Wildermyth Townhall Q&A Summary
Watch the stream here. Hi everyone! Thank you so much for your encouragement and for following Wildermyths journey. Wildermyth began as a side project that was taken full time over a period of six years, and it was initially intended to be a much smaller game than it became. We have a lot of your burning questions to answer; here are the devs that will be answering them! Nate is the Lead Developer of Wildermyth. He programs and designs the game. Annie is the sole artist for Wildermyth and is responsible for all the visuals you see in game. Patrick is a Programmer and Designer for Wildermyth. He led the call and asked the questions. Jackson is the Lead QA Tester for Wildermyth, and he also does a variety of other design work. Doug is the Lead Writer and a Designer for Wildermyth.
Are there any plans for new campaigns and monsters? Yes! We have a new campaign already mostly written, and new monsters are a possibility. If we dont add an entirely new monster group, well definitely be adding new monsters here and there. Are there plans to add new races and classes? Not really. At this time, we think races are best supported as mods. We will probably not be adding new classes as they require a lot of art and writing. The way our character rigs are built, a new class would mean hundreds of new pieces of art, and it would also mean writing new branching dialogue for nearly every event. Will Wildermyth be ported to consoles? Yes, probably! We are actively looking into it and we have several companies were considering working with. However, it will likely take a very long time- probably a year or so- because the game is written in Java and was built in its own engine. Will Wildermyth be translated to more languages? Yes. Were not ready to announce which languages yet, but were working on it! In the meantime, there are fan translations that are being produced as mods if youre interested.
Where can we buy your T-shirts? Nate: We previously sold T-shirts and Spirit Pins at conventions like PAX South, but the pandemic has interrupted that. We have a merch store in the works that will hopefully be ready in a little over a month! What's something that you wanted to include into the game, but never got to or otherwise couldn't add? Why couldn't you add it? (Tam Troll) Jackson: Water! I wish we could have puddles and rivers running through combat maps, lake fights Nate: Yeah, but water is really demanding graphics wise and it isnt something Im experienced in programming. For me, I wish we could have included Legacy Monsters. Having monsters that come back in a campaign and grow alongside you would have been cool. Annie: I wish we could have included more body sizes for heroes. I wanted tall heroes, short heroes, chubby heroes, buff heroes but the rigs are very limiting in that they are literally thousands of separate pngs. It would probably take me a year of work just drawing body types alone. Doug: More events generally would have been great, but we had to release the game at some point. What's something that you never thought would initially be in the game, but ended up in there anyways? (Tam Troll) Annie: We thought we would release the game in early 2016 at the latest now here we are six years later! With that came comics, children and families, and ability upgrades. Patrick: Villains werent planned, but they really made the game feel like it really came together. We did a poll where people indicated that they were interested in villains, and Im really happy with the way they tie the stories together. Annie: All of the additions we didnt expect gave us time to polish the entirety of the game, like the overland map and UI. If you are planning to expand the game, are you planning to use an Expansion (Bigger chunk) or DLC (smaller) model? (EinkadottirLoptr) Nate: Were not sure! Were going to look at new chunks that would work with the game, like a new monster group in a new campaign. DLC would be priced individually, but we also have never done this before, so well figure it out as we go. How have sales been pre/post 1.0? Are you seeing a lot of new players now that it's out, or did we all get in on it before it hit 1.0? (Kalisa) Nate: Sales are real good! Were seeing a ton of new players post 1.0. The biggest update is that where we were unsure in Early Access, were now confident our studio has a future. Are there any plans to incorporate player-created content into the game proper? Like a player content pack of the best events, etc.? (Rad Cooldude) Nate: No. However, we love our modders and all that they have done for our game, and we want to continue to highlight those mods on social media and promote them in other ways. Were happy our game is living in the hearts of so many! What surprised you the most, in terms of development/playerbase 'n things? (ItsYaBoiiRoan) Patrick: Combat clarity, especially in regards to mystics interfusion. We worked and reworked the tutorial for how interfusion works, and I have to say: thank you early access streamers!!! Those early streams helped us figure out whether or not we were making interfusion clear enough. It took a long time before we finally got it. Nate: And the passion of community. We think our game is pretty good so we were hoping for it, but people actually enjoying our game is amazing! Do the devs have a favorite campaign story or mode of play? (StorieWriter) Jackson: Walking Lunch All the Bones of Summer. Doug: I enjoyed writing Eluna and the Moth and Bones of Summer the most. They were the most in depth and most drilled down to what a character could be. They really explored how deeply you could evolve a character over a campaign, and the characters were just really fun to write. The Mothman, Pyarc, and Thuvayn. But I cant play the game because its so much of my own writing it drives me crazy to look at it. Annie: Im an unapologetic Adventurer player. Eluna and the Moth is a joy to play. I loved the ending so much! And the last few panels for Ulstryx made me realize- WHOA, the game can be this! Wow! It was a very powerful moment. Patrick: I have liked each campaign more than the last- its a toss up between the last two; they both hit my heart strings. I've noticed that the game's setting seems to avoid politics and has no higher authority running things. Is that a space you'd be interested in exploring in the future or is it out of the scope of what Wildermyth is aiming to do? (civlover) Doug: Its not out of the scope exactly- cities, kings, and lords could exist absolutely, but we dont have a lot of metropolitan centers on purpose because it makes each hero responsible for so much. There arent any lords telling your heroes what to do and taking the importance and agency away from the heroes. We wanted there to be a personal importance for their quest.We wanted the action and impetus for every story to come from the characters themselves and not from outside forces. The Drauven, Deepists do touch on politics to some degree. Nate: We didnt want an army to come and rescue the heroes, so no army equals no government structure. What's your favorite bug that popped up? Best development story? (The Zombie Penguin) Jackson: One day I opened the game, went to my legacy, and all of my legacy was naked! It was a surprisingly persistent bug. Doug: There was a time when placeholder events kept popping up. Patrick: Yeah, theres a placeholder that keeps coming up now that we need to patch out... Jackson: Also being the one to answer the emails is stressful sometimes, because Ill get typo reports that arent really typos, just words that Doug has mashed together or intentionally spelled differently. Annie: The crow-wing hunter blocking stuff in comics. Actually I hate that one. Also heroes waving weapons in each others faces before the de-equip button. Mystics and the unique form of magic in interfusion has been one of my favorite aspects of this game so far. What kind of thought process inspired it/what sort of development did it have behind the scenes? (Hero of Wind) Nate: We went back and forth on this a lot. We always wanted a magic system that was unique, that wasn't just slinging fireballs. When we got to designing combat, we realized that where you stand on the board has to be really important in order for the combat to feel fresh each time. Initially, the randomly placed scenery on combat maps would have no impact on your gameplay, so by forcing you to interact with it, suddenly where youre standing, where the enemy is standing, and what scenery has spawned completely changes how you have to approach that fight. Annie: Mystics were actually just going to be fire based for a while and only had splinterblast and fire leash at the beginning. Jackson: I really loved coming in and adding mystic abilities that became more important based on the monster type youre fighting and the monster-specific scenery that spawned. What has brought you the most joy about the game and/or its release? (Lamyra) Annie: The name generator. It was one of the first things we did. Nate started it and Doug filled in data. Timbertimbers made us laugh. Nate: Peoples favorite hero submissions. I love seeing the history and stories players craft for them. Jackson: Getting to test new monsters and the music! Shout out to Candy and Elise, our composer and sound designer. They do incredible stuff. Doug: The audio really brings the world to life. Its really exciting and rewarding. Annie: Candy will make a concept piece, Doug would write about a place the music invoked, I would draw the monster that would live there, then Patrick, Nate, and Jackson would figure out what the monster does, then Doug writes the story for it, then Candy has to write boss music for that we feed off of each other. Its such a cool process. Patrick: Watching streamers. Prior to 1.0, Im pretty sure I watched ALL streams of Wildermyth on Twitch and YouTube. I cant anymore, but I LOVE watching people play Wildermyth. Jackson: I have such a hard time watching because Im terrified theyll find a game breaking bug I didnt catch. Annie: Yeah, what if we wrote a joke they didnt think was funny? Patrick: I love watching people react when they get the wolf head transformation for the first time. Thank you, streamers, youre awesome!! I'd be curious to know about the artistic influences in terms of the games Art styles. (Kadayi) Annie: Secret of Kells and the shapes that they use. Windwaker also- some smoke particles may just be straight up ripped from it, haha. The way they use spirals and hand drawn figures to keep it simple, lineart looking, not too complicated, harmonious as a whole, I love. And Samurai Jack! Their backgrounds are gorgeous and have beautiful textures. The intentionally limited color palettes and great silhouettes inspire me too. I of course have all the assets that I make, but watching Doug turn them into comics is awesome. I dont turn my art into comics unless I write them, so watching the art assets be resized, recolored, tinted, and the layouts become more interesting is really cool to watch. Will you be selling the game soundtrack on Steam? (Miyokari) Nate: Yes! It is in progress. Candy, our composer, is getting our soundtrack together and recorded live (as a result of our Kickstarter), and that will be for sale when its done. Is adding in more "classes" via new skills a more viable option than straight up new classes? Nate: Yes, and some mods have already explored that! If youre interested in them, you can check out our Steam Workshop where there are some awesome mods from people like Smoker and Davea. How has success changed your look at future development for Wildermyth? Nate: It means we can keep doing this! We have the ability to keep our studio running and creating new, exciting things. On the writing side, was it difficult to write the stories while having to leave so much up to [insert here] modifiers vs being able to write more detailed and specific stories? Doug: Was it difficult? It was pretty difficult! Back in the day, they were just going to be just FTL like, only a paragraph and a couple of choices. Then we started thinking, what if we had personalities that change choices and dialogue? Its difficult. You have to keep interlacing the same ideas with that trait. Its interesting and complex and challenging. But fun and cool! And its definitely enabled by Nate and Patricks work. Is there a sub button, patreon or somewhere we can support? Nate: Not right now- but a merch store is coming! We need to figure out logistics, so another month or so for now. That will be the best way to support us when it comes (besides playing the game). Doug- Your prose is often a delight to read, very poetic. what influences do you borrow from? it's very reminiscent of old germanic and celtic verse, especially the heavy usage of kennings, but i'm curious if there are more modern works or authors you would cite as inspirations. Doug: Youre absolutely right with Germanic and Celtic. Anglo Saxon poetry and the use of alliteration especially inspires me. Seamus Heaney Translation of Beowulf and Sir Gawain and the Green Knight are huge influences on me. I enjoy the sonic effect of the poetry when you recite it. Miyazaki films are also huge points of inspiration. Jean Giono's Joy of Mans Desiring is just beautiful. Rick Bass is a great short story writer who got me more into contemporary fiction. As for fantasy writers, Patrick Rothfuss, Naomi Novik, and Joe Abercrombie are some favorites. Oh, and W.B. Yeats poetry was a huge inspiration for Eluna and the Moth. How did this team come together at the first days of Wildermyth? Nate: It started as a side project. We were working professionally as game devs, then did a game jam with Doug, Katie, Isaac (Austin), Nate, and Annie. Doug, Katie, Isaac and me are all siblings. We worked on a different game for the jam, then started talking about the game we really wanted to make. Annie: We played a LOT of Xcom, Descent: Journeys in the Dark, and D&D, and wed find ourselves having to fill in character details and stories. We wanted our game to inherently tell stories! Are there any plans for more generation interactions between characters? Such as grandparents to grandchildren or even further descendants? (Abarnath) Nate: That would be cool! Maybe. The game isnt really set up for family trees. The multiple timelines inherent with Legacy makes it difficult. We could maybe incorporate Grandparents, but anything further we would probably save to explore for another game. In terms of updates, what is the main focus of the future, ex storylines, campaigns, armor/weapons?(Parli99) Nate: More events, one more campaign, balancing, and more content, like additional weapons as they show up in events. Maybe more armor, maybe a third tier? Well see where it takes us. Well announce more as we go! Have you thought of a possible pvp type of mode for those that enjoy pvp stuff? Jackson: I want it MASSIVELY. It would be so cool. Nate: Its not impossible! I dont think it will be the main draw to the game but one player playing as the monsters and one playing as the heroes would be fun. Annie: Gorgons versus Morthagi would be the ultimate battle. Nate: NO PROMISES. Patrick: Nate added multiplayer on April Fools Day, and we never expected it to be as popular as it is. Its not as good as the rest of the game yet- we have to make it better. How much feedback comes back through the F11 menu vs other methods? do you find some methods better than others? Jackson: A LOT. PLEASE use F11, its the best way to get us your logs and info! Also please include your email so we can get back to you about your specific issue! But we also get bugs in Discord and Steam. Nate: Its hard to keep up with Discord and Steam now, but we do look at all of it. In broad strokes, are you thinking game 2 is similar to Wildermyth or something completely different? Nate: We dont know exactly yet. Whatever we do it will probably be procedurally narrative; it seems to be something people want more of. We dont have any ideas to announce yet. It could be fun to try something different, but we shall see. Any thoughts on things like deities, religion, demon kings, gods, etc in the game, possibly as a over-arching plots or related? (ArmedDreams) Doug: There are definitely thoughts on it! Deepists are a religious cult. It sounds like an enemy group to me, which could be fun. It could be explored potentially, theres room for almost anything in Wildermyth. Has there been anything added by a mod so far that you wish you thought of first/didn't expect so soon? (janja5) Nate and Annie: Hats! Do any of you play board games like Gloomhaven or Pandemic Legacy or D&D/TTRPG? Jackson: Im pretty sure every person here plays D&D regularly or semi-regularly. Nate: The games mentioned earlier and Betrayal at the House on the Hill. Doug: HeroQuest holds a special place in my heart. Also Magic: the Gathering. What is the concept of Legacy? Doug: I think of Legacy as less about turning back time and more about a parallel narrative. Its like creating Tall Tales about your characters, like Johnny Appleseed and Paul Bunyan. There are stories that conflict, but are also true simultaneously. The Legacy system is kind of about replicating the multiple conflicting/coexisting narratives that exist in folklore concerning legendary figures and characters. Nate: Who is the one true Baba Yaga? You cant answer that question. Legacy is like that. THANK YOU SO MUCH for coming with us and supporting us on the journey. Its a dream come true having so much support. Its been an amazing experience, and one heck of a ride. Well let you know when theres more to announce. In the meantime, happy adventuring!
[ 2021-07-21 19:27:54 CET ] [ Original post ]
Townhall Summary (7/20/2021)
Watch the stream here. Hi everyone! Thank you so much for your encouragement and for following Wildermyths journey. Wildermyth began as a side project that was taken full time over a period of six years, and it was initially intended to be a much smaller game than it became. We have a lot of your burning questions to answer; here are the devs that will be answering them! Nate is the Lead Developer of Wildermyth. He programs and designs the game. Annie is the sole artist for Wildermyth and is responsible for all the visuals you see in game. Patrick is a Programmer and Designer for Wildermyth. He led the call and asked the questions. Jackson is the Lead QA Tester for Wildermyth, and he also does a variety of other design work. Doug is the Lead Writer and a Designer for Wildermyth.
Frequently Asked Questions
Are there any plans for new campaigns and monsters? Yes! We have a new campaign already mostly written, and new monsters are a possibility. If we dont add an entirely new monster group, well definitely be adding new monsters here and there. Are there plans to add new races and classes? Not really. At this time, we think races are best supported as mods. We will probably not be adding new classes as they require a lot of art and writing. The way our character rigs are built, a new class would mean hundreds of new pieces of art, and it would also mean writing new branching dialogue for nearly every event. Will Wildermyth be ported to consoles? Yes, probably! We are actively looking into it and we have several companies were considering working with. However, it will likely take a very long time- probably a year or so- because the game is written in Java and was built in its own engine. Will Wildermyth be translated to more languages? Yes. Were not ready to announce which languages yet, but were working on it! In the meantime, there are fan translations that are being produced as mods if youre interested.
Fan Questions
Where can we buy your T-shirts? Nate: We previously sold T-shirts and Spirit Pins at conventions like PAX South, but the pandemic has interrupted that. We have a merch store in the works that will hopefully be ready in a little over a month! What's something that you wanted to include into the game, but never got to or otherwise couldn't add? Why couldn't you add it? (Tam Troll) Jackson: Water! I wish we could have puddles and rivers running through combat maps, lake fights Nate: Yeah, but water is really demanding graphics wise and it isnt something Im experienced in programming. For me, I wish we could have included Legacy Monsters. Having monsters that come back in a campaign and grow alongside you would have been cool. Annie: I wish we could have included more body sizes for heroes. I wanted tall heroes, short heroes, chubby heroes, buff heroes but the rigs are very limiting in that they are literally thousands of separate pngs. It would probably take me a year of work just drawing body types alone. Doug: More events generally would have been great, but we had to release the game at some point. What's something that you never thought would initially be in the game, but ended up in there anyways? (Tam Troll) Annie: We thought we would release the game in early 2016 at the latest now here we are six years later! With that came comics, children and families, and ability upgrades. Patrick: Villains werent planned, but they really made the game feel like it really came together. We did a poll where people indicated that they were interested in villains, and Im really happy with the way they tie the stories together. Annie: All of the additions we didnt expect gave us time to polish the entirety of the game, like the overland map and UI. If you are planning to expand the game, are you planning to use an Expansion (Bigger chunk) or DLC (smaller) model? (EinkadottirLoptr) Nate: Were not sure! Were going to look at new chunks that would work with the game, like a new monster group in a new campaign. DLC would be priced individually, but we also have never done this before, so well figure it out as we go. How have sales been pre/post 1.0? Are you seeing a lot of new players now that it's out, or did we all get in on it before it hit 1.0? (Kalisa) Nate: Sales are real good! Were seeing a ton of new players post 1.0. The biggest update is that where we were unsure in Early Access, were now confident our studio has a future. Are there any plans to incorporate player-created content into the game proper? Like a player content pack of the best events, etc.? (Rad Cooldude) Nate: No. However, we love our modders and all that they have done for our game, and we want to continue to highlight those mods on social media and promote them in other ways. Were happy our game is living in the hearts of so many! What surprised you the most, in terms of development/playerbase 'n things? (ItsYaBoiiRoan) Patrick: Combat clarity, especially in regards to mystics interfusion. We worked and reworked the tutorial for how interfusion works, and I have to say: thank you early access streamers!!! Those early streams helped us figure out whether or not we were making interfusion clear enough. It took a long time before we finally got it. Nate: And the passion of community. We think our game is pretty good so we were hoping for it, but people actually enjoying our game is amazing! Do the devs have a favorite campaign story or mode of play? (StorieWriter) Jackson: Walking Lunch All the Bones of Summer. Doug: I enjoyed writing Eluna and the Moth and Bones of Summer the most. They were the most in depth and most drilled down to what a character could be. They really explored how deeply you could evolve a character over a campaign, and the characters were just really fun to write. The Mothman, Pyarc, and Thuvayn. But I cant play the game because its so much of my own writing it drives me crazy to look at it. Annie: Im an unapologetic Adventurer player. Eluna and the Moth is a joy to play. I loved the ending so much! And the last few panels for Ulstryx made me realize- WHOA, the game can be this! Wow! It was a very powerful moment. Patrick: I have liked each campaign more than the last- its a toss up between the last two; they both hit my heart strings. I've noticed that the game's setting seems to avoid politics and has no higher authority running things. Is that a space you'd be interested in exploring in the future or is it out of the scope of what Wildermyth is aiming to do? (civlover) Doug: Its not out of the scope exactly- cities, kings, and lords could exist absolutely, but we dont have a lot of metropolitan centers on purpose because it makes each hero responsible for so much. There arent any lords telling your heroes what to do and taking the importance and agency away from the heroes. We wanted there to be a personal importance for their quest.We wanted the action and impetus for every story to come from the characters themselves and not from outside forces. The Drauven, Deepists do touch on politics to some degree. Nate: We didnt want an army to come and rescue the heroes, so no army equals no government structure. What's your favorite bug that popped up? Best development story? (The Zombie Penguin) Jackson: One day I opened the game, went to my legacy, and all of my legacy was naked! It was a surprisingly persistent bug. Doug: There was a time when placeholder events kept popping up. Patrick: Yeah, theres a placeholder that keeps coming up now that we need to patch out... Jackson: Also being the one to answer the emails is stressful sometimes, because Ill get typo reports that arent really typos, just words that Doug has mashed together or intentionally spelled differently. Annie: The crow-wing hunter blocking stuff in comics. Actually I hate that one. Also heroes waving weapons in each others faces before the de-equip button. Mystics and the unique form of magic in interfusion has been one of my favorite aspects of this game so far. What kind of thought process inspired it/what sort of development did it have behind the scenes? (Hero of Wind) Nate: We went back and forth on this a lot. We always wanted a magic system that was unique, that wasn't just slinging fireballs. When we got to designing combat, we realized that where you stand on the board has to be really important in order for the combat to feel fresh each time. Initially, the randomly placed scenery on combat maps would have no impact on your gameplay, so by forcing you to interact with it, suddenly where youre standing, where the enemy is standing, and what scenery has spawned completely changes how you have to approach that fight. Annie: Mystics were actually just going to be fire based for a while and only had splinterblast and fire leash at the beginning. Jackson: I really loved coming in and adding mystic abilities that became more important based on the monster type youre fighting and the monster-specific scenery that spawned. What has brought you the most joy about the game and/or its release? (Lamyra) Annie: The name generator. It was one of the first things we did. Nate started it and Doug filled in data. Timbertimbers made us laugh. Nate: Peoples favorite hero submissions. I love seeing the history and stories players craft for them. Jackson: Getting to test new monsters and the music! Shout out to Candy and Elise, our composer and sound designer. They do incredible stuff. Doug: The audio really brings the world to life. Its really exciting and rewarding. Annie: Candy will make a concept piece, Doug would write about a place the music invoked, I would draw the monster that would live there, then Patrick, Nate, and Jackson would figure out what the monster does, then Doug writes the story for it, then Candy has to write boss music for that we feed off of each other. Its such a cool process. Patrick: Watching streamers. Prior to 1.0, Im pretty sure I watched ALL streams of Wildermyth on Twitch and YouTube. I cant anymore, but I LOVE watching people play Wildermyth. Jackson: I have such a hard time watching because Im terrified theyll find a game breaking bug I didnt catch. Annie: Yeah, what if we wrote a joke they didnt think was funny? Patrick: I love watching people react when they get the wolf head transformation for the first time. Thank you, streamers, youre awesome!! I'd be curious to know about the artistic influences in terms of the games Art styles. (Kadayi) Annie: Secret of Kells and the shapes that they use. Windwaker also- some smoke particles may just be straight up ripped from it, haha. The way they use spirals and hand drawn figures to keep it simple, lineart looking, not too complicated, harmonious as a whole, I love. And Samurai Jack! Their backgrounds are gorgeous and have beautiful textures. The intentionally limited color palettes and great silhouettes inspire me too. I of course have all the assets that I make, but watching Doug turn them into comics is awesome. I dont turn my art into comics unless I write them, so watching the art assets be resized, recolored, tinted, and the layouts become more interesting is really cool to watch. Will you be selling the game soundtrack on Steam? (Miyokari) Nate: Yes! It is in progress. Candy, our composer, is getting our soundtrack together and recorded live (as a result of our Kickstarter), and that will be for sale when its done. Is adding in more "classes" via new skills a more viable option than straight up new classes? Nate: Yes, and some mods have already explored that! If youre interested in them, you can check out our Steam Workshop where there are some awesome mods from people like Smoker and Davea. How has success changed your look at future development for Wildermyth? Nate: It means we can keep doing this! We have the ability to keep our studio running and creating new, exciting things. On the writing side, was it difficult to write the stories while having to leave so much up to [insert here] modifiers vs being able to write more detailed and specific stories? Doug: Was it difficult? It was pretty difficult! Back in the day, they were just going to be just FTL like, only a paragraph and a couple of choices. Then we started thinking, what if we had personalities that change choices and dialogue? Its difficult. You have to keep interlacing the same ideas with that trait. Its interesting and complex and challenging. But fun and cool! And its definitely enabled by Nate and Patricks work. Is there a sub button, patreon or somewhere we can support? Nate: Not right now- but a merch store is coming! We need to figure out logistics, so another month or so for now. That will be the best way to support us when it comes (besides playing the game). Doug- Your prose is often a delight to read, very poetic. what influences do you borrow from? it's very reminiscent of old germanic and celtic verse, especially the heavy usage of kennings, but i'm curious if there are more modern works or authors you would cite as inspirations. Doug: Youre absolutely right with Germanic and Celtic. Anglo Saxon poetry and the use of alliteration especially inspires me. Seamus Heaney Translation of Beowulf and Sir Gawain and the Green Knight are huge influences on me. I enjoy the sonic effect of the poetry when you recite it. Miyazaki films are also huge points of inspiration. Jean Giono's Joy of Mans Desiring is just beautiful. Rick Bass is a great short story writer who got me more into contemporary fiction. As for fantasy writers, Patrick Rothfuss, Naomi Novik, and Joe Abercrombie are some favorites. Oh, and W.B. Yeats poetry was a huge inspiration for Eluna and the Moth. How did this team come together at the first days of Wildermyth? Nate: It started as a side project. We were working professionally as game devs, then did a game jam with Doug, Katie, Isaac (Austin), Nate, and Annie. Doug, Katie, Isaac and me are all siblings. We worked on a different game for the jam, then started talking about the game we really wanted to make. Annie: We played a LOT of Xcom, Descent: Journeys in the Dark, and D&D, and wed find ourselves having to fill in character details and stories. We wanted our game to inherently tell stories! Are there any plans for more generation interactions between characters? Such as grandparents to grandchildren or even further descendants? (Abarnath) Nate: That would be cool! Maybe. The game isnt really set up for family trees. The multiple timelines inherent with Legacy makes it difficult. We could maybe incorporate Grandparents, but anything further we would probably save to explore for another game. In terms of updates, what is the main focus of the future, ex storylines, campaigns, armor/weapons?(Parli99) Nate: More events, one more campaign, balancing, and more content, like additional weapons as they show up in events. Maybe more armor, maybe a third tier? Well see where it takes us. Well announce more as we go! Have you thought of a possible pvp type of mode for those that enjoy pvp stuff? Jackson: I want it MASSIVELY. It would be so cool. Nate: Its not impossible! I dont think it will be the main draw to the game but one player playing as the monsters and one playing as the heroes would be fun. Annie: Gorgons versus Morthagi would be the ultimate battle. Nate: NO PROMISES. Patrick: Nate added multiplayer on April Fools Day, and we never expected it to be as popular as it is. Its not as good as the rest of the game yet- we have to make it better. How much feedback comes back through the F11 menu vs other methods? do you find some methods better than others? Jackson: A LOT. PLEASE use F11, its the best way to get us your logs and info! Also please include your email so we can get back to you about your specific issue! But we also get bugs in Discord and Steam. Nate: Its hard to keep up with Discord and Steam now, but we do look at all of it. In broad strokes, are you thinking game 2 is similar to Wildermyth or something completely different? Nate: We dont know exactly yet. Whatever we do it will probably be procedurally narrative; it seems to be something people want more of. We dont have any ideas to announce yet. It could be fun to try something different, but we shall see. Any thoughts on things like deities, religion, demon kings, gods, etc in the game, possibly as a over-arching plots or related? (ArmedDreams) Doug: There are definitely thoughts on it! Deepists are a religious cult. It sounds like an enemy group to me, which could be fun. It could be explored potentially, theres room for almost anything in Wildermyth. Has there been anything added by a mod so far that you wish you thought of first/didn't expect so soon? (janja5) Nate and Annie: Hats! Do any of you play board games like Gloomhaven or Pandemic Legacy or D&D/TTRPG? Jackson: Im pretty sure every person here plays D&D regularly or semi-regularly. Nate: The games mentioned earlier and Betrayal at the House on the Hill. Doug: HeroQuest holds a special place in my heart. Also Magic: the Gathering. What is the concept of Legacy? Doug: I think of Legacy as less about turning back time and more about a parallel narrative. Its like creating Tall Tales about your characters, like Johnny Appleseed and Paul Bunyan. There are stories that conflict, but are also true simultaneously. The Legacy system is kind of about replicating the multiple conflicting/coexisting narratives that exist in folklore concerning legendary figures and characters. Nate: Who is the one true Baba Yaga? You cant answer that question. Legacy is like that. THANK YOU SO MUCH for coming with us and supporting us on the journey. Its a dream come true having so much support. Its been an amazing experience, and one heck of a ride. Well let you know when theres more to announce. In the meantime, happy adventuring!
Wildermyth
Worldwalker Games LLC
Worldwalker Games LLC
2019-11-13
Strategy RPG Singleplayer EA
GameBillet
17.98 /
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🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(15296 reviews)
http://wildermyth.com
https://store.steampowered.com/app/763890 
Wildermyth_linux [1.23 G]
Wildermyth is a character-driven, procedurally-generated tactical RPG, designed to help you tell your wildest stories. Like the best tabletop roleplaying experiences, Wildermyth gives you choices and answers your every decision with consequences that drive your characters forward.
Lead a band of heroes as they grow from reluctant farmers into unique, legendary fighters. Combat unexpected threats and strange monsters across interactive battlefields. Unravel mysteries and share pensive moments in an ever-new fantasy setting that blends hard truths and sacrifice with humor and personal storytelling.
Where does your myth lead? Come help us uncover it!
Lead a band of heroes as they grow from reluctant farmers into unique, legendary fighters. Combat unexpected threats and strange monsters across interactive battlefields. Unravel mysteries and share pensive moments in an ever-new fantasy setting that blends hard truths and sacrifice with humor and personal storytelling.
Where does your myth lead? Come help us uncover it!
- Reminiscent of tabletop roleplaying, unique heroes are born in unique settings every game. They age, transform, fall in love, disagree, and make harrowing sacrifices.
- Each hero brings their own organic history and personality with them, but your choices and combat skills are what decide their paths and outcomes.
- All heroes die someday… but you get to hold on to your favorites. Reintroduce them in the next adventure, and over many lifetimes the myths you make will form your own legendary pantheon.
An Imaginative Papercraft World
The Yondering Lands, where the game is set, is a richly layered world populated with hand-painted 2D characters and scenery. We’ve paid loving attention to breaking molds and exploring new ideas: no orcs, elves, or goblins here—but watch out for the telepathic insect-dragons and the clockwork undead.
Extreme Character Depth
Each of your heroes has their own unique generated history, personality, and appearance, and will form relationships with your other heroes. All of these elements change and develop over the course of a playthrough, as characters age, encounter mysteries, and overcome challenges.
Choices That Matter
Your hero may choose to trust the enigmatic wolf god, leading to a hair-raising change in their appearance and combat abilities. Or they may pursue a romance with a fellow hero, giving each of them a shared buff and more story opportunities. Encounters and events have permanent, character-defining effects, letting you craft the arc of each character.
A New Approach to Death
Did your favorite character get one-shotted by a tentacled horror-bear? Choose to let a hero "fall back" with a maiming that will lead to some transformative new paths in their legend, or let them go out in a blaze of glory to be remembered for generations to come.
Deep and Creative Tactical Combat
Combat in Wildermyth emphasizes teamwork and careful positioning, as well as imaginative use of your evolving capabilities and surroundings. Walling and Flanking mechanics provide clear but conflicting incentives, while mystical interfusion lets you remake the battlefield with explosive magic. Multiple difficulty levels mean you can get as intense as you want to.
Endless Replayability
Pick and choose from a huge bank of combat abilities as your heroes level up in each playthrough, and decide whether you prefer offensive or defensive tactics, brute strength, stealth, or magically flinging fire from a nearby lamp into your enemies' faces. Procedural generation gives you new heroes, new enemies, new story events, and new maps every time you play.
A Custom Pantheon of Legends
You’ll have the freedom to customize hero appearances, names, histories, and more. As time passes, heroes grow old and may retire, or else might fall in combat—and yes, some will survive all the way to the end. You can add your favorite heroes to a roster of legends and call on them again in later playthroughs. Build your own mythologies and share the awe-inspiring might of your heroes with others.
MINIMAL SETUP
- Memory: 3 GB RAM
- Graphics: Open GL 3.2
- Storage: 2 GB available space
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