Greetings!
We are excited to announce the latest project we have been working on all this time, They Are Billions!
Before reading further please take a look at the official teaser here. Also on Steam.
What kind of game is They Are Billions?
Imagine a world devastated by billions of infected humans after a zombie-like apocalypse. You must build colonies for the few surviving humans. The colonies must defend themselves against swarms of the infected that roam the world using retro technology because all knowledge has rewound back to that of similar to the XIX century. They Are Billions is a strategic game where you build colonies and armies and manage resources. As with Lords of Xulima, there is no single game as the main inspiration. It shares aspects from the classic RTS like Starcraft, city building and resource management like Anno or Age of Empires games, army management and tactics like war games, and even some tower defense games. Combined, you get a unique playstyle, just like how Lords of Xulima was.
What? A Real-Time game from Numantian?
Yes, it is a real-time strategy game, but don’t get too nervous. You can pause the action to make the best strategic and tactical decision. In Pause Mode, you can place structures to build, give orders to your army, or consult all of the game’s information. This game is all about strategy, not player performance or the player’s skill to memorize and quickly execute dozens of key commands. Just pause the game, take all the time you need to decide what to do and then unpause it to watch the show.
Technology
Our main goal with this game was to simulate a realistic scenery of a zombie-apocalypse. We have worked hard to evolve our old Lords of Xulima game engine to become an ultra-performance machine. The engine can move up to 20,000 units simultaneously smoothly. And every unit has their own AI and personality. The infected have a natural behavior: they react to sound and activity, they watch what other infected do, and share their tension and feelings like a swarm. Just imagine, when you start a new game and begin to build a colony, the world generated already has thousands of infected roaming. We want the player to feel that oppressive atmosphere, feel the colony is surrounded by thousands of infected, and consider that every step to expand the colony to reach a new resource or to grow the colony can be lethal. Combine that oppression with the constant fear that it only takes one infected to break into the colony and cause the infection to spread exponentially. As you already know, we love hardcore games. They Are Billions in this regards is similar to Lords of Xulima - it has a lot of depth, is fairly easy to play but very difficult to master. We are sure that LoX fans will love it, give it a try!
Art
Our artists have worked very hard to give a unique style and feel to the game. The action is set in a distant future but with a level of technology comparable to the XIX century. As a result, the game has a steampunk and Victorian look. Just imagine crazy steampunk machines combating against a legion of zombies... And everything with a nice hand drawn touch and ultra-detailed, just watch 4K screenshots of the game.
Development
The game has two main game modes: the survival mode that it is already working and the campaign mode which is what we are working now. In the survival mode, a random world is generated with its own events, weather, geography, and infected population. You must build a successful colony that survives for 100 days against the swarms of infected. It is a fast and ultra-addictive game mode. For the campaign, we want to create a very in-depth, single-player campaign with lots of options and an extensive variety of different development paths such as researching new structures, units, upgrades, and improvements. We also wanted deep strategic options, as you are free to choose the missions you want to do but the world will change depending on your actions. We expect to launch the game as Early Access this fall. There we will polish and balance it better with the feedback of the users. We hope to release the final game after only a couple of months of Early Access. The Steam Store Page. is now available so you can follow the game updates there. Here we will continue talking about the sequel to Lords of Xulima.
And the Lords of Xulima sequel?
We continue conceptualizing the game in parallel with the development end of They Are Billions. We know we are very delayed, but making a deep game is a lot of work. But here are some positives: First, LoX 2 will use the new evolved engine that will allow us to create better graphics and atmosphere. This will create a world that is much more alive. We will be able to implement many more mechanisms and challenges that we could not do in the original game. In another update, we will talk about these new features. Second, They Are Billions is a much more commercial game. It is truly fun and addictive - even the developers spend hours and hours playing just for fun (with the excuse of finding bugs...of course :) ...). If this game is successful enough, we will be able to make a serious investment in the production of LoX 2. Perhaps then we can make the perfect game we have always envisioned with the quality that it deserves. Imagine what we could do with a high budget. If you have followed us and our game posts during this time, you will surely know that even if They Are Billions would bring in billions of dollars, we would continue working on the LoX sequel with the same passion and will - because our story with Lords of Xulima is a love story. See you soon!
[ 2017-05-31 09:08:05 CET ] [ Original post ]
Greetings!
We are excited to announce the latest project we have been working on all this time, They Are Billions!
Before reading further please take a look at the official teaser here. Also on Steam.
What kind of game is They Are Billions?
Imagine a world devastated by billions of infected humans after a zombie-like apocalypse. You must build colonies for the few surviving humans. The colonies must defend themselves against swarms of the infected that roam the world using retro technology because all knowledge has rewound back to that of similar to the XIX century. They Are Billions is a strategic game where you build colonies and armies and manage resources. As with Lords of Xulima, there is no single game as the main inspiration. It shares aspects from the classic RTS like Starcraft, city building and resource management like Anno or Age of Empires games, army management and tactics like war games, and even some tower defense games. Combined, you get a unique playstyle, just like how Lords of Xulima was.
What? A Real-Time game from Numantian?
Yes, it is a real-time strategy game, but dont get too nervous. You can pause the action to make the best strategic and tactical decision. In Pause Mode, you can place structures to build, give orders to your army, or consult all of the games information. This game is all about strategy, not player performance or the players skill to memorize and quickly execute dozens of key commands. Just pause the game, take all the time you need to decide what to do and then unpause it to watch the show.
Technology
Our main goal with this game was to simulate a realistic scenery of a zombie-apocalypse. We have worked hard to evolve our old Lords of Xulima game engine to become an ultra-performance machine. The engine can move up to 20,000 units simultaneously smoothly. And every unit has their own AI and personality. The infected have a natural behavior: they react to sound and activity, they watch what other infected do, and share their tension and feelings like a swarm. Just imagine, when you start a new game and begin to build a colony, the world generated already has thousands of infected roaming. We want the player to feel that oppressive atmosphere, feel the colony is surrounded by thousands of infected, and consider that every step to expand the colony to reach a new resource or to grow the colony can be lethal. Combine that oppression with the constant fear that it only takes one infected to break into the colony and cause the infection to spread exponentially. As you already know, we love hardcore games. They Are Billions in this regards is similar to Lords of Xulima - it has a lot of depth, is fairly easy to play but very difficult to master. We are sure that LoX fans will love it, give it a try!
Art
Our artists have worked very hard to give a unique style and feel to the game. The action is set in a distant future but with a level of technology comparable to the XIX century. As a result, the game has a steampunk and Victorian look. Just imagine crazy steampunk machines combating against a legion of zombies... And everything with a nice hand drawn touch and ultra-detailed, just watch 4K screenshots of the game.
Development
The game has two main game modes: the survival mode that it is already working and the campaign mode which is what we are working now. In the survival mode, a random world is generated with its own events, weather, geography, and infected population. You must build a successful colony that survives for 100 days against the swarms of infected. It is a fast and ultra-addictive game mode. For the campaign, we want to create a very in-depth, single-player campaign with lots of options and an extensive variety of different development paths such as researching new structures, units, upgrades, and improvements. We also wanted deep strategic options, as you are free to choose the missions you want to do but the world will change depending on your actions. We expect to launch the game as Early Access this fall. There we will polish and balance it better with the feedback of the users. We hope to release the final game after only a couple of months of Early Access. The Steam Store Page. is now available so you can follow the game updates there. Here we will continue talking about the sequel to Lords of Xulima.
And the Lords of Xulima sequel?
We continue conceptualizing the game in parallel with the development end of They Are Billions. We know we are very delayed, but making a deep game is a lot of work. But here are some positives: First, LoX 2 will use the new evolved engine that will allow us to create better graphics and atmosphere. This will create a world that is much more alive. We will be able to implement many more mechanisms and challenges that we could not do in the original game. In another update, we will talk about these new features. Second, They Are Billions is a much more commercial game. It is truly fun and addictive - even the developers spend hours and hours playing just for fun (with the excuse of finding bugs...of course :) ...). If this game is successful enough, we will be able to make a serious investment in the production of LoX 2. Perhaps then we can make the perfect game we have always envisioned with the quality that it deserves. Imagine what we could do with a high budget. If you have followed us and our game posts during this time, you will surely know that even if They Are Billions would bring in billions of dollars, we would continue working on the LoX sequel with the same passion and will - because our story with Lords of Xulima is a love story. See you soon!
[ 2017-05-31 08:40:20 CET ] [ Original post ]
Greetings!
Recently, there have been some hot discussions in the forum about if the sequel of Lords of Xulima would be more casual to attract more potential buyers or more hardcore to please the old-school fans. So we would like to talk about this topic and clarify this aspect before the rivers of blood flood the forum. ;)
First, don't confuse Accessible with Casual
A game can be more casual or more hardcore independently of their accessibility level. Lords of Xulima is big, challenging and deep, with lots of mechanisms and possibilities but, it is very accessible. It is very easy and simple to play (move the avatar, talk with NPCs, disarm traps, level up, combat...). We dedicated a lot of work to achieve that level of simplicity of playing. On contrast, old-school games seemed much more hardcore than they actually were because of their obscure and awkward interfaces. We will always try to make the games as accessible as possible so any player can play it, but with the same level of challenge and depth as they were originally designed.
Was Lords of Xulima casual or hardcore?
Of course, we would never say it is a casual game but it was also not designed as a hardcore one. We wanted to align it to the feel of the old-school games like Wizardy 7, Might and Magic, Ultima... Were those hardcore games? We wouldnt say that. They were challenging. There was no hand holding, no tutorial, not linear, and they were complex and deep, but they were not hardcore at all. For us, a hardcore game is one that is mainly designed to challenge the player and always try to make him fail so only players with a lot of experience and a lot of understanding of the game mechanics can advance and overcome those challenges. That is what happens in most roguelikes or others like Dark Souls. Lords of Xulima was designed and balanced to make the best experience possible for the Old-School difficulty mode. Then, we created two more modes as variations of the main mode: - Normal: It represent a much lower challenge. It is perfect for people that prefer a much straightforward adventure and enjoys the game without needing to worry too much about game mechanisms. - Hardcore: Just the opposite. The game parameters are modified to be much more difficult. Players should have a stronger understanding of the game, optimizing their party and way of playing to advance in the game. This is especially true if they active the Ironman Mode where they cannot save outside the towns. We think it worked very well for most players. And for those that choose the hardest settings, the game rewards them with a better score (and also achievements and leaderboard position) that is impossible to achieve in lower difficulty modes.
So how will the sequel be?
Lets just say that in Numantian Games, we will always focus on creating deep and challenging games. It is our seal and always will be. So, of course, it won't be a casual game and it won't have casual options to disable mechanisms of the game. We will use the same method for casual players: a low difficulty mode, but they will have to play the same game with the same mechanisms (food, traps, encounters...) as any other player. Indeed, the game will be even more challenging, more open, with more depth, more options to evolve the party, and many more secrets. There will be a special ending that will be a truly hardcore experience ;) and more special rewards for the higher difficulties. Also, we are thinking of making the Ironman mode setting as mandatory or at least implement new features to prevent save-scumming as much as possible. But don't worry!, it will always be implemented in a fair way. What do you think? As always, you are invited to leave your feedback here. See you soon!
[ 2017-03-22 17:17:38 CET ] [ Original post ]
Greetings!
Recently, there have been some hot discussions in the forum about if the sequel of Lords of Xulima would be more casual to attract more potential buyers or more hardcore to please the old-school fans. So we would like to talk about this topic and clarify this aspect before the rivers of blood flood the forum. ;)
First, don't confuse Accessible with Casual
A game can be more casual or more hardcore independently of their accessibility level. Lords of Xulima is big, challenging and deep, with lots of mechanisms and possibilities but, it is very accessible. It is very easy and simple to play (move the avatar, talk with NPCs, disarm traps, level up, combat...). We dedicated a lot of work to achieve that level of simplicity of playing. On contrast, old-school games seemed much more hardcore than they actually were because of their obscure and awkward interfaces. We will always try to make the games as accessible as possible so any player can play it, but with the same level of challenge and depth as they were originally designed.
Was Lords of Xulima casual or hardcore?
Of course, we would never say it is a casual game but it was also not designed as a hardcore one. We wanted to align it to the feel of the old-school games like Wizardy 7, Might and Magic, Ultima... Were those hardcore games? We wouldn’t say that. They were challenging. There was no hand holding, no tutorial, not linear, and they were complex and deep, but they were not hardcore at all. For us, a hardcore game is one that is mainly designed to challenge the player and always try to make him fail so only players with a lot of experience and a lot of understanding of the game mechanics can advance and overcome those challenges. That is what happens in most roguelikes or others like Dark Souls. Lords of Xulima was designed and balanced to make the best experience possible for the Old-School difficulty mode. Then, we created two more modes as variations of the main mode: - Normal: It represent a much lower challenge. It is perfect for people that prefer a much straightforward adventure and enjoys the game without needing to worry too much about game mechanisms. - Hardcore: Just the opposite. The game parameters are modified to be much more difficult. Players should have a stronger understanding of the game, optimizing their party and way of playing to advance in the game. This is especially true if they active the Ironman Mode where they cannot save outside the towns. We think it worked very well for most players. And for those that choose the hardest settings, the game rewards them with a better score (and also achievements and leaderboard position) that is impossible to achieve in lower difficulty modes.
So how will the sequel be?
Let’s just say that in Numantian Games, we will always focus on creating deep and challenging games. It is our seal and always will be. So, of course, it won't be a casual game and it won't have casual options to disable mechanisms of the game. We will use the same method for casual players: a low difficulty mode, but they will have to play the same game with the same mechanisms (food, traps, encounters...) as any other player. Indeed, the game will be even more challenging, more open, with more depth, more options to evolve the party, and many more secrets. There will be a special ending that will be a truly hardcore experience ;) and more special rewards for the higher difficulties. Also, we are thinking of making the Ironman mode setting as mandatory or at least implement new features to prevent save-scumming as much as possible. But don't worry!, it will always be implemented in a fair way. What do you think? As always, you are invited to leave your feedback here. See you soon!
[ 2017-03-22 17:17:38 CET ] [ Original post ]
Hi! Some more words about CRPG elements and the sequel.
Linear or Open Worlds
In Lord of Xulima, the world was open in essence. From the beginning, you could go wherever you wished. Of course, you could die very easily, adventuring yourself into too dangerous regions. However, we set some few specific barriers in several places mostly in the first part of the game. There were two types of barriers, ones that were only powerful guardians like the army of the impious princes that protected certain regions. Those barriers weren't impossible to beat without triggering the events that removed them (killing the corresponding prince) if you had a very powerful party. The other barriers were fixed and impossible to beat until you got special items or did specific things. For example, the Ulnalum Guardian that prevented to enter in Varaskel or the Yul statue in Rasmura that protected the bridge access with a halo of darkness. We set those barriers for two reasons. First the story, the story was more coherent if the main story dialog was played in its natural order. Second, it was to avoid the player from getting lost too soon. In LoX’s earliest version, we first tested with no barriers at all. The testers wasted a lot of time trying to figure out where to go, what areas they could explore or were too dangerous. Ultimately, they became frustrated very quickly. In contrast, with those few barriers the world continues to be very open with lots of things to do, the story flows better, and the player is not overwhelmed by so many options at the very beginning. As with any design decision, this one was sometimes criticized by the most hardcore players and at the same time, the game was too obscure for other players that got lost as soon as they reached Velegarn (indeed, most of them died on the road to Sorrentia; do you remember that lovely ogre?). As always, it is impossible to please all players, so we will be loyal to the essence of Lords of Xulima and its old-school spirit. For the sequel, we will continue with this philosophy but improve the world openness as much as the story allows us to. The world will again be vast and dangerous. We want the player to explore and experiment without adding artificial barriers. You will be free to roam wherever you wish or your survival sense allows you.
Random Encounters
One very important mechanism of CRPGs are the random encounters. For LoX, we wanted to evolve it and make it more natural and realistic as we commented in this old post. Generally, in most games, encounters are infinite and will periodically trigger. In LoX the encounters are finite in every region, so you can even clear full areas and wander freely without worries (except by the Cursed Hounds...). Also, the fewer encounters remaining the more time they need to trigger. Additionally, encounters did not trigger near the places where you defeated one of them recently. That’s the reason why you cannot cheat the system by walking in circles just in the zone entrance until you clear it and then explore it safely. We tried to make this mechanism natural and balanced and not so annoying as in many other games. But we did not count on the many people who were willing to clear all the encounters to receive the reward for clearing every zone. So instead of avoiding the random encounter issues, we were encouraging players to wander desperately trying to trigger the encounters. Players asked the developers to have skills to trigger them, increase the frequency, or even that monsters respawn so you cannot run out of experience!! So, yes, this is something we want to address for the sequel. Random encounters should be to keep the tension and sense of danger. We will remove the reward for clearing it unless it is because it is the goal of a mission. The encounters will be finite or not depending on what makes sense in the area. For example, you can clear a castle of soldiers, but perhaps from time to time some thieves or animals appear in the desolated castle, while in the wild you can diminish the encounters frequency but there will be always some of them wandering. So, we will mix different behaviors for the random encounters to adapt them for the zones and add variety, suspense, and surprise to the player. Also, encounters won't always be enemies to combat, but some special ones depending on the zones. And of course, there will be much more dynamic and special elements. Do you remember the Cursed Hounds? Wait to see the Holy Servants of Alnaet in the sequel, you will miss your old friends... Next post we will continue talking about CRPGs elements and the sequel. As always you are invited to leave comments here or give us you game feedback in the forum about the sequel. Have a nice week!
[ 2017-01-31 08:02:29 CET ] [ Original post ]
Hi! Some more words about CRPG elements and the sequel.
Linear or Open Worlds
In Lord of Xulima, the world was open in essence. From the beginning, you could go wherever you wished. Of course, you could die very easily, adventuring yourself into too dangerous regions. However, we set some few specific barriers in several places mostly in the first part of the game. There were two types of barriers, ones that were only powerful guardians like the army of the impious princes that protected certain regions. Those barriers weren't impossible to beat without triggering the events that removed them (killing the corresponding prince) if you had a very powerful party. The other barriers were fixed and impossible to beat until you got special items or did specific things. For example, the Ulnalum Guardian that prevented to enter in Varaskel or the Yul statue in Rasmura that protected the bridge access with a halo of darkness. We set those barriers for two reasons. First the story, the story was more coherent if the main story dialog was played in its natural order. Second, it was to avoid the player from getting lost too soon. In LoXs earliest version, we first tested with no barriers at all. The testers wasted a lot of time trying to figure out where to go, what areas they could explore or were too dangerous. Ultimately, they became frustrated very quickly. In contrast, with those few barriers the world continues to be very open with lots of things to do, the story flows better, and the player is not overwhelmed by so many options at the very beginning. As with any design decision, this one was sometimes criticized by the most hardcore players and at the same time, the game was too obscure for other players that got lost as soon as they reached Velegarn (indeed, most of them died on the road to Sorrentia; do you remember that lovely ogre?). As always, it is impossible to please all players, so we will be loyal to the essence of Lords of Xulima and its old-school spirit. For the sequel, we will continue with this philosophy but improve the world openness as much as the story allows us to. The world will again be vast and dangerous. We want the player to explore and experiment without adding artificial barriers. You will be free to roam wherever you wish or your survival sense allows you.
Random Encounters
One very important mechanism of CRPGs are the random encounters. For LoX, we wanted to evolve it and make it more natural and realistic as we commented in this old post. Generally, in most games, encounters are infinite and will periodically trigger. In LoX the encounters are finite in every region, so you can even clear full areas and wander freely without worries (except by the Cursed Hounds...). Also, the fewer encounters remaining the more time they need to trigger. Additionally, encounters did not trigger near the places where you defeated one of them recently. Thats the reason why you cannot cheat the system by walking in circles just in the zone entrance until you clear it and then explore it safely. We tried to make this mechanism natural and balanced and not so annoying as in many other games. But we did not count on the many people who were willing to clear all the encounters to receive the reward for clearing every zone. So instead of avoiding the random encounter issues, we were encouraging players to wander desperately trying to trigger the encounters. Players asked the developers to have skills to trigger them, increase the frequency, or even that monsters respawn so you cannot run out of experience!! So, yes, this is something we want to address for the sequel. Random encounters should be to keep the tension and sense of danger. We will remove the reward for clearing it unless it is because it is the goal of a mission. The encounters will be finite or not depending on what makes sense in the area. For example, you can clear a castle of soldiers, but perhaps from time to time some thieves or animals appear in the desolated castle, while in the wild you can diminish the encounters frequency but there will be always some of them wandering. So, we will mix different behaviors for the random encounters to adapt them for the zones and add variety, suspense, and surprise to the player. Also, encounters won't always be enemies to combat, but some special ones depending on the zones. And of course, there will be much more dynamic and special elements. Do you remember the Cursed Hounds? Wait to see the Holy Servants of Alnaet in the sequel, you will miss your old friends... Next post we will continue talking about CRPGs elements and the sequel. As always you are invited to leave comments here or give us you game feedback in the forum about the sequel. Have a nice week!
[ 2017-01-31 07:56:03 CET ] [ Original post ]
New Game Incoming!
It has been a long time since our last update, yes, but don't think the Numantian team has been on holidays since then. We have been working hard during these past months on our new game. We will announce it for Christmas and expect to release it for the end of Q1 2017. Although it is not LoX II or even an RPG, we are sure this game is going to please all that have enjoyed Lords of Xulima (even the main developers are playing it a lot instead of working on finishing it...). We will talk more about it in the next update, but lets drop a tiny hint: its initials are T.A.B. Any guess?
The Sequel: Lords of Xulima II
We decided to create a different game before Lords of Xulima II for two reasons: First, to have more time to design it with new and fresh ideas. And of course, we will be continuing the original story. This story, by the way, will be much more epic than the first one. The first game, "A Story of Gods of Humans" is actually the prequel to the main story. Second, we would love to produce Lords of Xulima II with much better quality in all aspects: graphics, sound, and voice. We believe that the new game will help us reach that goal. Keep in mind, behind Lords of Xulima, there are 4 years of development. Designing a 100-hour RPG, with the world, gameplay, mechanisms, puzzles, classes, and everything being coherent with the main story was like squaring the circle. And the sequel is much more ambitious. We are very proud of LoX. It is not perfect, we know it, but we will use all our experience and all that we have learned so far to make the sequel even more special and unique.
Let's talk about RPG gameplay
Some months ago, we started a thread where the players can give us their feedback for the sequel. We wanted to know what aspects of the original game they liked the most and which of them they did not enjoy as much. We were also interested in new ideas and suggestions. In this update and others to come, we will discuss different gameplay topics and how they will be implemented in the sequel. We will post new updates every two to three weeks. Each one of them will cover a gameplay aspect.
Game Length and Replayability
We love long games, especially in the RPG genre. In the old-school days, games like Wizardy VII or the first Might and Magic games were huge epic games with 100+ hours of content. Nowadays it is rare to find a game that lasts more than 20-30 hours. With Lords of Xulima, we wanted to bring back those huge stories of the past when you had time to slowly evolve your party from weaker than rats to adventurous young men to powerful demigod heroes. In this case, we think we went too far since Lords of Xulima is a bit too long. This isnt a problem in itself, but the third part of the game suffers a bit, as it lacks in fresh content, too much combat, and less variety of enemies. We had to do it because of the long story. The eight temples / gods should have an equal level of importance. But to keep that in the story, the gameplay suffered. Nevertheless, with the last part of the game, it was interesting to drink the blood of a king through the horn of a demon or find an old sea-route in some ancient ruins to reach a small isle and there find a speaking chest with the most powerful weapon :o) For the sequel, we plan on making it shorter of about 40-50 hours for the main story. However, it will have different endings depending on your actions. One of the endings will be especially difficult to achieve. Only the most hardcore players will be able to beat it after 100 hours+ of playing. Additionally, we are going to focus more on the replay value. Since the game follows a story, there must be a lot of static content (dialog, places, puzzles, NPCs ...). Though it wont be a procedurally generated roguelike, there are some aspects of the game that can make every new game more random and unique:
- More Variety of Classes: New classes that make you play the game in a different way. We will talk more about them it later.
- Traps: Most traps will be randomly placed. With each new game, they will change.
- Static Enemies and Random Encounters: In LoX I, they had a bit of randomness but in the sequel, they will be much different.
- Dynamic NPCs: Some special NPCs will travel through the world. Their interaction will have important effects on the player.
- Special random world areas and dungeons: Some world areas like Geldra and Pernitia from the first game will be generated randomly. Also, some optional and special dungeons will be random too.
- Special Items and Artifacts: Every game will have a set of special items whose nature and location will change.
- Special Bosses: Some bosses will change with every new game, such as their nature and location.
[ 2016-10-14 07:47:01 CET ] [ Original post ]
New Game Incoming!
It has been a long time since our last update, yes, but don't think the Numantian team has been on holidays since then. We have been working hard during these past months on our new game. We will announce it for Christmas and expect to release it for the end of Q1 2017. Although it is not LoX II or even an RPG, we are sure this game is going to please all that have enjoyed Lords of Xulima (even the main developers are playing it a lot instead of working on finishing it...). We will talk more about it in the next update, but let’s drop a tiny hint: its initials are T.A.B. Any guess?
The Sequel: Lords of Xulima II
We decided to create a different game before Lords of Xulima II for two reasons: First, to have more time to design it with new and fresh ideas. And of course, we will be continuing the original story. This story, by the way, will be much more epic than the first one. The first game, "A Story of Gods of Humans" is actually the prequel to the main story. Second, we would love to produce Lords of Xulima II with much better quality in all aspects: graphics, sound, and voice. We believe that the new game will help us reach that goal. Keep in mind, behind Lords of Xulima, there are 4 years of development. Designing a 100-hour RPG, with the world, gameplay, mechanisms, puzzles, classes, and everything being coherent with the main story was like squaring the circle. And the sequel is much more ambitious. We are very proud of LoX. It is not perfect, we know it, but we will use all our experience and all that we have learned so far to make the sequel even more special and unique.
Let's talk about RPG gameplay
Some months ago, we started a thread where the players can give us their feedback for the sequel. We wanted to know what aspects of the original game they liked the most and which of them they did not enjoy as much. We were also interested in new ideas and suggestions. In this update and others to come, we will discuss different gameplay topics and how they will be implemented in the sequel. We will post new updates every two to three weeks. Each one of them will cover a gameplay aspect.
Game Length and Replayability
We love long games, especially in the RPG genre. In the old-school days, games like Wizardy VII or the first Might and Magic games were huge epic games with 100+ hours of content. Nowadays it is rare to find a game that lasts more than 20-30 hours. With Lords of Xulima, we wanted to bring back those huge stories of the past when you had time to slowly evolve your party from weaker than rats to adventurous young men to powerful demigod heroes. In this case, we think we went too far since Lords of Xulima is a bit too long. This isn’t a problem in itself, but the third part of the game suffers a bit, as it lacks in fresh content, too much combat, and less variety of enemies. We had to do it because of the long story. The eight temples / gods should have an equal level of importance. But to keep that in the story, the gameplay suffered. Nevertheless, with the last part of the game, it was interesting to drink the blood of a king through the horn of a demon or find an old sea-route in some ancient ruins to reach a small isle and there find a speaking chest with the most powerful weapon :o) For the sequel, we plan on making it shorter of about 40-50 hours for the main story. However, it will have different endings depending on your actions. One of the endings will be especially difficult to achieve. Only the most hardcore players will be able to beat it after 100 hours+ of playing. Additionally, we are going to focus more on the replay value. Since the game follows a story, there must be a lot of static content (dialog, places, puzzles, NPCs ...). Though it won’t be a procedurally generated roguelike, there are some aspects of the game that can make every new game more random and unique:
- More Variety of Classes: New classes that make you play the game in a different way. We will talk more about them it later.
- Traps: Most traps will be randomly placed. With each new game, they will change.
- Static Enemies and Random Encounters: In LoX I, they had a bit of randomness but in the sequel, they will be much different.
- Dynamic NPCs: Some special NPCs will travel through the world. Their interaction will have important effects on the player.
- Special random world areas and dungeons: Some world areas like Geldra and Pernitia from the first game will be generated randomly. Also, some optional and special dungeons will be random too.
- Special Items and Artifacts: Every game will have a set of special items whose nature and location will change.
- Special Bosses: Some bosses will change with every new game, such as their nature and location.
[ 2016-10-14 07:47:01 CET ] [ Original post ]
Greetings!
New Version v.2.1: Three New Languages Available
The new version of Lords of Xulima is available now and includes three new languages: Chinese, Russian and Italian. We would have loved to release it sooner but we have experienced several delays with the translations. Also, languages with different alphabets like Russian and especially Chinese have been a real challenge to support. Anyway, we have learnt a lot and we promise that future games will be translated into all the languages for the official launch. Everything, from the world map to the Deluxe Edition books have been translated. Hope you enjoy it!
Future Projects of Numantian Games
We are currently working on two main projects. First, porting LoX to consoles. We have just finished the gamepad support for LoX. It has been quite complex as the game has many different mechanics, but after a lot of work the game is fully playable with a gamepad. It feels very intuitive and fast to play. Second, we are working on a new game in a different genre. What could it be? Any guess? :) It is a secret at the moment... but we hope to start talking about it very soon.
In the meantime...
We are also sketching what Lords of Xulima II will be. We are exploring new ideas and taking all the feedback possible from the forum comments and reviews. We have created a new forum branch "Lords of Xulima II Feedback" where you can write your ideas and wishes. Here you can comment on what parts or mechanics you have enjoyed the most from LoX, and which of them you enjoyed less or would change. We would love to hear your ideas! We will periodically update the post to collect and summarize the feedback. Thank you very much to all the players of LoX. Thanks for sharing it and recommending it. The success of this game has only been possible with your support. All the best!
[ 2016-03-21 17:43:57 CET ] [ Original post ]
Greetings!
New Version v.2.1: Three New Languages Available
The new version of Lords of Xulima is available now and includes three new languages: Chinese, Russian and Italian. We would have loved to release it sooner but we have experienced several delays with the translations. Also, languages with different alphabets like Russian and especially Chinese have been a real challenge to support. Anyway, we have learnt a lot and we promise that future games will be translated into all the languages for the official launch. Everything, from the world map to the Deluxe Edition books have been translated. Hope you enjoy it!
Future Projects of Numantian Games
We are currently working on two main projects. First, porting LoX to consoles. We have just finished the gamepad support for LoX. It has been quite complex as the game has many different mechanics, but after a lot of work the game is fully playable with a gamepad. It feels very intuitive and fast to play. Second, we are working on a new game in a different genre. What could it be? Any guess? :) It is a secret at the moment... but we hope to start talking about it very soon.
In the meantime...
We are also sketching what Lords of Xulima II will be. We are exploring new ideas and taking all the feedback possible from the forum comments and reviews. We have created a new forum branch "Lords of Xulima II Feedback" where you can write your ideas and wishes. Here you can comment on what parts or mechanics you have enjoyed the most from LoX, and which of them you enjoyed less or would change. We would love to hear your ideas! We will periodically update the post to collect and summarize the feedback. Thank you very much to all the players of LoX. Thanks for sharing it and recommending it. The success of this game has only been possible with your support. All the best!
[ 2016-03-21 17:43:57 CET ] [ Original post ]
Welcome to Lords of Xulima V.2.0!
To celebrate the first anniversary of Lords of Xulima, we have released a major update with a lot of new things.
The Workshop
Finally, the Workshop is available. With the Workshop, you can create your own mods for the game in which you can change the rule set system to create a unique experience or simply to improve the original game to your taste. We have created a specific application, the Lox Editor. With this tool, you can change the global parameters of the game, the encounters, monsters, skill, classes, treasures... in a very easy way. Then you can publish your mods so other users can try your version of LoX. Players can easily manage the mods and activate them from inside the main game menu. First, subscribe to the ones you like in the Workshop page of LoX and then you can activate them directly from the game. You now have three Mods available: "No Random Encounters Edition" (created by the Team), "The Deepest Dark" by the user Celerity and the "Streamlined Edition" by Valadurs Erbe. Hope you enjoy them!
Improved Game Balance
For the new version, we have tweaked a bit the difficulty levels to achieve a better overall balance. The treasures are now better and the bosses from the mid-end part of the game are now more challenging. The Normal version is a bit harder. Also, the resistances are capped at 90 as many features of the game were broken when you got immunity to certain types of damage.
New Wallpaper and Portrait for Gaulen
Our friend and great illustrator Nicole Cadet has created a new portrait for Gaulen which you can see in the game. There is also an awesome new wallpaper. The HD version is included in the Deluxe Edition. Surely the scene represented is very familiar to you ;o).
New Main Theme
Our composer Nicolas de Ferran has recorded again the main theme with the Russian violinist Maria Grigoryeva playing the Solo Violin. The main theme of LoX is now more beautiful than ever. Listen it here And that's all. We really hope you enjoy the Workshop. Playing the new mods can be a new original experience, providing you the perfect excuse to replay Lords of Xulima. Although we are working on more projects, like the consoles porting of Lords of Xulima and a new very secret game, we will continue working to improve our beloved old-school RPG. Thank you very much for your great support and see you soon!
[ 2015-11-13 16:06:25 CET ] [ Original post ]
Welcome to Lords of Xulima V.2.0!
To celebrate the first anniversary of Lords of Xulima, we have released a major update with a lot of new things.
The Workshop
Finally, the Workshop is available. With the Workshop, you can create your own mods for the game in which you can change the rule set system to create a unique experience or simply to improve the original game to your taste. We have created a specific application, the Lox Editor. With this tool, you can change the global parameters of the game, the encounters, monsters, skill, classes, treasures... in a very easy way. Then you can publish your mods so other users can try your version of LoX. Players can easily manage the mods and activate them from inside the main game menu. First, subscribe to the ones you like in the Workshop page of LoX and then you can activate them directly from the game. You now have three Mods available: "No Random Encounters Edition" (created by the Team), "The Deepest Dark" by the user Celerity and the "Streamlined Edition" by Valadurs Erbe. Hope you enjoy them!
Improved Game Balance
For the new version, we have tweaked a bit the difficulty levels to achieve a better overall balance. The treasures are now better and the bosses from the mid-end part of the game are now more challenging. The Normal version is a bit harder. Also, the resistances are capped at 90 as many features of the game were broken when you got immunity to certain types of damage.
New Wallpaper and Portrait for Gaulen
Our friend and great illustrator Nicole Cadet has created a new portrait for Gaulen which you can see in the game. There is also an awesome new wallpaper. The HD version is included in the Deluxe Edition. Surely the scene represented is very familiar to you ;o).
New Main Theme
Our composer Nicolas de Ferran has recorded again the main theme with the Russian violinist Maria Grigoryeva playing the Solo Violin. The main theme of LoX is now more beautiful than ever. Listen it here And that's all. We really hope you enjoy the Workshop. Playing the new mods can be a new original experience, providing you the perfect excuse to replay Lords of Xulima. Although we are working on more projects, like the consoles porting of Lords of Xulima and a new very secret game, we will continue working to improve our beloved old-school RPG. Thank you very much for your great support and see you soon!
[ 2015-11-13 16:06:25 CET ] [ Original post ]
Greetings!
As most of you know, Lords of Xulima comes from a Kickstarter project in which we offered special Collector's Editions that were also available for preorder until the game was released. We know that many people prefer to follow us through Steam, so here you have the last update about the physical editions of Lords of Xulima. We have reserved some Collector's Editions to give them as a gift to some of our Steam players in a contest. We will talk more about it in the next update so stay tuned!
The Physical Editions of Lords of Xulima are ready to be shipped
The basic ones that don't include the printed books (the Bestiary and the Game Guide) are being shipped right now. Perhaps some of the backers already received them. The ones with the books will be shipped at the end of the next week as they need more work and time to assemble everything. Preparing and producing the physical editions has been really hard. We think we have suffered all the problems possible. We thought at the beginning that it would be an easy task compared to creating the game, but it turned into a big challenge. We expected to have them in January at very latest, but then suffered five months of delay. We have had to redo everything more than once and switch from one company to another to get the best quality possible. But finally they are finished and ready to be shipped. And most importantly, the entire Numantian Party has gained five skill points in "Physical Editions Production !! The Full Collector's Edition contains:
- The Big Flap Box
- The DVD Box
- The printed poster: world map of Xulima
- The printed manual
- The printed book "Secrets of Xulima"
- The hard cover book "Bestiary and Mythology of Xulima".
Take a look at the pictures, we hope you like it:
We know some of you have waited to have the physical edition to start playing the game. Thank you very much for your patience. Playing Lords of Xulima with the world map in one hand and the bestiary in the other one will be an awesome experience, similar to the old days... I can remember the day that I opened the box of Might and Magic II and using the poster map. Please share your impressions with us! All the best for all the backers that trusted us and got the physical rewards. We really hope you enjoy them! See you soon!
[ 2015-05-29 12:18:27 CET ] [ Original post ]
Greetings!
As most of you know, Lords of Xulima comes from a Kickstarter project in which we offered special Collector's Editions that were also available for preorder until the game was released. We know that many people prefer to follow us through Steam, so here you have the last update about the physical editions of Lords of Xulima. We have reserved some Collector's Editions to give them as a gift to some of our Steam players in a contest. We will talk more about it in the next update so stay tuned!
The Physical Editions of Lords of Xulima are ready to be shipped
The basic ones that don't include the printed books (the Bestiary and the Game Guide) are being shipped right now. Perhaps some of the backers already received them. The ones with the books will be shipped at the end of the next week as they need more work and time to assemble everything. Preparing and producing the physical editions has been really hard. We think we have suffered all the problems possible. We thought at the beginning that it would be an easy task compared to creating the game, but it turned into a big challenge. We expected to have them in January at very latest, but then suffered five months of delay. We have had to redo everything more than once and switch from one company to another to get the best quality possible. But finally they are finished and ready to be shipped. And most importantly, the entire Numantian Party has gained five skill points in "Physical Editions Production” !! The Full Collector's Edition contains:
- The Big Flap Box
- The DVD Box
- The printed poster: world map of Xulima
- The printed manual
- The printed book "Secrets of Xulima"
- The hard cover book "Bestiary and Mythology of Xulima".
Take a look at the pictures, we hope you like it:
We know some of you have waited to have the physical edition to start playing the game. Thank you very much for your patience. Playing Lords of Xulima with the world map in one hand and the bestiary in the other one will be an awesome experience, similar to the old days... I can remember the day that I opened the box of Might and Magic II and using the poster map. Please share your impressions with us! All the best for all the backers that trusted us and got the physical rewards. We really hope you enjoy them! See you soon!
[ 2015-05-29 12:18:27 CET ] [ Original post ]
Today's Deal: Save 50% on Lords of Xulima!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Friday at 10AM Pacific Time
[ 2015-05-20 17:00:00 CET ] [ Original post ]
Greetings!
Polish Language Available
We have updated the version (v.1.8) and now the Polish language is included among the supported languages. Now the Lords of Xulima speak in English, Spanish, German, French and Polish. Lords of Xulima has more than 70,000 words, so every new language is a real challenge. And as the game is so long, testing a new language can be very difficult. However, the extra effort is always worth it. We hope that the nice people in Poland enjoy it. To celebrate this, we have launched a special promotional discount.
Russian in the works!
The Russian translation is almost finished as well. We expect to release it in Russian very soon. As we have many fans there, many are asking us for a Russian translation. Bear with us just a little longer.
The Future of Xulima
We have been less active than before in the forums and with the updates, but that does not mean we are in a Caribbean Island resting and drinking mojitos. We are now at a point where we are deciding our plans for the future. These are hard decision to make, and before even thinking about doing them we have to be sure they are "possible". So we have been working in parallel with different goals. Here you have some:
Playing Lords of Xulima with a Gamepad?
No, we are not crazy (yet). We are planning to port LoX to consoles, Playstation 4 and Xbox One. One of the first challenges is changing the input system and allow LoX to be fully managed by a gamepad. Some parts are trivial but others will be challenging tasks. How are we going to implement the search for hidden items/buttons? How will the in-game help of the different GUI elements or map elements be displayed? And there are a hundred more problems that may arise that we are considering first.
Porting or not porting?
Porting the game to consoles or tablets will take a lot of effort, measured in time and money. Should we dedicate months of work for the ports? Or wouldn't be a better idea to start the development of a new game?
New game? New LoX gameplay mode? Lords of Xulima II ?
We have so many ideas... too many indeed. We have great plans for the sequel but not for the near future. The sequel will require a much bigger budget and important improvements to our engine. We need to think on a smaller project first, that could be a new gameplay mode for Lox (perhaps the Rogue-like Dungeons of Torment we spoke about our Kickstarter campaign) or a different game. So we are starting to prototype both the new gameplay and the new game concept. At the same time, we are improving our engine so that the new technology can be used for the sequel. So... yes a lot of decisions and work is ahead. What do you think? As always, we will keep you informed along the way.
Physical Editions...
For those of you that have one of the very limited Collector's Edition of LoX coming, we are very sorry about the delays. We had additional problems that has caused yet another setback. It is a shame and we know it. It is the only part that cannot be done by the team, so we have to rely on third party companies that have resulted in so many problems and delays. We are so disappointed because we are failing to those firsts backers that trusted us. In the name of the team, we sincerely apologize. You will have your boxes with the best quality possible, but we ask you for a bit more of patient please. The final reward will be worth it.
New Version 1.8
Apart of the new language supported, the latest update includes some performance improvements and small bug fixes. See you soon!
[ 2015-04-18 08:29:44 CET ] [ Original post ]
Greetings!
Polish Language Available
We have updated the version (v.1.8) and now the Polish language is included among the supported languages. Now the Lords of Xulima speak in English, Spanish, German, French and Polish. Lords of Xulima has more than 70,000 words, so every new language is a real challenge. And as the game is so long, testing a new language can be very difficult. However, the extra effort is always worth it. We hope that the nice people in Poland enjoy it. To celebrate this, we have launched a special promotional discount.
Russian in the works!
The Russian translation is almost finished as well. We expect to release it in Russian very soon. As we have many fans there, many are asking us for a Russian translation. Bear with us just a little longer.
The Future of Xulima
We have been less active than before in the forums and with the updates, but that does not mean we are in a Caribbean Island resting and drinking mojitos. We are now at a point where we are deciding our plans for the future. These are hard decision to make, and before even thinking about doing them we have to be sure they are "possible". So we have been working in parallel with different goals. Here you have some:
Playing Lords of Xulima with a Gamepad?
No, we are not crazy (yet). We are planning to port LoX to consoles, Playstation 4 and Xbox One. One of the first challenges is changing the input system and allow LoX to be fully managed by a gamepad. Some parts are trivial but others will be challenging tasks. How are we going to implement the search for hidden items/buttons? How will the in-game help of the different GUI elements or map elements be displayed? And there are a hundred more problems that may arise that we are considering first.
Porting or not porting?
Porting the game to consoles or tablets will take a lot of effort, measured in time and money. Should we dedicate months of work for the ports? Or wouldn't be a better idea to start the development of a new game?
New game? New LoX gameplay mode? Lords of Xulima II ?
We have so many ideas... too many indeed. We have great plans for the sequel but not for the near future. The sequel will require a much bigger budget and important improvements to our engine. We need to think on a smaller project first, that could be a new gameplay mode for Lox (perhaps the Rogue-like Dungeons of Torment we spoke about our Kickstarter campaign) or a different game. So we are starting to prototype both the new gameplay and the new game concept. At the same time, we are improving our engine so that the new technology can be used for the sequel. So... yes a lot of decisions and work is ahead. What do you think? As always, we will keep you informed along the way.
Physical Editions...
For those of you that have one of the very limited Collector's Edition of LoX coming, we are very sorry about the delays. We had additional problems that has caused yet another setback. It is a shame and we know it. It is the only part that cannot be done by the team, so we have to rely on third party companies that have resulted in so many problems and delays. We are so disappointed because we are failing to those firsts backers that trusted us. In the name of the team, we sincerely apologize. You will have your boxes with the best quality possible, but we ask you for a bit more of patient please. The final reward will be worth it.
New Version 1.8
Apart of the new language supported, the latest update includes some performance improvements and small bug fixes. See you soon!
[ 2015-04-18 08:29:44 CET ] [ Original post ]
Greetings and welcome Linux players!
Lords of Xulima is now available for Linux! To celebrate this new launch we have set a special discount of 25% off.
The game should run well in all official distributions that launch the Steam Client. Also, we have created a new section on the forum to give support to the Linux users.
What's next? The Workshop
We are working on some modding options for Lords of Xulima. The first one will be the ability to modify rule sets in the game (classes, skills, enemies, encounters, zones...). Players will be able to create their own rule set and share it with the community. Would you like to try a super fast LoX without random encounters, but you can only cure the party with potions? Or where Wyverns are roaming Velegarn and Gaulen is now a Pyromancer? There are endless possibilities!
New version 1.6 available
We have fixed some minor bugs/crashes and made some optimizations to improve speed and smoothness, especially when using OpenGL. You can see the full list of changes here. See you soon!
[ 2015-02-03 11:15:20 CET ] [ Original post ]
Greetings and welcome Linux players!
Lords of Xulima is now available for Linux! To celebrate this new launch we have set a special discount of 25% off.
The game should run well in all official distributions that launch the Steam Client. Also, we have created a new section on the forum to give support to the Linux users.
What's next? The Workshop
We are working on some modding options for Lords of Xulima. The first one will be the ability to modify rule sets in the game (classes, skills, enemies, encounters, zones...). Players will be able to create their own rule set and share it with the community. Would you like to try a super fast LoX without random encounters, but you can only cure the party with potions? Or where Wyverns are roaming Velegarn and Gaulen is now a Pyromancer? There are endless possibilities!
New version 1.6 available
We have fixed some minor bugs/crashes and made some optimizations to improve speed and smoothness, especially when using OpenGL. You can see the full list of changes here. See you soon!
[ 2015-02-03 11:15:20 CET ] [ Original post ]
Greetings!
Game Guide Available: The Secrets of Xulima
The game guide book, called "The Secrets of Xulima" is now included for free in the Deluxe Edition and in the Digital Rewards DLC. In the 200+ pages of this book you will find the Walkthrough, and the glossary of classes, skills and weapons.
Manual
Finally, Lords of Xulima has a manual that cover all the basic aspects of the gameplay and a reference to all the shortcut keys.You will have it in the game installation folder and also can download it directly from Steam here.
New languages in the works: Russian and Polish
Good news! One of our dreams is that players in all countries can experience this epic story in their native language, so we are proud to announce that two more languages are coming to Xulima: Russian and Polish. And... we expect to add Italian too some time later.
Mac OSX Players
In the name of the team, we would like to apologize to the players who suffered issues of the initial release version of Mac. We didn't realize that there were so many different computer configurations as in Windows. We have worked and continue working on addressing all the incompatibilities. The game now plays smoothly on our Mac Book Air, Pro and iMAC. We can even say that the best platform for playing LoX is a Mac Book Pro with retina display. The images are so beautiful that even the developers are amazed, take a look at this 4K screenshot. [url=http://www.lordsofxulima.com/wp-content/uploads/Lox_4K_Screenshot.jpg]
.
Linux Version
The Linux port is progressing well, and we expect to have it before Christmas.
Special thanks for the Veterans...
We would like to give special thanks to those veteran players who are helping new players in our forum. Thank you guys! And also we are glad that so many players that have never played the classics are now discovering and enjoying that wonderful feeling that surrounded those old-schools games. Bringing back that feeling was the main goal of this game. And that's all for the moment. See you soon!
[ 2014-12-10 18:05:48 CET ] [ Original post ]
Greetings!
Official Launch!
Finally here you have the full game with great new features! Don't think that we have finished here, as we will continue to support all the players, solving bugs, and even implementing new features as we have done during the Early Access phase.
The End of the Epic Journey of Gaulen
The final boss and the End is now unlocked. The dreadful and most powerful being in Xulima is waiting for you in the Temple of Valvet. Good luck guys!
We have carefully crafted a 10 minute cinematic to show you the end of this odyssey. We really hope you like it, as we have put all our heart and passion into it. A deserved reward for all that have won this epic adventure of more than 100 hours.
Please, don't spoil the end to the new players, if you talk about it make clear that there is a spoiler inside. Thanks! The final score will be uploaded to the Global Leaderboard, let's see who ranks the highest!
Talisman of Golot
Our promised special artifact to reward our backers in Kickstarter is available now. It is available as an upgrade, or as a pack: The Talisman of Golot edition that includes the Game and the Talisman of Golot DLC. If you purchase it you can enjoy the artifact at any time. It is not necessary to start a new game, although it is highly recommended, as there is a new quest and achievement for getting the 50 spheres of energy that now are located in different hidden places of Xulima. For more information visit the Talisman of Golot store page.
Deluxe Edition
The Deluxe Edition DLC of Lords of Xulima includes the Bestiary & Mythology Book with more than 200 pages, the soundtrack with 15 original themes, the HD World map and exclusive wallpapers. The Mythology contains two parts, the pre-game and post-game parts. So if you haven't finished the game, don't read the second part! As for the artifact, it is available as an upgrade or sold as a the Deluxe Edition than includes Lords of Xulima, Special Digital Rewards and the Talisman of Golot. For more information visit the Deluxe Edition store page.
The Lords of Xulima speak in German too
It has taken us much more time than we expected. Two translators have worked hard to get this great translation as good as the original one. Hope you like it!
Available for Macintosh
The Lords of Xulima has arrived in Apple computers. Although there are some issues, we expect to solve this very soon, but the game is now fully playable. The first launch of the game after the installation can take one or two minutes so be patient. We have created a special Forum for Mac OSX users.
Coming Soon...
- Linux version, which is our priority now. - Full Game Guide that will be included in the Deluxe Edition for free.
Have you enjoyed Lords of Xulima?
If so, and you would like to help us a bit, please share it with your friends, write reviews, and recommend it on social media. All help for promoting the game is more than welcome.
... and a big thank you!
Thanks to all the backers, preorders, beta players, and Early Access players for all of your fantastic support. Thank you very much in the name of the team of Numantian Games. You are the best! See you soon!
[ 2014-11-14 18:12:16 CET ] [ Original post ]
Lords of Xulima is Now Available on Steam and is 10% off!*
Lords of Xulima is a challenging Role-playing game set on the mythical continent of Xulima, where Gods and humans once walked side by side. Experience a genuine RPG featuring over 100 hours of gameplay, and discover one of the most epic sagas ever told.
*Offer ends November 21 at 10AM Pacific Time
[ 2014-11-14 18:10:34 CET ] [ Original post ]
Greetings!
Official Launch
Finally Lords of Xulima will be released officially this Friday, on the 14th of November. On Friday it will be available with the game, the Talisman of Golot, the Deluxe Edition, German language and MAC OSX version. The Linux one will be ready in two weeks. We have been in Early Access stage for about three months now and have made many improvements to the game. Now it is much better than ever thanks to the awesome feedback of our community. Thank you very much to all that have collaborated in the final development stage of LoX.
V0.18 New Features!
To give you thanks, we have added some new cool features to the game that perhaps were the most wanted by the community.
Quick Bar buttons in Combat
Every character has now a quick-bar with 8 slots where you can place skills, items for use and items to equip. You can use the quick bar by clicking in the buttons or more easily by pressing their corresponding number.
Custom Portraits
Now you can add custom portraits to be available when creating new characters. Also you can now change the portrait of a character by clicking on their portrait in the character screen. As soon as you run the 0.18 version you will have a new folder "Portraits" in "DocumentsMy GamesLords of Xulima" with a text file with the instructions about how to add them (the format, size, naming...).
Steam Cloud
Yes, now you can continue your game from any computer you wish. Even the custom portraits are now synchronized in the cloud.
Two new music themes
Our awesome composer Nicolas de Ferran has created two new memorable themes that can be listened to now in the beginning of the adventure: "The Lost Continent" for the Tranquil Coast and Varas-Talak, and "Mist on the Swamps" in Rasmura. Now the Soundtrack has 15 beautiful themes that will be included in the Deluxe Edition with the best quality.
Displaying Encumbrance Values in the Shop
Now, when you examine armor pieces in the inventory or in the shops, it displays the values of the max weight the character can carry, and how it is affected if they equipped that armor piece. A very helpful information for those that want to make the most of your party.
And that's all! See you on Friday!
[ 2014-11-10 16:56:42 CET ] [ Original post ]
Greetings!
The Lords of Xulima speak French
We are very happy to announce that the French version is ready. You can select it in the options screen. For the new users, that language will be chosen as default if your OS version is in French too.
New Interface Design!
As we are so close to the official launch, we have decided to improve and modernize some of the interface of Lords of Xulima. There were parts that we were not very happy with, that was done in the beginning. The functionality was very good and user-friendly for sure, but the overall look needed some more polishing. Don't worry though, because only the appearance has changed, not the usability. So now, you have a new Lords of Xulima, which is much more polished, sharper and beautiful. And these improvements would have never been possible without your support during this Early Access phase. Here you have some examples:
New Voices for the NPCs
They were available since v.016.5 but we had no time to announce them properly. Now the Titans, Witches, Impious Princes and the dark and the inscrutable Yûl heralds now have really awesome voices. Ten different actors have participated in the process. Even the charismatic Guardian of the Arena, The Great Romegor has new voices for special moments. In the next update we will include the Talisman of Golot. We estimate the official launch of Lords of Xulima for 13th or 14th of November if all goes well. So in two weeks you will finally discover the end of the game. By the way, we are preparing the Talisman of Golot Edition and Deluxe Edition that includes the Talisman, the digital Bestiary, the Mythology, the soundtrack and some more digital rewards. See you soon!
V 0.17 Changes Log
Improvements and New Features
- New Interface that affects all parts of the game.
- New Voices added for Titans, Princes, Witches and Yûl Heralds.
- French version is now available (you can switch the language in the options screen).
- Heralds Power and Heralds Life now increase a percentage of the Life and Power of the summonings.
- Heralds Actions during combat counts as the statistics of the Divine Summoners.
- Armor: To give more importance to the Armors Skill, now every point it gives 4 points of armor support, instead of 2. All armor type parameters have been re-tweaked. Heavy armors protects better but their weight/load is higher. Now only experienced warriors in this skill can wear Plate / Metal Armors.
- Fixed Identification skill with some types of items.
- Fixed some English/Spanish translations errors.
- Fixed some minor bugs reported in forum.
- Fixed random a crash when loading combats.
[ 2014-10-30 15:33:47 CET ] [ Original post ]
Greetings!
The Titans Chapter
The four colossal Titans known as the Sons of the Elemental Xulnari, have their lair in the most remote places of Xulima. Finding them is just impossible for the mortals, unless you can count on some divine help... For those lucky players that find them, enjoy interacting with those powerful Demigods that have not met a mortal ever. Now all the world is accessible for the player, including the Glacier of Geldra, the Desolation Desert of Pernitia and the Lake of Fire in Vilak. Also, the four temples of the Elementals Xulnari can be played now. In some of them, you will find new monsters as "The Nightmare" which is one of the most powerful enemies you will find.
Game already Finished?
We have unlocked about 15-20 hours more of gameplay. Indeed, 99% of the full game is now playable. Everything except the very end, that includes the Final Boss and the awesome End Cinematic that lasts 8 minutes, at which only a dozen lucky people have had the chance to watch it. We will reserve the climax of this epic story for the official release of Lords of Xulima in November. While you can speculate about the end, what will happen with Xulima and the rest of the world?...
The New Ironman difficulty mode
Many fans of LoX have requested this new difficulty mode. The Ironman mode has the same rules as the Hardcore mode, but you can only save the game when you are safe in the towns. So yes, this mode can be a real nightmare, such a challenge that perhaps nobody can ever finish it. For those heroics players we have created a new special achievement and the final score is now re-scaled as the Ironman mode grants a score, 300% more than in normal mode. We have added new monsters for the final rank, which now has 100 different positions. Which will be yours?
- Normal Mode: Ranks from 1-50.
- Old-School Veteran: Ranks from 50-70.
- Hardcore: Ranks from 70-90
- Ironman Mode: Up to rank ~100.
New Feature: Write your own notes on the Maps!
Another feature requested by the fans is writing their own notes on the maps. Finally, it has been implemented. It was a little hard to add, but we love that feature too. Also, these custom notes can be consulted directly in the Journal with the rest of auto-notes that the game records for you. Hope you enjoy it!
Next Update
The next update will have finally the Talisman of Golot we promised in Kickstarter, the French translation and perhaps the German one too. See you soon!
V.16 Changes
Improvements and New Features
- New Content: New Content Unlocked: The Titans Chapter is now fully played, and all the Temples of the Elementals.
- New Feature: IronMan: The game can only be saved in towns. When you select the Hardcore difficulty mode you will be asked if you wish to activate the IronMan mode. You can set it back to the hardcore mode from the options screen, but you cannot reactivate it again. The rest of rules are the same as Hardcore mode, except the score which is 300% of the normal score.
- Players can now write their own notes on the maps. Those notes are also shown in the journal when consulting the notes of the maps.
- In the Game Over screen, now it is shown the current position among the 100 ranks available.
- Journal: New pictures for selecting creatures type in Bestiary.
- Journal: New pictures for selecting the chapters.
- Some new hidden treasures have been placed in Velegarn and other places to make the beginning easier.
- Max prices set for Food, Lockpicks, Torch, Crystals and Shurikens.
- Normal difficulty mode: Monsters are now a bit more difficult.
- Improved treasure quality of big chests.
- Improved treasure of special chests and King's mausoleums treasures, with higher level and now they always offer enchanted items.
- Energy absorption is now more efficient.
- Life Absorption is now less powerful.
- Meteor Storm is now less powerful.
- Max difficulty for traps and doors are always 30.
- Many AI changes, fixes and improvements for the Divine Summoner Heralds.
- Fixed: Intro sounds was not affected by the sound volume configuration.
- Fixed: Experience exploit with Divine Altars.
- Fixed: Some multitarget spells. The damage computed for the extra targets were wrong in some cases (applied for both characters and monsters).
- Fixed: Bug with Frozen strike (the frozen duration was wrong).
- Fixed some minor bugs reported in the forum.
[ 2014-10-16 15:45:43 CET ] [ Original post ]
Greetings!
We are very happy to announce that we have unlocked a new portion of the game with about 30 hours of gameplay. Now the game is playable up to 80% of the full content. Everything but the Titans chapter is now playable. The two chapters, "The Divine Artifacts" and "The Impious Princes" can be completed now.
The new regions: Rasmura, Devonia, Vilak & Varas Talak
We recommend you to start exploring the Northwest part of Vilak, entering from Sorrentia, and then continue your adventure in Rasmura. The new content is more open and non linear than ever; you have to choose carefully where to go and what to explore and which enemies to fight. Don't try to clean a whole region, instead travel and explore the different regions. You can explore a part of the Ancient Ruins of Devonia, then travel to Tailkendil island in Varas Talak, then return to the Tower of Rage, explore the West of Vilak... More than ever, your destiny is in your hands. By the way,the entire region of Nagira is now unlocked, although you will have to find a way to reach the Ovengel's castle without ending with your bones burned to the ground.
New High Level skills for Mages and Clerics
Originally we estimated that players would finish the game with a 40-45 level party, so because of that there are no new skills beyond level 40. But we know that some players are collecting until the last experience point they can, so some heroic parties can reach new epics levels of 50-55 or even more. To reward those awesome players, we have created some new high level skills for levels 45 and 50 that will make you feel as if you were a Demigod. Most people never will see those skills, but they are there. Surely people that plays the Hard-Core mode will find these skills helpful. And we will implement more new skills for the rest of the classes.
And.. Special Discount in Humble Bundle Store !!
We have just released Lords of Xulima in Humble Bundle Store where 10% of the sales go to charity. To celebrate that, we have set a special 20% discount until next Monday. You can buy your Steam key there or buy as a gift to give it your friends. It is going to be the cheapest edition of Lords of Xulima as the final price will be higher when it is officially launched.
Beta 0.15 Changes Log
Improvements and New Features
- New Content Unlocked: ~30 hours of game play. Include Rasmura, Devonia, Vilak, Varas Talak and the eastern part of Nagira.
- Improved text readability for 1024x768 resolution.
- Improved speed when enemies summon creatures.
- New very high level skills for Clerics and Mages.
- Weapons requirements have been tweaked to be more realistic and more accessible for low level characters.
- Some tweaks for some monsters.
- Some tweaks for some skills.
[ 2014-10-02 21:24:39 CET ] [ Original post ]
Greetings!
German Translation
We are proud to announce that the German translation of LoX is in progress and already about 30% done. Very soon you will be able to play LoX in French and German, even during the Early Access phase.
New Class Available: The Divine Summoner
As we promised in our crowdfunding campaign, we have created a new advanced class for an original play style. The Divine Summoner is a special class we want to include, because we feel it will add even more depth and fun to your adventure, if you can master it. As a Divine Realm class, he summons and commands the heralds of the Gods. There are 8 different Heralds, one per every Lord of Xulima except Yûl because as you know, his Heralds only serve to the will of the Guardian of Souls. Every Herald has its corresponding skill to be developed with 30 different levels. Furthermore, the Divine Summoner has 5 more skills to improve different aspects of the summonings. The Divine Summoner can summon up to two Heralds at the same time in combat. These Heralds take the two empty positions in the character position grid, creating interesting tactical scenarios. The Heralds only remain in combat during a short period of time. If you summon a Herald who is already in battle, it will be restored to their original state (summoning time, life, power...). The Heralds have their own IA and personality. You decide which of them you summon in the battle, but what they do in combat depends on their own will. Which of them will you choose to assist you during combat? Take a look at what they can offer you...
This is the list of changes in the 0.14 version
Improvements and New Features
- New available class: The Divine Summoner.
- New skill for Thieves: Shurikens. Now Shurikens can be bought in the store.
- Also it can be found in some containers.
- New skill for Barbarians: Steadiness that allow them to resist the stun effect.
- 10% per level, up to 100% (immune to stun).
- Now the game asks for confirmation before overwriting an old save game.
- When creating a new character, you are asked to choose a name after selecting gender, portrait and class.
- Miscellaneous items in inventory are better ordered.
- Added a new option to display the message logs in combat showing the attack/evasion rolls.
- Some tweaks to the price of torches, food and lockpicks.
- Fixed bug in clearing zones (it was only checked after killing a random encounter, not with static guardians). Also now it is checked when entering in a zone, for those with saved games that have not received the reward.
- Fixed some English and French texts.
- Fixed some minor bugs reported.
- Fixed bug in Trap minigame when after some combinations, the gears can move too slow.
See you soon!
[ 2014-09-24 08:27:43 CET ] [ Original post ]
Greetings!
We know that we have as big of an audience in France as in Canada, so we are very happy to announce that the official launch of Lords of Xulima will have French among the available languages. As you can see, the main store page is available now in French.
And German?
We are now looking for a good German translator. We will hold both translations in parallel to have them ready for the final release. Any recommendation? If you wish to help us in this task you will be more than welcome. Please write us to info@numantiangames.com.
The rest of languages
Anyway, after the official launch we will release a tool to add more languages to support fan translations. As LoX is UNICODE, it supports any language from Russian to Japanese. Finally, if someone wants to help us to include a new language for the official launch please write to us and we will talk about it.
Special & Limited Box Edition of Lords of Xulima
We have available on our store page on our website, two special physical editions of Lords of Xulima that correspond to the ones offered in our Kickstarter campaign. They are limited edition, as once we order the production no more will ever be produced. Those collectors edition lovers and all the people that wish to support us even more can now order those special editions. Between the rewards, you will have the boxed edition, the 200 pages hard-cover book, "Bestiary & Mythology of Xulima", the Game Guide Book and the printed color poster of the World map of Xulima.
New Version 0.13.3
Only some minor changes and bugs fixed. Thanks for all the awesome feedback you are giving us in our forum! Here is the list of changes: Improvements and New Features
- Added option to rename and delete save games.
- Skill points saved are shown in the help message of the experience bars (in portrait and in character sheet).
- Special items (not the divine artifacts) can now be sold in the store, including the Mausoleum Keys.
- Inn prices are fixed per Town.
- The price of Food, Lockpits, Torches and Teleport Crystals now depend on how many of them have you bought. The more you buy the more expensive due to the low availability of those items.
- Food seller only offers buying food reserves beyond the current party food reserves. Buying partial food reserves are taken in account to compute the price. For example if you only wants one day food and you have food for half day, only half the price will be charged.
- Food is not consumed while walking within town limits.
- Two-Handed weapons now do more damage.
- Monsters that run because of the Fear Song spell, now give 30% of its experience.
- Flaming/ Frozen weapon PP cost increased.
- Learning skill improved (more exp bonus)
- Some minor changes for the bonus of God Follower.
- Fixed some English and French texts.
- Fixed some minor bugs reported.
- Fixed: Character creation does not allow to repeat names.
[ 2014-08-28 16:30:59 CET ] [ Original post ]
Greetings!
This is a quick update for the new Version 0.13. In this version we have fixed some of the bugs reported in the discussion forum and added some improvements that were suggested by the players. The only big change is related to the balancing and gameplay rules. It seems insignificant, but it was the cause of a hot debate between the Numantian developers.
"What is steel compared to the hand that wields it?"
This quote from the legendary movie Conan the Barbarian is perfect to introduce this question. Which is more important, the power of the weapon or the power (strength) of the character that wields it? We are trying to make the rules and mechanisms behind LoX as realistic as possible. In the case of weapons, the damage depends on the type (axe, dagger,...) and its quality (iron, steel,..). But when a character wields it, its damage is scaled by their strength as every point in strength increases damage by a 3%. With this, it keeps the difference in damage between weapons proportionally. Although this approach is more realistic than giving a fixed bonus, it happens that combatants are a bit weak in the beginning but very powerful in the end. So finally we have decided that strength will give a fixed bonus independently of the weapon. We have worked in the best values for the bonus to follow these rules: - One damage point per every 2 Strength Points (above 10). - One damage point extra per every 5 Strength Points (above 10). With these simple rules, now combatants are better in the beginning, and the difference in damage from a Barbarian and a Thief for example, are now more evident. In the last part of the game, the bonus would be lower than with the other method, but we will try to balance that part very carefully.
What do you think?
Next update will contain the new class The Divine Summoner and some new skills for the existent ones.
And here the list of changes.
Improvements
- Improved management of load/save errors.
- Tooltip time can be set in the Options screen (it can be disabled too). Also tooltip is not removed until you move the mouse cursor out of the object that is showing the help.
- In the Level Up Window, at the bottom, it now displays the Next Skills that will be available in the next level.
- In the Shop window, the selected character can be switched with the keys (1,2...6)
- Dialog options can be selected using the Number Keys: [1] for the first option, [2] for the second one,....
- In Trap Window, the color of the green gears has been changed to silver. Red-green color blind players had problems with the old colors.
- Strength bonus damage changed: Now it gives one point damage every two points and every 5 points it gives an additional damage point.
- Random values for Auto Lock Picking, Auto Trap Disarming, Herbs
- Collecting, and more... are now generated with the same saved seed. What this means is, save-scumming is now almost impossible.
- Flaming weapon and Icy Weapon now have some bonus to attack rating depending on the development. Also, in combat their hit rate and damage is now displayed.
- Mercantilism Skill now affects the prices of the town services: Inn, Food, Temple.
- There were some problems with the level of the skills for the hybrid classes Paladin & Arcane Soldier, that were affected when level up. Now the level required for shared skills (the ones specific to the two subclasses) are equal to: Level *1.5 +3. So for example: Lv1. Light Heal is available for Paladins at level 5.
- Some computers had errors when using the user temp folder to create the temp files when saving. So now the temp files are created in the save game folder instead.
- Fixed: The greeting voice of the temple was executed after coming back from the "Need Spiritual Help" menu.
- Fixed: Some English & Spanish texts errors.
- Fixed: Message after fighting in the Arena (only the character who fights gains EXP).
- Fixed: Initiative help.
- Fixed: Turn time in combat list now is updated at the beginning of the turn too.
- Fixed: Cauldrons in the Temple near the Well of Souls were unclickable.
- Fixed: Some more minor bugs and graphic glitches.
[ 2014-08-18 22:27:19 CET ] [ Original post ]
Greetings!
We have collected a lot of interesting feedback from the first players of the Early Access version. We would like to talk about the balancing specs and challenge level of Lords of Xulima, since it has been a common theme among community discussions.
Balancing Vs Difficulty level
First, while balance and difficulty often go hand in hand, they are a little different in their meanings. A lack of balance would mean that the game has mechanics and rules poorly implemented, which can damage intended gameplay. For example; a class might be much more powerful than others; some specific sets of equipment might make the party invincible, while others might be less effective; some skills might outshine the rest of what a character can learn, others may prove less satisfying; the in-game economy (too little or too much gold for the player), which is delicate to balance in a large game, could be off. A game can be balanced, and still offer have a high level of challenge to the player, which is our goal with Lords of Xulima. The Classic difficulty setting is similar to what could be experienced in the good old days. If you are still building your familiarity with the RPG genre (which means Lords of Xulima should also be for you), it is normal to experience a bit of difficulty as you encounter everything the game has to offer. Especially in the beginning, when players have yet to learn various mechanics and understand all the tricks at their disposal.
You can now change the difficulty level
In order to adapt the game a little better to general player expectations, we have renamed the difficulty modes in order to allow everyone to pick a mode better adapted to their preferences. The 3 difficulty settings are now: Normal, OldSchool Veteran and Hardcore, respectively. Also, we understand that some players love to simply jump right in, and so have added an option to lower the difficulty setting without having to restart your game. Many players are opting to go with the Classic setting, expecting it to be the smooth Normal mode they are used to. But, this was always meant to be for RPG veterans, and we admit that perhaps the choices offered were perhaps overly punishing to new players. We want you to enjoy a modern take on the old-school gems, and perhaps contribute to raising awareness on the great traditions of a great genre.
Here is the list of changes for this new version:
Improvements
- Help tooltips now appear when the mouse is over the elements (for one second).
- Combat Screen: Now it is displayed the time needed for the combatants for their next turn.
- The enemy presence detector now emits an animation when its state changes.
- The difficulty level can be changed in the options screen. WARNING! You cannot increase the difificulty level onces change it.
- Item Container Box: [Enter] Key now takes all items.
- Party Creation: A random name is pregenerated when creating a new character.
- Improved multimonitor support.
- Changed the names of the difficulty modes to be more clear for the new users.
- Explorer Venom Strike now have attack rating bonus.
- Evasion (“blocking”) rating of a few creatures has been lowered.
- Some minor crash bugs have been fixed.
- Fixed: Crash when typing backspace with no characters when entering a word in a text box.
- Fixed: Exploit when equipping and unequipping items with HP/PP bonus.
- Fixed: Achievement progress updating.
- Fixed: HP/PP class Ratios did not take in account the Difficulty modifier.
- Fixed: Crash in combat when the character's name has less than three letters.
- Fixed: Spells non identificated showed their description on the help tooltip.
- Fixed: Some cells on the map had wrong zone assigned.
- Fixed: LoX icon in taskbar is now displayed correctly.
[ 2014-08-12 07:09:38 CET ] [ Original post ]
Greetings!
This is a quick update to announce that finally Lords of Xulima is available on Steam as Early Access. The price is $16.99, as it is not yet the full game, which will eventually increase. You are invited to visit our Steam Store Page, as well as write reviews and leave comments in the discussion forum. Thank you to all that have already written awesome comments and reviews praising Lords of Xulima. You are the best!!
Added Steam Features!
We have implemented some of the Steam features such as Trading Cards. There is one card for every one of the Nine Xulnari, cool Badges and emoticons, and some backgrounds. There are also 13 new achievements and we will eventually be adding some more. By the way, there is one called, "The Lord of Xulima" which you get when you finish the game in Hardcore mode, (good luck guys...)
Next Goals!
Here is what we have in our list of tasks for the next big update:
- Unlock the rest of regions: Rasmura, Devonia, Vilak, Varas Talak and the western part of Nagira.
- Include the awesome talking artifact, "The Talisman of Golot". But be careful because it was created by the same God as the one who created the
- Talking Skulls in the Towers of Sorcery. If you have entered in one of those towers, you will know what I am speaking about...
- MAC and Linux port, installer and Steam integration.
[ 2014-08-08 17:32:24 CET ] [ Original post ]
Lords of Xulima is Now Available on Steam Early Access and is 10% off!*
Lords of Xulima is a challenging Role-playing game set on the mythical continent of Xulima, where Gods and humans once walked side by side. Experience a genuine RPG featuring over 100 hours of gameplay, and discover one of the most epic sagas ever told.
*Offer ends August 15 at 10AM Pacific Time
[ 2014-08-08 16:01:18 CET ] [ Original post ]
- Lords of Xulima Depot Linux [1.53 G]
- Lords of Xulima - The Talisman of Golot
- Lords of Xulima - Deluxe Edition
The Talisman of Golot Edition
This edition includes the game Lords of Xulima and the Talisman of Golot DLC.The Deluxe Edition
This Deluxe Edition includes the game Lords of Xulima, the Talisman of Golot DLC and the Special Digital Rewards DLC.More than 100 hours of authentic Role-Playing Experience
Looking for a challenging adventure?
In Lords of Xulima, we do not hold your hand through the journey. We have created a world of diverse regions that are as vibrant with life as they are fraught with danger; from the alluring Golden Woods, through the Great Desert of Pernitia, to the daunting icy peaks of Karraga. You are free to explore and choose which path to follow, but be careful about where the adventure takes you. Your success or failure in Lords of Xulima all depends on your strategies and ability lead your customized party. Immerse yourself in the playability and depth of old school classics, presented through modern visuals and a user-friendly interface.
A Tale of Gods and Humans
Discover one of the most epic stories ever written and follow it to its twisted conclusion
Legend has it that many years ago, people lived in peace on the great continent of Rodinia; a peace that would not last. Soon, the Great War broke out, dragging every kingdom and village down an endless spiral of ruin and desolation. The people prayed for salvation from the Nine Gods, whose unreachable homeland lay beyond the Great Sea, on the forbidden continent of Xulima.
Eventually, the conflict came to a point where it threatened to ruin all creation. Thus Golot, Lord of Works and Dreams, appeared to Gaulen, a seasoned Explorer who lived on a remote island off the coast of Rodinia. The Lord of Works appointed Gaulen to be his Herald on Earth and to set sail for Xulima, so that balance could be restored to the world. Thus begins the adventure of our young protagonist.
Create your group of characters
Create and customize five characters to accompany Gaulen on your journey. With 9 character classes and over 100 useful skills, the possibilities are endless. Each group will be unique. Who will you decide to take with you? Choose among familiar classes such as the Mage, Cleric, Barbarian, Soldier, Thief, Bard and Paladin or try out the Arcane Soldier and Divine Summoner. Develop your characters’ abilities to suit your play style as they gain experience and grow stronger to face the trials ahead.
Strategic, fluid, turn-based combat
Discover an addictive combat system. Over 100 unique types of enemies roam the wilds of Xulima , each capable of posing their own kinds of threats to your divine mission. There are thousands of possible strategies to lead the group to victory, including the use of scrolls and divine blessings. Will you be able to match the strength of Nilfonte, the Ocean Titan? Or survive an encounter with Xabraluz, the Demon King of Vilak?
- OS: Ubuntu 14+
- Processor: Dual Core 2.4 GhzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: ATI Radeon HD 4650 / NVIDIA GeForce GT 240 / Intel HD 3000 Graphics. or equivalent
- Storage: 2 GB available spaceAdditional Notes: SO and Steam Client fully updated.
- OS: Ubuntu 14+
- Processor: Quad Core 3 GhzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: AMD Radeon 5870. NVIDIA GTX 260
- Storage: 2 GB available spaceAdditional Notes: SO and Steam Client fully updated.
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