






A reign of terror never feels so satisfying as when you leave a literal pile of rubble in your wake. Giving wizards a much-needed makeover, Fictorum is an action role-playing game that features fully-destructible structures, a randomized node-based world map, and a satisfying magic system with on-the-fly spell shaping and customization.
In Fictorum, your mage wields real, legendary power right from the start—unlike those found in most magic-centric games. Our magic system uses a dynamic and intuitive spellcasting and shaping system that grants the player an unrivaled level of customization and reconfiguration. Up to three runes can be applied to a spell, each affecting a different spell characteristic. The runes are easily swapped to suit the player’s current need, interest, or whim. You might amplify ice blasts to freeze enemies in place, expand the radius of a fireball explosion to crumble a bridge and hinder pursuers, or chain a lightning attack together to strike several targets in a cluster. Shaping makes spellcasting much more tactical and satisfying.
Rather than starting out as a hapless farm boy who stumbles into his powers and avoids enemies or entire areas until leveling up, players take on the role of an established wizarding badass, hell-bent on his mission for revenge. Yet challenge is abundant—the wizard must bring down a sprawling empire by himself, besting scores of bandits, cadres of Inquisitors, and hordes of corrupted abominations on his quest for vengeance. The protagonist has access to unlimited magical powers, making the game less about spamming that one spell that works passably well until it becomes upgradable. The experience is more about tailoring your magical arsenal, giving the player a wide range of freedom and the ability to effectively, efficiently, and enthusiastically destroy every obstacle. The randomly-generated world map features locations where every structure (from large buildings to bookshelves to tables to even a lone fork) can be demolished.
v2.1.13 is Released!
Enjoy! Feel free to reach out if you have any feedback or issues.
Hey Wizards!
With the summer drawing to a close, Chip has returned from his break and is back to development (when his day job and fianc allow it)! This latest patch includes an overhaul of damage tooltips and an minor improvements to the Grand Inquisitor battle.
Patch Notes for v2.1.13
- The grand inquisitor AI has been improved, a few new long range abilities have been added, and the arena has been revamped to deter exploits
- Damage popups are cleaner, easier to read, and have a substantially longer view distance
- Moving out of bounds of a level will prefer rescuing the player in exchange for health (much like moving into Miasma) over killing them outright
- Frenzy's boost to cast/attack speed has been reduced (50->25%)
- Fixed a bug that would cause inconsistent mana drain while viewing with the observer camera
- Fixed a bug that would prevent some building materials from becoming transparent
- Max essence has been changed from 500,000 to 999,999,999
- Fixed a bug that would make extracted active ability scrolls are dependent on cast speed
- Fixed a bug with faster spells that would occasionally cause the player to be hit by their own spells
- Damage scaling will now properly occur with transcribed weapon abilities
- Fixed a bug with the inventory that could lose controller focus in rare instances
- Building pieces will no longer go transparent while in first person
- Passive ability scrolls can no longer be transcribed
Enjoy! Feel free to reach out if you have any feedback or issues.
[ 2021-09-08 03:11:52 CET ] [Original Post]
GAMEBILLET
[ 6404 ]
GAMERSGATE
[ 1928 ]
MacGamestore
[ 4310 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB