Hello No Place for Bravery Community, In recent months, we have been tirelessly working and investing all our energy and resources into bringing new projects to life. We know many of you are eagerly awaiting news, updates, and ongoing support for No Place for Bravery, and we want to assure you that we are doing our best to meet your expectations. However, it's important to share with you that we are facing some challenges. As some of you may know, we are an independent studio with a small team and rely heavily on funding to keep moving forward. Currently, we are working hard to secure the next investment that will allow us to expand our team. Exciting things are coming! However, we need a little more time to address our financial and structural issues, and we would like to ask for your understanding and support. Therefore, we want to inform you that we will be temporarily stepping away from supporting No Place for Bravery until at least June. This decision has been made so we can fully focus on seeking investment and developing new projects and No Place for Bravery itself. We want to express our deepest gratitude to each and every one of you for your ongoing support. We appreciate your understanding and patience during this challenging period. Best regards, Glitch Factory
Guardian Edition Free Demo
Guardian Edition Free Demo Hello, fearless warriors! We're here with thrilling news in honor of the incredible reception the Guardian Edition of No Place for Bravery has received. To ensure that our epic journey is experienced by a larger audience, we're delighted to unveil a Free Demo for everyone to enjoy. But that's not the end of our tale prepare yourselves for an exclusive 35% Discount event that will sweep across our lands from October 30 to November 6! Gather your companions and embark on this heroic quest with us, as there truly is No Place for Bravery.
Hello Brave ones!
As you already know, the Guardian Edition of No Place for Bravery is now online. With it, several improvements have been added to the project. Now, we need to discuss the game's languages.
We have also previously mentioned the size of our team and the challenges we faced during our launch in the text about the Roadmap of updates.
Regarding the languages:
We are a small team from Brazil, and the possibility of having a game in multiple languages was like a dream come true. What we didn't know at the time was that it came with some limitations. Bravery is a game with a lot of text; everything has a story to tell, and everything adds in some way to the construction of the world. We weren't so experienced in terms of scope, and various text changes were needed during the project's development. All of this incurred a cost - localizing for various languages. After a while, we finalized the treatment of the game's text, and nothing more could be written because we didn't have the financial resources for it. Of course, many things still needed to be said, but we tried to do that in the best way possible without text. For the Guardian Edition, since we have been without funding for a while, we decided to overlook this limitation a bit and go for a more independent approach, working with the community. We decided to include all the texts that we deemed necessary for the project to become a better game, including new tutorials and tips, new interactions and items, and all of this ended up making the game more interesting. Everything was written in Portuguese and translated into English, which was used for all the other languages. From time to time, we receive emails from members of the community offering to localize the game's text into a language that hasn't been localized yet. So we thought, let's be indies! Let's use our community and ask for help in this regard. This text is about that - the Guardian Edition has already been released, and with it, several improvements and various new texts that need to be localized. How do you, brave members of the community, think we can work on this with community creation tools? Should we release a spreadsheet with comments, for example? We are a team of three people working to improve a project that is currently without funding. In addition, we are also working on new ideas to keep the studio alive. Things are happening slowly, but with the help of the community, we know we can change this story.
Hello brave warriors.
To celebrate the launch of the new version of the game we are giving a 35% discount.
Don't waste time, swords in fists and eyes wide open.
Don't forget to check out all changes made in the project for the new version.
https://store.steampowered.com/news/app/1039100/view/3675553409359158173?l=brazilian
Hello dear community.
The time has come, there is no place for bravery! Only the fastest swords will survive there is an amazing new version of our beloved game.
We heard everything you had to say and we're happy to bring you so much news! It took months of work to improve the combat experience, game design, visual feedback from enemies and a less punishing game. (but without losing the challenge!)
In the first moment of this publication we will talk about the general aspects of this new version, for those who are interested, we will mention everything that is contemplated in the patch and deal with the main points that we have learned in the meantime.
Without further ado, here we go.
Basic combat changes.
One of the big points we got from you is that Bravery's combat was harsh and often felt truncated, as well as feeling punishing in an unfair way. We understand this and decided to change some combat dynamics to make things more interesting: The combat restructuring was very deep, thanks to the feedback we could see that there was a fundamental problem in our approach to the battle design: we believed that the game was a Souls/Sekiro like and we made several decisions in that sense, but the truth is that we got too attached to references that made sense in the initial context of the project, but over time the game had already become something else and we could only realize that after the launch and feedback from the community. We changed our design approach and instead of keeping a very locked game focused exclusively on parrying we made the character faster with cancellation frames and more immediate responses, we made the side step more responsive and with an invulnerability frame, we also separated the stance damage from the character's base damage so that enemies' posture breaking was always intentional. With that, we opened the possibility for more styles of gameplay and breaking, we managed to make the game more fluid and responsive. No Place for Bravery is a narrative-driven Action Game and we believe that all these changes will bring a much more interesting combat flow to Bravery as in the example below.
In addition, several other changes have been made that affect how you will face your enemies in Bravery. We get better visual feedback in combat and more clarity on enemy behavior.
Difficulty level fix.
We'd like to bring a really challenging experience to our players, however, thanks to your feedback that the game was punishing and unfair to our brave warriors, several of the tweaks we've made in regards to combat are already intended to address issues in the game as well. difficulty of the game, but we did a more complete study on the balance in a broader way, taking into account the amount of health, posture and resistance of Thorn and his mortal enemies.
Level design rework
In order to make a better experience, we also made changes to how the game develops, inserting new moments and tutorials that help in learning the mechanics of the game and that generate a better sense of progression. How to bring the situation of the platforms? The game's platforming mechanic was something that really wasn't satisfying, in fact it's a remnant of the project's various restructurings. In this first moment, we are transforming several of these sequences into moments in which the player must explore the combat, which is our core mechanic, in a different way: with the possibility of using elements of the scenario in your favor or having to deal with limitations that it generates, as is the case with the new Guardian Base challenges. Old Design:
New Design:
Usability experience improvements
In addition to all the improvements in the way of playing, we have brought some features that will allow for a usability experience such as:
- Fix Screen Resize;
- Pause on Menus;
- Cloud Save;
- Linux Native Build
One last consideration
We will be continuously working on Bravery to get to the game that we always dreamed of delivering to the community, the goal of this version is to understand how you will feel the game and we hope that you can rate Bravery, so we can understand if the game is better and we can still evolve, after that we intend to take these improvements to other platforms like the Switch. For the most enthusiastic players, below we will have a complete list with all the changes
Feedbacks and reading, confusion during combat
- What was done?
- Why was that?
- What problem Problem does it solve?
Stance damage and strong attack
- What was done?
- Why was that?
- What problem Problem does it solve?
Player Attribute Feedback
- What was done?
- Why was that?
- What problem Problem does it solve?
Side Step & parry
- What was done?
- Why was that?
- What problem Problem does it solve?
Side Step - Invulnerability feedback
- What was done?
- Why was that?
- What problem Problem does it solve?
Difficulty levels
- What was done?
- Why was that?
- What problem Problem does it solve?
Rework Level design
- What was done?
- Why was that?
- What problem Problem does it solve?
Pausing in-game menus
- What was done?
- Why was that?
- What problem Problem does it solve?
Self-consumable item
- What was done?
- Why was that?
- What problem Problem does it solve?
Breaker Attack on enemies
- What was done?
- Why was that?
- What problem Problem does it solve?
Full Screen behavior
- What was done?
- Why was that?
- What problem Problem does it solve?
Crossbow rework
- What was done?
- Why was that?
- What problem Problem does it solve?
(Enemy) Heblin Dasher
- What was done?
- Why was that?
- What problem Problem does it solve?
(Enemy) New Order Area Cancel behavior fix
- What was done?
- Why was that?
- What problem Problem does it solve?
(Enemy) Archers and ranged attacks in general
- What was done?
- Why was that?
- What problem Problem does it solve?
(enemy) New Order Bullet Hell Rework
- What was done?
- Why was that?
- What problem Problem does it solve?
(enemy) Heblin Tank
- What was done?
- Why was that?
- What problem Problem does it solve?
Exciting News and a Deeper Conversation with the Bravery Community!
Hello, dear Bravery community!
We have some thrilling updates to share with you and would like to take this opportunity to have a more profound conversation about the game's development. We recognize that our communication hasn't been the best, but we're committed to improving and keeping you informed about the challenges we face as a small indie team. While we may still make mistakes along the way, we believe that being open with you will foster a better understanding of our journey.
Our publisher's funding unfortunately ran out in June 2022, and due to these financial constraints, we had to make the tough decision to release our employees and part ways with some of our partners. It was a heartbreaking moment as we went from a team of nine, all working fervently towards the release, to just the two of us. The studio atmosphere turned somber, but we were determined to give Bravery the chance it deserved, even with our reduced manpower. It was a challenging and emotional period, but we held onto hope that our efforts would resonate with the gaming community and find an audience.
When we first released Bravery, we were a team of only two passionate individuals. Handling bug fixes for the PC version and working on porting the game to the Switch became overwhelming for just the two of us. Nevertheless, we maintained our optimism regarding the game's reception.
But now, for the exciting news!
After the game's release, we were selected as one of the ten Latin American companies to receive the inaugural Google Indie Fund. Originally intended to support the game's mobile port, we saw it as an opportunity to not only bring Bravery to mobile devices but also to make significant improvements. Your valuable feedback has been invaluable, allowing us to gain deeper insights into the project and rework various design decisions to enhance the overall gaming experience. Over the past six months, our team has been hard at work, and we're thrilled with the progress we've made.
We want to emphasize that we're still a small team, consisting of seven dedicated individuals. As we strive to make Bravery the best it can be, we must balance the business aspects while providing ongoing support for the game. Please bear with us as progress may be slower than what you're accustomed to, given our limited resources and budget constraints. We genuinely appreciate your patience and understanding throughout this journey.
This brings us to our future plans for No Place for Bravery. We're excited to present the roadmap for future updates, outlining our commitment to continuously improve the game and deliver the exceptional experience we know it can be. We invite you to share your feedback and ideas, as your input is vital in shaping the game's direction.
Thank you for being a part of our community and for your unwavering support. Together, let's make Bravery an unforgettable experience!
Stay tuned for more updates and exciting news.
Your Bravery Team
Patch Notes:
- Fixed achievement system
- Fixed Thorn loaded position
- Thorn base stamina increased from 1000 to 1600
- Cover added to some obstacles of Helwyr fire factory
- Thorn dash attack invincibility decreased to 0.6 from 2.5
- Added delay to show save tip
This patch contains various fixes and improvements to issues inspired and reported by our players. Thank you for your support as we try and make exploring Dewr the most epic and enjoyable experience possible!
Note: Indicates a change inspired by or reported by the community! Thank you!
Save system:
Rework write to file workflow:
To better improve performance and flow the game now will only save at battle memorials
Do not turn off the game while it is saving, it may corrupt your save file
BUG Fixes:
- Hard lock - Player no longer gets stuck after the bridge at south of Westland.
- Soft Lock - If thethe Player leaves the game after the battle before Leaf's kidnapping the item required to interact and proceed no longer disappears.
- Character no longer duplicates after the cutscene in Westland.
- The player can no longer dash/walk through to the other side without ever needing to grab the hammer at the stones in the prologue.
- Cursed forest ghost mages skill item no longer disappears after the cutscene.
- The hanged man no longer disappears after the cutscene.
Narrative:
Glossary entry for Leaf, Thorn, and Rosa removed from the prologue.
Enemies encounter:
Warlock Summoning clones : The clone summoning behaviorwas removed to avoid a Hard Lock when the player respawns at the near battle memorial. The Warlock encounter will be further reworked for further updates. Westlands Ghost enemies: Removed until the rework of the battle design of this area is done.
Level Design & Enviroment:
- New Battle memorials were added to the Prison, Secret Base, Helwyr Fire Factory, Cursed Forest, and Tooth, following the Save System Change.
- Backtrack portal added to Secret base of the order after the Boss battle.
- Backtrack portal added to Helwyr fire factory after the Boss battle.
Miscellaneous:
- Information about the Save System added to the loading screen.
- Item drop interaction time removed.
- Other aspect ratios added: 4:3 5:4 16:10 Other
Battle Design & Gameplay:
- Cooldown of 1s added to freeze time feedback when the player is hit We kept the damage of other attacks during the feedback cooldown, only the freeze of the camera will stop, but all other feed back are will still happen during the freeze time feedback cooldown window.
- Invulnerability after successful parry increased from 0.3s to 0.5s.
Combat Improvements - Sword and Dash
Improvements made to the dash to make it a more viable combat maneuver. Sword movimentation improvement:
- The Animation cancels closer to the strike hit now.
- The time for Thorns combo to reset has been set at 0.5 seconds.
- A short delay has been added to the basic sword attack III of the combo.
- strike 1 decreased to x0.5 from x1.
- strike 2 decreased to x1 from x1.
- strike 3 decreased to x1.5 from x2.
- The Player can now cancel the last 2 frames of a dash with an attack.
- Distance increased to 1.9.
- Duration increased to 0.25.
- Invulnerability of 0.1s added.
- Cooldown increased to 0.6.
- Stamina use increased to 100.
- Q.Duration decreased to 0.3
- Distance increased to 2.3.
- Duration increased to 0.6.
- Invulnerability increased to 0.3s.
- Cooldown decreased to 0.5.
- Stamina use increased to 100.
- Q.Duration increased to 0.4.
- Distance increased to 2.6.
- Duration increased 0.6.
- Invulnerability increased to 0.6s.
- Cooldown decreased to 0.3s.
- Stamina use increased to 100.
Thorn Hammer improvements:
- The Animation cancels closer to the strike hit in the first two attacks.
- Hammer combo cooldown decreased to 0.4.
- Combo reset time increased to 2s.
- Strike 1 damage decreased to 1 from 1.25.
- strike 2 damage decreased to 1 from 1.25.
- invincibility decreased to 0.3.
- Damage decreased to 1.
- cooldown increased to 8.
Hi folks, in my first live Stream I want to share with you some insights into the game, what makes Bravery the game it is, our creative vision behind some scenes and decisions, and also talk about the first upcoming patch. We're really happy and thankful for all feedback we're receiving, here I want to show our progress regarding making Bravery the cool experience we all know it can be. Tlio Mendes Director
Hello Brave ones, How fighting for Dewr been so far? We wanted to give you an update and some unoffical patch notes to provide some insight and gratitude regarding some trouble early reviews had with our game. Some reviewers of our game had some problems and bugs come up in the versions that they played. Some of the folks got their versions as early at August 25th and we felt confident in the version we sent them. However, When people play your game, they will always find bugs you weren't aware of and that happened to us. While we regret that problem appeared for some of the reviewers we got to work right away solving those problems. While we couldn't solve all of the problems for folks who got the game early while they were playing the game, we are very grateful for all of them who wrote to us letting us know what issues they found. We were blown away by the outreach. Folks didn't write to complain, most of them wanted to let us know about the issues because they enjoyed the game and wanted it to be the best it could be. Which was very unexpected for us, but also a pleasant surprise that made us work with more energy for the release on the 22nd. We will list here all the issues that were resolved in that period, as we know that some information and reported issues may have already been resolved. New issues will arise, of course, but we will keep working to make Bravery the best possible experience it can be.
Bravery change log from 08/25 to 09/20:
System:
Thorn position fixed to avoid black screen: - Prologue ending, ActI ending, ActII ending, ActIII ending. - Crash when leaving the game during Leaf kidnapping cutscene. - Quick slot input stuck after Thorn falling. Warlock: - Main behavior, summons behavior, hebling spawning. - Warlock room missing after die and reload the game.
Gameplay:
- Dashing back to the ground from a platform. - Dashing between platforms. - Scrolling lore description. - Prison enemies sprite spawning after death. - Warlock persistent clone. - Thorn getting stuck after the sword switch in the guardian base. - Tooth Warlock wayblocker.
Code:
- World map navigation. - Save the game when the player dies. - Scene loading and activation. - Player position on loading game. - Save player position improvement. - Improvements to avoid falling into holes. - Discover map region after travel to it. Thank you for the support! Glitch Factory
Rise, children of Dewr. A world of selfishness and terror awaits, and it is there your blades of vengeance must sing. After a long journey of seven years, No Place for Bravery is finally ready for the world to see. Words can't describe how thrilled we are that we can share the full scope of the game with you all at last. We've been encouraged deeply by the continued interest, wishlists and general love for our game. It's been the fuel that has kept us going on the road we traveled to the final release. We are hopeful that you all enjoy your time with No Place for Bravery and are able to hear the narrative message we imbued the game with, a message that has been at the core of our lived experience as a Brazilian team. Take care when discussing the game's story in this early stage of the release, and please be mindful not to share spoilers for the endgame without a fair warning! It'd be a shame for the journey to be spoiled for any of our players. All of us at Glitch are deeply looking forward to hearing what each of you think about No Place for Bravery. Enjoy this animated trailer to commemorate the launch! [previewyoutube=-aqvIsiAkI0;full][/previewyoutube]
Hey hey! We have some amazing news for you all!
But first, let me thank you for supporting No Place for Bravery throughout the years. We know it's been a while since we released our first trailer, and knowing thousands of you believed in the game's concept, message and aesthetic was what kept us going for almost 7 years of development. Now, without further ado. Announced at IGN Expo, No Place for Bravery is coming to PC and Switch on September 22nd, 2022! Here's the brand new release date trailer. [previewyoutube=QP1fpfRPIFA;full][/previewyoutube] Looking forward to seeing everyone exploring the world of Dewr and discovering the bone-chilling tale behind Thorns odyssey. Don't forget to follow us on our social media. Discord Instagram Twitter Matt.
Heeey there everyone!
Let me start this one by giving a huge thanks to every amazing artist that submitted an entry for the Fanart Contest. It was our first time doing something like that. And damn, you folks are all amazing!
Putting your creative energy and effort into something is always a big thing, at least for us here. With that in mind, I can't really describe the feeling we had when we received your creations inspired by No Place for Bravery's setting, a game that we've been developing for the past 06 years.
It was tough to define which piece of art would be considered first, second and third. If we could, everyone would get first place, but I believe it wouldn't sound fair.
So, without further ado! Here are the winners.
1) A fantastic tale inspired by Thorn and Leaf's relationship from Leo Amorim (only available in Portuguese) by: @leo.vei (Instagram) - you can read it here
2) This amazing bottom-up-like view of the skull giant from the Westlands by: @1JOGOMEDISSE (Instagram)
3) A minimalist concept of Thorn and Phid by: @gdeavid (Twitter)
I'll put together a new post with all the entries in the next couple of days! Thank you so much, everyone. We had a blast doing this. Expect more contests in the future. ;)
Best,
Matt.
With No Place for Bravery being selected to participate in both the Indie Arena Booth during Gamescom and BitSummit the 8th Bit in Kyoto, we decided to hold a fan art contest! Yaaaay!
So its time to get creative. Break out those markers, Photoshops, Aseprite, pens, pencils, notepads, acoustic guitars, or hipster nordic instruments, because this is not limited to visual arts only. Feel free to work in whatever medium you feel most comfortable in, as long as it involves characters or settings within the No Place for Bravery universe. You can check out our website or Youtube channel for references and inspirations.
Once youre all done, submit your links or photos to contact@tgfstudio.com with [fanart contest] subject line by 11:59 PM EST on September 05th, 2021.
The prizes are:
[olist]
And now for the rules:
- The work must be your own. We want you to make it, but feel free to get help from your friends and family.
- It must involve No Place for Bravery characters or settings
- You can submit multiple pieces, but only one peice per artist will be considered for the contest.
- No offensive language or vulgar images in your submissions, please. Be cool.
- By submitting to this contest, you agree to allow Glitch Factory to show it, with proper credit to the creator, on our social media, and streams for the sole purpose of this contest.
Gamescom Livestream Schedule Aug 25th - 29th :
- Live Art by Joo Esse: 26th 14:00 GMT - 3
- Live Art by Tlio Mendes: 27th from 2pm to 4pm GMT - 3
- AMA: Not a Livestream, but come and chat with us at our Virtual booth on the Summercamp of Doom during Gamescom.
Watch the developers play!
Hey hey, friends!
Oh boy, it's been a while since we last spoke! Things were crazy here at the studio in the past months. I guess that reaching the end of a 6 years development journey is kind of exhausting. (We're almost there)
Either way, let's dive into the good part of this update, and let me share with you some great news!
Summary:
- Play the demo
- Release window announcement
- Localization news
Play the Demo
We've been selected to participate in the PAX Online Indie Showcase! During the event, July 14 - 18, you'll be able to play No Place for Bravery's demo again. That's probably your last chance to give it a try :X. So please check our Steam Page to download the demo.
We have a new trailer
[previewyoutube=Pf7nr7zyYoQ;full][/previewyoutube] Sharpen your swords because No Place for Bravery is dropping on Q4 this year!
Localization
Last but not least, thanks to our partners at Ysbryd Games, the game now have full support for the following languages:
- English
- Brazillian Portuguese
- Spanish
- Japanese
- Simplified Chinese
- Korean
- French
- German
Are you interested in playing No Place for Bravery? Or perhaps you want to give the game an early try? So make sure you don't miss this opportunity!
For this Steam Game Festival, we prepared a demo, a giveaway, and a speedrun challenge (Beat the Devs).
Please join our discord to give us your impression and feedback:
https://discord.gg/NWWMn4sSJv
You can get more info about the giveaway and the speedrun challenge on the links below:
Giveaway: https://store.steampowered.com/news/app/1039100/view/3065231317872730556
Beat the Devs: https://store.steampowered.com/news/app/1039100/view/3065231317872730556
Discord: https://discord.gg/qFkfFhH
Twitter: https://twitter.com/GlitchFTY
Newsletter: https://theglitchfactory.com.br/join-the-order/
During the Steam Game Festival, our devs here at Glitch Factory will be chatting game dev and doing their best in the Beat the Devs Speed run Challenge. Full schedule:
- 03/02 Wednesday: 1 PM - Felipe
- 04/02 Thursday: 1 PM - Matt
- 05/02 Friday: 1 PM - Joo
- 06/02 Saturday: 11 AM - Luan
- 07/02 Sunday: 11 AM - Tlio
- 08/02 Monday: 11 AM - Pedro
During the Steam Game Festival, our devs here at Glitch Factory will be chatting game dev and doing their best in the Beat the Devs Speed run Challenge.
Today Otavio will be live streaming the game and talking in Portuguese.
In case you missed the news, here is our last steam news with the details of the Speedrun Challenge.
https://store.steampowered.com/news/app/1039100/view/3065231317872730556
We're be doing a giveaway of five full game keys randomly given out to folks who sign up for our Newsletter during the event.
Newsletter: https://theglitchfactory.com.br/join-the-order/
We'll announce the winners on February 10. Stay tuned.
Discord: https://discord.gg/qFkfFhH
Twitter: @GlitchFTY
Hello again everyone!
The Steam Festival is on, and we at Glitch Factory wanted to do something special to brighten up your week! We're doing a limited-time speed run challenge with our Demo during the Steam Festival event.
Do you have what it takes to Beat the Devs and maybe win some prizes?
If you want to participate it's pretty simple. Just jump into our Demo and select the"Beat the Devs" mode. From the moment you hit the button the time is ticking, so do your best!
The best recorded time at the end of the last day of the event (Feb 9) will get a few treats:
[olist]
Beta leaderboard screenshot - this will be reset on the day of the event. Verification process: If you win and in order to verify your steam nick and your time, join our Discord and DM our mods. Not a big speed runner? We got you. We want No Place for Bravery to be for everyone. With this Demo, we are releasing a preview of some of our accessibility settings. These aren't the full feature set that will be in the final game, but should help you enjoy the demo to its fullest! Have a great time playing the game!
This feature is not available on the Beat the Devs mode. Download the demo: https://store.steampowered.com/app/1039100/No_Place_for_Bravery/ Discord: https://discord.gg/qFkfFhH Twitter: https://twitter.com/GlitchFTY Newsletter: https://theglitchfactory.com.br/join-the-order/
Greetings, fellow travelers!
In case you missed the recent news, the great Steam Game Festival is happening again! This week, from February 3 to February 9, hundreds of developers live stream and game demos are being featured during the event. That also includes No Place for Bravery!
Head to Dewr
If you missed PAX Online from last year, then you've probably been itching to get your hands on our Demo. For a limited time, you'll be able to play a free demo for No Place for Bravery, allowing you to dive into the bone-chilling tale behind Thorn's odyssey before the full game launch later this year! We've received hundreds of suggestions and bug reports from our PAX Demo. For this, we can't thank you enough. Like we did before, our primary goal is to gather your feedback. After the game - please take this survey: http://bit.ly/npfb-steamsurvey. What's new? - Fully working achievements - Difficulty options to make it more accessible - Minor bugs fixes - A leader board feature If you're a streamer, Youtuber, TikToker, or any other kind of content creator and you decide to play our Demo in a video or stream, just tag us on Twitter @GlitchFTY so we can share it with the whole community.
Giveaway
[previewyoutube=2PJQ4ZS9Dso;full][/previewyoutube] Yeah, that's right! We've been featured in the Steam Game Festival RPG trailer, and we can't think of a better way to celebrate this than to give back some love we've been receiving from you. So... It's giveaway time! We'll be doing a giveaway of five full game keys randomly given out to folks who sign up for our Newsletter during the event. Newsletter: https://theglitchfactory.com.br/join-the-order/ We'll announce the winners on February 10. Stay tuned. Discord: https://discord.gg/qFkfFhH Twitter: https://twitter.com/GlitchFTY Newsletter: https://theglitchfactory.com.br/join-the-order/
No Place for Bravery
Glitch Factory
Ysbryd Games
2022-09-22
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 21
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Mixed
(109 reviews)
http://noplaceforbravery.com/
https://store.steampowered.com/app/1039100 
No Place for Bravery is a 2D top-down action RPG which weaves together exquisite visuals, a stirring soundtrack and intense combat moments into a darkly haunting tale that explores the lengths we’d go to recapture all we hold dear.
Peril awaits on every path through Dewr, a harsh world of ruined beauty and violent tribes. In this game, you must contend with fast-paced battles filled with dodges, parries and counterattacks. Making mistakes will be punishing and you’ll experience a lingering sense of fragility while facing the dangers of Dewr.
After fighting in a cruel war beyond reckoning, the ex-soldier Thorn lays down his blood-stained arms. Resigned to a quiet life of tavern-keeping, Thorn's thoughts and dreams linger upon his long-lost daughter Leaf — until Thorn witnesses the reappearance of the one who abducted Leaf so long ago. With the company of his disabled foster son Phid, Thorn enters the fray once more, convinced the world needs his blade to make things right.
The narrative of No Place for Bravery examines the role and duties of father figures and the consequences of their choices in a troubled world. The game, informed by the developers' personal life experiences and feelings, ponders where a parent's obligation ends and something more primal begins.
In skilled hands, Thorn can weather every violent challenge right from the start, and his brutality only grows as you discover new weapons and items to turn the tide against your foes. Yet the messy throes of desperate combat take time to master. Do not despair if you should encounter a series of wretched defeats in your journey.
A captivating blend of the low fantasy setting and achingly detailed pixel art makes Dewr's decrepit world croak with breathtaking life as Thorn carves his path through it. Every second that passes in No Place for Bravery pulses with an immersive, intense atmosphere that you’ll feel in your veins.
- OS: Ubuntu or Arch Distro or SteamOS
- Processor: 2.8 GHz Dual Core CPUMemory: 4 MB RAM
- Memory: 4 MB RAM
- Graphics: GeForce GTX 660. Radeon R7 370 or equivalent with 2 GB of video RAM
- Storage: 2 GB available space
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