




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Dark times, friends. As some of you know, the Wyrmring team and myself mainly were based ... In the land of Moscow, where shadows lie. tl;dr - I have [strike]fled[/strike] undergone urgent relocation to Serbia; the team has suspended collaboration and my own development has been severely impacted. Previous plans and timings had to be discarded and new ones are only now in the making. Now, that is practically all the news, the rest of this post is my attempt to come to terms with it all. First, just for the context, I'll say that I've disconnected from the news from/about *that country* on purpose at this point. Being able to do that is one of the big pros of having fled from there. The main reason for the sudden move is just that I've had enough personally. Of lies, more than anything. Just to think about it - prior to the events of 2022, I actually almost believed that the regime was starting to change and adapt. That was an illusion. Another reason was my ability to focus on game dev evidently waning in the growing hysteria, polarization and oppressive policies inside *that country*. I thought at first that surely people won't stand for it, the big brother taking away both their immediate well-being and their hopes for a better tomorrow - and it seemed like something was stirring indeed... Well, that was an illusion as well. I have to say, to relocate so frantically was a vast setback in my preparations for the game's release. Economic damage aside, my daily life now is filled with all kinds of concerns related to adaptation and legalization. So far my plan is to invest time into getting stable income outside *that country*, that's the best way I can put it. I expect it to take between 3 and 6 months, a time that I am sure to spend on refining whatever parts of the game do not require massive parallel resource investment (i.e., active team development). Expect to see the core Game Design get leaner more crafty :) So that's the situation. However since this project has always been a long-term one, I strongly believe that it is for the best - so that the foundation that's needed to realize this game's ambitions is built on more stable ground. The episode certainly wasn't without positive lessons and experience. As some of you may know, Eidolons has over years been worked on by many freelance artists - including one great freelance composer from Serbia, coincidentally! It was a heartening experience to meet with Edwin Pickett, and learn that in a way, much of Eastern Europe shares a common burden of its past. On this note, I want to express gratitude to Serbia and its people for welcoming people in need, regardless of where they come from. That's all for now, I should get back to the interview preps I suppose. On a personal note, it is rather sad how my homeland cannot seem to escape the cycle misery, like an eldritch curse. I feel the urge to ruminate more on this, but now is not the time. One thing is for sure, the game's narrative is not going to get sunnier in light of these events. I wished I could find some good words for whoever might be reading this that has been affected even more directly by this catastrophe. But then, words aren't much good at this scale.
Hello friends!
Sorry for going dark for a while! Exactly one year has passed since the last update.
There was a lot of uncertainty after original release plans were upset in 2020, let me tell you. So I decided to disconnect and focus on the games very core - its concepts and essential mechanics. At the same time, I began to re-assemble the team.
Now I can finally say that I have good news on both fronts: the game's core has been rewired, the team - re-assembled [strike](and so has my gamedev brain)[/strike]!! The work has resumed on the project since September and already we have something to show.
(This here is a cinematic shot from a boss arena we're working on)
So this year has been fruitful, but not quite in the way I expected. Indeed, one thing led to another and I ended up changing *a lot*!
The main change is the game's format and the way you - it's now a "Roguelike Campaign"! I'll explain just below, bear with me :)
Other changes include:
Hello friends!
I hope this finds you all healthy and full of enthusiasm for the coming New Year.
First, I must apologize for the long silence. There is a rather prosaic reason for it however - the development has been on halt through most of Fall 2020. I will not go into much detail about why things didnt go as planned this year, I am sure we all have a similar story of upset plans from 2020, and will not soon forget them.
Instead, let us focus on what is ahead.
The good news is - the project is now much better on its feet in financial terms. Using unorthodox gamedev technology (the notorious *Java*) turned out to have at least this perk - the skill allows me to have a sustainable income without sacrificing too much time for it. Yes, in the form of a somewhat boring corporate job - but after all, who would know best about selling one's soul than me, a man with a whole story written about it?
The proceeds from that bargain however will not be idly spent.
The art direction will be revisited to accomodate the updated, ever more _psychological_ vision that Eidolons pursues. In the passing months, the story has grown considerably in my mind and in my private ominous texts. And yes, I am planning to get a "real" writer on board as well, never fear! :)
The story has already gone through some revisions by others, which has helped me to keep it on just about the right side of weird. I hope.
Either way, I am very much convinced that it is a story worth telling, hence my unwillingness to give up on the project, despite its apparent weight.
Gameplay-wise, I have come up with a number of ways to compress the games extensive ruleset and make it more interconnected, reflective of the games main theme - the (dis)unity of the Soul!
To conclude let me say that my own belief in the project has never been stronger, or should I say, my own insight into it. It might be too early to set concrete goals, but once the team is re-organized, things should get clearer as the worst problem has been solved for the project (namely, its financial instability).
Thank you very much for your patience and support. It am sure that 2021 will be the year to get back at its predecessor!
Friends! Good news - yesterday we released our backer demo to project's supporters and streamers, and already the first video is up on youtube. Watch it now! Don't worry, it does not contain all the spoilers, only the guided/tutorialpart and stops when the free fight begins. [previewyoutube=n3Xegmw9OW8;full][/previewyoutube] The second half is akin to a boss fightand plays with positioning by giving our dark sorcerer good old teleportation spells. But don't let me spoil it for you :) Back Eidolons: Netherflame on IndieGoGo now and play the full demo! - Alexander @EiDemiurge Kamen
Friends! Alexander from Wyrmring here.
Last week we launched our crowdfunding campaign on IndieGoGo, and what a week it has been! Numerous modules of the game have been packed and presented, and the best part - or the hardest - is yet to come!
Backer Demo will be available on September 26th at the latest, and you can get it at the lowest tier for $3, with full refund if you don't like it of course.
People supporting the game will also be able to beta-test the much more extensive Early Access version all the way to the game's release!
Also, in wake of these momentous news, the page has been completely redesigned - let us know what you think about it!
Thank you and have a good week-end!
[ 5971 ]
[ 1959 ]
[ 1817 ]