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Greetings, Hunters!

<span class="bold">Victor Vran</span>, an action filled next step in aRPG design, is available now for Windows and Mac - complete with GOG Galaxy Achievements, DRM-free, and 10% off for the first week!

In a genre that's seen immense highs and extended lows, it seems that we're always waiting for the secret formula for the perfect action RPG. Some say it's all about an overwhelming amount of loot, upgrades and treats galore. Others choose to experiment with new and innovative ways to connect their players, or to give them new types of control over making their character one of a kind. Victor Vran brings its own answers to the table.

It's a game that places movement and action first, truly putting the "action" in the aRPG, eliminating the boundaries of a traditional class system, and opting for freeform gear-based progression. A combat-oriented approach doesn't mean that Victor Vran is lacking in the other departments either - there's plenty of loot to collect and increasingly awesome weapons to find (including what looks an awful lot like a lightsaber) as well as innovative character progression. All that's there, however, is enhanced by an unprecedented movement system that will have you (and up to 4 of your co-op buddies) leaping, dodging and wallrunning. It's a game where survival is based on so much more than how hard you can hit.



GOG.com Exclusive Bonus
For a little something special, your copy of the game will come with a one-time-use GOG.com-exclusive Treasure Key! Just log in to your GOG.com account, start your single-player game, and redeem it in-game for a fountain of gold and the following drops:

- Med Kit (Legendary) - An endless healing potion.
- Hope Destiny Card (Uncommon) - Provides additional health when equipped. Can be equipped on level 2.
- Diamond Demon Power (Uncommon) - Creates a protective shield. Can be equipped immediately.
- Gift Box - A box that can be opened for random loot.
- Red, Green and Blue dyes - Used to colorize your outfit. Transmutation unlocks at level 16.




Q&A With The Devs
Have questions about the game that only the devs can answer? Join the team behind Victor Vran for a special Q&A session this coming Monday!
Boyan (Lead Designer) and Momchil (Designer) from Haemimont Games will be visiting our forums on Monday (July 27) starting 6pm GMT (8pm CEST / 2pm EST / 11am PST to answer all your questions about the game, the life behind game development, or their favorite type of sandwich. Save the date, stay tuned for the announcement thread, and come hang out with us.


Experience the definition of "a" in aRPG with <span class="bold">Victor Vran</span>, DRM-free on GOG.com! The launch discount will last for one week, until Friday, July 31, at 9:59 AM GMT.
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Matruchus: So far the only annoying thing in this game is the save system. If you start a map there is no way to save and continue it later. Basically you have to start again in the castle with the map of the game. And since maps are quite huge you need at least an hour to finish it if not longer (though there are certainly arpg pros that will do them very fast). Every time you exit the map all the monsters respawn so you have to fight through them again which becomes quite tiresome. At this point I still don't know what the checkpoints are about. At this point im at level 23 - 12 hours in.
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Martek: Ugh!

That's reason #3 for this to stay on my no-buy list.

1) DRM'd "Treasure Bonus"
2) Only one activation of the "Treasure Bonus"
3) Sucky save system

(Now, I understand that #'s 1 & 2 are reportedly going to change. WHEN they do, they'll come off the list. I'm a big fan of deliverables, not sayables. #3 seems like it will stay tho..)
The save system is the same as other AARPGs eg even Diablo 2, When you exit the game it saves automatically, all your quest progress, achievements and loot are saved.
Well the booster pack online activation will be removed in one of the next updates so that the booster pack will be made like a drop on the strategic castle map (also known as hub) of the game right at the beginning. At this point all discussion about that is just semantics.

Source: http://www.gog.com/forum/general/victor_vran_developer_qa_b9a24/post28
Post edited July 27, 2015 by Matruchus
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BKGaming: Well it seems the devs might have just given you guys what you really wanted, so maybe now we can just enjoy the game:

The DLCs will be available on GoG as a separate download. They shouldn’t require online activation.

Also I have a bit of good news we will change how the GIFT-OF-GEAR is obtained with the next big update. It will drop when you enter the Hub without any need to connect to our online servers.
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BKGaming: http://www.gog.com/forum/general/victor_vran_developer_qa_b9a24/post28
This is exactly what I expected to happen. Despite occasional misguided initial decisions IMO, GOG tends to listen to feedback and remove things that are perceived as DRM by their community.

When this actually happens and the online activation is removed, I'll add this game to my wishlist and eventually buy it.
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DeathDiciple: They certainly have shown more sense and reason than their apologists here. I shall check it again once the Linux build is ready and DRM from gift is removed.
I agree.

I was pleased to read that instead of looking for imaginative ways of justifying the online check, they simply plan to do "the impossible": remove the online check altogether. Hopefully they are true to their word. It's a pity they cannot do the same for treasure hunts, but I expect it's too late to change that now, given that these were designed to be active for a limited period of time (a few days).

I too will reconsider them at a later point, perhaps when they are done with releasing all the DLCs and expansions and I can reasonably estimate what the full game costs (obviously more than the current $19.99). I have bad memories from Omerta.
Post edited July 28, 2015 by mrkgnao
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DeathDiciple: They certainly have shown more sense and reason than their apologists here. I shall check it again once the Linux build is ready and DRM from gift is removed.
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mrkgnao: I was pleased to read that instead of looking for imaginative ways of justifying the online check, they simply plan to do "the impossible": remove the online check altogether.
I don't remember anyone ever once saying it was "impossible" for the treasure key, just not how it was designed. Just saying... glad they changed this for people who took issue with it however, but that was never something was hard to change or really even needed to change.

It was the entire treasure hunt system that would be difficult to make happen offline...
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mrkgnao: I was pleased to read that instead of looking for imaginative ways of justifying the online check, they simply plan to do "the impossible": remove the online check altogether.
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BKGaming: I don't remember anyone ever once saying it was "impossible" for the treasure key, just not how it was designed. Just saying... glad they changed this for people who took issue with it however, but that was never something was hard to change or really even needed to change.

It was the entire treasure hunt system that would be difficult to make happen offline...
it would not be difficult. All the functional code that implements the results of the treasure hunt codes already works offline. It's just the code that metes out the random numbers that is run server side. Compiling it into the client would be as simple as any sort of patch could be.

I believe the actual obstruction is that they designed the feature to provide a "sticky" encouragement to build an online community, and that making this feature work entirely offline could undermine the goals they have for the feature. In other words, they are valuing creating links among their player base over the freedom of their player base to engage with the game in the manner of their choosing. I'm not trying to suggest this is an illegitimate valuation, but I find it incompatible with my personal ethics.
Post edited July 28, 2015 by jsjrodman
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jsjrodman: it would not be difficult. All the functional code that implements the results of the treasure hunt codes already works offline. It's just the code that metes out the random numbers that is run server side. Compiling it into the client would be as simple as any sort of patch could be.
Yes I know the random numbers are done server side. But eh I doubt that, as far as having the exact same functionality goes. Yea they could probably add a system that mimics it for offline use, randomly generate the numbers I mean. Not that difficult. But the server also keep the numbers active for only a short time, which the game checks against for everyone who has a copy of that code, this is not something your going to easily mimic and have it usable for everyone without the game checking against a server for that.

I have no doubt that could substitute a system in it's place, I doubt it would keep there original design as intended however...
Post edited July 28, 2015 by BKGaming
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jsjrodman: it would not be difficult. All the functional code that implements the results of the treasure hunt codes already works offline. It's just the code that metes out the random numbers that is run server side. Compiling it into the client would be as simple as any sort of patch could be.
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BKGaming: Yes I know the random numbers are done server side. But eh I doubt that, as far as having the exact same functionality goes. Yea they could probably add a system that mimics it for offline use, randomly generate the numbers I mean. Not that difficult. But the server also keep the numbers active for only a short time, which the game checks against for everyone who has a copy of that code, this is not something your going to easily mimic and have it usable for everyone without the game checking against a server for that.

I have no doubt that could substitute a system in it's place, I doubt it would keep there original design as intended however...
Since the codes are limited time use, and work offline, they clearly contain the deadline date in the code itself.
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Post edited July 28, 2015 by BKGaming
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BKGaming: snip
You just like torturing yourself, don't you? :P
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BKGaming: Yes I know the random numbers are done server side. But eh I doubt that, as far as having the exact same functionality goes. Yea they could probably add a system that mimics it for offline use, randomly generate the numbers I mean. Not that difficult. But the server also keep the numbers active for only a short time, which the game checks against for everyone who has a copy of that code, this is not something your going to easily mimic and have it usable for everyone without the game checking against a server for that.

I have no doubt that could substitute a system in it's place, I doubt it would keep there original design as intended however...
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jsjrodman: Since the codes are limited time use, and work offline, they clearly contain the deadline date in the code itself.
They can only be redeemed online according to dev:

http://www.gog.com/forum/general/victor_vran_developer_qa_b9a24/post58

And how would the game know that without talking to a server though? You can generate them offline yes, you could even have them work for so long offline. But how is my copy of game A that generated code XYZ going to tell game B that that code XYZ expires in 5 days if they can't talk, and that it's okay to generate more codes after it expires. Game B would have no way of knowing this if it didn't generate the code itself.

Also the server limits the amount of keys floating around. You could do this offline but, then this would I assume be tied to the system clock, and could easy be manipulated...

EDIT: Not to mention the code is nothing more than a string of numbers, it can not contain anything... this would either be contained in the game or the server.

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BKGaming: snip
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HijacK: You just like torturing yourself, don't you? :P
Yes. :D
Post edited July 28, 2015 by BKGaming
Watching videos of Victor Vran makes it look like a treat to play. The one thing I can't get my head around is whether it has local offline co-op (two players on the same computer) as is traditional with other games of its type. Typed it into Google and got three different answers - Kotaku Australia says yes, Co-Optimus says no, Rock Paper Shotgun says not yet but its on the way.

Well that cleared things up.
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markrichardb: Watching videos of Victor Vran makes it look like a treat to play. The one thing I can't get my head around is whether it has local offline co-op (two players on the same computer) as is traditional with other games of its type. Typed it into Google and got three different answers - Kotaku Australia says yes, Co-Optimus says no, Rock Paper Shotgun says not yet but its on the way.

Well that cleared things up.
It doesn't have it at the moment. It says on Steam under features that they will be adding it together with the upcoming free dlc.

Quote:"Development will not end with the release. We will continue to improve and update Victor Vran with free features and content. Here is what you can expect in the near future:

- The free Tome of Souls DLC will introduce a brand new weapon type that unlocks new active abilities and a spellcaster playstyle. Of course, there will be legendary tomes of forbidden words and endless power, such as The Nekonomicon and Fifty Shades of Slay.
- The free Highlander Outfit DLC will open even more character build options and an exciting new look for the title character.
- The free Cauldron of Chaos DLC will add a huge new map which will offer a randomized layout, encounters and daily challenges.
- A Local Coop multiplayer mode will allow two players to play together on the same system . "
Post edited July 28, 2015 by Matruchus
Ah thanks. I'll probably wait it out a bit longer then!
Post edited July 28, 2015 by markrichardb
May i just ask if people are able to create an online account?

I fill out all the details to create an account but when i get to Serial Number i enter the one under my game in GOG and i receive the following message

Could not connect to server code 'Bad User'

I really want to play with a friend, am i missing something?

Thanks