on our Discord and Twitter!

Finally, echoing the wise words of Big Buddy, make sure to add the full game to your wishlist so you can keep track of any and all upcoming updates! See you around!

https://store.steampowered.com/app/2551970/Outcast_Tales/

A Day's Journey — Part 1

[h3]Greetings, misfits![/h3]

...Who am I talking to? You three, obviously. You’ve got an important mission today, so let’s get on with it. Time for another day in the Wasteland. Let’s see if it proves fruitful, shall we?

[h2]Setting out[/h2]

Nobody in their right mind would set out for adventure without assembling a party first. The world of Outcast Tales might seem brimming with total loons, and yet you don’t see any of them traveling alone, do you?

Your team member’s personality type will determine their base stats, as well as perks and disadvantages they might receive during dialogue and other specific situations.
Do take a look at the attacks available to your character: one of them is a special and somehow it recharges other moves upon use. Do some attacks give respite to our heroes, somehow? Perhaps it’s just like when you take a break from your office job by moonlighting as a nighttime security guard… or something.

You can also set up custom names for your heroes, which is a great way to make some of your friends real mad!

Make sure you screen every party member before you set out. So what if all of half of them are good-for-nothing outlaws? You really don’t want a person with a record in your crew in this day and age, trust me.

An eye-catcher, a brave if unhinged daredevil, and a hermit pacifist walk into a bar...

As you examine the map, you realize you can choose your next destination after most encounters. Maps truly are the greatest invention of man. And yet, the first choice is made for you, so you venture forth.

You can also use this screen to set up camp and heal your party with rations

[h2]Day 1[/h2]

Alas, you are quickly thrust into battle. But don’t worry just yet: all the moves the enemy is planning are displayed in the upper part of the battle screen. That’s right: you can see the enemy’s turn order, who they’re planning to strike and the type of attack they will use. Let’s see how you fare with this information in mind.
Many of your attacks are also tailored to these strategies.


You use your foreknowledge of the enemy’s next move and execute an attack that deals extra damage to any enemy focused on that character. After you exchange regular blows and set up a protection barrier, you use your foreknowledge to quickly deal with the foes planning to gang up on your pet.
In the end, you emerge victorious, but one of your teammates receives some battle scars, while another receives enough experience for a new perk. Makes you wonder whose experience proved to be more valuable in the end…

Choose carefully!
Enough action for one day, eh? However, your encounter is far from over…


You combine your personal skills with a pinch of luck and trip up the fleeing enemy. As your sarcastic back-and-forth escalates, the outlaw… gives you a vial of his own blood as a parting gift? Wait, what?
Apparently, vast riches await you in his village if you bring this token to the outlaw’s kin. Wouldn’t the villagers beat you up if you come bearing blood of one of their own? Wait, that’s the plan, isn’t it? Nah, couldn’t be it.
A new destination is suddenly marked on your map, so you decide to make your way there.


However, you first make your way to a nearby settlement…


…Which apparently is hosting a tournament. Feeling exhausted, yet hungry for a distraction, you decide not to take part, but still watch the event. This boosts your morale, making you not only a better warrior, but a better comrade to your teammates, which will prove useful really soon.




Short on money, you buy some rations and continue your journey. The next destination might prove dangerous, so you decide to set up camp for the night.

Apparently our unhinged daredevil has a softer side?..

And what sort of campfire would it be without a heart-to-heart? Grown adults still do that, right? Apparently, the charming big guy really wants you to add something to your wishlist. You wouldn’t say no to a guy named “Big Buddy”, would you?

We've got to stop there, but this was only half of that crew's adventure. What will await them on Day 2? Fast friends, deadly enemies, or new philosophical quandries? Tune in for the second part of this entry in just a bit!

And while you wait, join our Discord and Twitter and gather round your own campfire with fellow adventurers! See you soon!

https://store.steampowered.com/app/2551970/Outcast_Tales/

Hotfix v1.02

Hello, wastleanders!

The hotfix addressing multiple localization errors is live, and it also has a nice QoL feature — an option to adjust font size!

[h3]Changelog:[/h3]
  • Fixed localization errors.
  • Added an option to adjust fonts size. It can be accessed in the settings menu. To apply the effects you need to restart the game.

Outcast Tales: The First Journey — Hotfix v1.01

Hey misfits!

Here's a quick post launch hotfix round of bugs we encountered (and successfully fixed!) just now:

  • Fixed bugged behaviour in the Wasteland Beast Master event
  • Fixed a bug in tutorial (not showing the button if you go back during the initial event)
  • Fixed a few localization issues
  • Fixed a bug with Twitch integration poll in RU localization