




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
One of the major additions to this game thats new to my process is the idea of a wandering agent who roams around an arealike the classic Immersive Sim guard out of Thief or Dishonored.
[img src="https://clan.cloudflare.steamstatic.com/images/45503562/6dc65a0c6f8d07c548786f48f1ebdbd996ef6650.gif"][/img]
As ever, I wanted to approach the wandering agent concept from a distinct angle. Sure, you could sneak up behind them and try to pick their pocketsall in the spirit of mischief. And my game leaves room for that. The agent has sight cones, patrol routes, and a sense that they can catch you. But there are aspects to this sort of encounter Ive chosen which separate what Im doing from my inspirations.
[img src="https://clan.cloudflare.steamstatic.com/images/45503562/e0203ea9c80b3d8c94b2c0506be9d3f7d1b99459.gif"][/img]
For starters, more confrontational physical aspects are already being handled by my dice system. If a guard catches you, you can try to wrestle, cajole, charm, or bribewhatever makes thematic and situational sense. However, if youre unable to convince the guard, youve effectively surrendered. Then what?
For one thing, an unsuccessful encounter like this doesnt lead to a one-on-one fight to the last person standing. Basically, when you surrender, the guard ejects you from the area you're trying to roam in. Its a start back at the edge of the arena situation. It still creates tension because when you get ejected, both you and the guard gain condition dice representing the outcome. It could be something obvious like Injured or Embarrassedlike if a bouncer tossed you out of a club. As before, youll need to roll dice to fully remove this condition.
[img src="https://clan.cloudflare.steamstatic.com/images/45503562/37cb11f1200edf50275dea63bd304077d7f17c9b.gif"][/img]
So the risk remains, but you still get to choose whether to step back into the area where the wandering agent might find you again. Failure is never game overbut it can be if you have an appetite for more risk.
[img src="https://clan.cloudflare.steamstatic.com/images/45503562/221539d4493d5cf2a58f31e9e69376c60e408617.gif"][/img]
Another thing Ive added is the opportunity to hide. Hiding is simply finding an area in the game where you can be sure the agent wont see you. Even if theyre chasing you, hiding gives you cover to wait out their search. However, once you step into a hiding zone, a timer starts. If you hide for too long, youll gain another conditionanother die youll have to roll away later. To me, this is another way to keep the tension high so you never get too comfortable while engaging with this system.
[img src="https://clan.cloudflare.steamstatic.com/images/45503562/e62d7367cf43ca3cc05a5ff38c50566d8f790ba1.gif"][/img]
Finally, Ive included certain traversal areas that give you passive environmental conditions. Examples include sticky surfaces or cloudy hazes that apply temporary conditions while youre in them. You cant roll these away as long as you remain in that environment. Guards can pass through these areas too, and the conditions affect them as well. Maybe you follow an agent into a hazy zone, but time your move so that theyre in it and youre not. Yet more flexibility and reactivity in the system.
[img src="https://clan.cloudflare.steamstatic.com/images/45503562/8a170de6876290b7cda2aec32eb3f26232e6f1bd.png"][/img][img src="https://clan.cloudflare.steamstatic.com/images/45503562/b8037458feca53dd0f928063d5334f45d4707682.png"][/img]
I want all of this to be dynamic, dramatic, and interestinggetting players to think about spatial traversal. But I also want to make sure players arent forced to engage with stealth if its not their style. They might move through a space thats a little dangerous, or pursue an alternate path. The game is still a dice-based RPG at its core, so all of these systems serve role-playing, dice strategy, and the drama that comes with it.
[img src="https://clan.cloudflare.steamstatic.com/images/45503562/59f59a0648621b85d8e346265fb993f6fd4acd96.gif"][/img]
To wit, Im not grafting a stealth game into my current oneIm incorporating stealth elements to serve dice-driven gameplay. Its a genre hybrid approach. Its a way for me to push what I feel is possible in this sort of space.
Part of why Im excited about Early Access is that I get to workshop and refine this idea with you all. If you see opportunities for balance, for elevating the experienceor if it gets in the way of your funI want to know. Im excited about the idea, but its still a work-in-progress, and I welcome your feedback when the time is right!
I look forward to sharing more of my new ideas with you from Moves of The Diamond Hand.
Moves Of The Diamond Hand is a first-person narrative RPG. It's set to the backdrop of a surreal dystopian jazz-drenched city. It builds on the gameplay of Cosmo D’s previous game, the award-winning Betrayal At Club Low. At the same time, it returns to the first-person perspective of Cosmo D’s previous games. Its dice-driven gameplay is deeper, the plot is richer and the scope is grander than ever.
A new day dawns in Off-Peak City. The legendary Circus X, an actual circus and artist crew of the highest caliber, is somehow back in town. And they’re ready to put on the show of a lifetime. You’ve arrived on the scene, ready to become a part of it and mint your destiny. But Circus X isn’t hiring, and there’s plenty of people who want a piece of the Circus X magic (and money). To become part of this elite crew, you’ll need to figure out a way in. Sure, you have some leads, but you also have trouble.
This trouble arrives during the strangest Mayoral election in the city’s history. One of the candidates isn’t even a real person, he’s the clone of a Mayor from a hundred years ago! The company that created him is betting on his success, but two rival candidates plan to stop him at all costs. To add to all this, someone called The Diamond Hand is playing all the sides against one another. No one knows who this Diamond Hand is or why they're causing trouble. But somehow you become enmeshed in this drama. Are you a potential collaborator, or a pawn in the Diamond Hand's game? Sure, you may be new to the neighborhood, but the Diamond Hand underestimates you. They all do.
Moves Of The Diamond Hand evokes the feel of a multi-session tabletop RPG experience. Your stats are all represented as dice. These dice offer opportunities for drama and strategy. Items are dice. Conditions are dice. Disguises are dice. These dice are all customizable in a myriad of different ways. Still, players have control over which dice to use, how to upgrade them and which ones they want to roll or keep close.
The story unfolds over four chapters of dubby jazz noir mystery. And you, along with your dice, will determine how it all plays out, right up to the very end.
Three very different mayoral candidates offer stark points of view and personality. But their race for The Key to the City is as close as it gets. You will help determine the outcome of their contest. Your choices will shape your own destiny in the neighborhood, too. The game lets you decide who to side with, who to help and who to hinder.
This game’s setting immerses players in a surreal lived-in neighborhood. It's full of odd characters, each with their own agendas, perspectives, and secrets. Many of them have connections to previous Cosmo D games, but knowledge of those games is not required.
Cosmo D games put a premium on head-nodding music and thick atmosphere. This game continues to elevate the approach.
Given the depth and breadth this game, we’re opting for an Early Access model, releasing each chapter one at a time. The Chapter 1 is free for all to experience and will release as a demo. We plan to have Chapter 2 go on sale as part of the Early Access release. We plan to have future chapters released later throughout the Early Access period. Anyone who buys this game in early access will gain access to all released content as soon as it’s ready. During the Early Access period, players can also opt-in to try or test content ahead of schedule.
We aim to keep the development process transparent and open to player feedback. All players will have access to a bug reporting and feedback menu in-game. Bug fixes, balance adjustments and quality of life improvements will be continuous. Your patience and trust in our process will help get this game finished on schedule and as good as it can be.
[ 6438 ]
[ 2578 ]
[ 4126 ]