Welcome to V1.8!
Its been a little longer than normal! And with good reason: the Lair of Fire in its entirety has been finished! This next series of major maps are going to be a lot more demanding to develop for, and to start them off, I bring you the Lair of Fire.
From Okeiris World Tree Map, head southwest to gain access to this new area. After a short journey, youll arrive at the Entrance. The forest is going to begin to sprawl out a lot more going forward, and the Entrance is the first of many. A passageway nearby will eventually lead to the Path of Ice environment, but for now it has simply been placed in. As you go forward, youll be greeted with a few new types of enemies: dragons capable of powerful Fire Mysticism. Lets check them out...
Fire Arkoyle
A dragon similar to the Mataush miniboss fight all the way back at the start of the Grove, the Fire Arkoyle casts a bursting fireball that can even harm its allies. And thats going to be the theme of this environment: fire is chaos, and thus the encounters will be just as chaotic. All major fire dragons will be able to damage each other, but they do have higher Fire resistance to compensate.
Molten Arkoyle
The Molten Arkoyle casts a fireball capable of burning anything it touches as it travels, in addition to dealing damage. This does mean if you position yourself appropriately, youll be able to have other dragons get inflicted with Burning from this fireball.
Flame Matosta
A dragon similar to the Surras miniboss fight back at the start of the Grove, the Flame Matosta casts fireballs that rain down from the sky. True to the design of the Matosta, it can harm itself in addition to being able to harm its allies.
Molten Matosta
The most powerful of the Fire Dragons, the Molten Matosta casts an intense flame that burns everything it touches and chases the player relentlessly. You will need precise movement in order to dodge this spell.
Lair of Fire Exclusive Enemies
Added exclusively for the Lair of Fire are a few extra enemies used to supplement the chaotic gameplay and lore of this environment.
Otherworldly Flame
A dark purple plume of smoke, the Otherworldly Flame rains fire down from the skies (similar to the raining fire during the latter half of the Barein fight). This being also has the ability to summon two special enemies: the Enflamed.
Enflamed Arkoyle
Equivalent to the Lesser Arkoyle, the Enflamed Arkoyle chases after the player and casts a more powerful fire spell. Summoned by the Otherworldly Flame.
Enflamed Matosta
Equivalent to the Lesser Matosta, the Enflamed Matosta is a stronger variant summoned by the Otherworldly Flame.
New General Enemies
Some new support enemies were necessary to be added to the game in order to improve each respective environment.
Life Arkoyle and Matosta
The Life Arkoyle and Life Matosta are new powerful healers, capable of rapidly healing any damaged ally. An issue with the previous primary healer, the Water Arkoyle, was that it could easily get out of position and not be able to perform its healing role. The Life Arkoyle and Matosta have been equipped with a way to restore mana while simultaneously teleporting nearby allies, to ensure their always in the fray and able to perform front-line healing duties.
Sound Arkoyle and Matosta
The Sound Arkoyle and Sound Matosta fill a Resistance-modifying role. The Sound Arkoyle is capable of increasing the Resistances of all nearby allies while the Sound Matosta has a long-ranged Resistance-reducing spell.
Nature Arkoyle and Matosta
The Nature Arkoyle and Nature Matosta fill a unique position-based role. They are capable of Rooting any hit player unit, making them unable to move and thus easy prey. The Nature Matosta also has access to the powerful Earthfall skill for devastating damage.
Secrets
Hidden with the Lair of Fire are two pathways that lead to unique rewards. Be sure to explore around to find them!
Feross the Lesser Flame Dragon
The boss of the Lair of Fire and keeper of the Tome of Fire is Feross, the insane Lesser Dragon of Flame. As the fight with Feross progresses, it becomes more and more chaotic. He can summon Otherworldly Flames thoughout the fight, and the lower health he has, the more dangerous he becomes. His fireballs start off small, the same size as Bareins, but as he gets weaker, the fireballs get much much larger. In addition, as his health is lowered, more and more flames begin to surround the arena. By the end of the fight, the arena has been squeezed to nearly half its size. Finally, as a finishing move, Feross casts a massive fireball. This fireball will destroy the entire arena, damaging everything within it. When he casts it, youll need to finish him off as quickly as possible, because this fireball is the most devastating attack in the game (so far!).
New Class: Apprentice of Flame
As a reward from Feross, you will receive the Tome of Fire, which unlocks the next Elemental Apprentice class: the Apprentice of Flame. The Apprentice of Flame specializes in large AOE damaging spells based around the fire spells of the dragons of the Lair of Fire in addition to some spells influenced from Classic. Oh! And last but not least, some new music has been added to the Nightforest! With all that being said, I hope you look forward to the next major update to the game: the Path of Ice. My original goal was to release new updates roughly every month, but because I want to really detail these next series of environments, updates will likely only be every ~2 months.
Thanks for checking out Fragment's Moonrise!
Welcome to V1.7!
In the last update, I created the Mist Lake, which housed access to a new class, alongside expansion upon the Ulia questline. Now, in this small but important update, I have finished creating 22 additional maps for the Pseudo-Random Map Generator. So what is this Pseudo-Random Map Generator? You can find the original post about the PRMG here. These random maps are essentially pre-built maps, with randomized enemy spawns, used to fill up the world and provide more ways to acquire resources and experience while giving you the opportunity to test out your spells on standard enemies. So why create 22 new maps? This brings the total up to 25 different random maps that can spawn, giving more variety to exploration, and more dynamics to replayability. These 25 PRMG maps will be used throughout the rest of the development of the game in various ways to expand upon the exploration of the world. More importantly, they werent all too difficult to create, which gave me plenty of opportunity to plan out the rest of the project. Let me discuss that here... The current plan for the game is to release a new major piece of content roughly every month. As such, pre-planning is necessary so I can get directly into creating content rather than having to draft it first. Ive designed the remaining 7 critical areas to the game, excluding the final bosses area. They are as follows: Lair of Fire Path of Ice Cavern of Mysticism Graveyard The Winding Forest The Hidden Forest/Lair of Urs Land of Despair With these new environments planned out, throughout the next several updates, I will be creating these and deploying them as regular updates. This all leads into the ultimate finale for the game, the boss fight against Jhiik, the Hydra. With him, that marks the completion of the Grove, and thus finalizes my plans for Fragments Moonrise 1. I also intend on developing more replayability features to make the game more enjoyable to re-experience, including some form of Randomizer mode, but that will come after completion of Jhiiks Lair. With all that being said, I hope you look forward to the next major update to the game: the Lair of Fire.
Thanks for checking out Fragment's Moonrise!
Welcome to V1.6!
In the last update, I created the Forest of the World Tree, which housed a method of teleporting across the world. Now, in this update, I have expanded upon the questline for Ulia hinted at back in update V1.3. If youve progressed the questline up to that point, then youll want to head back to the Wisps Grove (which is through the Nightforest). So whats in this new update?
A New Class
The Apprentice of Nature has been teased at for quite a while if youve been paying close attention to the Ulia questline, so without much spoilers, this class now becomes accessible after some... exploring...
New Spells for Apprentices of Air and Nature
Added in V1.4 was the Apprentice of Air, but no spells were added for it. In this update, Ive added a dozen new spells for both the Air and Nature Apprentices. These spells can be unlocked back at the Home Base.
Explore the Mist Lake, a place of Illusions
The Mist Lake is artistically themed after the Nightforest, but with additional mystery to make it truly feel like the lake is mysterious, eerie, calming.
Watch out for Traps
No enemies exist to fight here, instead, be on sharp lookout for various traps hidden throughout the land. Coming near them invokes some... interesting effects. I wont spoil what can happen when you come near, just know they will do something... interesting.
This ends the blog, best wishes checking out what the Mist Lake has to offer!
Thanks for checking out Fragment's Moonrise!
Welcome to V1.5!
In the previous update, I established the Lake of Lightning area, which included an additional boss fight alongside access to a new class, the Apprentice of Air. Now, in this update, I have expanded upon the main questline with the addition of the Forest of the World Tree. This is the area where the open world feature of the game will truly begin to shine, because this next area basically relinquishes all exploration-based control to the player. While none of the maps it connects to have yet to be established (they will all be added in due time), this hub sets the state of the world to come. To access the new area, head to the Pathway Deeper into the Grove, and continue forward. So whats in this new update?
Access to the World Waypoints
World Waypoints offer a way for the player to rapidly traverse across the entire world. Think of them like the in-map Waypoints, but across ALL maps. You will be able to discover these World Waypoints in key locations as you explore the Grove. At any point in time, you can teleport back to the World Tree, and access the World Waypoint menu and thus transport to any location corresponding to a World Waypoint discovered.
Expansion upon the main questline
The main questline continues on with the discovery of Okeiri, the World Tree. This is an ancient tree from times of old, and has much lore and rewards to offer. The purpose of Okeiri in this scenario is to establish the main plot of the Grove: find and slay the Hydra Jhiik. With Okeiris help, it is clear where Jhiik dwells. However, being such a powerful dragon means the player must prepare. Opened up is now main routes to various places in the Grove that can contain new elemental Tomes, similar to the Tome of Air from the last update. Upgrading your Units and establishing your army will be pivotal when it comes to facing Jhiik.
This ends the blog, best wishes checking out what the Forest of the World Tree has to offer! Thanks for checking out Fragment's Moonrise!
Welcome to V1.4!
In the previous update, I expanded upon the southern-most passageway leading to the Nightforest. Now, in this update, the Lake of Lightning area has been fully expanded upon up to completion. To access the new area, head to the Pathway to the Lightning Lake, and continue forward. So whats in this new update?
Access to a new class
Upon completing this area, you are rewarded with a special new tome, the Tome of Air. This Tome allows you to advance your Apprentices further, into a new class pathway known as the Apprentice of Air. While in this update it just features the class advancement, know that in the subsequent update there will be brand new spells for this class alongside all necessary rebalancing.
New enemy spell type: Continuous Damage
To facilitate the mechanics of the boss, Lesser Lightning Dragon Bekseivu, I created a new and quite powerful spell mechanic called Continuous Damage. So, what does it do? Well, its simple. As it travels, upon moving the radius of its AOE, it explodes (and doesnt stop). This means that as the spell travels along its path, it will continuously deal damage if youre near it. This damage can stack up fairly quickly, and has become one of the most deadly spell mechanisms Ive added to the game. Two new enemies were added that can cast continuous-damage spells, which include the Lightning Arkoyle and Lightning Matosta. The Arkoyle casts a shorter range spell and usually are encountered in more numerous amounts, while the Matosta features a very long range attack that has a very wide AOE.
New boss: Bekseivu, the Lesser Lightning Dragon
Bekseivu expands upon the Arunaiya questline, and finishes off this short sub-quest. There is quite a lot of lore in this dialogue encounter, with various expansion upon character backstories. With his design, the idea was a continuous barrage of spells in a pattern. As such, a series of spells were designed to fire off in various patterns. These patterns are of course based off the same code used to design Mataushs burst fireball, but these are much more numerous in count. I wanted a boss encounter that felt like you were traversing a maze of death, and that was accomplished thanks to the Continuous Damage mechanic. Bekseivu has a handful of spells to watch out for: he has a handful of pattern-based spells, an incredibly fast barraging spell, a homing spell similar to the Nightdrake (but not as deadly), a bursting tornado spell, and as the fight progresses his attacks get even quicker. This ended up being quite the powerful boss that was quite enjoyable to fight!
This ends the blog, best wishes checking out what the Lake of Lightning has to offer! Thanks for checking out Fragment's Moonrise!
Welcome to V1.3!
Continuing on with the Nightforest from V1.2 is the addition of the Nightdrakes Grotto, an area home to a quite terrifying and powerful new boss known as the Nightdrake. Teased in the previous patch notes, the Nightdrake is an invisible boss that stalks the forest. When it sees the player, it ambushes them, wherever they may be in the forest.
Therefore, stealth will be your best friend for traversing this new map. And there is plenty of invisibility grass strewn around the map.
Added alongside this update are new spells, more lore, the start of the Nightdrake questline, and a major expansion upon the Ulia questline. Lets take a look into what is entailed below. You can access the Nightdrakes Grotto from Nightdrakes Folly, which can be found if you take the Pathway to the Nightforest passageway from the Meadow of the Waternymphs (near where you defeated Arunaiya).
New spells include the following:
Conjure Light: this spell allows you to summon light at a targeted location, allowing you to see further in this environment (among many others) to determine the path you want to take going forward. Very useful for remaining in stealth and steering clear of the Nightdrake! It also gives you the ability to disable an enemys invisibility, to help you see invisible foes much more clearly. The Nightforest is home to the Nightchildren, whom are completely invisible, so you will either need a keen eye or this spell in order to find them!
Rain of Fire: this spell allows you to conjure fire to rain down from the skies, inflicting a burning effect on anything that touches it. This is a fire alternative to the cloud of poison, and encompasses a much larger radius despite not lasting as long.
Gust of Wind: this utility spell invokes the same effect the Nightchildren could invoke upon you, and that is to force you away. Hitting anything with a gust of wind causes them to tumble out of control and fly backwards, which is very useful for zoning and moving foes out of your way.
Wisp Energy: while Ulia gave you a decent mana-healing spell, this new Wisp Energy is a much more powerful variant. While Lesser Mana Heal is a spell you can directly cast on your allies to restore their Mana, Wisp Energy is a spell you can use to steal mana from your foes and restore your own. It has a much shorter cooldown, is quick to cast, and has a very long range, making it suitable for restoring mana in the heat of battle (and youll need it should you go up against the Nightdrake!).
Lore:
Hidden throughout the Grotto are various tidbits of lore about the area. While exploring, youll encounter some Nightchildren having a conversation with one another. One of these gives you an indirect hint as to how you could fight against the Nightdrake itself...
Ulia, Part 3:
Where you find the Wisp Energy spell is also where youll advance the Ulia questline; upon entering the area, you are greeted with a cutscene containing a great deal of lore about Ulias capturing. This cutscene plays a pivotal role heading into one of the biggest pieces of completely optional content being added into the game, so its well worth not skipping over!
Nightdrake:
Upon entering the Nightforest, the Nightdrake locks onto you, poised to strike. Its only with the help of the invisibility grass are you able to sneak your way through the area and avoid the wrath of the Nightdrake. Those daring enough to face this boss should know that this boss has been designed to be a late-game opponent. This is a boss that will quite literally require usage of all the spells available to your Apprentices, alongside your own cunning and tactics. Its highly recommended to avoid this boss until you have much stronger Units in the future, but those seeking a challenge will be greatly pleased with the difficulty spike of this boss. The only recommendation is to pay attention to his resistances, and formulate a strategy based on that alongside the mana pool you have available to your Apprentices. And, of course, dont forget about the terrain at your disposal... (for reference, defeating this boss with your Apprentices current DPS took me approximately 1 hour of straight fighting to pull off). The Nightdrake has been designed as a 4-phase boss. Phase 1 is its starting phase, which consists of 2 spells. The first is Life Siphon, which has the ability to steal health from your Units. This is the first homing spell put into the game, meaning the spell will follow and chase your Units, only losing track when it gets too close (so dodging at the last second is a must). The second spell is a cloud of miasma, which will limit your movement on the battlefield. If you are faced with a scenario where you either have to take damage from the Miasma or take a hit from Life Siphon, it will always be better to take damage from the Miasma, as Life Siphon will restore a lot of health back to the Nightdrake! Phase 2 involves the Nightdrakes first iteration of summoning its ghostly minions. Between 60% and 50% HP is when this phase starts, and on a somewhat short cooldown will the Nightdrake begin summoning ghosts designed at chasing you away from the fight. These Ghost Nightchildren will inflict Miasma upon your Units if they get too close, and will cast an Entangling spell upon you if you dont avoid them. Losing your ability to move while fighting the Nightdrake will almost certainly spell an instant defeat. Oh, and did I mention- both the Nightdrakes Life Siphon alongside the Miasma will remove your ability to go invisible? So attempting to escape will become a lot more perilous should you take a hit from either of them... Phase 3 involves the Nightdrake summoning more ghostly minions. This time, it will summon twin Ghost Nightdrakes, whom are capable of casting Life Siphon alongside summoning Ghost Nightchildren. Just as the Nightdrake can ambush your Units from anywhere, so do the Ghost Nightdrakes, so be careful when you are suddenly surrounded by 3 enemies! Phase 4 is simple: the Nightdrake just gains a short boost to its already quick cast-time, making his spells fire off much quicker. This means if youre already used to dodging the Nightdrakes attacks, youll just need to continue to do so... but faster. Defeating the Nightdrake yields a great reward and begins the Nightdrake Questline, which will take place much later on in the game. The Nightforest leads into the Nightdrakes Despair, an area locked away currently. So what about the reward? The first is a new spell, Ghostform. This spell allows you to turn your Units invisible, much like getting near the invisibility grass. Invisibility is going to be a critical component to stealthing around the world alongside the Nightdrake questline going forward, and this will be on of the few very rare spells allowing you to go invisible. The second reward is the first Scripture you can acquire. Scriptures, like Pages, are used for upgrades... and such a rare and vital component will be made incredibly useful going forward. Finally, for those following the YouTube channel, I'll be doing a deep-dive into the design philosophy behind this boss on my channel, so look forward to that! This ends the blog, best wishes checking out what the Nightforest has to offer!
Thanks for checking out Fragment's Moonrise!
Welcome to V1.2!
In this update, a new area has been designed known as the Nightforest. This is a dark and mysterious new area, coated with invisibility. It is aesthetically wildly different than any other environment thus designed.
And to introduce to the player this new area, I've created a new map: Nightdrake's Folly.
You can access this Map via heading to the Meadow of the Waternymphs, and taking the passageway known as "Pathway to the Nightforest".
So what's in this new environment?
You begin at the entrance to it, and after a small skirmish, are able to take in its mysterious view.
Immediately upon entering the Nightforest, you will be greeted with a cutscene to give additional lore for both the area and for Ulia's backstory.
There exists now a new type of environment object, a tall grass that coats all of your warriors in invisibility. This invisibility will be key for exploring the future segments of the Nightforest, as I have some fairly epic (and likely scary) plans for the next map!
Immediately after the tall grass are a new type of enemy, the Nightchildren. Perceivably weak, their threat does not come from damage but from their utility effects. Especially as we delve into the map after the Folly. Look closely! You can barely make them out, but there is one to the left, and one to the right.
The Nightchildren cast a spell called Emerald Wind, which deals minor damage and blows all of your warriors hit by it backwards with a large gust of wind. I added an effect that spins your units around when they are hit by it, so certainly check it out in-game because this image does not do it justice!
This spell does one thing in particular that will make the next map much more terrifying: it disables your ability to become invisible!
So, with all that talk of the next map, when will that be added?
For V1.3, the next major piece of content added will be the Nightdrake's Grotto. This will contain a reimagining of the original classic Nightdrake, with a twist. This Grotto will be a stealth map, nudging the player to want to stay invisible at all times because of how strong the Nightdrake will be. I want a new boss added to the game that has the feeling of only being defeat-able later in the game, and that's what the Nightdrake will be. You'll need to stealth through the area, because once the Nightdrake finds you, you'll be dead in an instant! And if you encounter some Emerald Wind while trying to escape from the Nightdrake, there will be no escape.
There were some minor improvements to the game that are being added in V1.2 as well. The first is a new visual effect for the Rooted status ailment. I want all effects to be as visual as possible, to not lose things in the UI like in Classic, and Rooted was one status effect that did not have a visual effect yet. I fixed some major saving issues with the Passageways. Lastly, I fixed some issue with the enemy dodging mechanisms.
Thanks for checking out Fragment's Moonrise! I hope you enjoy V1.2!
Master Mode is a Game mode in Fragment's Moonrise accessible from the New Game screen. In it, any enemy damage that hits one of your units will instantly kill it. This ignores resistances to give you a true one shot experience. Its worth mentioning your unit's damage output is unaffected, so you're still getting the standard game experience. In this video I'm going to attempt to beat my own game in this mode. This is my blind experience to this mode. [previewyoutube=JvdiBRpmgZ8;full][/previewyoutube] Hope you like my playthrough! I'm planning on doing more sporadic gameplay videos like this, because their quite fun to do and definitely enable me to test the game in more dynamic ways!
Hey all! Since the release of V1.0, I've made it a goal to start releasing more regular content updates. These are going to be smaller, adding new various features to the game. With it comes the release of the very first of this likely long series of updates: V1.1!
So, what's new in V1.1?
3 New Maps:
In V1.0, there are 3 Passageways within the Meadow of the Waternymphs map that previously lead nowhere (and clicking them just yielded "under development"). Well, development of those maps have finished, and their more than just a couple of new maps... Introducing, the "Pseudo Random Map Generator". And its just as the name implies- these are not true random maps like there were in Classic, but instead are based on a pool of prebuilt maps. As part of this update, I created a handful of small maps to test this new feature out. So what's going to be included in these prebuilt maps? Well, while the layout of the terrain is static, all spawns within it are randomized. This means that while exploring the map, you won't know what sorts of encounters you'll face. Of course, the maps have been tailored to be largely straightforward: the pseudo random map generator is not meant to replace the manually created maps, but instead meant to supplement the content. These maps are there to allow for players to acquire additional experience and resources they couldn't otherwise acquire. Since this is just phase 1 of deployment of this new system, I figured a simplified approach would be best. In the future, with a larger map and enemy pool to work with, I imagine these random maps will become a lot more challenging and become on-par with regular maps. So what's for the future of this system? A potential improved goal would be to create a system that randomizes the terrain of the map, thus making these maps truly random. But, that will be for a later date. For the most part, adding new maps to the pool would be most ideal.
Improvements to Cutscenes and SubCutscenes
In response to a critique left by a player of the game, they suggested some improvements to the Cutscene systems. While with the current way the cutscenes are implemented I could not directly implement their ideas, I did come up with a few of my own that I think will suffice. The first is within regular Cutscenes, the speed at which the text displays is much faster. Previously, it would slowly add each character by character. Now, it rapidly adds all characters within a few seconds, allowing the reader to read (and re-read, if necessary) the text at their own pace. Bearing in mind that at any time, you can click to pause the Cutscene, and take as much time as you want reading it! I think this improvement is a good compromise between displaying all text at once and the original slow character-by-character system as prior. The only further improvement I think could be made would be to anchor the text better. Its worth mentioning that Cutscenes are mostly meant for the early part of the game, and I'm anticipating them being sparsely used throughout the rest of the game. But who knows! The next improvement to cutscenes is within the SubCutscenes mechanism: these are cutscenes that occur in-game, where the camera just focuses on the speaker as they talk, then jumps to the next speaker, and so on. All in-game. Originally, it followed the same style as Cutscenes and slowly added text character-by-character, continuously adding text without stopping. In standard dialogue systems, typically it rapidly displays all characters then pauses and allows the reader to read at their own pace. I've updated SubCutscenes to follow that style: now, it rapidly displays an entire line of text, then pauses. The player can simply click to continue onto the next line of text. I feel like this plays significantly better, because now the dialogue system flows a lot more quickly than before and you can much more rapidly get through a SubCutscene, while still offering the ability to stop and read things more delicately as desired. The design behind the Cutscenes and SubCutscenes are two different ideas: Cutscenes are meant for players to be able to simply initiate them, take their hand of their keyboard + mouse, and enjoy the cinematic. SubCutscenes on the other hand, since their all in-game, I want players to still be engaged with the game. I think these improvements to the cutscene systems really bring out their design qualities I want to exhibit.
Cheating!
Cheats are one of the best things to be added to video games because they can really improve the replayability experience. I've had developer tools in the game for a long time now, and in this version I'm happy to say I'll be including some of them into the game as a permanent addition. So how to access them? From the New Game option in the Main Menu, click on the Grandmaster Custom Settings. Then, scroll down, and you should see the option to "Enable Cheats". Then, begin a new game. So what kind of cheats are available? A few of note are: unlocking all spells, all supply, and of course the ability to teleport anywhere in the map! Note that using these cheats can in fact break parts of the game, so if you ever encounter any issues, just click the "Accept Defeat" cheat-button.
Saving System
The final feature I'm happy to announce is more of a backend one in all previous builds of the game, updates would break savefiles, and you would have to start over. But not anymore- I've written some update handlers to account for all necessary database changes between versions. This means that your V1.0 savefile should carry over into V1.1, and automatically update to account for all the previous changes.
I hope you like V1.1!
All that time ago I split my soul in two.
Welcome everyone, to the release of V1.0!
[previewyoutube=nBZi9WyK6hI;full][/previewyoutube] This release marks the completion of something massive all major features for the game have been finally integrated!
So, what does this mean?
Let's start off with the biggest new feature: storyline integration. Story has been a long-planned element to add to the game. It begins 1,000 years in the past, focusing on the actions taken by great Grandmaster Knulxevra... [previewyoutube=8L04-SDp8fo;full][/previewyoutube] I didn't stop there, either: even more story and lore, integrated directly into the game as you play it, has been added. These are simplified cutscenes, allowing for a dialogue sequence between multiple characters to occur. [previewyoutube=l7qWqC_CUE8;full][/previewyoutube]
From there, I overhauled the gameplay mechanisms.
My goal: a simplified RTS experience, of which I'm dubbing an "Action RTS". So what is an Action RTS? Its quite simple: I want the simplistic playstyle of only having to manage a single character (think "ARPG"), but mixed with the best element of an RTS: multiple units. My control scheme has been adapted to fit this style; you control a primary Unit, while the rest of your Units follow you, attempting to be near your lead unit at (almost) all times. From there, spellcasting commands work like normal. Based on whom you have selected, those Units will be chosen to cast their issued spell command. After playtesting it, it works quite seamlessly, and I'm quite happy with this being the core gameplay direction to move in. Some additional benefits of this Action RTS style: you can advance Units down different class-paths separately, essentially making it so you can have different units to cover different weaknesses. This is meant to be a squad-based game, and you'll be able to tailor the attributes and classes of each of your warriors according to your liking. Still want to play the game as a true RTS? I've of course covered this feature too: I added a Custom Game option prior to beginning a New Game, and you can play around with a variety of options to customize the playthrough, great for replaying the game. [previewyoutube=X-RXx9ZwA0s;full][/previewyoutube]
Saving
A saving overhaul has been long overdue, and is critical for replayability. In this update, I've improved the saving system to now account for multiple savefiles, each with a small description + playtime. I'm also integrating Steam Cloud support, to ensure your save is secure regardless of which system you play it on. This does unfortunately mean that your savefile from version Demo 2.0 cannot be carried over, but coupled with the story and gameplay overhauls, I believe this should be acceptable.
Final words
With the launch of this event posting, the V1.0 update is now live! There have been many additional features added into the game I didn't cover in this blog post, from gameplay rebalancing, to new spells, to new research, so go and check it on out for yourself! Curious about the game, but don't have a copy? I've got you covered there, too: a new free to play Demo has been launched, allowing you to get directly into trying the game out for yourself and seeing if you like it!
[previewyoutube=l7qWqC_CUE8;full][/previewyoutube] I recently completed integration of a new Cutscene mechanism for the game, of which I'm calling SubCutscenes. These are simplified cutscenes, operating similar to a typical dialogue system you'd see in many other titles. Check out the video above to get the full idea! Or, better yet why not try it out yourself? Yes, with the completion of the SubCutscene mechanism, that marks the final feature I wanted to add to the game before deploying the next MASSIVE update. This next update is going to contain a ton of storyline and lore additions to the game, alongside some critical gameplay adjustments, all wrapping off with new features and some gameplay rebalances. The launch of this update is soon- very soon! In fact, my current goal is to launch the update on Nov 11! I've finished plenty of testing, bug fixing, so on and so forth, so I'm exciting to be able to launch this huge update to the game. While there will be more details to come soon, know a new trailer is underway to kick off this big announcement!
[previewyoutube=8gsgyZ8Y39E;full][/previewyoutube] In this devlog, I finish off the rest of the Cutscenes. Now all that is left is to complete the remaining dialogues, and the next iteration of the game should be ready to launch! Of course, there is quite a lot of smaller things I still need to clean up, and a lot of testing I need to do, but I'm anticipating the next big update for the game to come out within about a month or so!
In this devlog, I showoff the first two Cutscenes for the game! [previewyoutube=8L04-SDp8fo;full][/previewyoutube] This is my first attempt at developing Cutscenes, and they are utilizing in-engine mechanisms to handle all of the dialogue and actions! As these are a first pass at storyline integration, I would love to know your thoughts on them, and how I could improve them. These cutscenes were essentially developed as a proof-of-concept, and will be integrated as part of the next major update to the game. In the future I would love to be able to really increase the production quality of these cutscenes, getting better cinematography, character action, voice acting, and so forth. But for now, I think these do quite well, and I quite enjoy them. They certainly have a feeling and pacing like an old JRPG title, which is what I'm going for. As far as the storyline goes for the game, it follows the leader of the Mystic Race, Grandmaster Knulxevra. The Mystics are a proud race of spellcasters, formless beyond their long flowing robes and strong horns. The story starts off with the aftermath of one of Knulxevra's most tragic creations, the Fragment. This Fragment was created when Knulxevra split its soul in half; Knulxevra believed it was creating a pure Mystical essence, however that plan went awry and all that was left was destruction. After a failed attempt at destroying the Fragment, Knulxevra now has to wait 1,000 years for another opportunity to destroy it, and so is forced to lie dormant until the time is right. Upon awakening 1,000 years later, chaos has consumed the world, and its Knulxevra's task at fixing the wrongdoings of its past. The two cutscenes shown in the blog above begin with the intro to the story, and then head into the part where Knulxevra attempts to destroy the Fragment. There's quite a lot of dialogue, and I'm certainly going for a rich philosophical approach to this storyline, so I hope that comes off as intended! I do certainly enjoy deep, well-thought out lore, and want to integrate that into the game in an interesting way. The introduction to the game is certainly being overhauled to be fairly cutscene-heavy, but I think that's okay- more storyline and lore is better than less, in my opinion. (Plus, well... there's always the skip button, LOL). --- Now, to update you all about the state of the game! Right now, I'm still in-progress developing the last handful of Cutscenes for the game (another devlog to come about that soon-ish!). Beyond that, I have a handful of extra major features to integrate (more to come soon!), and then of course plenty of clean up and rebalancing to do. So there's quite a lot of work to be done! But quite a lot that has been done as well. I'm really trying to get the introduction to the game greatly overhauled to be the exact experience I want first players to the game to, well, experience, and these cutscenes are probably the biggest overhaul that will be coming. While I'd really like to give a more grounded release date, I still believe the next major update is a few months out. I feel like once I get these cutscenes completed, I'll be able to give a more solid time estimate, but I appreciate the patience of everyone who's enjoying the game!
Hey All! In my most recent devlog, I overhauled the Game's Combat and began integrating Cutscenes! If you have yet to see the video, check it out below: [previewyoutube=X-RXx9ZwA0s;full][/previewyoutube] And if you haven't already, definitely check out the game's Discord! You'll immediately be able to watch the latest development blogs as I post them! Anyways, for those who don't have time to watch the video, allow me to discuss the changes presented. These changes will be added in the next major update for the game, scheduled for a few months out!
Combat Overhauls:
The game's core combat is RTS based. However, I wanted to really refresh the central idea behind the control scheme for an RTS. You see, in typical RTS games, you have full control over the Camera alongside full control of your Army. This begins to make gameplay fairly complicated, and can be disorienting to those who aren't used to RTS games already. Its also not entirely needed in Fragment's Moonrise, because this game is meant to be more of an "Action RTS", meaning the base game is about movement and spellcasting, not managing your army and camera. With the adjustments made, the Camera now focuses on a single "Leader" Unit, following them around. Built into the controls is the ability to quickly and easily rotate the camera by dragging your mouse to the edges of the screen (or pressing some of designated hotkeys). You do not have full control to position your Camera wherever you desire, nor do you specifically need to in Fragment's Moonrise. In this game, you'll primarily want to be focused on your squadron of Units, which has now been streamlined thanks to this overhaul. For Movement, the "Leader" Unit is referred to as such in name only; in the backend of the code behind the game, when a Movement Command is issued, the Leader is issued a command to move to that exact spot. Similarly, all other Units are then ordered a Movement Command to move NEAR that spot. This actually greatly improves movement control, allowing Units to no longer bunch up as much as they did previously and freely move about. The combinations of these two mechanisms, the Camera following the Leader, and the Movement commands being issued to all Units, allows for some fairly smooth control compared to previously. In the currently playable rendition, given that its a 'true' RTS control scheme, you'll be focusing on moving both the camera while also moving your Units. Since these commands will now be conjoined in the coming update, during playtesting I'm finding combat to be far less disorienting and much easier to focus on attacking and dodging. I think this change is going to be very well received and a good improvement over the classical RTS style of controls! Its worth noting, you can switch "Leader" Units at any time, by using a new UI mechanism that displays Unit status information. Switching a "Leader", as mentioned previously, is really only important for selecting a Unit to focus your Camera on. Now comes the Spellcasting. Previously, Spellcasting worked by issuing commands to all Units regardless of who is selected. Now, given that Movement Commands have been freed up, all Spellcast commands can be directly issued onto your Selected Units. The change made to make spellcasts issued to all Units was an original modification to the game to help streamline attacking while moving specific Units, but since that has now been revolutionized via the new Movement + Camera control scheme, I figured the best thing to do would be to return Spellcasting commands back to whom you have selected. That way you can specifically order certain Units to cast particular spells while other Units you allow to say regenerate Mana OR save their spellcasts for a critical moment (when others' spells are on Cooldown). As such, clicking anywhere (except on another Unit) will reselect all of your Units allowing you to quickly reselect everybody. In addition, establishing Control Groups comprised of specific Units has been retained in the game. This allows you to quickly recall a selected group of Units quickly and easily. Of important note: the Classic RTS Mode has actually been moved to "Grandmaster Difficulty", and will be available as a custom option. So the original RTS gameplay scheme will certainly still be playable!
Storyline Integration
Storyline has been in development for quite a long time, and now its finally time to begin setting up the intro Map and entire world. While Cutscenes will be coming in the next blog post, this devlog video goes over all the setup necessary to prepare for Cutscene creation! Skip ahead to 2:14 in the video to begin checking it out! Thanks for checking out this blog post, and I hope you're enjoying Fragment's Moonrise!
[previewyoutube=lY7xn0Z8yOw;full][/previewyoutube]
Hey all!
In this latest blog, I discuss the overhaul taking place to the Saving System to permit multiple savefiles, and much more! So, what does this all entail?
Multiple Save Files
Throughout all of the game's development, only a single Save File has been permitted to be used while playing Fragment's Moonrise. Well, not anymore! Coming in version V1.0, set to release in approximately a few months (give or take, there's still a lot to do!), you will now have the ability to create multiple savefiles. This will play nicely with the newly added difficulties, especially the new Grandmaster difficulty (incase you didn't check out the previous blog, the Grandmaster difficulty will be a custom mode where players can tailor their experience- think of it like built-in mods created by me, the developer)! Players will be able to create savefiles for each unique playthrough, useful for multiple runs through the game, great for things such as challenge runs or speedruns!
Save File Descriptions
You can't display a list of savefiles without explaining the contents of each! I've added helpful save file descriptions for each entry. These descriptions are of course subject to change and improvement, but I think I landed on a nice series of achievements displayed. If you're curious about what will be displayed, check out the blog video above and head to the Chapter titled "Savefile Descriptions"!
Deleting Save Files
Now built into the game will be the ability to delete savefiles. This was previously not possible, and in order to delete said save, you'd have to create a brand new playthrough (or, well... delete the physical files. But who'd want to do that?).
Steam Cloud Support
The long-awaited Steam Cloud support will be underway with the release of the next version. So, what does this mean? Well, Steam Cloud Support allows for your savefiles to be backed up to Steam Cloud, which will permit you to automatically transfer your saves around to other computers. Its worth mentioning that since Fragment's Moonrise is cross-platform, your saves will be cross-platform as well, meaning you can start a playthrough on your Windows machine, then switch to say a Linux machine and still be able to continue your playthrough! In addition, your savefiles will now be tied to your Steam account, meaning if you use multiple Steam accounts on a single computer, the saves will be retained and accessible relative to the account logged in. --- So, with all that being said, I hope you look forward to the next blog where I make some changes to the gameplay and do some additional storyline integration! Note: These save file adjustments listed will be coming in the next major update for the game, V1.0, which is still under development.
[previewyoutube=IgvLbo-P7I4;full][/previewyoutube] In this blog, I've begun integrating a new map that will become incredibly important as it will serve as the basis for the storyline being integrated into the game. In addition to that, I've begun development on a simple yet important overhaul to the game's genre and difficulties. The game's current genre, RTS, is quite an interesting one to say the least. But players inexperienced in RTS games, and more importantly players inexperienced in Fragment's Moonrise as a whole, might be a little turned off with the difficulty curve the RTS mode presents. Introducing the Simplified game mode, which allows you to only have to control a single unit, with all camera controls adjusted to account for this. While in-game you'll freely be able to switch between both Simplified and RTS Mode, and play to your own preference. This mode will be available come the next update, which is still underway. In addition to the Simplified Mode, new Difficulties will be added come the next update. I figured the game's base difficulty has quite a learning curve, and while I enjoy its current challenge, newer players might be a bit intimidated by this. As such, I've added a new difficulty option to account for this. In addition, I've added some new features that veteran players would enjoy, as they offer a greater challenge. Its worth mentioning that these difficulties too can be switched to in-game. The difficulties include: [olist]
Hello all! As of right now, the latest update is now live! steamhappy So, what's changed? Well, quite a lot of new content has been added! The best way to describe the changes is in the most recent blog: [previewyoutube=3CnysMBlYk0;full][/previewyoutube] However, if you'd like a brief summary, allow me to discuss the major changes: [olist]
Hello All! In the previous update post, I discussed that Fragment's Moonrise will be transitioning out of free-to-play, and made mention of a big update. Well, I'd now like to announce that update will be launching this Friday, March 24th (Pacific Time)! If you missed the previous post, click here to check it out! So, what's this update all about, anyway? Well, I created a full playthrough of it and posted it as the latest blog on the game's official YouTube channel. I'd recommend checking that out! [previewyoutube=hqw-V7CifB0;full][/previewyoutube] But, if you're simply interested in a synopsis, here's a list of the newest features: [olist]
Hello All! An upcoming major update is close on the horizon, incorporating a significant amount of content changes discussed in our latest blog post. Here's a link to it if you're curious: [previewyoutube=3CnysMBlYk0;full][/previewyoutube] With it, the game will be transitioning out of Free-to-Play and into a paid model. Don't worry, the price of the game won't increase dramatically, and equally as importantly if you already own the game, you won't have to buy it again. All the more reason to snag a copy of the game now! Developing a game is costly, so here are a few of the main reasons why this is occurring: [olist]
- Existing owners of the game will NOT need to purchase the game again.
- Existing reviews of the game will not count towards the current review score. I would very much appreciate it if you'd leave a new review on the game after the transition! steamhappy
- There are no plans for in-game purchases. Buy the game once, and be able to play it (+Classic) forever.
For a while, the Mac build was non-functional. This is the first attempt at trying to get it playable on Mac. Its worth noting the Classic build should be functional already.
[previewyoutube=NbdqXMAoudI;full][/previewyoutube] This next map, among one additional map, will be coming with version 1.0!
[previewyoutube=Ml661iNmOIc;full][/previewyoutube]
[previewyoutube=GdAPtx919Sg;full][/previewyoutube] Check out my Any% Speedrun of Fragment's Moonrise!
If you're liking the game, we'd love it if you could come to our GDWC page and drop us a like!
This was a Linux-only issue. A graphical bug exists while launching the game with OpenGL on Linux, in which the game's screen would be upside down and the lower left corner would be flickering. As it turns out, this was not an issue while using Vulkan. I've switched the game to exclusively use Vulkan while launching the game from Linux. I'll be looking into why there exists this graphical error with OpenGL, but for the time being in order to get the game playable on Linux, this modifications was necessary. *This was tested on Ubuntu 22.04 LTS using the game's 'recommended' hardware.
In need of a tutorial about the game's core mechanics, or are just generally curious about the game overall? Check out the link below for a full playthrough I did of the recently released Demo. [previewyoutube=4-E0Uwm-xt8;full][/previewyoutube]
[previewyoutube=SloC6H1MKlc;full][/previewyoutube] Hello everybody, my name is Yyanthire, and welcome to the overhaul to Fragment's Moonrise. Back in 2020 I launched the classic version of Fragment's Moonrise, the original 2D version. The game was met with some decent response, but was ultimately not the game I had envisioned. My love and passion for this game and game development in general lead me to seriously reconsidering the design direction that ultimately lead to THIS overhaul to the game. What you see before you is the result of a little over a year of development done exclusively by myself. The graphics, combat, and more importantly, game design flow have been seriously redone. What I'm launching now is only half of what I truly wish the introduction for the game to go; Consider this a gameplay-oriented Demo for what I am envisioning. My true vision is to incorporate the storyline and lore, in addition to further gameplay elements, to make this a truly unique RTS-style open world experience. From the launch of this Demo forward, I'll be working on incorporating new aspects to the world and creating the baseline of the storyline I wish to establish. Thank you for coming to check out my passion and I hope you enjoy Fragment's Moonrise. --- Its worth noting that the original 2D version of Fragment's Moonrise, the "Classic" version is still playable and you can pick up right where you left off. For more info, click here. --- Finally, I figured this was important to mention. Going forward there will likely not be any support for languages outside of English. For me currently, its just too difficult to incorporate other languages into the game while I'm still heavily working on the base game's development. I hope you understand as supporting other languages is definitely something I would like to do, but lack the ability to do so at this point in time. I hope the game is still enjoyable nonetheless, and thanks for the support you have given me thus far.
[previewyoutube=SloC6H1MKlc;full][/previewyoutube]
Adquirimos una Traduccin bsica al Espaol para los Tutoriales, Unidades y Hechizos. Esperamos que esto ayude a jugadores Hispanohablantes interesados en el juego a no sentirse bloqueados por alguna barrera de lenguaje. Gracias por probar Fragments Moonrise! English Translation: Weve acquired some basic Spanish Translations for our Tutorials, Units, and Spells. We hope this will allow Spanish players interested in the game to not be barred from this games language barrier. Thank you for checking out Fragments Moonrise! --- In other parts to the update, we added a feature to disable the on-screen Status Icons, alongside made it so the Generate Page and Scripture spells the Master Harvester uses can now be automated, with overflow checks to make sure it doesn't over-generate.
Changes done in Latest Version (Beta 3.9): -Revamped the Unit UI System --Made a 'Simple UI' system, where Player Units have percent-based HP text above their heads --as well as percent-based Mana text under their body. --This was done to simplify the UI around Player Units and make them easier to see and differentiate. --Enemies still feature Hp Bars, as they don't get in the way, and we want to keep their Status Icons above their heads. -Improved UI in regards to Player Unit's status icons above their heads. --To complement the new Simple UI system, the status icons have been moved to the top of the screen. --This is to make it quick and easy to tell what Auras, Status Effects, and Cooldowns are active across your army. -Added a Total HP and Total Mana % text to the top left UI, to make it easy to get a sense of how your army is doing. -Added toggles in the Settings menu for adjusting between the various Unit UI systems. -Bug fixes: invisibility flickering bug, music volume issue on transitioning themes, reduced music volume.
Changes done in Latest Version (Beta 3.8): -Modified the Spellbook to have separate Ability tabs for sorting Player's Abilities. -Added an On-Screen Spellbook that pops up whenever you click on a Unit. --This takes advantage of the new Spellbook Separator system so its well organized. --You can cast spells directly from the new On Screen Spellbook. --You can disable the OSS from the Settings Menu. -Increased Unit HP bar/text size and scale. -Impassable Trees and Foliage now correctly saved within the Map data. -Added Dynamic Game Speed adjustments so the game automatically slows\ndown upon entering combat (to allow for easier micro). --You can disable this feature in the Settings menu. -Added a UI and Tooltip scaler. Still some bugs with it but general use should improve UI scale experience. -Nerfed the Wildfire -Greatly Improved Target Selection upon clicking Units or casting Spells. -Added an Autosave upon entering a Map. -Added a Return to Main Menu button. -Fixed a bug where Units would spawn at (0,0) on the Map before\nupdating to their correct location (after loading your savefile). --This was a big issue because it would kill off weak Units on game load, and also apply bad Aura effects. -Fixed an issue in which Invisible Units would not retain their Invisibility while low on HP/Mana. -Fixed an issue in which Impassable Trees could spawn near Passageways. -Improved RAM usage upon loading your savefile.
, . . Fragment's Moonrise! --- Weve acquired some basic Chinese Translations for our Tutorials, Units, and Spells. We hope this will allow Chinese players interested in the game to not be barred from this games language barrier. Thank you for checking out Fragments Moonrise!
-Added in 39 additional Achievements (some aren't unlockable at the moment, but the majority are). -Greatly adjusted Map Spawning Objects, including now spawning Foliage for additional scenery. ---Note: Will need to either start a New Save OR use Map Regeneration to get access to updated Map system. -Fixed a bug where Invisibility would not end on Units that were made visible. -Finished primary Map Regeneration implementation, although it still needs more testing. -Made Camera Padding a negative half-tile to make map edges feel more immersive. -Fixed a bug where Map Resolution would not be saved properly. -Fixed a misnaming of an onscreen hotkey. ---'Jump to Unit' is now 'Focus on Unit' because that's its proper Hotkey Description.
Changes done in Latest Version Beta 3.5 ---NOTE: GETTING ACCESS TO LATEST MAPS REQUIRES NEW SAVE -OR- USE THE 'REGENERATE MAP' BUTTON ON EACH MAP--- -Fixed a bug where we could re-unlock Achievements. -Heavily adjusted Map Object Spawning Mechanics. ---Still intend on doing more work on it to fix some minor bugs and get spawning covering the map more evenly. -Fixed a bug with Maps not retaining their dimensions properly. ---This made it so upon re-entering a Map, it would force a regeneration of it, ---discarding the old map. Old map is now properly kept and its dimension bug has been fixed. -Fixed a bug where Invisibility would not invoke transparency on an object. ---Fixed object's transparency so they can't retain invisibility if they spawned with it. -Fixed a bug where we could have 'pockets' in our Maps, ---resulting in areas the Player could never physically go without Teleporting.
Added Achievement integration with 2 basic Achievements. -Achievement for Completing the Tutorial -Achievement for Slaying the Apprentice Dragon *Primary purpose for this small update is for being able to test it live on Steam rather than in our engine.
Changes done in Latest Version Beta 3.3: -Added in Map Regeneration. ---This allows for Maps to be fully regenerated; to activate, just open up the Options menu and click the button. ---Map Regeneration is important for longevity and updates- -----if any update is done to the Maps, you can simply Regenerate the Map to get access to the updated features. ---This is far better than having to fully reset a savefile just to get access to the latest update. ---You can also use Map Regeneration to refight bosses and enemies, or fix a broken map. -Made it so Spells can't be dragged on top of spells in the SpellBook and destroyed. -Adjusted Map Sizes to be larger. ---Accessing this new Map Feature requires either a new save OR call Map Regeneration on any Map you enter. -On entering a Map, we now display the Map's name. -Clicking a Passageway now properly displays the Map Name you will be traversing to. -Added more Lore to the Maps. -Added a Game Speed slider. You can now toggle between 0.5, 0.75, and 1.0 game speed. ---For those who are having a hard time keeping up with the pace of the game, try lowering the Game Speed.
Changes done in Beta 3.2: -Implemented Homeport, allowing for an easy transportation back Home. -Dynamic Maps are now added. This randomizes size and shape. To get access to these Maps, either begin a new save OR enter any Map you haven't visited before. -Improved the Accept Defeat message, dialogue, and added a Load Save option to the popup. -Increased Player Unit casting ranges (to slightly improve combat micro). -Added indicators for when a Unit is low on HP and/or Mana. -Improved the Current Spellcast system to show what Unit will be chosen as the caster, and if they are in range or not. -Fixed the music bug where it would immediately play the Battle theme upon entering a Map. -Made slain enemies darker so its easier to tell if they are dead or not. -Improved the Tutorial. Three new tutorial parts have been added: a part to try combat, a part to advance your Units, and a part to see what to do next. -Added Tooltips to the World Map.
Changes done in Beta 3.1: -Settings menu is now saved. -Added more visibility to spellcasting, including AOE sizes following mouse. -Fixed a bug where hotkeys would not work. -Fixed a bug where you could delete the Spellbook page. -Unit Group Buttons now overwrite slot with Selected Units. -Added HotBar Toggles for visual switching of Hotbars.
Tutorials have been completely reworked rather than just a simple textbox. Now, they should give you a better understanding of how to play the game. Additional updates to the tutorials will come as needed. Objectives tab has been completely revamped to allow for much more clear direction. Intention is on giving the Player a better understanding of what there is in the world, as currently the worlds are fairly dis-interesting. The new Objectives tab merely highlights the primary content of the world- which are the boss fights.
Fragment's Moonrise
Yyanthire Studio
Yyanthire Studio
2020-06-23
Indie Strategy RPG Adventure Singleplayer
FREEGame News Posts 39
🎹🖱️Keyboard + Mouse
1 user reviews
(1 reviews)
https://yyanthire.com/
https://store.steampowered.com/app/1297660 
Fragment's Moonrise Linux + SteamOS [549.45 M]
We're also attempting to join Steam's Game Festival from June 9th-15th, so be on the lookout for a pre-Open Beta build!
Fragment’s Moonrise is an open-world real-time strategy game, emphasizing spellcasting, micromanagement-oriented unit control, dodging, and overall fast-paced gameplay.
Explore a Randomly-Generated Open World-
The world is vast, and completely randomly generated. No two Maps are the same, allowing for an even greater replayability experience.Gather Resources and Build an Army-
Use discovered resources to build your base and your army, and wage war against the vast enemies of this land. As you explore, you will fight powerful foes and acquire wondrous artifacts. Use these to bolster your army, research new spells, and advance your warriors even further down their class path.Wage War-
At the heart of Fragment’s Moonrise is waging war against the multitudes of foes of the land.- Never stop moving- movement is key to avoiding attacks from enemies while still striking at them yourself.
- Invoke powerful spells to your advantage- there are many different beings at your disposal, each with a multitude of unique spells. Making use of their talents is the only way to come out successful, and to defeat even the strongest of enemies.
- OS: Ubuntu 16.04 LTS (64bit)
- Processor: Intel Core i3 or equivalent.Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Intel(R) HD Graphics 620 or equivalent.
- Storage: 10 GB available spaceAdditional Notes: 1080p. 16:9. 64-bit recommended
- OS: Ubuntu 16.04 LTS (64bit)
- Processor: Intel Core i5 or equivalent.Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: GeForce GTX 760 or equivalent.
- Storage: 10 GB available spaceAdditional Notes: 1080p. 16:9. 64-bit recommended
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