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Outcast Tales: The First Journey News

Devlog: Unlockables

Good day!
Today we are going to tell you how Ragtag Crew changes between runs, what can be opened, found and unlocked.

[h3]New classes and characters[/h3]
Where can we go without them! The player starts with 5 classes and 5 characters, but that’s not all. You will unlock another 3 additional classes and 2 additional characters along the way, during adventures for significant achievements.
And we plan to add even more after we release the game!



[h3]
More content[/h3]
It doesn’t matter whether it is victory or defeat, the player gains experience after each run. The more successful the run was, the more points will go to the box. You scored enough points - it added new content to future adventures.
You cannot see the purpose of the new items immediately, discover them in the next game!



[h3]Alternative hard boss[/h3]
Is the game too simple? Is the ultimate boss just a little trouble? Not a problem! If you complete the game at least once for each class and character, it will unlock a special secret boss, stronger and more dangerous than the previous one!



[h3]Endings[/h3]
Depending on the chosen characters and personalities, items and decisions made during the run, the adventure can end in different ways. The game has 12 endings planned. Try opening them all!

[h3]Achievements[/h3]
And, of course, achievements. For those who love to collect!

Next time, we will tell you about the “secret” abilities of each class, which can be unlocked during the races.

Demo v8 Update!

Hello! Today we've updated the demo with few fixes, QoL changes and major interface update:


  • The interface has changed a lot
  • The Mercenary is back, with sound effects!
  • Personality now affects the starting set of the character's abilities: it matters not only which personality is chosen, but also for whom
  • Enemy traits are now displayed graphically
  • The map is now much easier to overview
  • Explanations of terms have been added
  • Bug fixes




Please, share your feedback:


Thank you!

Devlog: Events

Hello, everyone! Time to tell you about the journey!
Every time you pass through a location in Ragtag Crew, a text event will appear. In these events, you will face challenges, fight enemies, listen to crew banter, make decisions, and suffer the consequences.

These text events come in two forms:
  1. Map events are "you against the world": escape danger, grab loot, make friends, and fight enemies.



  2. Rest events only take place during the rest phase. They focus on the character's internal problems and relationships with the group.



Often, you'll be presented with a choice. We try to avoid "right" or "wrong" answers, so different options have different outcomes and are better depending on the situation. Scare off the bandits and move on without a scratch. Fight the bandits and gain loot and experience, but be prepared for them to retaliate later.

Many decisions require your characters to take a skill test. Sometimes one person is enough, sometimes the whole party has to make an effort. Skills range from athletic to persuasion and are appropriate for a variety of situations.



How can you improve your skills? Seek a challenge; step out of your comfort zone! Every time you fail a skill test, that skill increases! And if the test is difficult enough for the character, they will learn even after they succeed!



But wait! What if I told you that it's not always up to you to determine the outcome of the event? Your crew members are people with their own desires! A team member can approve of your decision or complain about it, and it will affect their morale. A character can bring their own solution to the table and expand their options. And sometimes a teammate takes over the event entirely and steers it in an unexpected direction, for better or worse.



This can happen because of his past, his personality, his relationships, his allies, or his items! This makes events highly replayable: Pick a different crew and see how it changes familiar situations!

What about the consequences? Not only do you gain or lose Zincreds, rations, or equipment during these events, but there's more! Your characters will receive permanent changes in the form of traits. You will be given quests to complete! You'll make decisions that can bite you in the ass later or even change the finale of the game!



Good luck, and stay alert in the desert!

Devlog: Decisions

We would like to thank everyone who participated in the Ragtag Crew playtest. Every feedback is valuable for us!
If you missed it then here is the information:
https://store.steampowered.com/news/app/882590/view/2987556908482720494
Today we're going to talk a little bit about our design philosophy — "decisions should matter".

Ability Power is a simple example. Currently, it enhances your character's abilities and makes no difference between them. What if we split it into three types: one for Elimination, one for Maneuver, and one for Support?

On the one hand, it expands the number of possibilities: now we can have specialized equipment for each category. On the other hand, it reduces the number of meaningful decisions taken during the run.

Example:
The player acquires a shiny new item that improves all Support abilities. Who should get it? No need to think twice if the Technomancer is the only crew member who can use Support.
In combat, she can also use Maneuvers. But why would the player do that when her Support abilities are now much stronger?



In both of these cases, the player technically has a choice. Not a very interesting one, though, since one option is objectively better than the other. We try our best to keep the number of such situations to a minimum.

Stay alert in the desert and see you soon!

https://store.steampowered.com/app/882590/Ragtag_Crew/