How's it going, everyone? I hope you all had a very nice month of Yoltrund. Beginning of the month, we have been proud to present the Canto II and III update to Yoltrund, bringing in Kurldehv and Parforiah. And after sorting some issues, we think the update is a nice addition to the game. We will continue to tweak the update behind the scenes to smooth some corners out. So, I believe it is time to fill you all in on the current progress of Yoltrund!
What has been developed so far?
Sadly, as of now, not much actual development has taken place for Yoltrund. After fixing some major launch issues with the update, we've been playing a game of catch up. Because of this, not much more than planning work has been taking place with Yoltrund. With this, what we are trying to do is cement a solid plan of implementation. Now that all of the base code is added, we can continue to build, but we're also planning a port so we're trying to find a balance between the two. However, once we get this all sorted out, we will be loading content into the game like there's no tomorrow. Right now, we're in the process of determining between a 2D or 3D map once again. We're really wanting to use 2D on this one with some cool parallax effects, and with that we're trying to smooth out some other effects. We're also trying to determine when to release the Canto IV update and the Canto V update and whether we should release them together or separately. Now, while we've been on a good 30 day implementation schedule, that likely won't be the case for this update and it may not be done until later in April, sadly.
How's getting the game completely done looking?
Right now, we're having some good feelings about getting the game done on a good time. We're still shooting for August 2018 with March 2019 as a fallback. This is all also reliant on the Nintendo DS porting process.
Yoltrund will come to the Nintendo DS?
That is the plan right now. We're still smoothing some things over for the port and how exactly to implement the port with the dual-screens and all, but we're slowly but surely making good headway. The port is not expected to come out until late March/April 2019.
What about the Nintendo Switch? Will you guys port Yoltrund to that?
We would absolutely love to port to the Switch, however we're still working with Nintendo on just the DS port. A Switch port may come at a later date with some love and support from you guys.
Will the game be finished when it is ported?
We're looking at two options. 1) Yes, the port won't be done until the game is finished and available in retailers. 2) It will be available digitally on the eShop in Early Access (available before 2019) while one the game is finished, the game will be available from retailers. Option 1 is the likely scenario, but option 2 is available if all else fails. Depending on the support for the game both on PC and on the ported DS, the game might come to Switch. Although we don't want to say anything official at this time about it.
When will Yoltrund have its price changed?
The short answer, when we feel like the price no longer fits the game. The long answer, we don't really know just yet. We feel the game is a great value for the price right now and we don't want to take that value away. We are currently expecting a price change around Canto V or VI, but only time will tell. If you have concerns about pricing, please let us know. To be very honest, we would rather you tell us what you want to pay, how much value the game has for you. So please do let us know. As for how much the price may change, depending on feedback, probably a dollar or 2. The game will be no more than $15 by release, we do know that. For all we know, the game will be $5-$10 on finishing it.
Since you guys are around halfway finished with the game, what will you do afterwards?
That's a really good question. We are aiming to move on to a newer project that Yoltrund actually comes from, an RPG known as Junsereig. This RPG will be set in the same world and lore as Yoltrund, but a more complete RPG. We actually plan it to be a spiritual successor to what Elder Scrolls 6 could be if we end up not getting that game and the mindset of Elder Scrolls 6 is how we're approaching Junsereig. This means Junsereig will feature a unique open world, quests, insane dialogue, amazing and exciting combat, and a story based around dragons, gods, Titans, god kinds on earth, an alternate reality of history, demons, devils, monsters, and more all in 3 novels, each roughly 600 pages a piece all put into this massive RPG we have planned. It will be ambitious, yes, but it will also be fantastic and with your support, it will become a reality. To top if off, have you ever wanted to wield the power of an incredibly powerful god? The playable characters are actually gods who must return to their rightful place in power, one of these characters is the King, Arylos, himself. 2 playable characters are set for Junsereig, each will play the same story, but with different points of view. This means if you choose to play as the other character, you will experience a different version of the tale, different quests, NPC's, fights, and so on. All of this and more. It's a whole lot we are planning for Junsereig and a more complete statement will come later about the game. When we are starting development, you all will be the first to know! So if that sounds amazing to you, show us some love and let us know.
Will you need funding for Junsereig?
Every good game needs funding, but we honestly don't care. The reason Yoltrund has such a low price point is because we want people to experience Yoltrund rather than pay for it. Junsereig will be no different; we are focused on putting out an amazing piece of art first, if we make a happy buck in the process, that's all good with us. We want to give you something you will love and when we make a good game first, the money will come later. Yes, the more funds we have, the faster the development time and the more we can put in, but if we get it right the first time, the better. However, we do know that the game will not be Early Access. We were pushing the limit with Yoltrund and with Junsereig, we feel that Early Access won't be helpful to the overall content of the game.
What technology will you use for Junsereig?
Yoltrund was a test of half of the functions in Junsereig, therefore we are likely to continue using the Unity engine, as it has done wonders for us, and continue using the Fungus and Ork Framework systems. Those two systems have been amazing so far for Yoltrund and can only do amazing things for Junsereig. We also have a functioning protoype of an old game that will grow into Junsereig all made in Unity, so yes, we will likely still use our current assets. We will also partner with a few extra studios to give us a guiding hand so we're not messing everything up.
I have some more questions about Junsereig.
Please let us know on Reddit or on Twitter. And feel free to offer your opinions or ideas; we would love to hear them. And I do think that's it for now. Granted, there's still more stuff I haven't covered, but those will come out in due time. Let us know if you have any questions, comments, or concerns. Michael Cox Lead designer. Keep posted on Arylos' Twitter or the Templarius Games Studios Twitter for updated information in realtime. You can also go to the Yoltrund Subreddit to keep posted on developments!
How's it going, everyone? I hope you all had a very nice month of Yoltrund. Beginning of the month, we have been proud to present the Canto II and III update to Yoltrund, bringing in Kurldehv and Parforiah. And after sorting some issues, we think the update is a nice addition to the game. We will continue to tweak the update behind the scenes to smooth some corners out. So, I believe it is time to fill you all in on the current progress of Yoltrund!
What has been developed so far?
Sadly, as of now, not much actual development has taken place for Yoltrund. After fixing some major launch issues with the update, we've been playing a game of catch up. Because of this, not much more than planning work has been taking place with Yoltrund. With this, what we are trying to do is cement a solid plan of implementation. Now that all of the base code is added, we can continue to build, but we're also planning a port so we're trying to find a balance between the two. However, once we get this all sorted out, we will be loading content into the game like there's no tomorrow. Right now, we're in the process of determining between a 2D or 3D map once again. We're really wanting to use 2D on this one with some cool parallax effects, and with that we're trying to smooth out some other effects. We're also trying to determine when to release the Canto IV update and the Canto V update and whether we should release them together or separately. Now, while we've been on a good 30 day implementation schedule, that likely won't be the case for this update and it may not be done until later in April, sadly.
How's getting the game completely done looking?
Right now, we're having some good feelings about getting the game done on a good time. We're still shooting for August 2018 with March 2019 as a fallback. This is all also reliant on the Nintendo DS porting process.
Yoltrund will come to the Nintendo DS?
That is the plan right now. We're still smoothing some things over for the port and how exactly to implement the port with the dual-screens and all, but we're slowly but surely making good headway. The port is not expected to come out until late March/April 2019.
What about the Nintendo Switch? Will you guys port Yoltrund to that?
We would absolutely love to port to the Switch, however we're still working with Nintendo on just the DS port. A Switch port may come at a later date with some love and support from you guys.
Will the game be finished when it is ported?
We're looking at two options. 1) Yes, the port won't be done until the game is finished and available in retailers. 2) It will be available digitally on the eShop in Early Access (available before 2019) while once the game is finished, the game will be available from retailers. Option 1 is the likely scenario, but option 2 is available if all else fails. Depending on the support for the game both on PC and on the ported DS, the game might come to Switch. Although we don't want to say anything official at this time about it.
When will Yoltrund have its price changed?
The short answer, when we feel like the price no longer fits the game. The long answer, we don't really know just yet. We feel the game is a great value for the price right now and we don't want to take that value away. We are currently expecting a price change around Canto V or VI, but only time will tell. If you have concerns about pricing, please let us know. To be very honest, we would rather you tell us what you want to pay, how much value the game has for you. So please do let us know. As for how much the price may change, depending on feedback, probably a dollar or 2. The game will be no more than $15 by release, we do know that. For all we know, the game will be $5-$10 on finishing it.
Since you guys are around halfway finished with the game, what will you do afterwards?
That's a really good question. We are aiming to move on to a newer project that Yoltrund actually comes from, an RPG known as Junsereig. This RPG will be set in the same world and lore as Yoltrund, but a more complete RPG. We actually plan it to be a spiritual successor to what Elder Scrolls 6 could be if we end up not getting that game and the mindset of Elder Scrolls 6 is how we're approaching Junsereig. This means Junsereig will feature a unique open world, quests, insane dialogue, amazing and exciting combat, and a story based around dragons, gods, Titans, god kings on earth, an alternate reality of history, demons, devils, monsters, and more all in 3 novels, each roughly 600 pages a piece all put into this massive RPG we have planned. It will be ambitious, yes, but it will also be fantastic and with your support, it will become a reality. To top if off, have you ever wanted to wield the power of an incredibly powerful god? The playable characters are actually gods who must return to their rightful place in power, one of these characters is the King, Arylos, himself. 2 playable characters are set for Junsereig, each will play the same story, but with different points of view. This means if you choose to play as the other character, you will experience a different version of the tale, different quests, NPC's, fights, and so on. All of this and more. It's a whole lot we are planning for Junsereig and a more complete statement will come later about the game. When we are starting development, you all will be the first to know! So if that sounds amazing to you, show us some love and let us know.
Will you need funding for Junsereig?
Every good game needs funding, but we honestly don't care. The reason Yoltrund has such a low price point is because we want people to experience Yoltrund rather than pay for it. Junsereig will be no different; we are focused on putting out an amazing piece of art first, if we make a happy buck in the process, that's all good with us. We want to give you something you will love and when we make a good game first, the money will come later. Yes, the more funds we have, the faster the development time and the more we can put in, but if we get it right the first time, the better. However, we do know that the game will not be Early Access. We were pushing the limit with Yoltrund and with Junsereig, we feel that Early Access won't be helpful to the overall content of the game.
What technology will you use for Junsereig?
Yoltrund was a test of half of the functions in Junsereig, therefore we are likely to continue using the Unity engine, as it has done wonders for us, and continue using the Fungus and Ork Framework systems. Those two systems have been amazing so far for Yoltrund and can only do amazing things for Junsereig. We also have a functioning protoype of an old game that will grow into Junsereig all made in Unity, so yes, we will likely still use our current assets. We will also partner with a few extra studios to give us a guiding hand so we're not messing everything up.
I have some more questions about Junsereig.
Please let us know on Reddit or on Twitter. And feel free to offer your opinions or ideas; we would love to hear them. And I do think that's it for now. Granted, there's still more stuff I haven't covered, but those will come out in due time. Let us know if you have any questions, comments, or concerns. Michael Cox Lead designer. Keep posted on Arylos' Twitter or the Templarius Games Studios Twitter for updated information in realtime. You can also go to the Yoltrund Subreddit to keep posted on developments!
Yoltrund
Michael Cox
Templarius Studios
2018-01-31
Indie RPG Adventure Singleplayer EA
Game News Posts 16
🎹🖱️Keyboard + Mouse
1 user reviews
(1 reviews)
https://www.reddit.com/r/Yoltrund/
https://store.steampowered.com/app/770120 
The Game includes VR Support
Yoltrund Linux Depot [186.51 M]
Yoltrund: The World of Eternal Woe - Original Story
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
This game is in Early Access and is under active development. Not all levels have been added and all planned content will be added by final release.
YOLTRUND
Yoltrund: The World of Eternal Woe, a short story written in 2014 by Michael Cox, now takes flesh as Yoltrund. Using unique lore and characters, this tale is told.Long before, there were Two, two brothers of The Ones Who Came Before; one of Light, one of Shadow. These brothers collided to form a third; one of Flame. The One King, burning with anger and hatred, created the Void that lives in all things; the barrier between realms to prevent his elder brothers from fighting further.
He then succumbed to Sin, causing his eternal fires to rage onward in beautiful shadow. In doing so, he created his realm of Yoltrund, where he punishes such sinners with purifying flame.
He then vanished, never to be seen again.
YOLTRUND, THE GAME
Experience the gripping tale as you play as a lost soul, trapped within Yoltrund, and must find his way out of the realm of eternal fire. However, to do so, he must travel deeper into this dark world and must survive the mazes within to prevent himself from being corrupted beyond saving.FEATURES
- Unique and incredibly deep story and characters based on almost a decade's worth of lore from the unique Kaiyumian lore base. And with seeds planted in Yoltrund for future instances, your mind will race to solve the mysteries of Yoltrund for them to be revealed in time!
- Yoltrund uses a Diary which details your journey through Yoltrund, from the places seen to interactions with characters, all using original quotes from the original story!
- Yoltrund uses a unique 2D-3D style, using 2D pixel art, but with 3D effects and sequences. This style brings depth and beauty to each level.
- Hand-crafted art and sound effects to make each region of Yoltrund unique and deep.
- Yoltrund is designed with the perspective of old day RPG's; no frequent patching and no DLC's to allow for a complete and enjoyable experience at launch.
Experience the unique tale of Yoltrund, coming soon!
- OS: Ubuntu 14.04
- Processor: 2.0 GHz Dual Core ProcessorMemory: 2 MB RAM
- Memory: 2 MB RAM
- Graphics: Integrated Graphics (512MB)
- Storage: 2 GB available space
- OS: Ubuntu 16.04
- Processor: 3.0GHz i5 Dual Core or equivalentMemory: 4 MB RAM
- Memory: 4 MB RAM
- Graphics: NVIDIA GeForce GTX 650 or Radeon HD 3600 (1GB)
- Storage: 4 GB available spaceAdditional Notes: Any version compatable.
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