
Take on the role of a powerful leader and mystic. Empowered with the gifts of technopathy, the ability to sense and affect eletrical currents.
You are the last hope to a band of outcastes and refugees. Lead them across the randomly generated wastelands. Pick fights with greedy slavers and crazy machines using the turn-based card combat. But always spend your resources carefully. Can you survive long enough to reach the mysterious Crypt?

These features make Nowhere Prophet stand out
- Card-based tactical combat system
- Randomly generated maps and events
- Two decks to build: Followers and Leader!
- Unlock new content across multiple playthroughs
- Stunning and confident art style
- A fresh non-western post-apocalyptic world
- Indian infused electronica soundtrack

A roguelike deck-building game
Nowhere Prophet is a single player card game with procedurally generated maps, a high difficulty and permadeath. At it's heart are two distinct parts of gameplay: Travel and combat.TRAVEL
During travel you navigate across a procedurally generated map. Make sure your convoy has enough resources to travel as you pick your route. On your journey you will encounter strange places and even stranger people. You will be thrust into situations that put the fate of your followers in your hands.
If you're lucky enough to gain some rewards, maybe for helping someone - or robbing them, then you can invest those to improve your decks. Recruit more followers to have more and different units to put into battle. Equip your prophet or level up and learn new skills to have access to stronger action cards in combat.
COMBAT
You will have to overcome some enemies to keep your convoy and resources together. And sometimes you may even want to pick a fight for righteousness or just for loot. Once in battle the game changes to the turn-based card game mode.
Play convoy cards to put your followers onto the field and position them so you can overcome your enemy. Or play action cards to dramatically change the battlefield. But be careful: If you're wounded you will have to find a safe place to heal. And if one of your followers takes too many wounds, they are lost forever.

A science-fiction post-apocalypse
Nowhere Prophet is set on a far off planet called Soma. Your story begins many years after the Crash, a complete technological collapse. Civilization has broken down and the lack of resources made everyone turn either bandit or madman.In this world inspired by Indian culture you lead a convoy of outcastes. These desperate men and woman following your vision of a better future. Under your guidance they travel with you through the wastelands. Your goal is the Crypt, a mystical place that promises untainted technology and safety.
If you can survive long enough to find it.
Hello Friends,
November was a busy month for me! Here\'s all the cool stuff I added to my new deck-builder https://store.steampowered.com/app/2938540/Crownbreakers/?utm_source=nwp-steamnews&utm_medium=website\"" style="color:#bb86fc;text-decoration:none;">Crownbreakers . If you haven\'t head of it yet: It\'s a brand new world of magic and modernity with a dynamic card battle system that has you free a city from tyranny! If any of that sounds good, you should stop reading and https://store.steampowered.com/app/2938540/Crownbreakers/?utm_source=nwp-steamnews&utm_medium=website\"" style="color:#bb86fc;text-decoration:none;">WISHLIST the game, right now ! Then you can come back and read on :)
NEW CITY VISUALS
Up until November the visuals for the city were still a rough placeholder. Now this part of the game has been dramatically improved!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/29887900/6be812f86855d352f0dbd96c2776613faaed1314.png\"][/img]The old placeholder interface for the city
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/29887900/f25d4a85d6f9f22e29c36b21e7958e37f0e12c21.png\"][/img]The new city screen
It took a while to really figure out how to present the city. We could have skipped the 3d environment and just made an abstract menu but it\'s important to me for Cascade to feel like a place. A big part of that was figuring out the scale and level of abstraction. I\'ve started with actual geographic data from cities to try things but it quickly turned out that showing individual buildings is too much. It also requires a camera that\'s close enough for those to matter, but that would either lead to a tiny city or a lot of scrolling.
I eventually decided on a scale that\'s far enough away that we can see larger simplified city blocks and the larger streets without seeing individual houses or details. It\'s more like a model of the city than an actual, real city.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/29887900/5e58119eb642b7de03dd39ef1567bec9bba2ffd3.png\"][/img]
The city itself is put together in the Blender 3d software by using 2d outlines of the different blocks. These are then projected onto the terrain, and then given depth to turn them into city blocks.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/29887900/5cd6c0db8bb2f7bc138feca44730f76c3792c10c.png\"][/img]
To do that I\'m using so-called Geometry Nodes. This is a simple but powerful system that lets me transform them dynamically, so that I can re-import the outlines to update the 3d easily. It also gives me control over the height of the blocks in different areas, the variation in height etc.
And to make it shine, the camera also needed some work. With a key feature of the city being a giant magical rock, using that as the center of an orbiting camera just felt natural. It took a while to get the movement to work right but now it\'s a lot of fun to explore the city.
With all that said, I want to note that I am still working on the final style of the city itself. There\'s still a lot to pin down in terms of color, textures, and lighting but the general setup works pretty well.
I\'m super curious to hear your ideas: What would you add to make the city more alive?
ROUTE CONCEPT
Aside from working on the city visuals, I also delved deeper into the structure of the districts: The places controlled by the tyrants that you go to to try and break their hold on the city. So far each district had a sequence of stages, each one capped by a boss. This was solid but felt like it lacked player choice a little.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/29887900/0c811af1416dadd51a03dc84741f9ec06c6b1f8c.png\"][/img]The current placeholder interface with some placeholder text and images.
Now each district has one tyrant and multiple lieutenants. Each of these has their own \"Route\", with slightly different mechanics and configurations. This gives each of these places a bit of a different texture within the larger district. And each of these routes is capped by its own boss, letting you choose which boss to go up against!
TUTORIAL IMPROVEMENTS
A big part of my stay at the Rabbit were the weekly playtests: A great opportunity to refine and improve the tutorial. The residency directly segued into Crownbreakers\' presence at the Comic Con in Stuttgart last weekend. So to make sure the game is as smooth as possible to learn, I put a lot of time into lowering the difficulty and complexity in the beginning:
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/29887900/5f65b21e1c47cdbb2e9e73acccfa058b68f2ff15.gif\"][/img]
For example I added custom highlights that can point to specific things in the UI or the battlefield so the player has an easier time understanding what is what. They are animated to catch the player\'s attention so elements of the UI that are on the edges don\'t get lost.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/29887900/514052ce11f901384dcf98197138b1611ae45847.png\"][/img]
I\'ve also added more tutorial pages that are more responsive to explain things as the battlefield changes. For example, the first time a hazardous, explosive barrel is on the battlfield, the game explains now the concept of hazards to you. There are multiple such moments that help you understand how things function.
NEXT STEPS
So, what\'s next for Crownbreakers? I\'m working hard on a demo so December will focus on giving that more polish and possibly even releasing it. If you\'re interested in that, you might want to join the Sharkbomb Studios Discord because the demo will definitely first launch there!
Other things you might want to check out are:
Sharkbomb Studios on TikTok
I\'ve started uploading some short form videos and I\'ve been having fun with them. There are more to come! For example, I\'m planning to upload some insights into my time at the Rabbit and Comic Con! So make sure to follow !
Crownbreakers Crowdfunding Campaign
It\'s still a bit away but I am planning a crowdfunding campaign for Crownbreakers in the beginning of next year. Subscribe to the pre-launch page on Kickstarter to get notified immediately once the campaign goes live! The best way to not miss anything!
Ex Umbra Crowdfunding Campaign
This one is even further away but I am also planning a printed edition of my (solo) tabletop game Ex Umbra that has you build dungeons as you play. As above, if that sounds interesting follow along on Kickstarter !
And that\'s it for today!
Talk to you soon,
Martin
I know you\'re probably sick of it by now, but if you made it this far, you might have forgot to WISHLIST CROWNBREAKERS!
[dynamiclink href=\"https://store.steampowered.com/app/2938540/Crownbreakers/\"][/dynamiclink]
Minimum Setup
- Processor: 2 GHzMemory: 4096 MB RAMStorage: 1 GB available space
- Memory: 4096 MB RAMStorage: 1 GB available space
- Storage: 1 GB available space
[ 6376 ]
[ 5872 ]
[ 1265 ]
[ 1943 ]
[ 986 ]
















