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Play as a group of daredevils who explore the world of dark fantasy in search of fame, amber and gold – in Dungeons of the Amber Griffin, coming soon on GOG!

Experience the classic mechanics of the iconic ‘90s Dungeon Crawlers with a new twist. Solve the mystery of the ghost that haunted the ruins and discover a bestiary based on Kashubian beliefs.

Wishlist it now, and try out the DEMO!
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g2222: Can't say anything about the actual gameplay. But their logo imitates the font & style of "Advanced Dungeons and Dragons" 2nd edition, or more exactly, the 1995/1996 "2.5" revised edition by TSR with the red logo.
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Zaephir-Moth: You're spot on ^^... I found that choice a nice classic reference.

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g2222: I noticed further that they use a typical "Vancian" D&D magic system with spell-memorization and the need to rest to reset. Personally, I hate this mechanic because you never have the spells prepared that you'd need for a given situation. Instead, everyone just stacks up on fireballs. magic missiles and healing. Effective but boring.
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Zaephir-Moth: I don't like that system more than you - I really don't -, but, having used it enough in TTRPG sessions, I do admit it can work well from time to time, provided that the DM (or, for video games, the designers) has poured enough attention in each situation or problem you're expected to tackle. The large amount of spells corresponding to that "Vancian" method is only intented to be useful if (and only if) proper scenarios are build to challenge their users. Of course, when the adventures only include generic areas, creatures and dangers, as you said, there's not much point in doing anything else than spamming AoE blasts and healing your party on the go. Why would one waste time with complex mechanics when he can merely force his way out of any fight with sheer firepower ? But that's an old gaming issue which isn't, in my opinion, strictly tied to the system itself. It's more about the way that system is supported by corresponding in game situations. Now, of course, if a developer can't think of any way to make his own system useful, then some changes should be considered...
I agree that the Vancian system isn't perfect, but in our game, we've managed to introduce some interesting passive spells that don't just focus on healing or magical armor but on blocking enemies.

For instance, metal cages or roots can sprout from the ground to block monsters for a few seconds or protect against incoming magic missiles. This adds a lot of fun because, even now in the demo, in the musical mode with Percival's music, you can block tougher opponents and simply escape the battlefield. We'll keep experimenting :)
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Namur: Given the importance and focus put on char portraits, given how, from a dev prespective, they seem to be of paramount importance to the players, i have to ask, will the game support custom char portraits ? Either with a proper system in place or via simple replacement/addition of files ? Or will that possibility be locked away behind extractors, unpackings, re-packings, etc, or not even that ?

Best of luck for the production cycle ahead and many thanks for the demo, much appreciated.
As I mentioned, using AI for character portraits was necessary because it’s difficult to tell an illustrator, “make this character, but different.” Creating these portraits took a very long time until we found the right direction.

But yes, we do want to redraw them because the human touch will make them fit the atmosphere even better than the AI-generated ones. You can really feel the difference.

Allowing custom character portraits is a great idea, but it comes with many issues such as copyright infringements (players might frequently violate them in video recordings, etc.) and security concerns - for example, synchronizing game saves with platforms like GOG/Steam, where someone could upload an image with a virus, etc. Maybe in the future, we’ll see.

Thank you for your support; it will definitely help us during production. We are a two-person team (not counting translators, etc.), so our morale has often dropped, especially after crashes and setbacks. But we keep fighting and won’t give up! Players give us strength :)
Post edited August 02, 2024 by Frozengem-Studio
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DoomSooth: He killed their lives? Who wrote that? :)
Hahaha, I wrote that! But seriously, in the trailer, it says "killed many human lives" because it refers to human lives. I know it might sound strange or incorrect, but Opi, the main specter, is a kind of Kashubian vampire, which people actually believed in until the last century.
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Frozengem-Studio: Hahaha, I wrote that! But seriously, in the trailer, it says "killed many human lives" because it refers to human lives. I know it might sound strange or incorrect, but Opi, the main specter, is a kind of Kashubian vampire, which people actually believed in until the last century.
That's something that I as a non-native speaker would never write, I'd say that it has to be took many human lives or killed many humans.
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Frozengem-Studio: As I mentioned, using AI for character portraits was necessary because it’s difficult to tell an illustrator, “make this character, but different.” Creating these portraits took a very long time until we found the right direction.

But yes, we do want to redraw them because the human touch will make them fit the atmosphere even better than the AI-generated ones. You can really feel the difference.

Allowing custom character portraits is a great idea, but it comes with many issues such as copyright infringements (players might frequently violate them in video recordings, etc.) and security concerns - for example, synchronizing game saves with platforms like GOG/Steam, where someone could upload an image with a virus, etc. Maybe in the future, we’ll see.

Thank you for your support; it will definitely help us during production. We are a two-person team (not counting translators, etc.), so our morale has often dropped, especially after crashes and setbacks. But we keep fighting and won’t give up! Players give us strength :)
Ok, thanks.

I'll keep an eye on the game's progress and, once again, best of luck.
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Zaephir-Moth: You're spot on ^^... I found that choice a nice classic reference.

I don't like that system more than you - I really don't -, but, having used it enough in TTRPG sessions, I do admit it can work well from time to time, provided that the DM (or, for video games, the designers) has poured enough attention in each situation or problem you're expected to tackle. The large amount of spells corresponding to that "Vancian" method is only intented to be useful if (and only if) proper scenarios are build to challenge their users. Of course, when the adventures only include generic areas, creatures and dangers, as you said, there's not much point in doing anything else than spamming AoE blasts and healing your party on the go. Why would one waste time with complex mechanics when he can merely force his way out of any fight with sheer firepower ? But that's an old gaming issue which isn't, in my opinion, strictly tied to the system itself. It's more about the way that system is supported by corresponding in game situations. Now, of course, if a developer can't think of any way to make his own system useful, then some changes should be considered...
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Frozengem-Studio: I agree that the Vancian system isn't perfect, but in our game, we've managed to introduce some interesting passive spells that don't just focus on healing or magical armor but on blocking enemies.

For instance, metal cages or roots can sprout from the ground to block monsters for a few seconds or protect against incoming magic missiles. This adds a lot of fun because, even now in the demo, in the musical mode with Percival's music, you can block tougher opponents and simply escape the battlefield. We'll keep experimenting :)
Regarding the spell system, as said, I've now come to alternatives I usually enjoy better. To complete what you said about contrasts between any mage and warrior at a given level, it's all about setting limits. They're of course needed, even in a non-Vancian system. Be it user exhaustion through stamina (mana, life points, etc.), increasingly long spell casting delays for each subsequent cast unless the user rests or quits fighting - which are easy to put in practice with simple mathematical formulas -, fixed (limited) number of uses per spell and per levels - with possible improvements (through experience, Intelligence gains, talents selection, etc.) not necessarily based on user choices in spell slots, like in BG 1 & 2. There are lots of options which can maintain a decent amount of balance, plus all the tactical or strategical components you mentioned...
Now, those BG 1 & 2 adaptation worked indeed very well. As long as you avoid imagining spells so specific they're only useful 2 or 3 times during a whole campaign - which unfortunately happens in lots of games -, you should be fine :).
Still, remember that perfect symmetry in class evolution (and the correspoding "feeling of progres and power") is a debatable choice. Some enjoy it, some don't. I usually prefer to throw asymmetrical elements up to a certain point. It mimicates more closely reality and offers variations to the experience curve. You know, the common "Warrior starts stronger than a mage and ends up weaker" cliche, but there are many other ways to tackle that - especially if you want hybrid characters ("Battlemages", etc.). Variety is usually a good thing...

From what I read here, you have a great approach of your subject ^^... The whole concept looks very consistent for now. The lighting and visual atmosphear feels warm enough without being silly. The user interface, writing and character fonts seem clear and practical enough.
Just make sure you don't dilute too much the core elements which distinguish your game from similar dungeon crawlers (the preservation of Kashubian-Pomeranian culture) in more generic compromises or too much (contemporary) themes and humour. I enjoyed the way you tried, in the bestiary's descriptions, to integrate a few allusions to beliefs and actual uses of monster parts. It's a good solid idea... You can keep pushing like that, at least up to a certain point : as long as there's nothing too mind-boggling or confusing about what one should do with an item, when facing a creature or playing a special class, players usually enjoy anything which promotes a bit of originality. You could probably go, once you've raised a bit of money, for representations of your classes a bit more specifically tied to older cultures, I think... Those you're showing for now could (honestly) be found in most fantasy games of any culture. Which may work as it is, but it would be a waste to have access to the Museum's knowledge and not use it as much a possible ^^...

In any case, I really enjoy your project for now and would gladly contribute to that. Take care of yourselves !
Post edited August 03, 2024 by Zaephir-Moth
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marcob: etc.
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Zaephir-Moth: Hahaha ! Interesting, yes... I quite agree with some parts of what you said, but for different reasons. I may be a bit down to earth or pragmatical, but I'm not at all bound to insist on ruthless materialism. Otherwise, I wouldn't write RPG scenarios or be interested in that kind of video game in the first place ^^... And I do agree with you that some parts of existence can be very interesting to describe through subtle allusive ways, be it symbolism - which people talk a lot about, even when there's absolutely nothing symbolic at stake - or simple narrative methods to show less and express more. Now, what I described above remains the easiest - but not best ! - method I've found, as a modest western fellow, to handle magical elements in dynamical story-telling. In practice, especially if you don't vouch for AD&D and the Vancian system - which I find efficient, but boring -, you're much better with something minimal, mental and closer to mathematics. And yes, I know what you're going to tell me ^^ : it's not very graphical or aesthetically impressive... But it will still allow one to share good interesting stories, with (potentially) deep narratives or values. In other terms, because of its very elusive or fantastical nature, I find it easier to restrain magic to a small part of an any given worldbuilding. Besides, it allows you to push interesting complex themes on the front line... And those don't need to be cynical ;).

It's quite important, I think, to remind that fantasy, as a litterary genre with its share of codes, is quite recent - old fairy tales, folklore or legends aren't fantasy per se. And fantasy's fantasy precisely because of its quite simplistic ways (albeit fun, poetical or soothing somehow, yes). For people who'd crave for stories less simplistic, there's also the real thing : the real history of similar subjects - egyptian myths, celtic druids, etc. -, which far more complex, a lot more grounded in deep rules (spiritual beliefs, social conventions, etc.) and provides so much more content that you need specific historical studies to tackle even a fraction of it properly. Fantasy is never "more" than it's real counterpart : it's always less. In mood, general lore or specific details. Sure, authors can pull creatures with green skins, two heads or fingertipped fireballs, but it's just by simplifying the related real phenomena. Those ideas aren't actual alternatives : just cheaper imaginary fakes. But, hey, at least, they're a lot easier to access, requires a lot less efforts to understand and provides ample ways to dream - which is usually the point of fantasy. Hence its success (and marketing value), which is still quite a niche compared to more realistic novels or art forms... The fate of your neighbour, even its a tad romanced, always weights more (in sales, numbers & popularity) on the balance than those of trolls, goblins or dragons. Which is quite reassuring if you ask me ^^...
But then yes, you're right, it's mostly because a hero (etymologically a "servant") is, in fact, nothing more than a common or less common guy trying to do his best because of something he believes in. Sometimes, small acts are already great deeds ^^. No need for bells and whistles... And common classic story structures are usually more about expressing symbolic existential messages than nitpicking about very specific realistical details in a given scene. Not that those classic works were filled with details anyway, since they weren't as lenghty, spectacular or concerned about explanations as more modern western ones, with special effects all around. But it's not because of practically or mundanities. At least not in the sense we're now used to. For the really ancient artworks - I'm not talking about Howard or Tolkien (which is still quite recent history), but far (centuries) older writings, etc. - were usually products of vastly different world views, concerned about qualities found in far simplier lives, common acts and relations with family, people around or nature, let alone faith or any set of beliefs, all of which look sometimes quite "mundane" or "practical" nowadays, whereas it certainly seemed "spectacular" or "beautiful" enough back then. And it still does for people who're sensible to simplier creations. You're right : imagination can (and has been) used for other sakes than sheer efficiency, but (as far I know) it's rarely been done just for the sake it (as artists would do now, just for their bread & butter). Usually, any legend you can think about is rooted deep down in very complex elements that are now studied to understand older though processes. This is more my bread & butter in research, so I've red a lot about that.
In any case, that "symbolic" aspect of stories, that you seem to enjoy in eastern products - I'm not a fan of japan comics or animation movies, but I've been a bookseller, so I still know a bit about it -, does exist indeed, I agree and not only in asian or middle eastern artworks. Despite the Indiana Jones fun scene ^^ - thanks for reminding me that one ! -, it still does exist in very plain-looking realistic novels about daily lives. You don't need fantasy... and not even fiction actually to pull symbolism. Symbols aren't symbols just because they belong to imaginary worlds or because people suddenly decide that some shoddy part of a movie, vastly unrealistic, is to be understood as "symbol". And even if lots of generic japanese productions, adressed in this country to young boys or girls - about the same age as the heroes, more or less -, do contain symbolic situations (about growth, loss, etc.), they're also economical products designed to please the tastes of a very specifically targeted part of the population - and teach them values about the world of adults. Which is to say it's far more practical and mundane, in the end, that you might think it is ^^... And even if those stories do contain, from time to time, symbolical elements, this does not prevent some of them from still being lazy or less imaginative than others in the way they use those. Sometimes, a cheap narrative or visual joke is... just that. Just cheap ^^... But at least, we can still laught about it !
We're going quite a bit off topic. Still I think the real opposition is not between materialistic or symbolic. That would be about the view on the world (imaginary or not) not much the actions, the style of them and certainly not the way they're told).
Let's put aside the kitsch or the holes in some (many) plot or those hastily put together "great scenes" that really are not (which are more a matter of too few love of the art and too much need to release it, plus a drive towards overdragged serialization, a classic from "fast and cheap" ones, the reason because "commercial" is often intended as "bad, quick and soulless" while there are robust hints that Shakespeare himself was proudly "commercial"; and it's not at all specifically an "eastern" fault, west being home to feuilletons and...ahem..post-Thanos Marvel, I've heard)
The friction is to me to be found in aesthetically (not simply mentally) pleasing vs unassuming. Myths were more about teaching and immersing, movies and games are about captivating, attracting in a shorter time-span, overloading with something awesome and unusual. So a slice-of-life approach is less effective in these kinds of stories; it could be deep but it's harder to make it amazing for the reader, since you'd have to work on subtleties and epic elements are fully "internal", with the "external" ones (big castles, great deeds) not available or reduced to a less attractive and often small-scale modern/real equivalent. In the suspension of fantasy, we forget that real life old roots of this were very small scale boundary quarrels that were far from how they've been passed down to us. The tale is not necessarily a cheaply pumped up or an oversimplified version; in the best share of the media output of a time (hence often gone classic afterwards, and with some "heart" in it, meant to be sold or not) we're not presented with what happened (like from a 2 m distant camera, for example) but what was felt when it happened . And then there's all the spectacularization that is the core of action blockbuster movies, and games done like this. The main justification and ingredient is not symbolism,
it's show and engagement.

Moreover, on simplification of the Fantasy genre I don't really agree: it can be on par with its ancient sources and a sort of dialogue/commentary on them, if done well. It can be more accessible, but not always, and more for being nearest to us in time than because of the author's choice. It could also be a distortion with how we commonly understood Fantasy classics, and how we remember them, while they were instead more somber, less stereotyped and more nuanced.
I think about The Lord of the Rings, even the more "visual and epic oriented" film version, a common "Fantasy novel" model for the general public.
It's not so happy and comforting as a tale, not completely optimistic, far more real in some details than one would think. Aragorn is not Disney's Prince Philip while strangely we think he is (he feels more like Tolkien's Geralt to me..!) and the all-goodies vs all-baddies settings that we're used to criticize simply isn't quite there. Elves are not so all-gorgeous: they feel selfish, privileged and outdated too (just like victorian old gents in WWI?). Of course hobbits are bucolic peasants but are also ignorant, narrowminded and prone to pettiness (like small village real-life uneducated peasants, maybe?)
Same, and much more visible in Dune.
Post edited August 03, 2024 by marcob
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marcob: We're going quite a bit off topic. Still I think the real opposition is not between materialistic or symbolic. That would be about the view on the world (imaginary or not) not much the actions, the style of them and certainly not the way they're told).
Let's put aside the kitsch or the holes in some (many) plot or those hastily put together "great scenes" that really are not (which are more a matter of too few love of the art and too much need to release it, plus a drive towards overdragged serialization, a classic from "fast and cheap" ones, the reason because "commercial" is often intended as "bad, quick and soulless" while there are robust hints that Shakespeare himself was proudly "commercial"; and it's not at all specifically an "eastern" fault, west being home to feuilletons and...ahem..post-Thanos Marvel, I've heard)
The friction is to me to be found in aesthetically (not simply mentally) pleasing vs unassuming. Myths were more about teaching and immersing, movies and games are about captivating, attracting in a shorter time-span, overloading with something awesome and unusual. So a slice-of-life approach is less effective in these kinds of stories; it could be deep but it's harder to make it amazing for the reader, since you'd have to work on subtleties and epic elements are fully "internal", with the "external" ones (big castles, great deeds) not available or reduced to a less attractive and often small-scale modern/real equivalent. In the suspension of fantasy, we forget that real life old roots of this were very small scale boundary quarrels that were far from how they've been passed down to us. The tale is not necessarily a cheaply pumped up or an oversimplified version; in the best share of the media output of a time (hence often gone classic afterwards, and with some "heart" in it, meant to be sold or not) we're not presented with what happened (like from a 2 m distant camera, for example) but what was felt when it happened . And then there's all the spectacularization that is the core of action blockbuster movies, and games done like this. The main justification and ingredient is not symbolism,
it's show and engagement.

Moreover, on simplification of the Fantasy genre I don't really agree: it can be on par with its ancient sources and a sort of dialogue/commentary on them, if done well. It can be more accessible, but not always, and more for being nearest to us in time than because of the author's choice. It could also be a distortion with how we commonly understood Fantasy classics, and how we remember them, while they were instead more somber, less stereotyped and more nuanced.
I think about The Lord of the Rings, even the more "visual and epic oriented" film version, a common "Fantasy novel" model for the general public.
It's not so happy and comforting as a tale, not completely optimistic, far more real in some details than one would think. Aragorn is not Disney's Prince Philip while strangely we think he is (he feels more like Tolkien's Geralt to me..!) and the all-goodies vs all-baddies settings that we're used to criticize simply isn't quite there. Elves are not so all-gorgeous: they feel selfish, privileged and outdated too (just like victorian old gents in WWI?). Of course hobbits are bucolic peasants but are also ignorant, narrowminded and prone to pettiness (like small village real-life uneducated peasants, maybe?)
Same, and much more visible in Dune.
I agree with you that opposing symbolism and plain detailled actions isn't very interesting here. Worldviews are better suited for describing those differences indeed. And you're right : we're a bit off topic ^^', so I'll try to keep it more attached to what this game's trying to achieve. For it was, from the start, my point here.

Your take on aesthetical differences is quite good. It's not my usual way of seeing this, but I agree with most of what you've said. Except for the mandatory nature of the (narrative) contrast you see between myths and movies or video games. There's no such thing - not in academical research at least - as a complete, intrinsic and unavoidable distinction between what most people will call "myths" (which are usually legends) and other types of narratives. They manifest different worldviews, as you said - and very strict traditionnalists would go as far as to say there's only one worldview, graduated according to one's understanding of it [but that's way too far from the subject ^^] -, which simply lead to different manifestations or motivations in a given environment. All of which still exist nowadays, even if proportions wildly vary. But the definitions given to those manifestations or motivations by modern research don't conveniently seperate products of an old forgotten world from... what is still imagined on a day to day basis. Which is to say, because anyone's responsabilities, past or present, that you can't set in stone distinctions between myths or any other kind of stories even before they're formed either. Including nowadays.
Novels, movies or games aren't, per se, mandatorily limited (as mere media vehicles) to the sole purpose of entertainement. It's more, you're right, a matter of worldviews. Which, you're right too, require sometimes some rather unefficient, ill-adapted narrative tricks or... to express it otherwise, a vision clear enough to integrate (indeed) internal realities into external apparences. In middle-eastern classic story telling, this is called "subtle allusions" for example. Of course, you'll always find unimportant elements to cover a tale's main theme, but you'd be surprised how hard, even during very rigourous studious of the subject - regardless of the schools of thought or fields of interest, someone like Mircea Eliade often agreed with Lévy-Strauss for exemple -, it is to clearly, completely and definitely isolate myths from other narrative constructions, for they share sometimes very similar elements and structures, during the same period of time. Regardless, I doubt the related authors could always master that difference with great precision, for their works often both contained important and less important parts...

Loads of novels and movies, strived and still strive even now, to "teach" about existential subjects which concern any historical period, express complex related matters - without being limited to a single one, as myths do - or bring to the light old (vast) cultural conceptions, linguistical peculiarities, odd interesting visual elements, etc. Those elements can prove to be less popular, artsy or bordered to the so-called "independant realm" - though this isn't a good way to tackle what we're talking about -, but not inherently so. Video game, for various reasons, were less concerned by those initially - and usually suffer more than all the "holes" you mentioned -, but they're starting to widen their field of preoccupations... Just like, somehow, what this game's doing with Kashubian-Pomeranian culture. And those objectives don't deny any interest for adjectives such as "fun", "spectacular" or "effective" in any way. Fortunately for us, somehow ^^ ! It's just a matter of craft, priorities and values. There's an avenue of possibilities here... That's what I try to explore whenever I come up with an idea or a story at least.
It's perfectly possible, though obviously not easy - I agree with you there too -, to share important details without boring people. Indeed, "slice of life" repeated actions - which traditionnal societies were all about - help a lot, but what are video games if not gameplay loops and in-game organised, repeated interactions ? And huge costly cinematics are considered to be so outdated by lots of gamers nowadays... There are many other methods to tell a story. Whatever game design is used - usually through expression of a few desires, linked afterwards (like here) to system choices -, there's no clear cut buit-in obstruction which would force any give media to "assume" a completely evasive stance, to limit itself to being a mere distraction, to renounce to its educational value - if when it's pretty low. It's just a matter of worldviews, choices and responsabilities. Especially if you can obtain some backup from museums and professionnal from various academic fields. Which is to say, somehow, that part - probably a very minor part - of our cultural production will one day be remembered as myths, trying to convey more than mere excitement...

Now, this doesn't change a thing about fantasy's usual classic (diminutive) features. And if you really know Fantasy whose core offers more than fantasies, by all means, tell me which ! Because such a change implies leaving the realm of Fantasy ^^. Sci-fi and speculative stuff, like Herbert's, share indeed a few other characteristics, if only because of their prospective nature. But it's still not that different usually and some authors don't want to hear about that distinction nowadays... Which is to say that no, Tolkien's works only qualifies at transmitting what (modern) Fantasy specializes in : nothing more, nothing less, even with the support of all his academic background and the religious orthodoxy of his themes. Same for Geralt's adventures, vastly different and also great, I agree ^^, but that's not the point here.
Both worlds propose their share of rigorous elements indeed, but any old piece of real History (including corresponding myths and stories) offers a potential value so impressively richer, deeper and closer to reality in any possible way - phenomenological, symbolical, etc. [provided you study it that way, of course, which most common Fantasy readers don't do] - that it's "commentary", like you said, usually doesn't bring forth anything else than... virtual fantasy. The distant evocation of dreams someone never tried to travel to or to adopt in his life ; the memory of stuff never seen or never experienced first hand ; the soothing setting of what pats the back of their author's convictions - as, statistically speaking, a western white (upper) middle-classed guy, in the comfy setting of his office. Tolkien's fantasms about nordic cultures have been well documented for example... I'm basically repeating here what's common knowledge about the genre. Which always implies some sort of simplification, even for the most internal phenomenons it expresses.
As said above, this doesn't prevent Fantasy products from (potentially) dealing with goals deeper or more grounded in common adult themes than entertainment. They can, as any other media, regardless of its happy optimistic coloured lenses or grim dark down to earth prospectives, be used as a vessel to express graduations of important specific or global realities, sometimes even universal. Though they're often mainly used, you're right, to sate a hunger of escapism rather than remembering about those themes. A novel by Jack London suits better the exposition of real feelings in the wild, in poverty, facing struggles or handling political beliefs - if only because they were lived as such by the author - than any imitation, through Fantasy, imagined by someone who invented a (more) muscular counterpart of himself like Conan. But does that change the effect of individual worldviews, decisions and effects ? Certainly not. Apart from striving to experiment those transformations ourselves, we're always free to subvert the genre to carry unusual messages - which is partly the case here. I sure hope, returning to the main topic, that this game will maintain a fair, even if modest share of exotical concrete elements. Not just an excuse to go on an adventure ^^...

PS : I thank you for the conversation ^^ and would talk more with pleasure, but I'm affraid we're going to bother people here ^^'. I've sent you an invitation, if chatting elsewhere piques your interest...
Post edited August 03, 2024 by Zaephir-Moth
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Frozengem-Studio: I just wanted to jump in on the topic of including characters with different skin tones in our game. We’ve added these characters because of the amber trade route, which stretched across Europe. This lets us bring in cool stuff like jewelry made from precious metals, silk, and other exotic items that weren’t originally found in the Kaszuby region.

We also want to respect the diversity of players who want to see themselves in the characters they create. Remember, this is a fantasy world, so we have some flexibility with historical accuracy.

The NPCs with different skin tones in our game will be traders on the amber route, not native Kaszuby folks. This gives them more interesting roles, like merchants with unique goods or storytellers with tales from distant lands.

In the future, we’re planning to add even more character classes, like magical and warrior classes from Asia, and Vikings. We think these additions will make the game even more exciting and inclusive.
Makes sense. Considering the Slavic Empire was a trade Empire and important trade routes went through the region. Further West, Reric and Ralswiek were influential hubs.

Vikings make sense as well, despite the rivalry with the Danish, since there were trade routes with Vikings in Scandinavia, who had their own piece of beef with the Danish. (Ignoring the whole thing with Harald Bluetooth for a minute.)

I mean particularly the destruction of Slavic trading posts by Danish Vikings and subsequent destruction of Hedeby by Slavic raiders, which accelerated the end of the Viking age, despite the tribute to Denmark by the Rujani, and ultimate loss and destruction of Rujani tribes by the Danish Vikings, including the destruction of the Svantevit temple at Arcona, and forceful conversion to Christianity.

Considering the trade of furs with the West and the trade routes with the East that went all the way down to the Black Sea and beyond, it is only natural to expect a multitude of nationalities to come through the region, and possibly a significant number stayed in the region as salespeople.

Sorry, I'm particularly interested in the era, local folklore et cetera. I published a low-fantasy book based on the timeframe, and the research was tons of fun. Very excited to see an RPG based on that type of lore. Can't wait!

Best of luck to all of you!
I do love a good dungeon crawler. Need more of them today.
I'm not a fan of first person perspective, so thank you for the demo. This way I can try out, if I like it despite that or not.
Quick question: Has anybody actually managed to run the demo?

I downloaded the offline installer, and tried multiple times, but every time I did, the installation complained about a corrupted file it couldn't read, which, when ignored, eventually triggered an "index out of range" exception.

If you click "ignore" and "ok" on all error messages, the game installation does finish regardless, but the game refuses to start: It throws an obscure error complaining about missing DirectX12 support, even though DirectX12 is installed and supported on my system.

Has anybody got this to work, or is this an issue with the files on the server?
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Nervensaegen: Quick question: Has anybody actually managed to run the demo?

I downloaded the offline installer, and tried multiple times, but every time I did, the installation complained about a corrupted file it couldn't read, which, when ignored, eventually triggered an "index out of range" exception.

If you click "ignore" and "ok" on all error messages, the game installation does finish regardless, but the game refuses to start: It throws an obscure error complaining about missing DirectX12 support, even though DirectX12 is installed and supported on my system.

Has anybody got this to work, or is this an issue with the files on the server?
Just installed the demo without any complications, same with starting the game and the tutorial.
I've played the demo but I didn't really enjoy it. Maybe it's not my type of game but some traps were unavoidable and really unfair. It looks nice, though.

Oh, and there's not key rebinding which kills it for me.
Post edited August 16, 2024 by Atreyu666
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Atreyu666: I've played the demo but I didn't really enjoy it. Maybe it's not my type of game but some traps were unavoidable and really unfair. It looks nice, though.

Oh, and there's not key rebinding which kills it for me.
Same here... If Frozengem-Studio reads this, you really should try to consider implementing options to rebind keys. It's just too much of a common expected functionnality nowadays and, without it, you'll certainly lose customers over a simple thing which could be solved in advance.
I'd still buy it without such an option, but others won't. It's guaranteed...