





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Commanders!
We're excited to announce that as you're reading this, a new demo of Zoria: Age of Shattering is now available This demo will give you a glimpse of the complexity that we committed to despite the size of our development team ('Dream big,' they said. 'It'll be fun,' they said! ).
The new demo will take you to the very beginning of a brand new adventure, where you'll get to make your character using a character creator before accepting your first quest. If you played the previous demo, you'll surely notice changes in the UI and character models - we changed and improved them.
We strongly encourage you to try the new demo and share your feedback. A questionnaire will be available after you finish the demo, and we'd love to hear your thoughts!
In the upcoming weeks, our representatives will attend various events and conferences: Gamescom (starting today!), PAX West and WASD in September. We'll demonstrate the demo and gather last-minute feedback before we wrap up production.
You can always find us on Discord or Twitter/X. Please keep an eye out for further news!
Thank you for your continuous support
Until next time,
Tiny Trinket Games
Thanks to your votes, we make it to the top 100 Indie of the year list by IndieDB. Now we need your action again to claim victory.
Click here and hit the "Vote" button next to the Zoria in the Upcoming Role Playing games category.
We are counting on you!
Hello commanders!
It's been almost a month and a half since our Kickstarter, and during this time, we're working up a sweat to deliver the game that will give you a ton of fun. We want to introduce you to what we are currently developing and show you some new screenshots. We hope you enjoy them and whet your appetite for more!
But before we get to the main course, we'd like to ask you to vote for Zoria in IndieDB's Indie of the Year poll. There are many of you out there, and we believe that together we will rank high in this competition for indie game lovers.
You can cast a vote on our IndieDB page >>here<<
Now, let's move on with the changelog.
Nightwarden Class
As some of you may recall, one of the secret goals of the Kickstarter campaign was reaching 50%, and it unlocked a new class - fearless and violent Nightwarden. First, we had some rough ideas on how this class should act on the battlefield, and during the last month, we managed to finish the profile of this class.
Nightwardens will use fire on the battlefield because this is the most effective deterring of monsters. Having Nightwarden in your team will significantly increase the group morale, as Nightwardens fear no death and can teach their teammates how to act the same. On top of that, Nightwardens know that the night is short; therefore, they must act quickly.
Day-night cycle
Well, what would be the point of the existence of Nightwardens if there were no night, wasn't it? That's why we've been spending the last few weeks polishing the day and night cycle in the world of Zoria, which will not only limit the amount of sunlight but also affect certain events and behaviors at specific times of the day.
And remember, the world of Zoria is not a safe enough place during the day. I dread to think how it will be at night.
Lake Mannor
A castle in the middle of rocky mountains, a fisherman's hut, fog hovering over the lake, and rumors of a secret lurking beneath the surface of this reservoir. Don't forget to chat with a hunter who stays in the area, as he will have something to say about the place.
New enemy - Troll
What is it - it has two legs, pointy ears, smells horrible, and you wouldn't entrust your pet to its care? No, it's not a green-clad boy rescuing a princess. It's a nasty troll lurking for fresh meat, inattentively straying near his lair. Just look at this monstrosity. It's probably time to show him that treating poor animals like this doesn't seem right.
That's all for today, and we're back to making the game. Let us know what you think of the above features, and don't forget to join our Discord - it's a smug place for RPG & coffee lovers (but if you are more of a tea person, you are more than welcome too.)
And if you haven't played the latest demo yet, be sure to test it out.
https://store.steampowered.com/app/1159090/Zoria_Age_of_Shattering/
Stay tuned,
Zoria Team
Hey everyone!
Zoria's Kickstarter campaign is slowly coming to an end. That means you have nine more days to express your support for the project and thus make Zoria an even more complex game.
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Hey everyone!
Recently we have taken part in an interview with RPG Watch - one of the biggest RPG forums! Thank you for inviting us! It was a blast to participate in it, and we're happy about the interest in Zoria: Age of Shattering
The conversation has touched on multiple topics, starting with Zoria, through the story of our studio, cooperation with Anshar Publishing, and ending with the Kickstarter campaign we launched in September.
Grab a coffee and check out the interview right here!
Cheers!
Hello commanders!
In today's Dev Diary, we'll cover what many tactical RPG fans like best: combat. We designed it to be dynamic, fluid, and inviting to engage. But how did we achieve that? Enjoy the read below!
Hello adventurers!
Let's talk more about one of the crucial mechanics in Zoria: Age of Shattering; The Outpost.
As we already know, The Outpost is a place where you rest, craft, recruit or rid of de-buffs, to name just a few. But let's get into the details!
Relevant to this article are two aspects of exploration and combat:
Fatigue: is a stat that increases with time spent out in the wilds and is also affected by how many encounters a follower has fought through. The more fatigue a character accumulates, the less effective that character gets, with stats decreasing a little at first and significantly as fatigue gets too high levels.
Supplies: The resting mechanic is the best way to recover followers' health and clear certain effects.
Supplies: Resting out in the field takes time and requires supplies, as followers cant go around hungry. Supplies can be found during exploration but can also be obtained through cooking. It is advised to take enough supplies from the Outpost when leaving for an adventure.
One aspect of the game we havent talked a lot about is the base and base management: The Outpost and all the outpost systems. Because exploration, questing, and combat are just a part of the game, what truly differentiates Zoria: Age of Shattering from other CRPG titles is how base and character management is integrated into the game.
Characters:
The player is not limited to a set of companions that will follow throughout the game, as it is usually the case, but is free to recruit many, either from the world, through quests, or from different locations within the game. The only limit to the player is the party size, but the Barracks inside the outpost act as a home to all the followers that are not in the current party.
Every time the player leaves the Outpost, he is free to choose whatever party composition he wants, limited only to what followers are available at that point. This means players can have a party suited to their playstyle or to the places they want to visit dark dungeons full of traps where Thieves can come in handy or long-forgotten ruins where Mages or Lancers can make exploration easier.
The only constant in the party is the Captain; all the other characters can be switched in or out of the party every time the player returns to the Outpost.
The Barracks:
The heart of the Follower Management system is the place where you can equip your troops with the newest weapons you crafted, the most powerful potions, and special items found in the dungeons they conquered. You can also see on this screen your Followers level, stats, status, and the abilities they have unlocked.
The Burrow:
All that adventuring and fighting will increase troops' fatigue, and with fatigue increasing, everything else goes down, including Follower stats and combat efficiency. The best way to recover your troops is to send them to the Moon Flower BURROW for some rest actually its the only way. This means not all your followers will be available all the time; some will need a longer stay than others, depending on their Fatigue level and wounds received during their time adventuring.
Besides its strictly functional role, the Moon Flower Burrows manager, Madame Sybilla is an exotic character with some interesting stories and quests.
The Inn:
The Lucky Dog Inn serves many purposes in the Outpost, being as much a utility building as it is a quest hub and a place to meet interesting characters.
The utility aspect of the Inn refers to cooking, as the Inn is the place where all the cooking takes place in the Outpost. Sure, cooking can also be done on the road, but sometimes its preferable to do that in the Outpost where all the materials gathered are stored.
Another very important factor related to the Inn is recruiting. Since recruiting is done in more than one way, and some quests, depending on the outcome, can offer the option to recruit a character, the Inn is not the only way to expand a players roster of followers, but it can still be quite an effective one.
The Black Cauldron:
As is the case with cooking, alchemy can also be performed on the road for a quick healing potion to get out of trouble but having access to all the materials gathered is, most of the time, the better option.
The Blacksmith:
Crafting can only be performed in the Outpost, and the Blacksmith is the place to do that. Being part of the Outpost facilities, crafting is accessible through the Blacksmith and uses the Outpost inventory, where all the materials accumulated during the players adventures are located.
As with most of the buildings in the Outpost, the Blacksmith can be upgraded, providing access to more recipes or other bonuses.
Storage:
The game has two inventories: the partys inventory and the Outposts inventory. As is usually the case, the partys inventory is limited.
On the other hand, the Outpost's inventory is not limited, allowing for the accumulation of large quantities of materials necessary to craft, equip and supply a large roster of followers. Because of this, most crafting will take place at the Outpost, with alchemy and cooking being accessible in the field but relying only on the materials gathered in that sortie.
Building Upgrades:
Many of the buildings in the Outpost can be upgraded, bringing all sorts of bonuses to the player, from faster healing to better weapons and armor available for crafting. Each building has its specific upgrade levels and requirements that can be related to either resources or specific quests.
Missions:
With a large roster of characters comes the unavoidable problem of favorite characters. When unavailable or unsuitable for a certain dungeon, they have to rely on lower-level or badly geared followers. Also, with many followers crafting and the availability of materials are vital. To answer both of these issues is the task of the Missions system.
The player can send followers that are idle in the Outpost on certain Missions, missions that, if successful, award the player with materials, recipes, items, gold, and experience for the followers. Some followers can also return wounded or fatigued from the missions, requiring recovery time in the Burrow, so its wise to choose wisely the missions and the characters.
This is just a brief description of the systems that make up the base and follower management aspect of the game.
We will be back with more dev diaries soon!
Cheers,
Team Zoria
Hey adventurers!
As we released a new demo a couple of days ago, we want to introduce you to a few locations you will visit while exploring the Kingdom of Nulbarak.
The garrison at the Lonely Tower is beheld as a tyrant in these lands, and the villagers wish to be rid of them. This will work greatly in our favor, should we be able to exploit this.
However, be prepared; the path to the garrison is not easy; some sort of magical barrier protects it! The soldiers guard the secret closely, and nobody outside the barriers borders seems to know anything about it.
The turmoil in the lands of Nulbarak grows, aided in some measure by us. That is not to say we caused any new degree of conflict but merely helped the villagers stand up to the tyrannical regime of the Elionian soldiers. We have stood on the side of the common folk of Nulbarak, helping them cut off the supplies going to the soldiers and culminating with an assault of the garrison on the fledgling militia of Nulbarak.
Here you can prepare for the journey on the paths of Nulbarak. Recruit your followers, and prepare the necessary potions in the Wizard Tent using your crafting skills. Remember to spend your ability points! Each of your followers has a separate amount.
Through sweat and blood we have recovered a strange badge from the soldiers of the garrison. It appears to protect them from the harmful effects of the barrier surrounding the Lonely Tower, granting them safe passage. Our leading scientist, Reija, has managed to replicate the workings of the strange device and create similar items for our men. Though the technology is something way beyond our times, we now possess the means to get closer to our goal.
We want to leave this one as a mystery. Find your way to the Lonely Tower and discover what mysteries it contains!
Of course, there is more, but we don't want to show you everything! But as a hint, we can say there are places you can visit only with specific characters in your team!
Play the demo, and learn what secrets the Kingdom of Nulbarak protects!
Until the next time!
Team Zoria
Hello adventurers! Today we want to talk about some stats, armor, and attack types in Zoria. There are a lot of mechanics in the game that we believe we should cover, so you get the idea of what to expect when you jump into the world of Zoria. It's going to be a pretty long diary today, so grab your favorite beverage, snacks and enjoy the guide! Main Stats These stats directly influence the characters various attributes (health, damage) and the power of a characters abilities.
Its happening!
Hello! Many of you are hearing about us for the first time. Let us quickly introduce ourselves. We're Tiny Trinket Games, a team of 3 passionate devs from Bucharest, Romania, who dream of creating impactful RPG games. Sounds cliche, right?
[previewyoutube=a1WlTf7dIvM;full]https://youtu.be/a1WlTf7dIvM[/previewyoutube]
We've been working on Zoria: Age Shattering since 2018. We can proudly say we have around 80% of the finished content. We teamed up with Anshar Publishing to give you guys as many opportunities as possible to get familiar with Zoria. That's why we treat Kickstarter as a part of the community-driven approach to our fans. The collected budget will be spent on improvements and additional content we have ideas for, like new classes, locations, and mechanics, which will make the world of Zoria more complex and offer what players expect from immersive RPGs. We hope you will join us on this journey!
In the next update, we will unveil more information about Zoria's Lore, and we'll break through every game mechanic. Today we have to stick with the most crucial thing Zoria: Age of Shattering demo is now available on Steam for free!
The demo we're presenting covers a part of the game, which will be available later in the full release. In this build, we wanted to focus on a cross-sectional presentation of the mechanics and story of the Zoria world. To fully enjoy the gameplay, it is essential to remember that each teammate has a skill tree, which requires the distribution of skill points.
You should also regularly look around by rotating the camera during combat and exploration. Make sure the place you've visited has been viewed from all angles and you haven't missed anything. Have fun with the game: play with the team's configuration, attacks, skills, and development paths. Depending on the skills of your team members, some quests will be able to be completed differently, and some ways and objects will become accessible to you.
Due to this build's "work-in-progress" nature, you may encounter some minor (hopefully not major!) issues. If this happens, we would appreciate it if you would alert us of them. Please share any feedback with us via the Discord server!
Hello adventurers!
Your eyes are perfectly fine! It's true; we're launching a Kickstarter campaign very soon!
Why have we decided on this step? Thanks to Kickstarter, we can engage a broader community in the development process, implement exciting extra content, and spread the word about Zoria! Along with the campaign, we will have a big surprise that we can't wait to share with you.
[url=https://www.kickstarter.com/projects/ansharpublishing/zoria-age-of-shattering]
Share this news with all your friends who love RPGs with turn-based combat, and click the big green button "Notify me on launch" on our Kickstarter page to be up to date with the campaign, news, and more!
You can visit the page by clicking >here<.
Keep your eye on our social media; as soon we'll have more detailed information for you, like the date of a launch!
Until the next time
Join in on the June 18th Zoria: Age of Shattering live stream. We will play the demo and chat with viewers. We are excited to meet you and answer questions about this completely new demo and the game in general. Lore, gameplay, mechanics, bugs, anything and everything game related.
This is a great opportunity to try out the new demo with its many updates, built exclusively for Steam Next Fest and learn more about features, both current ones and upcoming.
Live Stream: June 18, 11AM PST on the main game page.
The new DEMO can be downloaded from the main game page starting June 16.
https://store.steampowered.com/app/1159090/Zoria_Age_of_Shattering/
Cant make it on Friday? We plan a second live stream before the end of Next Fest, we will be announcing it in the following days.
Come join us live!
The Tiny Trinket Games Team
Welcome back, adventurers of the world of Zoria.
We are returning to a more active schedule with our posts so expect some more of these in the following weeks. After our last Devlog there were a number of questions we received on different platforms about the actual gameplay and the role of base building and management in the game.
There isnt much new to say about exploration and combat, beside what can be seen in the Prologue or has been talked about in previous posts: Zoria plays like a CRPG with real-time exploration and movement on the map, and gridless turn-based combat. More about the combat update soon, with all the revamped classes, abilities and improvements to the overall combat experience.
Relevant to this article are 2 aspects of exploration and combat:
Fatigue: is a stat that increases with time spent out in the wilds and is also affected by how many encounters a follower has fought through. The more fatigue a character accumulates the less effective that character gets, with stats decreasing, a little at first and significantly as fatigue gets to high levels.
Supplies: the best way to recover followers health and clear certain effects is the resting mechanic.
Supplies: Resting out in the field takes time and requires supplies, as followers cant go around hungry. Supplies can be found during exploration but can also be obtained through cooking. It is advised to take enough supplies from the Outpost when leaving for an adventure.
One aspect of the game we havent talked a lot about is the base and base management: The Outpost and all the outpost systems. Because exploration, questing and combat are just a part of the game, but what truly differentiates Zoria: Age of Shattering from other CRPG titles is how base and character management is integrated into the game.
Characters:
The player is not limited to a set of companions that will follow throughout the game, as it is usually the case, but is free to recruit many, either from the world, through quests, or from different locations within the game. The only limit to the player is the party size, but the Barracks inside the outpost act as a home to all the followers that are not in the current party.
Every time the player leaves the Outpost, he is free to choose whatever party composition he wants, limited only to what follower are available at that point. This means players can have a party suited to their playstile or to the places they want to visit dark dungeons full of traps where Thieves can come in handy or long forgotten ruins where Mages or Lancers can make exploration easier.
The only constant in the party is the Captain, all the other characters can be switched in or out of the party every time the player returns to the Outpost.
The Barracks:
The heart of the Follower Management system, it is the place where you can equip your troops with the newest weapons you crafted, the most powerful potions, and special items found in the dungeons they conquered. You can also see in this screen your Followers level, stats, status, and the abilities they have unlocked.
The Burrow:
All that adventuring and fighting will increase troops fatigue and with fatigue increasing everything else goes down, including Follower stats and combat efficiency. The best way to recover your troops is to send them to the Moon Flower BURROW for some rest and relaxation actually its the only way. This means not all of your followers will be available all the time, some will need a longer stay than others, depending on their Fatigue level and wounds received during their time adventuring.
Besides its strictly functional role, the Moon Flower Burrows manager, Madame Sybilla is an exotic character with some interesting stories and quests.
The Inn:
The Lucky Dog Inn serves many purposes in the Outpost, being as much a utility building as it is quest hub and a place to meet interesting characters.
The utility aspect of the Inn refers to cooking, as the Inn is the place where all the cooking takes place in the Outpost. Sure, cooking can also be done on the road, but sometimes its preferrable to do that in the Outpost where all the materials gathered are stored.
Another very important factor related to the Inn is recruiting. Since recruiting is done in more than one way, and some quests, depending on the outcome, can offer the option to recruit a character, the Inn is not the only way to expand a players roster of followers, but it can still be quite an effective one.
The Black Cauldron:
As is the case with cooking, alchemy can also be performed on the road as well, for a quick healing potion to get out of trouble but having access to all the materials gathered is most of the times the better option.
The Blacksmith:
Crafting can only be performed in the Outpost and the Blacksmith is the place to do that. Being part of the Outpost facilities, crafting is accessible through the Blacksmith and uses the Outpost inventory, where all the materials accumulated during the players adventures are located.
As with most of the buildings in the Outpost, the Blacksmith can be upgraded, providing access to more recipes or other bonuses.
Storage:
There are two inventories in the game: the partys inventory and the Outposts inventory.
As it is usually the case, the partys inventory is limited.
The Outposts inventory on the other hand is not limited, allowing for the accumulation of large quantities of materials necessary to craft, equip and supply a large roster of followers. Because of this, most crafting will take place at the Outpost, with alchemy and cooking being accessible in the field, but having to rely only on the materials gathered in that sortie.
Building Upgrades:
Most of the buildings in the Outpost can be upgraded, bringing all sorts of bonuses to the player, from faster healing to better weapons and armor available for crafting. Each building has its specific upgrade levels and requirements, that can be related to either resources or specific quests.
Missions:
With a large roster of characters comes the unavoidable problem of favorite characters and when they are not available or not suitable for a certain dungeon, having to rely on lower level or badly geared followers. Also, with many followers crafting and the availability of materials is vital. To answer both of these issues is the task of the Missions system.
The player can send followers that are idle in the Outpost on certain Missions, missions that, if successful award the player with materials, recipes, items, gold and experience for the followers. Some followers can also return wounded or fatigued from the missions, requiring recovery time in the Burrow so its wise to choose wisely the missions and the characters.
This is just a brief description of the systems that make up the base and follower management aspect of the game, there are many more details coming in the following weeks.
If you enjoyed the Prologue and want to follow the games development, come and follow the Main Game's page:
https://store.steampowered.com/app/1159090/Zoria_Age_of_Shattering/
If you want to join the conversation, you can join our Discord:
[url=discord.zoriagame.com]
Greetings adventurers of Zoria,
Its been a long time since our last Devlog, but there are also many changes that happened to the game in that time. The main reason weve been silent is that weve been busy making the game.
Because of this, todays Devlog is a short and introductory one, with a brief description of all the things that happened to the game since.
Alchemy and Cooking: our last Devlog was about Crafting, but in the meantime we also implemented the Cooking and Alchemy systems. We will be making a separate Devlog detailing how the systems work in the following days.
Quest System Update: this update is not something immediately obvious to the players, but its nonetheless a very important update, as it allows us far more control in crafting the quests and interactions in the game. With this update we now have far more freedom in making dialogue choices as well as quest choices that have real impact and consequences in the game.
NPC behavior system: we wanted the world of Zoria to feel alive and inhabited by all kinds of characters, each with their lives. We achieved this by creating a behavior system for all the humanoid NPCs in the game, friendly or hostile. Each NPC in the game has one or more points of interests and behaviors, triggered by different events in the game.
Classes and Abilities update: this is a big one. We are in the process of updating the skill trees for all the classes in the game, with new abilities and a completely revamped tree. The update is intended to give more agency to the player in customizing all the followers, as well as making the combat more interesting with all kinds of new abilities.
We will return in the following weeks with detailed presentations for each class, the skill tree and all the abilities available.
Content: Together with all these updates we have been working on the content, with the first big area in the game, Rithvale, almost complete at this point, in terms of main area, dungeons and encounters. There is still work being done on the main quest, side quests and all the small details that make a game good. As with all the other elements described in this post, we will return with a more detailed post about Rithvale.
We also completely reworked some of the scenes from the Prologue (Thallamar for example) and increased the visual quality overall.
Until further details, I leave you with the new Main Screen background:
[previewyoutube=RyQDnMXcmVs;full][/previewyoutube]
If you enjoyed the Prologue and want to follow the games development, come and follow the Main Game's page:
https://store.steampowered.com/app/1159090/Zoria_Age_of_Shattering/
If you want to join the conversation, you can join our Discord:
[url=discord.zoriagame.com]
Greetings adventurers of Zoria, Today is the turn of the Crafting System to receive a thorough presentation. The crafting system is part of the Outpost base and follower management System, but since it is almost complete and ready to go into closed beta testing, we decided to introduce it before the overall presentation of the Outpost. Crafting in Zoria: Age of Shattering revolves around 2 key elements recipes and players freedom to experiment and optimize. The Crafting Screen:
Greetings adventurers of Zoria, Weve had a busy couple of months with the release of the Prologue and the Steam Summer Festival, going through all the awesome feedback we have received from you and updating and improving the Prologue based on that feedback. With Prologue update 0.3.5 launched and all that behind us now, we are moving towards finalizing development for the features that are still missing and adding content for the game. For todays Devlog we will make an in-depth presentation of the updated stats system and its influence on skills and items in the game. We will not be discussing exact numbers since game balance is still ongoing and many of these numbers will probably be adjusted several times before release, but the workings of the system remain in place. First thing to mention, we are renaming some stats that proved to be confusing for a lot of players to be more in-line with classic RPG players expectations.
Greetings adventurers of Zoria,
With all the great feedback we have received from you following the Prologue launch, we now have ready an update that introduces a number of changes and additions to the game, aimed mostly at quality of life and other issues and requests.
This update will go live Monday, 8AM PDT.
Unfortunately, due to the extensive interventions we have made on the game, the existing saves are not compatible with this update. We are aware this might be unpleasant for a number of players but, weighting the pros and cons we think its better to make all these updates available to everyone.
This incompatibility is due to extensive changes made to the database and the interactions system powering the game.
Below a list of the major updates and fixes:
Updated Combat UI: a consistent update to the combat UI, with far more information for the player: Line of Sight indicators for all enemies in range when moving to a new position, on the ground indicators for motion range and AP consumed, available abilities when moving to a new position and many more small improvements.
Hovering the mouse over the battlefield will show the Action Points consumed for moving to that position and the enemies in line of sight from that position.
The abilities shown above each enemy will be grayed out if the character will not have enough resources to use them once in position.
Hovering the mouse over the character will show the enemies in line of sight from the current position and the abilities available to use. The abilities can be selected either with the mouse or with the number keys 1-9.
Based on feedback we also implemented click-to-move by default and also, clicking on an enemy that is in range will attack that enemy with the default attack.
Formations: Another very popular request, formations are now fully implemented in the game. There are 4 fixed formations and 3 completely custom formations.
In the formations screen, the Captain is always in the center, as a fixed position.
For the fixed formations, the followers can be distributed in the available slots, but the slots are fixed.
For the custom formations, all the slots except the Captain slot can be moved freely, allowing the player to make any kind of setup desired.
Updated Compendium: Improve Bestiary, with a more granular representation of all the enemies encountered in-game. After the first combat with a new enemy, the information is unlocked in the bestiary part of the Compendium, with some lore about that type of enemy and important data about fighting that enemy Strengths (physical, magical resistances), Weaknesses and Threat level.
All enemies encountered in the game are now represented in the Compendium.
Fixed multiple issues in quest-design: we have fixed a number of quest events that in certain edge case situations would not trigger properly.
Fixed multiple UI issues: we have made small changes to the UI based on existing feedback, fixed a few minor bugs and made some small changes to improve readability.
Text edits and fixes: we fixed some typos that managed to escape proofreading in the previous builds.
Encounters balancing: we have decided to take another look at the Guardian encounter and balance the fight to be more accessible and fix some unavoidable damage that could one-shot a follower. Since difficulty levels are not yet implemented, we have rebalanced this fight to be more accessible to players of all skill levels, allowing everyone to see the entire Prologue.
With all this said, there is still much feedback from you that is being worked, together with the rest of the systems still to be introduced to the game - Crafting, Alchemy, Cooking and the whole Outpost base and followers management system.
If you enjoy this Prologue, come follow us here:
https://store.steampowered.com/app/1159090/Zoria_Age_of_Shattering/
If you like the game and want to follow its development, you can also join our Discord:
[url=discord.zoriagame.com]
Greetings adventurers of Zoria,
Now that the launch for Zoria: Age of Shattering Prologue is behind us, what we can say is the reception has been completely beyond our expectations and we thank you all for it.
Since we have been gathering great feedback from you this whole week, and we will continue to do so, based on this feedback, we have a first update that introduces a number of changes and additions to the game, aimed mostly at quality of life and other issues and requests that could be developed in a timely manner.
Local map and minimap are live: it is not a final implementation, as it is missing fog-of-war for the moment, but nonetheless it should be of real help in navigating the various areas in the game. At this moment, the overall design of the game does not include on-map quest tracking. This is not an oversight, it is intended in the overall design, as we try to avoid turning the game into quest-tracker hunting and instead encourage exploration and all the necessary clues are usually in the quest dialogue or description.
Pre-combat positioning, a highly requested feature. We have managed to address part of the problem, and now the followers will group around the Commander and no longer remain behind. The next step we are working on is an actual formations system, but it will take a little more to develop and test properly. We will return with updates in the following devlog on the intended working of the system.
Camera update: we have made an update to the camera with the following items:
-Increased zoom-out to allow the player to see more of the surroundings;
-Decreased minimum camera angle to the ground, to allow the player to see further ahead;
-Slightly adjusted post-processing values to address some issues with overall color and representation of black;
All this said, the camera is still not where we want it to be and there will be regular updates to its workings, as we gather more feedback and address all the issues that arise, so expect further changes in the future.
New lore acquired information: we introduced a new UI feedback for the player, making him aware when new lore is acquired through any means (picking up a piece of information, encountering a new creature or character or the story advancing).
Text edits and fixes we fixed some typos that managed to escape proofreading in the previous builds.
Abilities and skill tree: We made an update to all the abilities descriptions to better illustrate the differences between them, since we found some major differences were not perceived due to insufficiently clear descriptions. Also, we made small changes on a number of abilities that were not performing as expected.
With these changes in place, we are now working on an overhaul of the skill trees to make them more relevant to the players and allow for clear, distinct builds. We are also removing the level check for unlocking these abilities.
This is a mock-up of what we have in mind with the new skill trees. Again, it's still a work in progress, nothing is final.
Now, with all this said, there is still much feedback from you that is being considered or worked on for future updates. One of the most important points was the lack of clear information on how to improve character survival and damage, so we are making a quick description on how various stats that affect survival work. Also, in the near future well be opening a Wiki page to allow players that want to delve deeper into stats and other systems have a place to find the information they need.
Survival Stats:
Stamina: it represents follower health and increases HP by about 4HP / Stamina Point
Armor: is split into physical and magical armor and it is calculated in percentages.
Resistances: are split into the elements the game systems are built around and offer direct damage mitigation.
At lower levels, as expected, Stamina is one of the better investments possible, offering direct health increase, but it will have clear diminishing returns as the characters progress in level, since it will still deliver the same amount of HP regardless of baseline.
On the other hand, the weak part of Armor is that is split between physical and magical armor, making its efficiency dependent on the type of incoming damage. Also, neither type of armor offer protection against poison, bleeding once applied to a character, and a few other effects.
Resistances cannot be directly increased by the player while leveling the characters, only through gear that offers specific elemental protections. Against specific threats it is one of the best damage mitigation alternatives, and it will be a valid survival option in the main game, through crafting.
Hello everyone, We want to thank you all for the awesome feedback we received in these past few days. Based on this feedback we implemented a number of changes to the game, aimed mostly at quality of life and other small issues that could be fixed in a timely manner.
Yes, its finally LIVE. Zoria: Age of Shattering Prologue is now LAUNCHED.
If you enjoy this Prologue, come follow us here:
https://store.steampowered.com/app/1159090/Zoria_Age_of_Shattering/
Check out our new trailer below! (Also on the Steam page).
https://youtu.be/6-Q1elyuhak
If you like the game and want to follow its development, you can also join our Discord:
[url=discord.zoriagame.com]
Greetings adventurers of the world of Zoria,
Today we have great news and we wanted to share them with you. We finally have a certain date for the release: the 30th of April, 10AM PDT.
Because of that we decided to give everyone a little intro to Zoria: Age of Shattering Prologue.
Zoria: Age of Shattering Prologue is meant to introduce the player to the world of Zoria. The game consists of a series of unique places and events, dungeons, epic fights and classic, party-based RPG adventure.
While Zoria: Age of Shattering will be about balancing management of your followers and Outpost with adventuring out into the world, the Prologue is all about exploration, adventure and the stories and events that lead to the player taking control of the Outpost.
What you will find in this Prologue:
Story and Quests the story follows the events that lead to the main character taking charge of the Outpost, the formation of his first party of followers and the stories he encounters along the way, stories that, together, paint a picture of the world and its inhabitants.
Survival system - resource management and, yes hunger. Making camp and resting will restore health, vital resources and even cleanse a few negative effects. But resting is only available if the party has the necessary supplies. So, keep an eye for items around you that could provide supplies.
Tactical, turn-based combat. Most of the encounters should be easily managed by the player but there are a few that require a little more care and wise management of the available abilities. The combat itself is a mix of old and new, as it is turn-based but not grid-based, and not overly complex, allowing for a greater freedom of movement and gameplay speed.
Abilities and gear management each follower class has its own abilities to choose from, abilities that get unlocked when a follower reaches certain levels. So different players have the choice of abilities to match their playstyle, for each class. Gear is acquired from combat, exploration and doing certain quests.
Environment-specific abilities: in Zoria, some places are only accessible by using some of your followers abilities and each class has a different environment-specific ability. Depending on the party, some areas may not be accessible and only returning with a different setup can insure all areas are explored.
With all this said, there are still a lot of things left out for the future.
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