Skull Horde is an auto battler dungeon crawler where you play as a flying skull necromancer. Find powerful loot and create overpowered builds. Summon a horde of skeletons in a battle of bone versus flesh! Find out more (and wishlist) on the Steam page: https://store.steampowered.com/app/3199360/Skull_Horde/
[ 2024-10-22 15:30:23 CET ] [ Original post ]
Before launching the game, please consider backing up your save files. They are located here: Win: %appdata%\Roaming\fates_of_ort\ Mac: ~/Library/Application Support/fates_of_ort/ Linux: ~/.config/fates_of_ort/ You can also see and download all saves associated with your account here: https://store.steampowered.com/account/remotestorageapp/?appid=895480 If you receive a prompt about a save file conflict, be very careful about which file you choose. FORCING A SYNC FROM PC TO STEAM DECK On your Steam Deck: Settings -> Properties... -> Compatibility -> tick "Force the use of a specific Steam Play compatibility tool" Leave setting as "Proton Experimental" Apply update Launch the game (it will likely not run) Settings -> Properties... -> Compatibility -> untick "Force the use of a specific Steam Play compatibility tool" Apply update Launch the game
[ 2023-10-27 09:50:15 CET ] [ Original post ]
In the coming days, we will be making an update that should enable cloud save syncing between PC and Steam Deck. We are making this announcement ahead of time, so that you are aware when the change becomes effective. You may see a prompt about save file conflicts, so be very careful which version you choose. You may wish to back up your files in advance to be safe. Your save files are located here: Win: %appdata%\Roaming\fates_of_ort\ Mac: ~/Library/Application Support/fates_of_ort/ Linux: ~/.config/fates_of_ort/
[ 2023-10-24 17:44:22 CET ] [ Original post ]
We are pleased to announce that Fates of Ort now supports the Steam Deck. If there are any issues - please let us know.
[ 2022-09-09 12:19:41 CET ] [ Original post ]
Changes
- Performance upgrade. Implemented engine side frustum culling. This should provide a significant framerate improvement, particularly on larger/denser maps.
[ 2022-06-11 13:24:49 CET ] [ Original post ]
Battle powerful foes in this free Fates of Ort content update. Gather and return moon rocks to the Stargazer near the Chroniclary to receive the usual rewards... But this time - you will also unlock a gateway to the very moons of Ort. The Lunar Battles update is a free content update for Fates of Ort, designed to provide an endgame challenge. The moons of Ort are crawling with very challenging enemies, but the loot rewards are just as good. See how many moons you can complete in one go!
[ 2022-03-07 18:00:45 CET ] [ Original post ]
Changes
- New feature: Moon Wizard (available in game now, but announcement will follow later)
- Fix: Breakable objects will now respawn when loading / starting a new save file.
- Buffed the Defense stat on new drops.
- Chests and breakable objects now favour coin drops of lowest type.
- Reduced HP cost of flame and ice swords.
- Fix: Distorted ground unlinked from walls for some Mac users.
[ 2022-02-13 14:23:27 CET ] [ Original post ]
Changes
- Update: Latest version of LuaJIT implemented. Expect this to solve most Linux specific bugs, along with better performance generally across operating systems. This may improve issues on macOS as well.
- Fix: Default sound settings set to 50%
- Updated game icon
- Added version information to main menu
- Fix: Cleaned code tracking previous resolution settings
- Added map ping to return to Bracs after Prismatic Aether Coil is repaired
[ 2021-08-19 08:52:44 CET ] [ Original post ]
This free update introduces several new legendary items to be found and exploited. Seek out the Archmage's Wand, the Ring of Stone, the Pendant of Flying Teeth, and many more... Thank you for the support for our game, and we hope you enjoy this update!
[ 2021-03-29 09:00:08 CET ] [ Original post ]
Changes
- Updated behaviour of 'doubling' chests.
- Updated level caps in later stage areas.
- You now have to face allies to speak to them.
- Gamepad: World map will now start at wherever you last encountered a Fate Spike, rather than always at the Academy.
- Fix: Mouse & keyboard controls can now be remapped again.
- You will now receive an "inventory full" warning when the last slot is filled.
- Special legendary items will now sparkle in inventory.
- Buffed Mortifax raiments.
- Performance improvements in NPC pathfinding.
- Fixed bug causing Brac's Navigator not to function.
[ 2021-03-26 15:49:05 CET ] [ Original post ]
Changes
- Performance improvements in enemy logic.
- Added tips on transition between screens. These can be turned off in the visual section of the settings menu.
- Improved gamepad target locking.
- Fix: Gamepad issue when reading journals found on desks.
- Fix: Gamepad toggling of Tarkumendo electrical diagrams.
- Added prompt for using quest items in Academy.
- Fix: Ground tiles were covered by background parallax in Corpah Range, Aster Pien, and Sowoal Treetops.
- Oil fire performance improvement.
[ 2021-02-25 08:56:53 CET ] [ Original post ]
Changes
- Added gamepad target locking tutorial in Academy.
- Fix: Text over chests and rifts was broken in 1.2.3.
- Moved position of Tarkumendo fast travel markers to improve gamepad navigation.
- Moved gamepad button hints for spells and quest items to make them clearer.
[ 2021-02-17 13:04:10 CET ] [ Original post ]
Changes
- Improved text legibility.
- Gamepad: Improved menu UX.
- Gamepad: Added LPad support to menus.
- Corrected performance improvement to ensure it works on MacOS and Linux.
- Updated dev Twitch link.
- Gamepad: Fix bug where Fate spike menus could be opened simultaneously with dialogue.
- Hero Mode: Fixed bug where gaining a spell without elements would replace sword.
[ 2021-02-15 14:46:33 CET ] [ Original post ]
Fixes
- Significant performance improvement
- Added keyboard shortcuts to dialogue (move up/down to select options, quit to close, use quest item to make selection)
- Minor Linux crash fixes
- Fixed errors generated by skeleton mage projectiles
- Fixed bug related to Princess Ripa's dialogue
- Saved window size will no longer be restored when game is launched in a different resolution (e.g. on a different computer)
- Fixed some gamepad button hints
[ 2021-01-18 17:18:24 CET ] [ Original post ]
Fixes
- Added constraint on gamepad target crosshair so that it can not go off screen.
- Fix: When settings menu was accessed from start menu using gamepad, SFX slider would be instantly selected for sliding.
- Fix: Added function to prevent assigning same input to multiple actions.
- Added default gamepad binding for Quest menu.
- Fix: You can no longer access spell upgrades from a distance (bug introduced in 1.2.0)
[ 2020-12-02 16:56:51 CET ] [ Original post ]
Gamepad Overhaul
The gamepad controls have been overhauled completely. We would love to welcome feedback and bug reports so that we can improve them further if possible!
Fixes
- Fixed bug relating to button press detection in the in-game HUD for non-default resolutions.
- Fixed bug where area of effect stat was not applied to some spells.
[ 2020-11-28 17:25:53 CET ] [ Original post ]
A complete revamp of Fates of Ort's gamepad controls is in progress. The current system relies heavily on controlling a cursor with a joystick, which is a clunky solution. The new system includes the ability to target-lock enemies, and the in-game menus will be redesigned to move away from a reliance on cursor navigation. The expectation is to switch the designation from 'Partial Controller Support' to 'Full Controller Support' with the release of the update.
[ 2020-11-09 20:53:31 CET ] [ Original post ]
'Unhallowed Bones' is a time limited quest. Play Fates of Ort between October 29th and November 7th to gain the 'Unhallowed Bones' quest. If you manage to defeat the envoy of the Bone King, you can claim a unique and powerful blade.
[ 2020-10-21 23:00:26 CET ] [ Original post ]
Fixes
- Hero Mode - fixed a bug where you were able to use the last element to be lost.
- Fixed bug where attunement combo would be hurt when using large Fate Spike under Dormenkhort.
- Fixed bug that made it impossible to quit to main menu and then loading another slot.
[ 2020-10-13 12:06:46 CET ] [ Original post ]
Fixes
- Hero Mode: You can now fast travel with enemies nearby if your health is above 75% of max
- Fixed start menu incorrectly tagging some save slots as being Hero Mode (this was purely visual and did not affect the data in the save files)
- Artisans will now refuse to work on items that they can not improve
- Fixed audio crackling
- Minor performance improvements
- Minor camera view focus bug fix
- Equipment stats updated
[ 2020-09-14 15:59:12 CET ] [ Original post ]
Hero Mode is here! Hero Mode is a new challenge for experienced adventurers, and offers the following features:
- A challenging playthrough where death has serious consequences;
- A quick beginning, skipping the tutorial/introduction section in the Academy; and
- A unique achievement for completing the challenge.
[ 2020-09-07 16:37:38 CET ] [ Original post ]
Fixes
- Fixed issue where changes to settings were not stored
- Fixed issue with closing menu screens using ESC
- Fixed lack of sound effect and animation on levelup
- Fixed bug where eye blocks would despawn for Rym
- Tweaked turrets so they should no longer hit without doing damage (baseline hit radius was too low)
[ 2020-08-11 10:43:21 CET ] [ Original post ]
Designed for those that have completed the game and are looking for an additional challenge, Hero Mode will offer:
- A challenging playthrough where death has serious consequences;
- A quick beginning, skipping the tutorial/introduction section in the Academy; and
- A unique achievement for completing the challenge.
[ 2020-08-05 08:42:05 CET ] [ Original post ]
Fixes
- Added additional wandering merchant locations
- Fixed navigator targeting of moon fragments
- Fixed incorrect biome tag in two snow houses
- Fix applied to ending dialogue
- Fixed bug with Wormlett enemy causing player to seize up
- Fixed typo in Dhekord dialogue
- Improved tooltips system and explained more settings options
[ 2020-07-29 10:18:36 CET ] [ Original post ]
Fixes
- Added option for camera to pan toward direction player is facing (set to 50% by default - increase or turn down by accessing the visual tab in settings).
- Fixed missing achievement in one ending option.
- Fixed issue in trap quest.
- Added game icon.
- Added rounding to HP tooltip.
- Minor fix in bounty hunter quest.
[ 2020-05-21 09:07:06 CET ] [ Original post ]
Fixes
- Changed logic for monster vision reduction (reducing its impact to improve balance)
- Fixed bug in inventory stat description (some stats were incorrectly not included)
- Renamed Bodybolt, Mindbolt and Soulbolt spells to Body Hex, Conjured Delusion and Soul Curse (respectively) and updated their descriptions.
- Fixed bug where coins could be collected through walls.
- Added logic to fail some quests if they have reached a state where they can no longer be completed.
- Added further options to the end of the bounty hunter quest.
[ 2020-04-28 09:43:33 CET ] [ Original post ]
Fixes
- Added option to (in Settings) to change amount of time between plays of the same music track (effectively enabling users to loop music, if they wish)
- Added tooltips (+ option to turn them off in Settings)
- Fixed bug in Scarecrow quest
- F11 now toggles fullscreen
- ALT + F4 now exits the game
[ 2020-04-16 12:35:20 CET ] [ Original post ]
Fixes
- Added signposts to Castle Mortifax
- Path indicator icon updated (now looks less like a dragon's head)
- Changed 'Besieged' quest so that it only fails if you leave (or die) mid-battle, not if you leave before the battle starts
- Fixed Master Slovo typo
- Fixed Craventhaw brawler typo
- Fixed bug in Dwarf Fortress quest
[ 2020-04-10 16:55:29 CET ] [ Original post ]
Fixes
- Fixed broken map in Corpah Range
- Improved Princess Ripa's dialogue
- Fixed temple map bug
- Improved sick merchant quest
- Improved dragon quest
- Improved scientist quests
[ 2020-04-07 10:34:02 CET ] [ Original post ]
Fixes
- Fixed vertical line / tearing issue
- Fixed mistake in witch dialogue
[ 2020-04-06 16:12:29 CET ] [ Original post ]
Fixes
- Tweaked fix for black screen bug
- Corrected Zosima Toadboiler's quest description
- Fixed Stomper enemy jumping out of bounds
- Added missing end condition for quest "Falsely Imprisoned"
- Fixed bug where enemies would infect themselves with plague
- Improved final boss to reduce the risk of crashes
- Fixed ending cutscene showing incorrect scene
- Fixed Master Slovo dialogue in Corpah Core
[ 2020-04-06 10:58:11 CET ] [ Original post ]
Fixes
- Black screen bug - users that have experienced the bug where the game freezes on a black screen should go into the Visual section of the Settings menu and untick the new "Async loading" option. Note: If the crash happens to you, the game will automatically attempt to set the "Async loading" option to disabled for you.
- Fixed bug where connections between areas on world map were not displayed correctly after loading game
- Reduced camera shake for melee attacks
- Fixed potion descriptions provided by Zosima Toadboiler
- "Quit" button (X in bottom right) now exits out of active in-game menu
- Equipping an item now places the old item in the place of the new one, rather than the end of the inventory list
[ 2020-04-05 08:06:26 CET ] [ Original post ]
Fixes
- Improved button hitboxes to better cope with different resolutions
- You can now walk through chairs (it was annoying before!)
- Reduced performance impact of oil fires
- Removed scrolling background in main menu temporarily, until issue with fast scrolling can be resolved
- Fixed glitched tile in Aster Pien
- Tweaked attunement, lowering amount of damage required to reach upper tiers
- Fixed incorrectly placed map connector graphic in Tarmackan Taiga
- Tweaked fast travel spawn points to be on top of Fate Spikes, addressing skeleton army exploit
[ 2020-04-03 17:23:53 CET ] [ Original post ]
Fixes
- Fixed controller issues occurring in specific resolutions
- Fixed bug where settings sliders did not move in their range correctly in specific resolutions
- Duke Camersolt's health bar now updates in response to damage from status effects, like [spoiler]burn, leech, plague[/spoiler]
- Fixed stair collision in [spoiler]ruined[/spoiler] Academy
- Improved log handling of large volumes of information (e.g. multiple status effects on several enemies)
- Fixed Consumption hole layering issue near Chroniclary
- Moved [spoiler]Duke encounter[/spoiler] in Castle Mortifax to a better location
- Fixed mortar enemy projectiles becoming interrupted when losing a target
- Applied potential fix to Phantasmal Raptors becoming stuck at the end of their attack animation (please report if this issue re-occurs)
[ 2020-04-02 11:26:14 CET ] [ Original post ]
Fixes
- Fixed issue with [redacted] in [redacted] - no spoilers in patch notes!
- Fixed walkable water on map outside Academy
- Fixed visually glitched stairs in the Academy
- Tweaked quest items to improve visibility
- Fixed log text reporting incorrect damage amount when dealing final blow
- Fixed dialogue issue in Castle Craventhaw dungeon
[ 2020-04-01 12:36:01 CET ] [ Original post ]
Fixes
- Fixed gamebreaking bug in castle mausoleum
- Fixed a bug where the trap quest was not unlocked when taking a specific path through the dialogue with the farmer
- Fixed dialogue hit box issue at certain resolutions
- Fixed inventory stat explanation tooltip not displaying correctly on certain resolutions
[ 2020-03-31 16:22:11 CET ] [ Original post ]
Fixes
- Fixed bug when selecting inventory equipment with gamepad
- Fixed bug when toggling quest markers while in the main menu
- Fixed bug where bolt spells exploded when cast too near a wall
- Plus other minor fixes
[ 2020-03-30 17:08:33 CET ] [ Original post ]
Fixes
- Added automatic online error logging (off by default - tick "Allow analytics & error logging?" in the Misc section of the Settings menu to enable)
- Adjusted timing of quest log tutorial tooltip
- Breakable objects now provide log feedback for coins dropped and xp found
- Increased collection radius for xp, hp, and coin drops
[ 2020-03-29 17:01:25 CET ] [ Original post ]
Fixes
- Fixed bug where specific enemy types became invulnerable
- Adjusted spellcasting spawn location of projectile type spells
- Improved rock desert map (closed off unintend paths and made intended path clearer)
[ 2020-03-28 15:24:32 CET ] [ Original post ]
[previewyoutube=CAk-eRH8-Hc;full][/previewyoutube] We are excited to share our new trailer, and announce the release date for Fates of Ort: March 31st, 2020! Join our Discord, or tune in to our Twitch channel to watch the last of the development live.
[ 2020-01-07 10:51:55 CET ] [ Original post ]
Work continues and we are preparing ourselves to reach the beta stage. Focus has been diverted to making progress on the game itself, which is why the devlogs have temporarily stopped. If you would like to keep up with the progress, give suggestions, or just have a chat - you are more than welcome to join our Discord or stop by on Twitch.
[ 2019-08-20 09:41:32 CET ] [ Original post ]
https://youtu.be/tnlmzeM6KHw This week we focused heavily on adding more areas, all with a very otherworldly theme. The first one to show is this skeletal underworld. This area is an aspect of the afterlife, and is usually not accessible for the living. The particle effect for this area came out really well. We used the snow particles as a baseline, but inverted the direction upwards instead. The next area is the internal workings of a specific character's soul. I won't reveal too much about it at this point to keep the mystery alive! The last area to show is the Howling Plains. This is another aspect of the afterlife, a kind of purgatory for lost souls. You will get hopelessly lost here, unless you have someone (or something) to guide you. The area is inspired by the Lost Woods from Zelda: Ocarina of Time. Without a guide, the player will loop around in the plains aimlessly. Finally, we added this magical barrier that serves as an obstacle to those who aren't yet sufficiently skilled in the arcane arts. This will be used in a few places as an optional opportunity to find loot and rewards.
[ 2019-05-24 10:26:20 CET ] [ Original post ]
https://youtu.be/M8KuOR8naxA
What's new in Fates of Ort?
We have worked on the quest introducing Bracs the Gnome, to make it more impactful. Helping him repair his airship is now a great gameplay moment. Previously, the airship wasn't taking off after being repaired. Adding this animation (and an accompanying musical track) has really helped lift the significance of the moment. We have designed and implemented the maps for the capitol city of Ort. This is the epicenter of the events that are taking place during the game, and is a path to the final showdown. Even though this is a late stage area, it is available at the very beginning of the game. This is in keeping with the choice to encourage free exploration of the world, and tackling different areas in the order that the player prefers. There are of course some obstacles that prevent access to specific areas, but the order in which these are experienced is still very free. We added a musician character to the Dragonfly Fen, and his beast companion. The beast is sick, and the musician needs help to cure it. This is another example where a use of an animation and accompanying musical track (obviously) has really helped the impact of the moment. Finally, we worked on designing a particle effect to represent a vortex portal to another dimension - the Soul Plains. This was quite tricky to do, because the isometric perspective of the game is difficult to capture in a Defold particlefx component. The vortex may be tweaked further in the future to make it look even better.
[ 2019-05-10 09:45:07 CET ] [ Original post ]
https://www.youtube.com/watch?v=fWNApejwJPQ
What's new in Fates of Ort?
We finished a questline involving a shady NPC. He is first introduced in the dungeons of the castle in the north. If the player decides to free the character, his help can be enlisted in releasing the Master, who is standing trial, from his holding cell. The maps for the Dragonfly Fen were implemented. This is a large marshy area, reclaimed from the sea long ago. It is situated to the east of the Ort grasslands, and is accessible via airship. We implemented a puzzle which is located in the ancient Temple high in the mountains in the north. The player is tasked with guiding a rolling rock into specific locations in order to unlock doors and passage to further areas. To the east of the Dragonfly Fen lies an ancient forest. The entrance is guarded by an old and secluded people. In the forest are key areas, such as a giant tree and some sort of factory. Finally, we added a sleepy and grumpy giant to the Dragonfly Fen. The giant isn't particularly interested in anything the player has to say, so it is up to the player to figure out if there are any magic spells that could help the giant take a nap.
[ 2019-05-03 10:56:24 CET ] [ Original post ]
https://youtu.be/iGsQM3DWmUM
What's new in the development of Fates of Ort this week?
We designed and implemented all of the maps for the fungal biome, the High Kingdom of Hyphae. This is an isolated island, populated by... Well, you'll just have to find out for yourself! We also designed and implemented the treetop biome. This is a set of structures high above the canopy of the deep forest. This area presented an interesting visual design challenge. We have a parallax layer of leaves, intended to convey a feeling of height. The problem was that we also had pillars that extended down. Where those pillars met the leaves, the effect was jarring and confusing. The solution we landed on was to extend the pillars beyond the edge of the map. This had the bonus impact of amplifying the illusion of height! We added some key NPCs to the courthouse in the grasslands, including a couple of bickering lawyers and a judge. This is an important area for a main questline. Finally, we worked on implementing some functions related to management of money in the game. Ort has three types of coins, each corresponding to one of the three Sisters and their respective element (Life, Mind, and Shadow). This means that there are cases where NPCs would like to only accept a specific type of coin, or a mixture of all three. We designed functions to handle all of these scenarios. That's it for this week! We'd love to hear your feedback on our progress. Follow development live at: https://www.twitch.tv/topbraj
[ 2019-04-19 10:22:09 CET ] [ Original post ]
https://youtu.be/qeEIbJ2v498
What's new in the development of Fates of Ort this week?
Last week we finished designing the layout of the Temple biome. This week, we actually implemented the maps and joined them all together. The environment is significant for multiple threads of the main quest line. We implemented a major improvement to the dialogue workflow. We use Twine to structure and link dialogue nodes. Previously, the process of moving dialogue from Twine to Defold was very manual. Each component (title, text body, option text, option target, avatar, etc) had to be copied and pasted from Twine to a staging spreadsheet, and from there into Defold. Using a Twine extension, we export dialogue to a JSON file which can be loaded and decoded directly by Defold. This will save a significant amount of time, and encourage more dialogue writing! We've begun adding NPCs to the game. Notably this week was the Witch, who lives in a secluded hut at the edge of the world. We have designed the layout of the fungal biome, and will work on generating and implementing the maps next week. Lastly - it's not a big deal, but we added a sprite for a boat on the coastline of the grasslands. While it doesn't seem like much, it represents the possibilites of exploration beyond the near shores of Ort, which is quite exciting... That's it for this week! We'd love to hear your comments and thoughts, so don't hesitate to share your opinion! Follow development live at: https://www.twitch.tv/topbraj
[ 2019-04-12 14:51:33 CET ] [ Original post ]
Hey everyone!
What's new in the development of Fates of Ort this week?
https://youtu.be/xfiROmg9gQ0 We implemented another environmental hazard in the form of an oil puddle. This can be spread around by walking through it, and is limited to covering approximately 30 tiles. Much like the other hazards (exploding barrels and sacks of poison gas), this is both a threat to the player and an opportunity to set traps. The player can easily create an oil puddle in a shape designed to damage incoming enemies. We made it so that a specific set of spells trigger the oil to burst into flames. This includes the Burn and Meteor Shower spells, but notable excludes the basic Life element bolt spell (which looks like a fireball). This is because the Burn spell is also available in the Life element set, and we want to encourage the selection of this spell. Not sure about this design choice though, as it may be confusing if something that looks like fire doesn't trigger the oil to burn. It is worth noting that exploding barrels also trigger oil fires, creating additional opportunities for interaction. We finished implementing the Rock Desert biome. This is a region on the westernmost part of the world map, beyond the Rusts. It used to be a lush coastal area, but has been barren since the Consumption-fueled civil war hundreds of years ago. It contains an NPC key to a main questline, and also holds a small sidequest. The Rupture spell "infects" enemies, and triggers an explosion of projectiles when they die. Previously, this spell did not its own set of stats (e.g. amount of damage) but instead leveraged the stats of turret projectiles. We changed this, to enable better balancing of this spell. It is likely that the Rupture projectiles will end up doing more damage than a standard bolt, to encourage use of the spell. We designed the structure of the Temple biome. This is a secluded area, high up on a mountain. It will contain a key NPC, a sidequest, and a connection to an area that is crucial for a main questline. This area will also host a couple of puzzles, which differ from how the bulk of the game is played. They combine a specific spell type and some basic spatial awareness. That's it for this week! We'd love to hear your comments and thoughts, so don't hesitate to share your opinion! Follow development live at: https://www.twitch.tv/topbraj
[ 2019-04-05 10:37:06 CET ] [ Original post ]
What's new?
It's been another busy week! Check out the video we made, showcasing our progress these past few days. https://www.youtube.com/watch?v=BTC-333EJ9E
- We finished implementing a quest relating to a labyrinth with invisible walls. The puzzle is a nod to "In the Walls of Eryx" by H.P. Lovecraft.
- We finalised adding the map files relating to an ancient dwarven fortress in the Rusts.
- We improved the mechanics of the boss fight in the Black Tower. By introducing the puzzle in an earlier area, we give the players a chance to familiarise themselves before attempting a more challenging version.
- We implemented two new enemies. The first is a flying automaton, which fires a series of lasers when detecting an enemy presence. The second is a Consumption demon spawned from the abyss, which can launch magical projectiles in various patterns.
- Finally, we implemented an environmental hazard object in the form of barrels that explode when damaged. These are of course dangerous to the player, but can be pushed around so that they are placed in locations where they might damage enemies instead.
[ 2019-03-30 11:00:23 CET ] [ Original post ]
Hello everyone!
What's new?
Progress is rapid, and it's hard to keep track of the changes! Here's a quick summary of what we accomplished this week. New enemies
- Wisp - a magical anomaly that targets the hero in an attempt to self-destruct and cause damage.
- Blue flower - beautiful but deadly, issues toxic gas when approached.
- Astral plane - an alternate dimension
- The Rusts - a dead forest and ancient battlefield
What do you think?
Do you want to see more updates like this? If so, what would you like to know about?
Want more?
Development of the game is live streamed over at Twitch most weekdays. Follow to get notified when I go live!
[ 2019-03-22 20:58:27 CET ] [ Original post ]
🕹️ Partial Controller Support
- Fates of Ort Linux [275.29 M]
- A hybrid of real time and turn based action
- Multiple spells to discover and combine with elements for varied effects
- Endless gear to find – some ordinary, some cursed, some utterly legendary…
- NPC interactions that fundamentally alter the course of the story progression
Magic
There are numerous ancient forgotten spells, yearning to be learned and uttered once more. How each spell manifests in the world depends on what divine power you choose to combine it with – the unbridled passion of Life, the measured incisiveness of the Mind, or the devastating force of the Shadow. For example, the Evoke Force spell will cause the ground to erupt with a series of sharp ice crystals, summon a thunderous lightning strike, or barrage the ground with a meteor shower – all depending on what the spell is combined with.
Life
Magic is powerful, but it is not free. Every spell you cast requires a little bit of your life energy to spark it. Cast enough spells and you will extinguish your very soul. This means you need to be strategic when fighting, balancing the cost of magic with the risk of taking damage from your enemies. Replenish your life energy by approaching one of the magical spikes littered around the world, which were driven into the ground eternities ago to bind Consumption in the depths below.
Time
In Ort, time stands still when you do. This adds another dimension of strategy, as you are able to consider your moves carefully. There is nothing holding you back – as long as you are moving or performing an action, your enemies will come rushing to destroy you. Use this ability to mould time to your advantage by carefully avoiding projectiles and setting up elaborate traps to defeat your enemies.
- OS: Ubuntu 16.04
- Processor: 1.7GHz processorMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL ES 2.0 + 512MB VRAM
- Storage: 500 MB available space
[ 6132 ]
[ 2625 ]