




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hi everyone! We'd also like to announce the end of support for Stoneshard: Prologue as a standalone title. Starting today, a free demo version with the same content is available on Stoneshards store page, still offering everyone a chance to try the game out before purchase. https://store.steampowered.com/app/625960/Stoneshard/ Those of you who have already added Stoneshard: Prologue to their library can continue playing it, but it will no longer receive updates and will be removed from the Steam Store in the near future. Take care!
Hi!
Were delighted to take part in the Steam Game Festival (June 16 - June 22), which is already live now! Throughout the event we've brought demos for each of the 8 games we are currently working on.
All of them are in different genres, settings and styles. You will surely find something that piques your interest! All the content available for Steam Summer Festival is free, some demos are long, some allow infinite play. Here is a little sneak peek of every title available.
Greetings!
We'd like to thank all those who've been supporting us all this time. Our game is about to enter into the next stage, and we hope we can see it through together.
You can purchase the game here:
https://store.steampowered.com/app/625960/Stoneshard/
You can learn about the development plan and see answers to the most frequently asked questions in the previous news post.
Hello everyone!
As a reminder, its just 3 days until the Early Access release! Thats why wed like to answer some of the most frequently asked questions as well as tell you about the current status of the game, what will happen during the EA, and our plans for the future.
Early Access is just the beginning of the long way, which we are yet to walk with your support. There are still lots of mechanics and content to be added. Well need approximately 2 years to implement everything weve planned.
Lets start with the most important part - the current content. Right now the basic gameplay cycle is pretty much in place. Combat, dungeon crawling, health system, character development, and economy are all functional.
To fully explore all the content with one character, youll need around 7-10 hours, which is roughly translated into gaining 8-10 experience levels.
Currently in-game content includes:
Hello everyone! Were here to remind you only 7 days left until Stoneshard launches in Early Access on the 6th of February! For those of you still wondering, the price tag will be $15 for the US / 15 for the EU. To celebrate this, weve just released our launch trailer. Check it out! [previewyoutube=QSkQ9jwvLe4;full][/previewyoutube] In the coming week prepare for more news and updates, including our Early Access FAQ, development roadmap and other interesting things. Cheers!
Hello everyone!
This devlog is dedicated to a variety of small tweaks and improvements, which have accumulated over the last few weeks.
Hello everyone!
In todays devlog, wed like to share some details about the character selection system.
As some of you may not know, Verren isnt the main character of our game. He only comes under your control in the Prologue. In the main game, however, he is an employer and a mentor figure to your character.
We plan to introduce an option to create your own mercenary, but at the moment the game lacks systems necessary for implementing a fully working character generator. Instead, we added an option to choose from four preset characters. Each of them has their own appearance, portrait, starting inventory, starting attributes, some special dialogue options and also a unique perk, unavailable to other characters.
An important thing about preset characters is that they have affinities, governing which skills are initially unlocked. For instance, Jorgrim is good with melee weapons and can start leveling swords, axes and maces from the get go. But to learn starting skills of the pyromancy and geomancy trees, hell have to find a corresponding treatise first.
We intend to expand this system at the same time as working on the character generator. According to our plans, some heroes will have access to unique content, which cant be discovered when playing as other characters. For now this type of content is represented with unique starting equipment. For example, Arna starts the game with a family cuirass and sword, which cant be obtained in any other way. We also plan to expand the character selection as we add more skill trees.
Some may ask: but what about classes? How do they fit into this system? Yes, at first we did consider adding classes, but as the development went on, it became quite clear that it would be completely redundant. Class abilities came in conflict with our vision for character development, and they werent really working with all possible archetypes, forcing you to play in a very specific manner. We wanted to avoid that. Class abilities also turned out to be fairly generic and boring when compared to common skill trees. As a result it was decided to transfer the best ideas into the existing skill trees and get rid of the rest.
Now let us present you with the backstories and affinities for each character:
Hello!
We're glad to inform that Stoneshard: Prologue is now available on Linux. Recommended OC is Ubuntu 18.04 LTS 64bit. Other distributives may work as well, but they weren't tested.
It is important to note that depending on your version of Ubuntu additional dependencies may need to be installed to play the game. These dependencies are:
libcurl4
libopenal1
You may need to install these packages otherwise the game won't run.
Also, we hotfixed being able to move and fight during cutscenes and possibility to kill Archon with bow during the first phase.
Take care!
Hello! We are glad to present you our last patch both this year and before the release of the main game. There is not much time left before Early Access launch, therefore we again return to the development of the main game. Right now most frequent bugs and major grievances seem to be fixed, so enjoy the updated version and Happy New Year!
This is mostly an effort to fix most frequent bugs and bring difficulty curve in line, as second floor and boss fight turned out to be particularly easy.
Hello everyone!
Ink Stains Games here! Wed like to wish all of you Happy Holidays and to present you the long awaited update for the Prologue as a Christmas gift.
The original Prologue was published in May 2018. At the time it was more of a proof of concept, designed to demonstrate Kickstarter backers our vision of the future game. A lot of time has passed since then, most systems of the game have changed beyond recognition. And at some point the Prologue grew so outdated that updating it became a priority.
Now the Prologue is mechanically equal to the main game and we hope it will make it easier to wait for the February release :)
The list of changes is too expansive to be presented in detail after all, this update includes a year and a half of hard work. The Prologues structure remains the same, but if we are to list the most important changes, here is what you should expect from this update:
Hello everyone!
In this devlog well tell you what to expect from the updated Prologue which we plan to release this year.
Since the release of the Prologue in May 2018 almost every aspect of the game has changed so much, that the current Prologue will rather confuse newcomers than introduce them to the game. Therefore we decided to put an effort into updating its systems and mechanics so that theyll better reflect the state of the main game.
Its worth mentioning that the Prologue will remain free and will also be included in the main game, where it will serve as a tutorial and an introduction to the story. It means that you can complete it both as a standalone version as well as a part of the main game. Your actions in the Prologue will not have any effect on your main game so dont worry about transferring progress. The only thing to keep in mind is that if you finish the Prologue beforehand, youll be able to skip it in the main game and go straight to creating your character.
The Prologues structure will remain almost exactly the same. Youll still find yourself in a dungeon, escape, complete a tutorial floor and then fight your way through two procedurally generated floors to challenge the final boss. Weve also introduced quite a number of changes to the tutorial. For instance - more visible and descriptive popups, explaining games mechanics. We hope that it will provide a better introduction to the game.
As for game systems and mechanics, everything is now up to date with the current build of the main game. Reworked UI, relevant stats and abilities, new health and injury system, more transparent display of hunger and thirst, better dungeon generation, destructible objects and enemies opening doors it will all be included in the updated Prologue.
Content wise there are many noticeable changes, especially for those who didnt take part in the closed beta test. Since the release of the original Prologue weve added a huge number of new equipment and also changed most of the old stuff, so youll see lots of new items. Weve also changed starting enemies. Now instead of vampires youll fight against a cult of Proselytes, boasting fresh new enemy types and abilities. Other than that, all dialogues were rewritten to better accommodate story and setting changes.
And finally, the boss fight. Its safe to say that it has been improved the most. First of all, the Cursed Chapel was completely remade in accordance with our increased quality standards. Second, weve added a few tweaks to the fight with the statues. For instance half the spells is tied to one statue, while the other is to the second one. Respectively, by destroying one of the statues, youll prevent the Archon from casting blood bolts and puddles or stop him from summoning and healing zombies.
Third, the battle with the reborn Archon which used to be an optional secret, is now a mandatory second phase of the fight. The Archon himself was naturally changed as well, now possessing quite a few new abilities. You should be able to beat him by strategically exploiting his weaknesses. What are those? Youll have to find out yourself.
Thats it for now. Well announce a date for the Prologue very soon, so stay tuned.
Until next time!
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Greetings everyone!
Over the last month weve got lots of news to share. Since September 20th weve been conducting a Closed Beta Test. Thanks to our testers, weve collected a lot of feedback and fixed many bugs. Therefore, this devlog is split in two parts: well present weapons and weapon abilities for those, who havent seen beta version gameplay, and then well get to our future plans for the game.
Overall there are 13 types of weaponry planned for the game: swords, axes, maces, daggers, greatswords, greataxes, greatmauls, spears, bows, crossbows, staffs and shields. In turn-based games the majority of weapons functions in a similar manner, so we tried our best to bring as much variety to stats, crit effects and abilities as possible. Specifics go as follows:
Click for fullscreen
At the moment weve implemented 8 skill trees out of planned 12. Skill trees more or less share the same structure: one-handed weapons have 8 abilities 4 actives and 4 passives. Two handed weapons have slightly more abilities, 10 of them overall. Its been designed this way to compensate for more narrow build paths. While a player with an one-handed sword can also learn shields (or dual-wield with any other one-handed weapon), two-hander warrior has fewer options.
The same principle applies to daggers they are more effective when dual wielded, so their skill tree also has 2 extra abilities. Other than that, weve combined bow and crossbow abilities into a single large skill tree. This will provide archers with an extensive and engaging leveling path and will allow them to use two weapon types.
Now lets have a closer look at the abilities in question. We are striving for a reasonably realistic setting, so weapon skill trees are mechanically and conceptually more limited than magic. Though each skill tree is built around distinct mechanics and implies special skill rotations which you discover as you invest your skill points. Unfortunately, abilities are quite numerous and we wouldnt want to stretch out this devlog, so well skip passives and have a quick look at active abilities, supplementing it all with gifs, showing complete skill rotations for each skill tree. Please keep in mind that on most of these gifs characters are overpowered to make GIFs shorter and more entertaining to watch.
Greetings everyone!
Our monthly devlog has arrived. As was promised, we present the second magic skill tree Geomancy. In fact, the development progress over the last month was rather substantial (overall we have finished or have nearly finished a dozen of skill trees), so it doesn't all fit in a single devlog. As a result, we settled on presenting one of the more interesting skill trees.
To be frank, creating Geomancy wasn't easy. Each skill has gone through at least a couple of reworks and many of them now differ greatly from the original intent. Nevertheless, the skill tree benefited greatly as a result. As we see it, we have achieved our goal to make an interesting and visually impressive magic school, backed up by some unique mechanics.
The main idea behind geomancy is that most spells of this school require a conductor, a runic boulder which has many uses. All in all the skill tree ended up fairly versatile: there are buffs, disables, an extremely effective single target spell and some powerful AoE effects.
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Runic Boulder
A foundation for the entirety of the skill tree. A caster raises a boulder from the ground, knocking back adjacent enemies and dealing some magic damage. Runic boulders don't have a cooldown, so they can be raised in a quick succession though only three can exist simultaneously.
These summoned entities have three possible functions:
Hello everyone!
Recently Verren, the protagonist of the Prologue and the one who employs you in the main game, started sending peculiar letters to everyone who accepted the contract.
He may sound grumpy but he is trying to prepare you for the quest ahead by sharing his numerous stories and other valuable information. He also intends to give you his heirloom ring with his last letter.
Maybe itll aid you on your journey and theres only one way to know how!
Hello!
There was a period of silence recently, but for a good reason we are very busy adding and calibrating new skills. Therere still some tweaks to be done, so in meanwhile we decided to show another important aspect equipment. So let's not protract the introduction any longer and jump right to the interesting stuff.
Press F for Fashion
All this time our games setting was smoothly drifting towards a rather realistic and gritty low fantasy which of course affected the equipment. Over the past weeks we have added a huge number of new items (100+!) and most of the old ones youve encountered during your Prologue runs were reworked from scratch. Now we try to rely mostly on historical sources for references and inspiration: specialized literature, museum exhibits or some historical re-enactment. Of course, there are exceptions too this is especially true for various legendary and set items, which will feature a more fantasy-ish design.
Chestpieces are, of course, the most important part of your armor. We gave up the idea of independent light, medium and heavy armor rosters, and instead decided to take a more logical approach, redistributing all armor by the defense level in a single roster. Thus, the high-level Royal Rangers Gambeson wont protect your better than some starter tier heavy armor it will be superior to the rest of the light armor but wont match even mediocre chain mails or brigandines.
In addition, different armor will differently protect against various types of damage for example, chain mail is very resistant to slashing blows, but is almost useless against spears; while plate armor offers well-balanced protection against most physical weapons. But be wary: plate armor is incredibly expensive, so maintaining it in good condition will cost a pretty penny too.
There are some other disadvantages as well: hostile pyromancers and electromancers will possess much more danger to you. Heavy secondary equipment will also have some drawbacks: visoreal helmets reduce visibility (though youll be able to lift the visor up), the sabatons are significantly noisier, and plate gloves make fencing a bit more difficult.
The same applies for weapons. Swords, for instance: home-made blades and cheap falchions will be your starting point, but in the endgame youll have a possibility to wield some mighty arming swords. Weve also created a whole bunch of so-called Exotic items equipment of non-Aldor origin in other words. The idea is to encourage world exploration: randomly met elven merchant may offer you some famous Jibean scimitars, and a group of dwarven hirelings may be armed with some well-crafted nordic swords. Such items are usually slightly superior to their Aldor counterparts stat-wise.
And now something for all you shield-lovers shields initial roaster is represented by unpretentious wooden samples, but at high levels there will be more choices: from elaborate bucklers and heater shields to pavises and kalkans.
Could you guess the magic schools these staves belong to?
And, of course, mages. At the games start their equipment progression isnt very diverse; however, everything changes during endgame, when you will be able to purchase more expensive garments. A wizard dressed in his Circles mantle and wielding an appropriate staff will receive a significant boost to his schools spell power.
From left to right: apprentice, arcanist, pyromancer, electromancer, geomancer, psimancer, cryomancer
Thats all for today! Well, not quite: here comes this sweet little GIF, demonstrating swords skill rotation in action (WIP). By the way, what weapons skills would you like to see next? Let us know in the comment section!
See you soon!
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Hello!
In this devlog we will talk about the health system changes since the Prologues release, weve made lots of fundamental changes.
Almost from the very start, the health system was one of the main features of Stoneshard. Its main purpose isnt about realism and difficulty for the sake of realism and difficulty, but to help you immerse in your character. It's one thing to watch your hero being a potion-consuming damage sponge, and the other to watch your hero getting gameplay-affecting injuries, while also suffering from pain and nasty side effects. We wanted even survival outside the battle to require well-considered and thought-out decisions, since it drastically changes the general gamefeel.
In the Prologue, the injury system was almost entirely based on randomness. You took damage; the injury chance depended on its amount; after receiving a trauma there was a chance for it to worsen or stabilize. Such an approach left little of planning you could only stock up as many consumables as possible, and hope you wouldnt need them too often.
Since then, the health system has gone through many iterations, changing drastically during the process. Lets start with the recently added health tab, showing all aspects of your characters health:
Each body part now has its own health pool, decreasing upon receiving damage. If the bodypart condition falls to half or less, you will receive an injury that reduces some stats. Upon reaching 25%, this injury will turn into a wound with increased effect, and upon reaching 0% you will receive a maim with a special property. Maimed head makes it impossible to cast spells, and maimed hand means you cant wield weapons with it anymore. Maims still can be reverted though, but its much harder.
Attacks now also inflict damage not only to your health pool in general, but also damage specific body parts. The damaged body parts, in turn, reduce the Health Threshold the stat responsible for the maximum limit of your current health. Thus, a character with multiple injuries wont be able to restore health to the maximum, even after using some healing potion first he will have to treat all damaged body parts. Also, being low on health increases the maximum Pain Limit so being badly battered means youll suffer from stronger pain as well. Because of these changes, injuries, health points and pain began to work as a coherent and consistent system.
Passive injury healing now depends on any healing your character receives, including natural regeneration. If your character has restored health to the maximum threshold, all the excess healing will be evenly distributed between all damaged body parts. This makes it possible to survive, even if you run out of medicines for example, by huddling in a safe corner to rest and recover. Also this change Vitality builds more viable, since boosted Health Restoration and Received Healing stats allows to heal injuries much faster.
The bleeding mechanic was also reworked. First of all, it isnt some abstract status effect caused by skills anymore now bleeding is tied to body parts. If your injured limb takes some damage, theres a chance itll start bleeding thanks to this, bandages arent situational vampire dungeon consumables anymore.
Some aspects of the health system are still to be implemented (like maladies), but most part of it is already working the way we like it.
Thats all for today. Stay tuned!
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By the way, we've recently created a Steam page for our development studio. Follow us so you won't miss any updates from us!
Hello!
Finally, weve polished our first abilities branch well enough, so this devlog will be completely devoted to the mighty fire magic Pyromancy. Beware though: many heavy GIFs!
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First wed like to tell you how the ability system has changed in general in a recent year. As you remember, the Prologue used a so-called Tier-system all ability branches were divided into 4 tiers, with each including one active and one passive ability. By investing a single SP you could unlock both skills at once.
Before & Now
However, the feedback was mixed, so it became clear for us it wasnt our best idea: many players wanted more flexible system of levelling. Perhaps the old system would be just great if we were making short-sessional dungeon-crawler of some sort... But we arent, therefore we decided to take a more traditional approach.
Thanks to this, we made trees more diverse and interesting, since we were no longer strictly limited by rigid linear progression of exactly 8 abilities. Now each Sorcery branch contains 14 abilities 7 active and 7 passive ones. Weapon and Utility abilities branches have fewer abilities: around 8-10.
And now let us explain the design philosophy behind the abilities branches especially magical ones. There were lots of heated arguments over the general vision, but in the end we concluded that we should aim to make all magic branches as tactically different as possible. After all, its very boring if every magic school uses the same pattern of 2 AoEs, 2 nukes and some occasional debuffs, or something like that. So we tried to diversify magic branches in terms of intended playstyle.
For instance, Pyromancy is all about powerful AoE-spells, dealing tremendous damage when used at the right time in right combinations. If you love killing crowds of enemies with just several skillful casts, look no further thiss the branch for you.
So, the most interesting part the actual abilities! Also, unbelievable truth: we managed to do just great without even a single fireball.
Fire Barrage
Fire Barrage is the only non-AoE pyromantic ability. It consequentially launches three firebolts at the target, each dealing some minor damage. However bolts do increased damage, if the target is already on fire so if youre lucky to have your target set aflame by the first bolt, the other two will deal much more damage. Or maybe youd set the target on fire with some other spell. Its up to you, really.
Hellbreath (aka Firewave RIP 2018-2019)
Prologues not so silent workhorse, the Firewave, has been reworked. This spell still deals decent area damage, but the shape of the zone was changed. Weve also improved it with an interesting property: each target damaged by Hellbreath reduces active cooldowns of other pyromantic spells by 1 (including Hellbreath itself). An irreplaceable spell for keeping your spell rotation always ready for action.
Flame Ring
Doomsday weapon of some sort. This spell sets all neighboring cells aflame along with the enemies, of course. Enemies affected by Flame Ring also have their Fire Resistance significantly reduced. You need to use this spell wisely the pyromancers arent fully immune to fire, so an unthoughtful cast could lock you between the raging flames and cut off all possible retreat routes.
Melting Ray
This spell releases a fiery ray into the target tile, igniting and damaging everything on its trajectory. At the end point the beam explodes the more targets were hit during the ray phase, the more damage the explosion would cause.
Incineration
Incineration is quite an interesting spell. It allows you to extinguish the selected enemy ... and then use the released thermal energy to cause an explosion of terrible power. The longer the extinguished burning lasted, the stronger the explosion and the higher the chance that it will set aflame all affected enemies.
Magma Rain
Fiery rain covers the chosen area, leaving a magma puddle afterwards. Each turn enemies caught in the magma take minor damage and have their Fire Resistance slowly reduced with a chance to be set aflame.
Inferno
Finally, the apex spell of Pyromancy a terrifying Inferno. It creates a fire storm in the large area, dealing great damage each turn whats even better, the more enemies are trapped within Inferno, the hotter are the flames.
===================
And, of course, some passive abilities insight:
Through pain, blood and broken bones prevail and become a legend deciding the fate of Aldor! Stoneshard is coming to Steam on November 7th for $14.99!
(price may differ depending on the region)
To accompany the announcement weve also made a new trailer. Take a look!
https://youtu.be/VTeNIyVCsPo
https://store.steampowered.com/app/625960/Stoneshard
Hello!
This devlog isnt dedicated to some specific topic instead well tell about many things we had worked on during the last month. Some stuff has not yet been fully completed and thus is left behind the scenes, so for now let's focus on more or less complete aspects.
Hello!
In this post we will continue to reveal the lore of Stoneshard. If in the past devlog we told about the different factions of Aldor humans, this will be about other races: elves, dwarves and orcs. Though they wont be factions you can maintain relationships with in the full game (because of fewness and remoteness of the dwarves and elves, and total hostility of the orcs), theyre still an important part of our setting. It is worth recalling that elves and dwarves will also be playable races alongside with humans.
"If you stumble upon a dwarf who isnt willing to start a fistfight right off the bat, look at him more closely. My best guess - he's probably dead for a couple of weeks."
- Jurg the Innkeepers favorite joke
Once the Fjall mountains were a birthplace of a prospering dwarven kingdom, famous for its skillful craftsmen and stonemasons. Dwarves carved many cities in the rocks and connected them by a network of mountain roads truly a miracle, considering Fjalls harsh climate and difficult terrain.
However, Fjall crumbled to dust and the dwarves were forced to leave their mountain vaults in search of a better life on the surface. Little is known about the last days of the once great kingdom, but in the dwarven sagas one often hears the mention of the Exodus, the Extinct Flame and the Great Famine whatever that means.
Descended from the mountains to the frozen wastelands, those who survived Exodus quickly became savages. Spacious stone passages were replaced by huts and dugouts, skillful jewels by hides and furs, and the famous smelting halls with bonfires and primitive furnaces. Ancestors heritage was almost completely forgotten as well as the spirit of unity once inherent in their folk. Forced to compete in order to survive, the dwarves divided into many fiercely warring tribes. The most numerous ones are Draggar and Skaar.
Draggar dwarves have earned notoriety for their passion for pillage and raids alongside with other dwarven tribes, northern Aldor suffers the most from it. But because of this, theyre also known as dauntless and ferocious warriors. Aldorean nobility gladly hires them to their service for a decent fee, the Draggarians will fight fiercely even against their own former brethren.
Skaar dwarves are more peaceful. They spend most of their lives on the high seas, tracking down all sorts of sea monsters and leviathans. Gathered meat and blubber is enough to survive even the longest winters, and skins and bones are used to make surprisingly durable weapons some Skaar masters wares can compete even with their steel counterparts.
In Aldor dwarves could be met, but very rarely small communities of dwarven folk can be found only in several northern settlements. These villages are also a common meeting points for Fjall traders and hirelings, who often stop by to exchange pillaged loot for human materials and supplies.
"You better be eating that damn soup, Bertie, or else I'm calling the orcs!"
- Unknown peasant mother
In ancient times the entire territory of Aldor was densely covered with a thicket. For centuries people conquered forest lands inch by inch for their settlements, fields and pastures. However, there were those who resisted the new ways, sparing neither themselves nor the newcomers. These tribes, known as the Forest Folk, were numerous once, but now only three of them remained - and one of them is the orcs.
Orcs are the most powerful, hardy and mysterious inhabitants of the Aldorean woods. If you ask any peasant whom he fears the most, the answer most likely will be orcs. Common folk, forest patrols and unruly children - everyone fears the orcs alike due to their unfathomable mysticism, disgusting rituals and inhuman cruelty.
Perhaps they would not have caused such terror, if at least it was known what makes them tick and what gods do they worship. However, it remains a complete mystery, and their actions seem to be absolutely devoid of any logic, moved only by meaningless violence which makes them even more frightening.
Though orcs remained a serious threat to the people of Aldor for many years, they did not show themselves too actively. Devastating raids and forays happened from time to time, but rather rarely most of the time orcs seemed to be unwilling to leave their native forests. However, everything changed in the last year, when a certain shaman managed to unite orcish tribes and declare the Sacred Warpath. Aldor, completely devastated by civil war, had troubles organizing resistance during the first months of the incursion, so orcs managed to won back over the centuries of persecution, laying waste to many peaceful settlements.
In six months the orc advance was finally stopped. But as long as the grandees of the Council and the Magistrate vied with each other in bragging about their merits in saving Aldor from orcs, the border guards are preparing for the worst: as the soldiers say, its not us who stopped them; they just stopped attacking. Who knows perhaps after this sudden respite, Aldor will have to face an even more ferocious onslaught. Therere rumors of some weird, chaotic piles of branches, animal bones and human bodies found in the forests all across Aldor so orcs must be really getting ready for something...
"Damn, Im dying to see those pointy-eared bastards finally invading our good ol Aldor. Would be a bloody good reason to hang all those hagglers"
- Some Brynn citizen expressing famous southern hospitality toward local elven merchants
If the traveler thinks of setting off in the direction of the rising sun, crossing the mountains, and then the eastern steppes and deserts, sooner or later he will find himself in the Jacinth Kingdoms the great elven empire, occupying endless expanses.
Few people have visited Aldor however, those very few who can boast of such an adventure, tell of many small kingdoms and principalities united under the rule of a single despot. Desert oasis cities, quaint temples-fortresses far to the east, and even steppe elves nomadic caravans Jacinth is manifold.
Thanks to the undivided power over the most of the known world, Jacinth managed to accumulate untold riches - some of which he lets on for further expansion. Some princes became elven vassals voluntarily; some were bribed by generous gifts. The fate of the most stubborn was unenviable so far no one has been able to hold back the might of a thousand elven armies.
Recently, as the peace in Aldor is becoming more and more fragile, Jacinth is apparently very willing to do anything to us this moment of weakness to get the local lands in its sphere of influence. Elven mounted scouts are more and more often being spotted on the borders, and elven goods have recently flooded the markets which is unusual at the very least for a war-torn country. Evil tongues claim therere reasons behind this as they say, the Magistrate nobles are ready to do anything to enlist the elven support to win the civil war.
In Aldor itself elves are not uncommon, especially in large cities, where they are often make successful merchants, jewelers or mercenaries. The largest diaspora resides in Brynn, where one can found an entire elvish quarter. Those elves who reside in Aldor are very similar to humans in terms of culture, but they are still treated with suspicion and open hostility which is greatly facilitated by the spreading rumors of their Jacinth collaboration.
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Hello!
While more large-scale features are still under development, weve decided to start a series of posts dedicated to the Stoneshard setting to finally share some bits of lore with our community.
Since the start of development, the games lore changed several times, until we come to the variant suiting everyone. If at first we planned to show a rather typical high-fantasy sword-and-sorcery world, we distanced from this initial concept the more and more as the development went on. Maybe some of remember something about the Last King, an undead army and other things at the moment everything from the list was either scrapped or completely reworked.
As a result, we came to a rather mundane medieval world, where the influence of the magical and otherworldly is rather small, and Aldor is a small once-kingdom, stuck in a civil war between three rivalling factions. In the game youll have to constantly balance between them, because gaining allies in one particular faction will always mean making some enemies in the other ones.
Hello!
For the past month and a half we were very silent since we were busy preparing, releasing and supporting closed alpha test. Because of this we didnt have enough time to develop new features, and thus there was nothing to tell you about. Today weve released the last patch for alpha version, which means were back into action again! Therefore, today's devdiary is an filler one - we'll talk about alpha test results and plans for the future.
In general, were pleased with how the alpha test went. Despite the limited content, every 10th player spent 10+ hours playing the game, and weve also collected lots of suggestions and ideas - that well try to consider during further development. Soon well also send another devpoll to our alpha testers in order to get a detailed feedback on all the aspects we're interested in.
As many had noticed, weve changed the release date from the Q1 2019 to 2019 in general. As it turned out, were bad at making predictions its quite hard to keep up with the deadlines while constantly experimenting and tweaking things and without such tweaks its hard to make such a large-scale game work well enough. Therefore, for now, we prefer not to give any exact dates, but to focus on the development. We still intend to go Early Access before the end of the year, and a specific date will be announced only when we feel the first public build is almost complete.
The next step in our plan is the transition to the closed beta, which we intend to launch in a few months, late spring or summer. It is unclear how much well be able to fit in a few months, but the minimum roadmap looks like this:
Hello!
This devlog is a bit late and therefore kind of off-schedule, as we were busy polishing our today's topic of discussion bounty system and the associated dungeon, the Crypt.
First, let's clarify the terminology. In our game therell be two types of missions: quests and bounties.
First category includes all quests with a scripted storyline and various special content. They are unique and can be completed only once per walkthrough. These tasks include both main plotline missions and various secondary story arcs.
Please keep in mind all English texts are WIP and hadn't been yet professionaly translated and proofread.
And bounties are procedurally generated repeatable quests. Their structure always remains unchanged, but the place and the participants will change. Bounties are offered mainly by village elders, and usually revolve around solving their settlements problems. This is one of the best ways to make quick money and improve your relationship with a settlement or a faction.
Some of the bounty-related relics.
As for now, all bounties can be divided into four conditional categories:
Hello!
In today's devlog we will talk about items: food, consumables, valuables and their impact on the economy.
Let's start with the most delicious part: food. Cooking system isnt that far away, so weve added many new types of food, almost all of which have their own properties, rarity and value. The meat is very nourishing and slows hunger accumulation after being consumed; fruits quench thirst and increase immunity; vegetables also strengthen your immunity and often have special effects. For example, garlic will slightly increase your resistance to unholy damage, and leek will slightly increase the speed of detoxification.
Dishes are separate subcategory of food. They usually greatly satisfy hunger, occupy less inventory space and spoil more slowly (or dont spoil at all when it comes to pickled and smoked products) or have powerful special effects. For now, you can only buy them from merchants, but in the future we will add the ability to cook them by yourself.
Some types of food are highly valued for their healing properties and rarity. Usually, they have an elven origin: figs, ginger, citruses and dragon fruits will be difficult to find anywhere except from stocks of rarely encountered elven traders.
Alcohol deserves a special mention. Since the war was raging around not so long ago, there is not much quality alcohol left and therefore its highly values. You will have a choice: to keep alcohol for yourseld to relieve pain and keep morale high enough, or to sell it for additional income. The more exquisite the alcohol is, the weaker are its side effects: drinking country moonshine is well, very different from consuming brandy or rare elven icy wines.
By the way: we finally added the ability to merge used consumables with each other. Now, if you have two half full bottles, their contents can be poured into one, freeing up a place in the inventory.
And now, the valuables. We want them to become the main engine of the in-game economy: it will be much more profitable for the player to seek various rarities than to collect rusty junk sold for a penny. First, they take up much less space than massive armor and weapons. Secondly, its way more profitable: almost all merchants are interested in valuables and are willing to pay pretty well for them.
Different locations will have different sets of valuables you may encounter. In the crypts you can profit from the plundering of sarcophagi - perhaps, among the decayed bones you may find some old jewelry. In the brigand hideouts you may find a lot of different stuff, including rare goods from the plundered elven caravans: porcelain, silks, ivory and spices. And in the abandoned mines its possible to find gems and precious ingots.
And to carry all that loot far enough, do not forget to get a roomy bag in advance. And, perhaps, equip some good armor: with such a load you can easily get into a brigand ambush.
That's all for today, see you soon!
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Hello!
Today we will show another new feature, and this time its quite a massive one: trade system. Trade is the vital force of our game economy, so we paid a lot of attention to its development. We faced a difficult task to make trade system both user-friendly and moderately realistic, and were quite happy with the result.
Let's start with the context. The game takes place in a country ravaged by a bloody civil strife. But the war is still not over: due to some unfavorable events, all factions were forced to declare a temporary truce, thereby securing a precarious status quo. But at any time their confrontation may resume again. All this impacts the economy: currency is devalued, because of the chaos and production slump many commodities are in acute shortage, and the prices of essential goods are greatly inflated.
Trading with merchant. Clickable.
In Stoneshard you can trade with almost all neutral and friendly characters: from merchants to simple peasants and city guards. But at the same time, it is worth remembering that the wartime economy is pretty brutal: because of limited resources, everyone is primarily interested in securing personal gain so NPCs tend to overprice their goods a lot and prefer to buy your goods far below their true value.
NPC role also influences trade prices. Depending on what craftsman youre dealing with, you may expect some price fluctuations on goods hes interested in. A blacksmith, for example, works with metal, so hed buy iron equipment more expensively and also sell it cheaper, while merchants and wandering traders, due to their versatility, tend to trade at less favorable tariffs for you. In addition, your reputation level with a particular settlement and faction, some local and world events, and the quality and condition of the item itself will have their impact on the final price too.
Trading with common folk is mostly about bartering few cheap items like food. Clickable.
Other important aspects of trade are NPC interests, their stock and wealth. These parameters are different for each NPC, depending on its role, settlement and faction.
Ordinary peasant possess very few items: usually, food, drinks and tools. They tend to buy the same kind of stuff from your character and wont be interested in buying armor or potions. Theyre also very limited in their funds, so you should probably seek some another person to sell an expensive gem to peasant wont have enough money to make this deal possible.
However, the blacksmith's stock is much more impressive: he sells a huge variety of various equipment, is quite wealthy and is willing to purchase some of your spoils of war, though he wont be interested in buying scroll and potions too. Its worth mentioning that there are some items which are demanded by almost everyone due to wartime conditions such as food, alcohol and different valuables.
Trading stock will be regularly refilled: NPCs will purchase new goods instead of the sold ones, and the speed of this process will also depend on the situation in the settlement and the world around.
Repair in action. Clickable.
And finally, repair function. Now battered items can be repaired by a certain artisan for a fee: metal equipment can be fixed by blacksmith, while carpenter and tanner would work only with wood/leather and cloth items respectively. The repair cost depends on the items condition and its base price. By the way, youll also have an opportunity to fix the item by yourself using a repair kit or an appropriate skill, but the efficiency of such amateurish repair is much lower, and items max durability will degrade a little too. Therefore, its a good idea to have your most valuable equipment to be repaired by professional craftsmen only.
That's all for today. Until next Saturday!
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Hello!
Firstly, we would like to wish all of you a Merry Christmas and a Happy New Year (we hope youll have great holidays) and take stock of the past year. The 2018th was full of events: the Prologues release, a successful Kickstarter campaign, porting to a new engines version, huge revamp of many game systems and implementation of many new features. Without your support all of this would hardly have been possible, and its an awesome thing our community consists of so many cool people! 2019 should be decisive due to the planned release, so all the most interesting is yet to come!
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Now lets turn to the current news. This devlog was preceded by a long period of silence. The reason is simple: we simultaneously worked on many different features, but until recently, they were all too rough around the edges to show them publicly. Now the situation has changed, so in the coming weeks devlogs will be published much more often and stably. And todays Saturday will be dedicated to the updated UI.
Initially, we did not plan to change with the interface before the Beta. However, when it came to the introduction of trade and the dialogue system, it became clear it's impossible to continue on without the total rework of the entire UI. So in this iteration we tried to take into account the most frequent problems and suggestions of the community.
First lets inspect the general points. The GUI design has become more dark and monumental in order to better match the game worlds spirit. For example, weve added two atmospheric statues to support health and energy scales they will constantly remind you of how close death is in Stoneshard.
Inventory has undergone notable changes as well. First of all, weve added a new equipment slot the back. Theres a choice what to equip there: a bag for some additional inventory slots or a cape for extra stats and resistances.
Small changes have affected the old weapon slots too. They were increased to a size of 5x2 so the especially large types of two-handed and polearm weapons could fit. The amulet slot was increased to 2x1 thanks to this, talismans and necklaces would become much more detailed.
Weve also added autosort button, which was requested by many players. Upon clicking on it, all items in your inventory will be optimally arranged to leave as much free space as possible. This should ease the management of all your hard-won loot. Weapon loadout switch has moved to the upper panel as well.
Another new feature gold counter: it allows you to quickly track the number of coins in your inventory, which is very useful when trading.
By the way, as you can see, weve changed the font of the game too. The old pixelated font had its own charm, but we were forced to abandon it for the sake of better text readability. Also, this is necessary for future localizations: some European and Oriental characters turned out to be impossible to be adequately pixelated.
That's all for today. Stay tuned for more devlogs in the future!
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Hello!
In this devlog we will continue to discuss Stoneshards psyche system . In the Prologue the psyche system was limited only to positive effects such as Optimism, Heroism, Second Wind and Prudence. You can read more about their mechanic in this devlog. However, these are only the tip of the iceberg a reward for keeping one's mind in good shape. The rest of the mental states arentt that nice, and this devdiary will be dedicated to them.
I repeat: these are NOT political coordinates.
I think its worth to recall how psyche works in our game in general. Your character has two scales: Sanity and Morale. Sanity is responsible for how adequately your character perceives the world around. Morale show the willingness to perceive the world as it is. The psyche of the character in Stoneshard is based on the interconnection of these two scales, which determine the general pool of possible moods and states, and the various triggers that activate these states.
Hello!
Yup, it's new devlog time. Currently our team is working on some big features that we arent yet ready to showcase, so therefore in today's development diary we will discuss several small improvements and fixes weve accumulated. Most of the targeted aspects are probably well known to you because of the Prologue, so I guess today's blog will be pretty interesting.
Hello everyone!
Stoneshard team is back in action, and in this devlog we will talk about another aspect of the global map biomes.
The global map (alongside with the tiles it's composed of) is generated procedurally. The map is also divided into several climatic zones, which will affect the biomes and the order in which they may be encountered. When moving to the north, the climate conditions will gradually become more harsh: the southern steppes will be replaced by fields and deciduous forests, then pinewoods will take their place, which will finally turn into the snow-covered expanses of taiga and tundra.
Almost every climate option will have a unique visual and some different gameplay features. For example, in fields with their lack of vegetation, it is easier to spot enemies from a distance - which is not true in forests, where trees and complex landscapes make exploration and movement much more difficult.
It's time to show how these biomes look like. While working on the design of the environment, we temporarily turned off the spawning of animals and emeies, so we could enjoy the beauties of Aldor nature in splendid isolation.
Field environments are rather laconic: green meadows, flowers, butterflies, small bushes, boulders, and very rarely some saplings.
Most of the Forest sprites were completely redrawn to create a more holistic and dense forest feel. Small glades here alternate with areas of dense vegetation.
Pinewoods consist mainly of fir trees and centuries-old pines. The soil here is also different, more dark and stony. Due to the proximity of the mountains, boulders and rocky areas are more common here.
Well, finally the Taiga biome. The main difference from pinewoods is - yes, youre right snow. We also plan to introduce some unique gameplay mechanics to this biome, but they are still under discussion.
As you can see on the GIFs above, the weather and lighting will also dynamically change depending on the time of day and the biome. The day gives way to night, the rain got replaced by the fog, and in the northern regions of Aldor you can experience the snowfall.
Some biomes (like the Swamp or the Seashore) are not ready yet, so we will show them next time. That's all for today, see you soon!
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Hello!
Long time no see, eh? But there was a good reason behind that: we’re busy developing a really cool and important feature, which we didn’t want to show ahead of time. As you could’ve guessed from the previous devlogs, it’s a
Hello!
Initially we planned to tell you more about settlement generation, but this system requires some more time to polish, so today’s update will be dedicated to the art rework.
When we first started developing Stoneshard, we planned it to be a small-scale coffeebreak roguelike, taking place in a fairytale fantasy world, kind of similar to Fable and Torchlight ones. Back then our lore was very vague, as we planned to finish the game in a year and move on to more "serious" projects.
However, with a course of time this initial barebones concept was reinforced with many fresh ideas and new mechanics. Then we began to understand that Stoneshard is already becoming that serious project we planned to work on later. So, both our vision and game setting have significantly changed and eventually became something you currently know: gloomy and quite realistic medieval world, torn apart by wars, epidemics and disasters.
Many enemies, items and objects that you may have encountered while playing the Prologue were created at the very beginning of the Stoneshard development back in 2016, when we were making literally a different game. The need to rework some of the art became a necessity, so when we started to revamp many core game systems after Kickstarter’s end, we felt like there’s no better time than now.
Let’s start with skeletons, which became much more gloomy and grim-looking. Previously, they looked like they weren’t wasting their time while being dead: their bones were perfectly white and armor looked new and shiny. Now they seem more dangerous, soulless and believable: we also removed the glowing effect from their eyes to give them more sinister and less magical look. An animated pile of faded bones looks much more threatening than a whitey glowing skeleton in sparkling armor, isn’t it?
These changes also affected the vampires. Previously, they did not look really frightening, and rather produced the impression of transformed people who were not particularly happy with their new vampire lives. Now their bestial origin has become more accentuated, so it will help to perceive them as something they are – dangerous monsters.
In addition, some weapon and armor sprites were also reworked, as their design became more realistic and detailed. We also finished working on the entire line of one-handed swords and moved on to the other weapon types.
Soon we plan to release an update, including fan localizations and many of the changes described above, so stay tuned and have fun!
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Hello everyone!
In today's devlog we’ll continue to explain different changes we’re making to current game system. This time we will go through the health system (except for the system of injuries, as it will be described in a separate devlog).
The health system is one of the core features of our game, so we especially attentively analyzed players’ feedback regarding it. Most often people complained about unfair randomness and some other flaws (such as the interaction of injuries and pain system).
The chance-based system of health was introduced by us at a rather late stage of Prologue development. At that time it seemed like a good idea to us, since we thought it will make the health system a lot more understandable and accessible. However, playtesting showed it was a dubious change: on the one hand it indeed made the system easier to understand. On the other hand, it often worked not as it was intended to.
For example, similar circumstances could result into your character getting agony in 2 turns – or in 10, if you’re lucky enough. Such dispersion seems unacceptable to us, so we decided to return to a strictly deterministic system, where each health scale will depend on the actions of your character in linear fashion.
If earlier hunger and thirst worked randomly (although there was a mandatory interval between the ticks), now they will grow gradually. Skipping the turn will accumulate less hunger and thirst than moving, and moving – less than the attacking someone.
The same applies to pain with toxicity mechanics. Pain will also become a scale, the accumulation rate of which now will depend on how much damage (and which type of damage) your character receives. Fire damage, for example, will be more painful damage than frost damage, etc. By the way, you’ll aslo be able to check the exact values of your hunger, thirst, pain and toxicity levels on a separate Health tab, which we plan to add to the character's menu.
We’ve also slightly simplified the system of health conditions, so it may fit better with the new system of attributes. Now there’s only 3 stages of each health scale, instead of 4 – light, medium and severe.
That's it. Since this devlog didn’t really need any illustrations, have a look at a teaser of our next devlog, which we’ll publish next week.
Could you guess what will we discuss in a week? It's really obvious.
Have fun!
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Hello!
From now on we return to our practice of regular devlogs. We successfully ported the game to GMS2, and while the rest of the team fixes some remaining problems, I decided to write about what changes of our attribute system should you expect in the full game. I emphasize that everything described below is so far mostly a concept and can change in the course of direct development.
So, what are the most important problems we have identified based on the feedback from the players?
[olist]
Hello everyone!
We’re happy to announce the long-awaited Settings update is now live! We faced many issues during its development so it took more time than was initially inspected. But we’ve made it in the end and even managed to fit some new content into it. Now to the changelog:
Hello!
Recently we finally closed our late backing service, so we’d like to sum things up in this post.
Firstly, many thanks to all who supported us during these two months! This campaign was a huge success for our team, and, frankly, we hardly hoped that we could ever achieve such results. Our Kickstarter backers have contributed $101,186, while late backers pledged for $12,695 – $113,881 in total. Thanks again!
Pitifully, we didn’t manage to achieve our next stretch goal at $120,000 – an add-on called "Of Wind and Sands", which was supposed to add new race, new locations and dungeons, new type of weapons and many other things. Right now we are not sure whether we will develop it in the future, but if it does happen, we will also make it free for all the backers as a token of our gratitude – since we were really close to reaching it.
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So, crowdfunding stage is finally over, and this means we can wholly dedicate ourselves to development again. In a few days Prologue will receive a new update, which will add long-awaited options, tweaked boss fight and a variety of fixes, and after that we will concentrate entirely on working on the main game.
Stay tuned!
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Little teaser for all of you. Cheers!
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Hello everyone!
There was no news from us for a long time, so in this post we will gather all current important announcements.
The main news: our late backing service closes in a week, on the 22nd of July. If you wanted to support our team, but still didn’t do it – it's time to catch up. This is the last chance: after that date there will be no other opportunity to receive the unique backer rewards with the game’s purchase. Oh, and by the way – only $9000 left to reach our next stretch goal, “Of Wind and Sands” expansion pack, adding a whole new race, biome, dungeons, weapon type and much more. It would be really great if we manage to achieve it in the last week! We’ve also sent our game key polls to Kickstarter backers today, so don’t forget to log in and check your private messages.
The settings update is still being worked on, but due to a number of arisen problems, it took us much more time than we initially planned. Nevertheless, the main part of the update is almost ready and is currently being tested – so get ready, as it will be out really soon. Too bad we still need to work more on adding fan translations, since we’re still updating our fonts to work correctly with special Polish, Spanish and Italian symbols. Bu eventually they will become available for you to test as well.
Also, it’s a nice opportunity to remind you of oAur roadmap, published some time ago. Our next step is updating our game engine to GMS2. Unlike the GMS 1.4 we’re currently using, GMS 2 is more stable, convenient, has many useful functions and, which is very important, is still supported and constantly updated.
See you soon!
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Hello everyone.
Despite of the astonishing success of our Kickstarter campaign, we haven’t even had a drop to drink, so we’re in a good shape and still working on adding actual Options to the game. But there were plenty of problems that needed to be dealt with, so here goes a patch with numerous important tweaks and fixes.
Greetings! This is a truly special moment — the last hour of our campaign has begun. It's the last chance to support Stoneshard on Kickstarter! Let's make it $100.000! We're truly glad that you've joined us on this amazing journey, and we can't wait to tell you more about what's yet to come. Hooray!
Hey everyone!
Our Kickstarter campaign is quickly approaching its end with only 24 hours left to support our game. If you've been thinking about backing Stoneshard, now's the time.
The closest stretch goal ($90.000) will unlock a new mode called Divine Trials — it will allow players to complete different challenges in procedurally-generated dungeons and earn favour of Pantheon. This is a classic 'randomly-generated-almost-endless' roguelike gameplay mode where you can spend time honing your skills to prove worthy.
And one more fun fact: if each and every one of you raises the pledge by just $10, we can instantly reach the next $120.000 stretch goal — it will add a whole new story expansion with new race, classes, weapons, biome and much more content!
And for those of you who're waiting to support the game via PayPal, we're enabling this option tomorrow by adding a Humble Widget to our site, it supports different payment options including PayPal. We'll tell you more about it in the next update.
Take care!
Greetings!
We've just reached 3000 backers, this is unbelievable! Huge thanks to all of you who've joined us on this incredible journey! The work on Stoneshard just keeps gaining momentum, and we will do our best to bring you a truly magnificent roguelike experience.
Today, we're publishing our first development roadmap:
When we first approached our planning for Stoneshard, we wanted to get the first build of Early Access version ready for Late 2018. Since then, your support has exceeded all our expectations, and, after a thoughtful discussion, our team decided to move the launch of Steam Early Access to February 2019. This decision ensures that we will be able to truly focus on quality of the first version of Early Access build and implement some of your feedback ideas that we've gathered during Kickstarter campaign.
Again, thank you all for the tremendous support, this is just a beginning!
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Stay tuned and don’t forget to:
Hello everyone, we’ve got some huge news!
First of all, we’ve reached $75.000 Stretch Goals thanks to guys and gals who backed Stoneshard on Kickstarter! It means that Stoneshard will receive a big story expansion ‘Ancestors Forlorn’ available to all Kickstarter backers (Mercenary and above) for free! We will start working on the expansion after the game is fully released on PC & consoles in 2019.
We have 3 more days to go, so there’s still time to support the game!
Next, there’s Reddit AMA (AskMeAnything) we’ll be hosting tomorrow. We will be answering all community questions about Stoneshard for two hours and we will announce a winner of our Creative Contest. You can still submit your dungeon boss fight concept — maybe it’s your idea that will be implemented in the game with your name in credits!.
Tune in to r/pcgaming tomorrow at 10:00 am PDT.
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Hello!
In this unscheduled post we would like to address some problems found on the Prologue, and explain thoroughly their causes and possible solutions. Below I list the most frequent complaints we’ve received lately, and how we’re already working on improvements.
Great news everyone! Stoneshard: Prologue is now available on Linux. We've also fixed some issues with boss fight cutscenes and looting. Stay tuned!
Hey everyone!
Stoneshard’s story on Steam is off to a great start — more than 20000 players have experienced Stoneshard: Prologue in just two days! We’ve got into Popular New Releases section and received an overwhelmingly positive feedback from the community.
If you like what you’re seeing in Stoneshard: Prologue, please consider supporting Stoneshard on Kickstarter and add full version of the game to you Steam wishlist. Stoneshard is due to release on Steam Early Access in Late 2018.
We’re also hosting a Creative Contest on Reddit, where you can design your own boss fight for one of Stoneshard’s dungeons!
And don’t forget to:
Hello everyone!
We received lots of feedback these days, and we continue working on improving the Prologue. This update is minor one, but it fixes some of the most notorious and frequently occuring bugs.
CHANGELOG
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