Hello everyone,
To celebrate Sacred Fires participation in the Czech and Slovak Games Week, weve prepared a historically low discount of 33% and another short development update.
While we continue to add more bits of Act 3, were also going to be testing quite a few new things in todays update to the testing build:
Role-playing
The player character has always been able to use insights to spread rumors about characters and weaken their renown. To add another layer of consequence to your choices, if feeling angered or betrayed, characters from your community can now spread rumors about you to weaken the strength of your titles (epithets like the Strong, or the Swift).
On top of the above change, level-up costs for Titles and Ideas have been rebalanced to make the higher levels more valuable and reward the player for unlocking more of them.
End-of-line dice rolls can be boosted now to further increase the level of control players have over their stories, but also to rebalance what it means to have enough motivation points, as it increases the number of places they can prove useful.
As promised, non-lethal attacks that slow down the dogs chasing after the escaped slaves in Act 1 are part of the new build.
User Experience
The process of toggling the in-game tutorials at the start of the game has been refined.
Each of the many orchestral tracks is now alternated with 2 new tracks to increase the variability of the experience.
Rewind mode not only shows what choices the player made in the past steps but also remembers the probability of success of the selected choices, including which of them were boosted with motivation.
The UI bars at the bottom effects when reaching critical values have been refined.
The new build introduces various fixes, including a fix to a left-over tooltip bug and a bug that caused the game to misremember the last save slot.
Feedback welcome
Feel free to join the testing of this Act 3 build via our Discord and help us test and tweak these changes before we release them publicly. In the meantime, thank you for your support and patience.
Sacred Fire
Hello everyone,
With the summer in the rear-view mirror, here is a short update about the development progress of Sacred Fire!
While itll take a little bit longer before were ready to release a new testbuild with a fresh batch of scenes from Act 3, there have been a couple of pieces of community feedback well be testing.
There will be a direct way to turn off tutorial pop-ups fairly early into the game. While these tutorials are useful to people new to the genre, theyve been bugging more experienced RPG players or streamers enough to let us know about it.
Some players also asked for the ability to boost the NPC checks that appear at the bottom of the screen next to the Continue button.
Currently, the game already enables players to spend their motivation on keeping their fear and anger low, so as to not negatively affect NPCs. We realized that the 4 presence traits from the character creator could also be used to make a difference in these situations.
Take for example this dice roll: In this case, the game checks whether Morl will react in a hostile way. If the player character has the menacing presence trait, you will now be able to spend 1 motivation point to make sure this dice roll goes their way, progressing the story without Morl acting belligerently.
We see this as an improvement, because it adds another way for the player to gain control over how the story evolves, while also adding a little bit of extra depth to character creation.
Well be back with another update once a new Act 3 Testing Build is out. In the meanwhile, thank you for your support and patience, and feel free to join the testing via our Discord.
Sacred Fire
Hello everyone,
As part of the Steam Summer Sale festivities, weve prepared the long awaited Act 3 Testing build for you.
While the testing build contains only a handful of scenes for now -- like another set of rewards and dynamically generated dreams as you rest after the big Act 2 battle -- it contains also the long awaited resolution to your and Etains childhood friendship backstory for both male and female protagonists.
Like last time, the testing build will be expanded gradually with more scenes, advancing your Sacred Fire journey towards its grand finale. Please note that the testing build does not contain voice-over, as we need to fix all the bugs in Act 3 first before recording with the voice talent.
As mentioned before the decision to cut no corners when writing Act 3 increased its scope considerably. And while we think the experience, without all the different resolutions and endings, would be crippled, unfortunately the game wont be ready for a full release this summer.
The increased scope and the consequent production hurdles ended up pushing the full release into the next year. Well be narrowing the release down as soon as the testing of Act 3 is over.
I wish things would be easier and I could deliver the game to you faster. Yet, were making progress and sticking to making sure experiencing Sacred Fires 1.0 breadth and depth will be an exceptional experience for both new and long-term fans.
In the meanwhile, thank you for your understanding, patience and support. If you aren't part of the public test yet, you can easily join now! Here's how:
- Join the community on Discord
- Head over to the #tester-role channel and claim the Act 3 Tester role
- Follow the instructions in the newly revealed #test-act-3 channel that will become accessible
Sacred Fire Iceberg Interactive
Hello everyone,
Welcome to the latest update from the trenches of solo development.
First things first - the testing of whatll be available of Act 3 will start at the end of spring, meaning by the end of June. Those waiting for the full release, will then have to wait a little bit longer, as the feedback and amount of bugs in the testing build will determine the 1.0 release date.
While our last update was marked by the joy of writing out the story to its full potential, the increased scope meant spending more resources on localization and voice-over, putting increased pressure on the development. Its thanks to my publishing partners flexibility and my determination that we tackled all the hurdles and can now bring you the good news of the game moving towards the finish line in an uncompromised state.
I understand the wait is long, both for players whove experienced the game recently, and for those whove been waiting for a conclusion to the story for a long time. That, however, is the road we went down ever since releasing the first public demo - of expanding the scenes with more player choice and NPC reactions based on your feedback. With Act 3, we wanted to avoid the common ailment of games in this genre - diminishing player choices, unanswered plot threads and patch-on endings.
Instead we tried to create many satisfying moments for many different playthroughs, addressing truly rare game states.
So, we want to thank you. Thank you for your feedback, your support, and your patience over the years! It's thanks to you that Sacred Fire could grow into whatll hopefully end up being a satisfying choice-driven experience for all of you.
P.S.: Oh, and yes, for those kindhearted players out there, dont worry, weve heard you : there will be an option for non-lethal attacks to stop the dogs in Act 1 as well.
Sacred Fire
Hello everyone,
With the new year in full swing, we're excited to bring you a brief update about the game's development progress.
All the writing is now finalized, and localization of Act 3 has commenced. In the end, Act 3 contains almost twice as much content as Act 2. Currently, I'm in the process of integrating visuals, stat changes, and dice rolls into all the lines.
Minor spoilers ahead.
In addition to the three main Act 3 eventsthe Raven rescue mission, the Roman camp infiltration, and the ultimate battle with several siege stages and iconic momentswe're pleased with how we've tied up all loose ends. We've brought all relationship arcs, mysteries, conflicts, and player agendas to a narratively satisfying conclusion.
Furthermore, Act 3 boasts over 10 pages worth of individualized epilogues detailing the fate of the kingdom and the characters based on your choices, including a variant where the fort is saved, but the protagonist dies.
To highlight a few additions based on community feedback, here are some elements that made it into Act 3 and the Sacred Fire story thanks to you:
- A way to enable Ygrain rise above her bitterness
- An opportunity to get even with Wid, if you get knocked out in Act 1, without overdoing it
- Morl's relationship can develop romantic undertones for female protagonist playthroughs. This decision was made simply because it made for a better story than the originally planned romance with a Roman captive. Please note, Sacred Fire does not focus on romance, and not all romances are equally extensive; some pairs have more to overcome than others
- Three distinct ways to upgrade the fort before the siege
- Successful endings for a coward and an opportunist playthrough, including a royal treasury heist
While many lines still need setting up, I'm eager to share Act 3 with you all. Thank you for your feedback, support, and patience! If you haven't already, you can join the community on Discord! It's the place for all things Sacred Fire.
Sacred Fire Iceberg Interactive
Hello, everyone!
https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/
As mentioned in our last announcement, Sacred Fire is participating in the annual Czech and Slovak Games Week, and you can pick it up with a 25% discount all week long!
With only a handful of scenes left to write to conclude the whole story, the rest of the development is now easier to predict. So we are bringing you an updated roadmap, including the final milestone: the release of version 1.0.
Once the writing is complete, the next phase is to set up all the visuals and dice rolls for Act 3, line by line, and prepare its English version for community testing, which will begin in Spring 2024.
Based on our previous testing and bug fixing experience, we realized that by the time its done, well be able to complete the art for character customization and localization needed for the 1.0 release.
This way, Act 3 will be publicly released already with localization as part of the 1.0 release.
I understand its been a long wait for the conclusion to the story, but we want to make sure we release Act 3 in a state that keeps the player and character agency at the high level established in previous acts.
Based on your feedback, the scope of the script, compared to what was planned, has doubled, and the game is richer and better for it.
Thank you all for your feedback, support, and patience!
Sacred Fire
Hello, everyone!
We're thrilled to bring you a brief update on our Act 3 progress and share news about an upcoming event! Sacred Fire will be part of the annual Czech and Slovak Games Week, with a 25% discount starting on November 13th.
Over the past few months, we've been focusing on writing the final battle scenes and all the intricacies leading up to it. These pivotal moments will enable players to amass various allies and tactical options that may greatly influence the outcome of the fateful battle.
Moreover, multiple paths have been implemented enabling you to avoid the battle. You can act cowardly, opportunistically, and pragmatically, or look for diplomatic and peaceful resolutions.
With only a handful of scenes left to write, its an exciting time for us, being this close to finalizing the story. Whats a challenge, but also a joy to watch, is making sure the rest of the cast stays driven by their individual beliefs and principles as the narrative unfolds.
Maintaining this principle allows for impactful outcomes dialogues held earlier can prevent characters from making rash decisions that could cost them their life. Conversely, it provides opportunities for manipulation, exploiting their darker instincts, and letting them risk their lives instead of you.
Please keep in mind, after the writing is done, the big task of setting up all the visuals and dice rolls begins, so itll take time till Act 3 is ready for testing. Ill be back with more news in a couple of weeks during the Czech and Slovak Games Week. Thank you for your support and patience!
Sacred Fire
Hey everyone,
With the summer almost behind us, were pleased to share a summary update on our development progress.
This month we participated in the Steam Visual Novel Fest, which brought a little bit of feedback here on the Steam forums and on Discord, which we appreciate. Overall its been a quiet summer which is great because it allowed us to keep our full focus on writing out Act 3 scenes spanning everything from terror tactics, rage filled attack charges, tender romance moments, and acts of unyielding loyalty.
We sincerely appreciate all the words of encouragement. With Act 3, we remain steadfast in our determination to produce the best version of the game possible. This is the core reason why things are taking longer than expected. While being careful to not add fluff, and subsequently cutting out what doesnt work, there are moments when I come across choices so thrilling and worth exploring, that not doing it would hurt the role-playing experience. These are the moments where I do take the extra time to write an entire branch giving the appropriate weight to the choice being added.
As a result, I am still writing and tweaking Act 3. Ill need another three months to finish the story by the end of November, which together with a period for community testing sets the public Act 3 release to Q1 2024.
I understand the wait for Act 3 and full release is long, and as a solo developer I can only agree; its a long stretch for me too. However, Im proud of how the game is shaping up.
We've decided a long time ago to not rush the game and thanks to a patient and supporting community and partners we were able to create something unique. The Act 3 scenes I already have are definitely the best Ive written yet, full of player choices, overwhelming odds, and heartwarming character interactions, and Im looking forward to sharing them with you all.
With many of the in-depth character conversation scenes locked-in, it feels like the crux of writing Act 3 has been solved, and now all thats left to do is diligently finish writing out the action scenes and tying up the loose ends for a satisfying conclusion to your journey.
Thank you for your support and patience. This game wouldn't exist without you all.
Sacred Fire
Everyone's favorite summer sale is here!
We are delighted to both be a part of it to welcome new players, and to share a summarized update on the progress of development since our last communication.
A few days ago, we released an important update to the game that fixed loading issues caused by ambient tracks and the hidden, but already present, localization functionality.
We would also like to express our gratitude to all of you for providing feedback on the Steam forums and Discord. Your reports on bugs in the more obscure branches, scene variants, and suggestions for improving the immersion have been invaluable in enhancing the game for everyone.
The game has passed an important internal localization testing round, and weve received more testing reports from our translation partners, which helps us inch ever closer to the full launch in 8 languages.
The most significant focus remains on writing Act 3, and we are making steady progress day by day. True to the style of the previous acts, interacting with the characters is anything but straightforward, with each interaction carrying multiple layers of context to explore and influence the outcomes.
Drawing from the experience of community testing in Act 2, which initially featured only a handful of scenes, we are preparing a more substantial testing build this time. We will keep you updated on its availability.
We sincerely appreciate all the words of encouragement, as well as your continuous support and patience. This game would not be what it is without each and every one of you.
Sacred Fire
Hey everyone,
A lot has happened since our last announcement, so were pleased to share a summary update on development progress.
Sacred Fire participated in the Steam Tabletop Fest last month and we'd like to thank everyone for your feedback here on Steam forums and on Discord. This resulted in many small bug-fixes and tweaks in todays update, as well as a small refinement to the female character's backstory description and starting effects.
Were continuing to prepare localization, as the full launch will include support for a total of 8 languages. With almost 300,000 words in the games script, this is no small task!
Some of the languages were enabled by a grant from the Slovak Arts Council, which is of course wonderful but also required us to tweak our development timeline to fit certain requirements.
At least now we know we got it all working correctly. The translations of story texts are progressing at a good pace that should leave enough room for testing them with the community before we release them with the full release of the game.
Most importantly, writing on Act 3 continues. The many game states that have accumulated for Act 3 (characters being alive or not, characters being allied or not, reactions to achievements or betrayals of the player character, etc.) are raising the complexity of the scenes.
Thankfully, writing the two previous acts has prepared us for the challenge, and were making progress on the main conflict resolution scenes, as well on some more personal long awaited scenes, like the Raven rescue mission, and the Etain backstory revelation scenes.
Well keep you informed about our progress and the availability of a community testing build, leading up to a Q3 Act 3 release.
Thank you all for your words of encouragement, and for your continuous support and patience. If you haven't already, you can join the community on Discord, or leave feedback here on Steam forums about the game.
Sacred Fire
Hello everyone,
In this short update, wed like to let you know that while all is well with the team and the game, as we keep working on Act 3, we discover new things to resolve for a satisfying ending for the main story and the many character relationship states.
At the same time, the localization of the previous acts is in full swing and while we work with experienced translators, they do need our assistance with context here and there which results in hundreds of questions due to the sheer amount of text.
So we'd like to ask you for a little bit more patience while waiting for Act 3 - itll be ready by the end of Q2 2023.
I can't wait to see which routes, self-expression choices, and endings players will favor in their playthrough, and plan to collect your experiences with the complete story in a survey afterward.
The next sale for the game will be the Steam Spring Sale starting on March 16th.
If you haven't already, you can join the community on Discord, or leave feedback here on Steam forums and let me know what you think about the game.
Sacred Fire
Hey everyone,
As we continue working on Act 3, we've managed to squeeze in a minor music playback update: 10 new ambient nature tracks are used at the chapter's end for more variety based on location.
You can also pick up Sacred Fire with a 25% discount during the Iceberg Publisher Sale!
https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/
Also, all the 1,700 voice-lines got re-mastered and the whole volume system mixing music, effects and voices got tweaked for a more balanced default experience.
If you haven't already, you can join the community on Discord, or leave feedback here on Steam forums and let me know what you think about the new music playback and/or the game.
Thank you for your continuous support and patience.
Sacred Fire
Hey everyone,
As we continue working on Act 3, we'd like to share an important update adding a 3rd path to the previous heroic or cowardly play-through of the 'Royal Feud' battle.
You can also pick up Sacred Fire with a 25% discount during the Steam Winter Sale!
https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/
SPOILER WARNING: minor spoilers ahead proceed at your own risk!
This new path is available both when you decide to stay behind in the main hall, or when you stay behind in front of the fort gates.
You can now fight to open the gate to bring reinforcements and directly save your brother's life.
Besides adding 3 new risk chains to the game, this also gives the player freedom to choose how challenging the playtrough will be.
This also presents the first time your people are left without any guidance whatsoever from Wid, and thus is a direct test of the leadership goodwill you accumulated with them.
We'd like to thank our community for helping us to deliver a great Act 2 this year. Thank you for your continuous support and patience, we cant wait to bring the final Act 3 to you next year.
Happy holidays!
If you haven't already, you can join the community on Discord! It's the place for all things Sacred Fire.
Sacred Fire
Hey everyone, The annual Czech & Slovak Games Week is here to celebrate games made by passionate teams from two countries that share the history of a united struggle for independence and freedom. As part of the festivities, Sacred Fire is 25% off during the event. https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/ A perceptive observe may spot a link why we're not introducing the Caledonian resistance as one tribe, but as a community of different people, able to look past their differences, united in their suffering and struggle against a common oppressor. Sacred Fire has been selected for the opening live stream, so I've recorded a video introducing the game to new players: [previewyoutube=lXPjooqVMwE;full][/previewyoutube] Game update We've also pushed an update with lots of small polishes to text and scenes in the game.
- more than 2000+ lines have been polished by our editor Scott Hamm
- the flow has been refined in a dozen of scenes
- some historic reference fixes reported by the community have been implemented (using "sling" instead of slingshot, "legionaries" instead of legionnaires, "a candleholder" instead of a fork that would probably not make it into a Caledonian royal feast)
- many story flow bug-fixes reported by the community have been addressed
- including Act 1 losing Raven and/or Etain states not correctly transferring to Act 2
We would like to extend a heartfelt thank you to all the community members who help make the game better in various ways, and also to all those who support us - thank you for your patience, we cant wait to hear what you think about the final Act 3. If you haven't already, make sure you join the community on Discord! It's the place to be for all things Sacred Fire.
Sacred Fire Iceberg Interactive
Hey everyone, To boost role-playing even more, were adding a lot of new player choices and story beats to the game based on your feedback and suggestions. A big thank you to all of the testers on Discord for helping us make these new additions as immersive, tense, and fun as possible! NOTE: there will be spoilers ahead for Act 2 proceed at your own risk! TLDR:
- Yes, you can kill your opponents in both Act 2 duels
- Yes, you can avoid all injury in Act 2 (both the back-stabbing and the spear)
1. GLEN BATTLE
There are some changes even before the battle begins. You can now stop Ygrain from leaving the safe spot before the battle. NOTE: There is no penalty if you don't stop Ygrain. Overall, this update respects your progress, so you dont have to replay Act 2 if youre happy with your playthrough. The Rescue Brian scene is now a proper risk chain, with smart choices making the rescue run a little bit easier. You can avoid getting stabbed by Flavius. Your allies, be it your feathered companion Talon, or a former rival like Morl can warn you and help you dodge the cowardly backstabbing. If its Talon who warns you, make sure to feed him afterward You can kill the Roman commander Flavius. The Romans get a more thorough implementation as a beast with many heads. There are multiple Roman commanders leading the punitive raid, some obsessive like Flavius, some more rational. Gaining insights about them is crucial when making choices that will impact who youll be facing in the final battle in Act 3.
2. REST SCENES
The male protagonists playthrough gets three romance beats in Act 2. Clairs is part of her expanded backstory, which is itself full of new choices that can dramatically alter her fate. Etain comes to repay the favor, if you took care of her while she was unconscious at the beginning of the game, and keep you company, while you recover after the safe spot battle. And Morrigan can reveal her softer side after the pivotal royal feud battle if you manage to save her son. She plays a more active role in the courtyard aftermath and saving her son can elevate your status even if your protagonist's heart is already taken.
The female protagonists playthrough gets all the nuanced text variations contributed by the talented Jennie Kong, and a better Leif introduction in the Ygrain questions the threat and Crying girl scene in Act 1. Besides Leif, new romance beats are reserved for Act 3, due to the male characters being introduced a little later in the story.
3. HILLFORT BATTLE
You can avoid getting spear-stabbed by Kean's man. Again, your companions and allies might help to make this easier, or you can just get lucky. Furthermore, you can dodge Wid slamming into you, keeping a zero pre-scripted damage path possible.
You can kill Kean - lets be honest, he had it coming That being said, for certain end goals, there is value in letting him live after defeating him. There are multiple instances when the protagonist can go for the kill; including a trial by combat duel that can prevent the loss of life of your men. Morl can prove to be an extra obstacle if he got banished before.
On the flip side, once Kean is defeated, you can get the raiders to join your ranks. Things go a lot easier if you understand who Clair is and help her in her dilemma. Morl can again prove to be a hindrance. Or, if you managed to turn him into an ally in Act 1, he can help.
This results in two new Act 2 endings 'STRONGER THAN EVER' or 'A DECISIVE VICTORY'. Losses are tracked across each major battle now, affecting subsequent battle risk chains. NOTE: If you got A HARD WON victory in the original Act 2 release version, there is no penalty and you dont have to replay Act 2. Also, based on community feedback, the queen and king dynamic leading up to the battle has now been better explained with the refined motives and behavior of king Uther.
4. OTHER CHANGES
A no mans land community backstory moment was added to Chapter #1. When returning from the hunt the player can better understand their place in the community before they decide whether they want to warn the others or share their prey with them. It also provides context on how the necessity to survive, and a common enemy, motivated the remnants of the Caledonian people originally inhabiting the no mans land to look past their differences and accept slaves escaping the Roman empire, or warriors from subjugated provinces like Gaul, into the resistance.
Thank you for your support and patience while we work on Act 3. In the meanwhile, I hope these changes will make the available scenes even more immersive. Cheers, Andrej
Sacred Fire Iceberg Interactive
- fix duel endings (Flavius, Kean, berserk mode) - fix missing or repetitive stat changes in duels - prevent scripted vitality loss causing game over - fix missing voice-over lines
Hello everyone! Thanks to the amazing help from our community testers, were excited to let you continue your Sacred Fire story, as Act 2 is now available! In this blog, we'll outline what you can expect from the second act. Before we get into (minor) spoiler territory, here's what some of our Discord testers had to say while playing through Act 2: flori2412 Wow, this was scary! Well done! Metastatic Love the choices you have with your brother. yangao5e Another marvelous act. Great job. And for those who prefer hard numbers, these are the contents of Act 2:
- 27 new scenes.
- 2 big battles and 2 one-on-one duels, each with a unique twist.
- 3 new major locations with 25 unique shots
- 9 new characters, with 18 new insights to uncover
- 4 old characters got their art upgraded based on your feedback
A Visual Overview
Note: there will be minor spoilers from this point, so read along at your own risk!
Act 2 brings several major battles
and one on one duels
that will test not only your cunning and willpower...
but also the loyalties your choices inspired...
on and off the battlefield
in characters both old and new...
and maybe even in some that were long forgotten.
Enjoy!
We appreciate your patience as we finished up Act 2. We're very happy with how it ended up, and we hope you enjoy continuing your story. Feel free to leave any feedback on the Steam forums, or on the official Sacred Fire Discord! Kind regards, Andrej and the Iceberg Interactive team OLD SAVE NOTE: we went to great lengths to make sure you can continue with your old save, but still some big changes were made to the story structure, so saves older than 2.6.0 wont work. But if your save is that old, chances are youll enjoy the improvement made to Act 1 too.
Sacred Fire Iceberg Interactive
Hello everyone, Work on Sacred Fire continues full steam ahead despite record-breaking temperatures over here, and here is this month's news.
Act 2 Progress
This is just a quick progress update - unfortunately, Act 2's release will slip into August. All location, character art and voice-over is ready, so the stage is set, but bug-fixing and finishing touches take longer than expected. We will reveal a specific August date as soon as we're certain about it.
However, thanks to your feedback, the whole game, including Act 1 will be more polished and immersive than ever before.
UI Testing
Were testing a new way how to communicate probability in the UI mixing icons and percentages to better represent the importance of different story beats and make choice-making more fluid, with the goal of immersive role-playing in mind. For those who enjoy their number crunching and min-maxing, the numbers only UI option will of course still be available.
Dialogue choices, where dice rolls result in indecision and not outright failure, do not clutter the screen with percentages. This could let you focus more on what youd really like to do or say. Of course if you want to bring back the exact probability and tooltips with breakdowns, you can change the UI settings back in one click. The way it works in the new setup is, youll slow down to evaluate the probability only if your character is indecisive:
So what were collecting feedback on is whether displaying percentages only next to actions where failure consequences can be critical, makes for a more enjoyable role-playing experience.
As always, thank you for your patience and support. We wouldnt be able to get this far, if not for you, an amazing and supportive community.
Act 2 Testing
If you cant wait for Act 2 or want to test out the new UI, head over to our Discord, gain access to the Act 2 testing build (with the new UI) and become part of our testing community and leave feedback.
Sacred Fire Iceberg Interactive
Hello everyone! We have quite a bit of news to share with you all, from the Steam Summer Sale to news on Act 2. So without further ado, let's get into it.
Update
Today's update features quite a few fixes, additions, and tweaks based on community feedback. The Discord has been buzzing with great discussion about the game lately, so thank you for all of your valuable feedback! We will share the full patch notes at the bottom, but some highlights include:
- Refined some early scenes, getting rid of 'tilted' characters (also applies to the demo).
- Refined camera animations in-game and in the intro cinematic.
- Added a tutorial/reminder for paid successes and other triggers.
Act 2 News and Artwork
As you know, COVID has pushed the release of Act 2 back a bit. That said, we've been making big strides in its development, and we expect to fully launch Act 2 in July! Below you can find some brand new art of characters you will meet in Act 2 of Sacred Fire.
Summer Sale
Summer is here! And with that, of course, comes the Steam Summer Sale. For the duration of the sale, you can pick up Sacred Fire at 25% off! Picking up the game will also allow you to get a first experience of Act 2 on our testing branch. https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/
Full Patch Notes
Visual additions
- Refine the opening scenes (remove tilted characters)
- Refine camera animation in-game and in the Intro cinematic
- Add background horizontal swap on closeup camera on character change
- Refine the "Catch Etain" and remove risk chain bonus leftovers
- Improve the "Resist Berserk" visual scene setup
- Change the "Herd Escape" branch rewards to a new background location art
- Add Brian to the People Tab followers' insight visual scene
Visual fixes
- Fix "Choose Your Path" swapped backgrounds
- Fix the wrong background in the "Send Them Away or Let Them Stay" choice
- Fix legionnaire combat "Tree" Risk Chain character art
- Prevent missing character art due to non-existing weapon art
- Add missing voice-over lines to Act 1 scenes
- Add tutorial Click Control Button and "Click Choice Percentage" reminders (triggered once per game launch on Paid Success, Low Success Chances, Control Drain)
- Refine the "Click Control" tooltips and tutorial texts
- Refine character pronouns in tooltips
UI Fixes
- Fix emotion overflow explanation
- Fix HP tooltip, so that HP regeneration corresponds with active game difficulty
- Fix Character Screen People Tab replay chapter renown values
- Fix People Tab NPC Face tooltip (use Story NPC names and NPC pronouns)
- Fix PC rank counting deceased or not yet introduced characters
- Fix Progress Modal Next Rank tooltip not filtering characters based on being already introduced and alive, and not using character story names
- Fix NPC screen motivation overflow after PC outranks them
- Refine "Abandon Hunt" choice effects in the "Deer Hunt" scene
- Refine the "Boast About the Deer Hunt" scene, rewarding the fifty strides shot
- Add enemies Insight "They have been subjugated recently"
- Add a non-violent option to the intimidate Morl by "Pretend to blow the alarm horn" branch
- make Morl "Out for Blood" if humiliated in combat (spit, slap)
- make Morl getting banished conditions more robust
Act 1 Story fixes
- Make the "Talk to Wid" scene in Chapter #1 more robust (fix loops)
- Fix the flow in the "Find Wid After You Wakeup" scene
- Fix the "Etain Is Coming" scene to filter out the options if the PC has no weapons
- Fix the game mentioning Raven's location even if the player didnt learn it from the boy with the stone
- Fix the "Save Raven Cover Fire Only" risk chain not telling the game that you saved the girl
- Fix legacy lines mentioning Raven using bow and arrow instead of a slingshot
- Fix Raven's investigative scene "Let her think" loop
- Fix the "archer botched his shot" text in the "Etain's Life & Death check"
- Add missing stat effects in "Morl Banish" lines
- Fix "Kill Slaver Boy" aftermath choices affecting villagers even when they are not present
- Fix and update Chapter counting
- Fix quite a few typos
- Fix rewards increasing wrong attributes
- Fix rewards to precisely designate NPC's stat changes
- Add outfit Comfort stat to show up in Choice Effects
- Fix the game not turning Combat off after knocking out Morl and choosing to "stand down"
- Fix the Risk Chain Bonus being set to zero in the combat "Flee" risk chain's last dice roll
- Make combat opponent switching more robust
- Fix NPC anger working in your favor in Speed PC vs. NPC combat attack checks
- Fix Morl's combat "Yield" scene line order mixup
- Fix the damage tooltip (PC hp bar floating text) to use correct character pronouns
- Fix the motivation penalty tooltip for NPC extra effort (close call defense)
- Fix Insight Boosting and Bonus Insight Experience and Renown Points
- Fix keyboard controls: "SHIFT + 1|2|3|4" boosts choices as intended
- Make the "Paid Success" code more robust
- cap the FPS on game startup to avoid GPU fan noise
Localization prep
- Prepare tooltips for languages with character name declension
- Rebalance 'the Strong' title
Sacred Fire Iceberg Interactive
Hello everyone!
We're back with another update for you. As we mentioned in our previous announcement, we want to make sure Act 2 is as polished and exciting as possible when we fully release it. That's why we started a public test through our Discord where you could get your hands on the first few scenes of Act 2.
Getting sick with Covid last month has interrupted the testing progress, but we did manage to finish all texts, locations and voice-recording for Act 2, so were back to the gradual updating of the testing build. Today we've added a few scenes that challenge and reward the player's resolve and leadership before finally getting to a safe resting place and out of the harsh Caledonian cold.
Here you can pick up the first thread to start to unravel the mystery of what triggered the Roman aggression.
If you aren't part of the public test yet, you can easily join! Here's how:
- Join the community on Discord
- Head over to the #test-act-2 channel and follow the instructions there
LudoNarraCon Sale
LudoNarraCon has begun! If you're unaware, LudoNarraCon is a digital event on Steam celebrating narrative-driven games like Sacred Fire. In honor of the event, you can pick up Sacred Fire for 25% off until May 9th! https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/ That's today's update. Feel free to hop on Discord and join the testing for Act 2, we'd love to see you there!
Sacred Fire Iceberg Interactive
Hello everyone! We are back with lots of new things to talk about, like an update to our earlier roadmap, beginning testing for Act 2, and a discount!
Roadmap update
Initially, on 'Early Access' launch last year we expected to release the rest of the story in Q2 this year, followed up by the full release later after adding localization and finalizing art. This time frame has shifted, as we opted to avoid rushing the story and take extra time incorporating the community's feedback and more character interaction, as you can see from our update to Act 1 last month. Here is our updated roadmap for Sacred Fire:
While this may be a disappointment to some of you, we hope you can appreciate that this will make for a better role-playing experience in the end. This month's progress marks the start of new Act 2 scenes testing on the official Discord server leading to the big Act 2 public release in May.
Act 2 Testing
The Act 2 scene testing build will be updated gradually with new scenes. It starts small with:
- new consequences to all your Act 1 choices in form of dreams
- choices on how to react to the failure of those under your command
- with plenty of tactical preparation options
- negotiations to persuade people to go along with your plans
- first shield wall risk chains
- first one-on-one duel with a Roman general
- and choices affecting relationships with characters old and new
So we'd like to extend another Thank you for your support and patience, and to everyone who has taken the time to share their thoughts on the game, or has hunted down a pesky bug! You can join the testing for Act 2 by visiting our Discord server
Discount
To celebrate the Act 2 testing phase, Sacred Fire is now 20% off on Steam! If you or anyone you know wants to get in on the exciting new scenes early, make sure to grab the game while the sale lasts. https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/ And of course, let us know what you think on the Steam forums, or join the community on Discord!
Sacred Fire Iceberg Interactive
Hello everyone!
We're back with another update, focusing on improving story beats with important characters in Act 1. We know you're all excited for the testing of Act 2 to begin, and it's precisely the writing of new scenes that triggered the need for more character interaction in Act 1. The first act now serves as a rock-solid foundation for what comes next, and we appreciate your patience in this.
Please note that old saves will not be compatible with this update, as it adds many changes to the story, as well as stat changes to the influence checks when both you and a rival character try to win the crowd.
Morl
Morl resurfaces now in many scenes with interesting consequences.
- Morl will resurface (if alive) and can be an ally or enemy depending on your earlier choices.
- Added an assassination scene Morl might try to get you killed.
- If you survive Morl's assassination attempt, you can try to have Morl banished. But can you prove what happened or will he slip away? Will important figures support you, or did your previous choices erode their trust?
- Morl yields and becomes an ally more frequently in battle.
- Added Teach Morl to respect you options after knocking him out, good and bad variants.
- Added a Sneak back and shoot Morl in the back option. How will your character perform the deed? How will you rationalize it? You could botch the execution and have Morl flee and plot his revenge.
- Added dialogue options and Wid's reactions to these new choices with Morl (and the option to not tell Wid of course).
Raven
Another important character in the first act, we've given Raven's scenes some more refinement. Rescue Risk Chain rework
- Better characters position setup in many shots
- new risk chain variants for solo playthrough (without Etain)
- Raven can fall captive and you need to escape 2 archers flanking you
- If you notice Wid's reaction to Ygrain calling her Raven Child.
- After you save Raven and gain her trust, you can start unraveling the truth.
- This includes 5 new insights about Ygrain, Raven, and the life of orphans in the community.
- A variant where the player, the girl, and Etain can tease each other.
Etain
- Life & death check refined flow + Ravens involvement more important
Combat
The game now tracks:
- A flawless victory (not getting injured) - gives a motivation boost
- Humiliation (Morl will seek vengeance even if you let him live)
Feedback
- Remove forced hand in hand result while waiting for a healer at Etains bed
- Add Mercy kill to combat
- Explain why you put Raven on your shoulders in the Bear encounter scene
- Raven uses a slingshot (as she cant draw an adults bow)
- Inform about Choose Your Path before making the choice + why some options are unavailable after picking up duties
- Refine Wid introducing watch duty when you decide to stay inside
- Refine Raven inquiry about why you did or did not stay behind to kill all slavers
- Refine Morl and Ygrain introduction texts so players can make up their own minds about them
- Fix hilltop branch going to the watchtower in one instance
- Refine Insights: explain better what makes these specific recruits in the roman army more likely to withdraw
Fixes
- Fix some combat risk chains options missing in centurion duel
- Fix hide from slavers all party variants (Etain, Raven, rescued slaves YES/NO)
- Remove superfluous Risk Chain Bonus from catch Etains fall check
Other
- Act 1 localization start, cleanup
- Optimized texture format saves 30MB of download and 60MB of install space
Sacred Fire Iceberg Interactive
Hello everyone.
We just wanted to let you know that The Big Adventure Event has begun! We have a small but important update to celebrate our participation: text speed settings.
Not everyone reads at the same speed as others, especially when English isn't a native language. This setting will allow you to set the speed at which text appears to your own liking, letting everyone experience the story at their own pace.
We've also improved how the game handles old saves. There was a bug with incompatible (old) save files when certain updates got pushed, causing an infinite loading screen. The game will now scan your save file to see if it is compatible with the current version, and if it isn't compatible, the game will not try to load.
And last but not least, we've improved the general story flow.
https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/
And if you're looking for more adventure after completing Act 1 of Sacred Fire, head over to The Big Adventure Event's page! There are hundreds of demos to experience.
If you're new here, make sure you try our demo! And if you already own the game, give the text speed setting a try, your feedback is always appreciated.
Sacred Fire
Hi everyone!
The Big Adventure Event is all about celebrating adventure games. With over 100 demos, there is something for everyone to enjoy. In honor of our participation in the event, we're streaming our developer interview directly to the theBAE page.
Tune in on Friday January 21st at 8PM PDT to catch the stream on the theBAE page!
Sacred Fire
Hello everyone. Happy new year! We hope you've had a nice, relaxing holiday season to end 2021. Last year, we painted in broad strokes what we have planned for 2022. Today, we'll take a look at some more specific upcoming changes.
The Big Adventure Event
Next week, we'll be participating in The Big Adventure Event on Steam! It's an event to celebrate adventurous stories in video games. It's an excellent way to find a bunch of amazing games. More news on that next week. The Big Adventure Event starts on the 20th of January, so mark your calendars!
Quality of Life UI Update
Right now we're working on a UI update that allows you to have more control over the speed at which text appears. Not everyone speaks English as a native language or reads at the same pace, so this update will allow everyone to read at their own pace. That also includes speeding it up for the speed readers out there.
Testing Act 2
In a few weeks' time, we'll also start testing the second act of Sacred Fire, and you can get involved! We'll be testing Act 2 incrementally on a separate branch of the game. If you are interested in getting an early look at Act 2, as well as hunting for bugs and typos, feel free to join! More information on how to join the playtesting of Act 2 is coming soon.
We hope you're looking forward to these updates! Join the community on Discord, or leave your thoughts on the Steam forums.
Sacred Fire Iceberg Interactive
Hello everyone, With the end of 2021 fast approaching, we wanted to extend a heartfelt thank you to everyone who has supported Sacred Fire! Whether it was through hunting down a pesky bug, providing feedback, or simply spreading the word, Sacred Fire would not be where it is today without the community's help. We wanted to highlight some major changes we've made based on your feedback, and take a look at the future of Sacred Fire. Check out the Year In Review video below to get a sneak peek at Act 2! [previewyoutube=bIh-L7WSKDE;full][/previewyoutube] We've also prepared an update for today! It contains mostly bug fixes and some QoL changes based on your feedback take a look! GAME MECHANICS
- Fix MP Recharge not working at all
- Un-allocate Goodwill Points invested in Insights on character's death
- Character Points Locked modal: show only once + fix bug causing being unable to exit NPC screen
- Make unlocked Insights for side characters accessible at any time
STORY
- Fix hide axe after sever head Chapter #1 'Hunt'
- fix being able to mention to Wid you saw Etain when you did not in Chapter #1 'Hunt Chapter #2 'Shadow', and say
- Fix not met Etain and mentioning 'No, Etain killed him, I took the head'
- if player skips the first combat encounter with Romans in Chapter #1 'Hunt: add 'Think about the past' and 'Examine feelings' choices when player meets Etain for the first time in Chapter #2 'Shadow' in 'Etain Returns' scene
- Refine text in Chapter #2 'Shadow' Nightmare scene
- Fix Ygrain full figure art disappearing in Chapter 'Smoke' after Wid knocks you out
- Change Elieen and son followers only gained if you convince them to protect Etain
- Refine flow reflect on Wid's reaction choices, after realizing Ygrain abuses her power
- Fix Eileen takes care of Etain Yes/No when stayed inside and Wid asks about it
- Fix Wid not acting reserved after you attack him in Chapter 'Smoke' because of Ygrain OR after getting into fight with Wid in Chapter 'Shadow' tracking
- Fix Raven not rescued errors (protect Raven from bear, or flee with her choices available even if she is not there)
- Fix Chapter #7 'Ghost' all scene (support correctly all party variants)
- Fix errors when you saved Raven but she is not with you anymore
- Fix Raven not appearing in chapter #7 'Ghost' after you convince her to abandon Etain (assassination scene) and run away with you
- Fix Chapter 'Ghost' progress to ZERO reset missing
- Fix Ghost of the WIlderness solo ending with a leader in the making ending
- Fix Hanging onto dear life ending -> reward section -> congratulations game end background mismatch
- Remove scripted hp penalty near game end (ants, climbing tree solo end)
- Fix error when you didn't see Flavius examining the dead dogs, but the story mentions as if you did
- Fix Etain not appearing in People tab after you recognize her in Chapter #1, or she comes back in Chapter #2
- Fix Morl not disappearing from People tab after being killed
- Fix Raven's influence shown as ZERO after real name set to 'Luan'
- Fix NPC character disappearing from People tab (when INK variables Intro and Alive were correct)
- Fix NPC screen Insight Boosting tooltip (remove header saying People Tab)
- Fix Select Character Screen Old Save modal warning (make it disappear on Screen exit, make it stay if the next save slot is also an old save)
- Add 'enemies' and 'followers' labels to People tab + on click show all unlocked insights of side characters
VISUAL
- Fix Character Creation rare duplicate character art bug
Sacred Fire Iceberg Interactive
Hey everyone!
Points Re-allocation Limit
The first big change in today's update is the limiting of re-allocating points to once per chapter.
- So the story flow is not interrupted by the temptation to re-allocate the points yet again for yet another dice roll
- But you never feel like you made a mistake and cant get your points back
- We also allow to remove wealth upgrades on a story step with choices costing wealth, so you never feel like you cant allocate your wealth points out of fear of a choice coming up that costs more than you have left
Second, you can now hide the exact values that choices can have on stats separately.
- You know the choice affects a stat, but you have to read the choice text to know which way
- So that you both rely on role-playing and not clicking choices based on stat effects only
- But at the same time dont feel like a choice had an unexpected effect
- Show NPC name in floaty texts if more than 1 NPC in the scene
- Add save support for Demo to Early Access build
- Fix bugs around saving the game's ending and Ironman unlocking
- Death in Ironman mode reloads the game start checkpoint instead of exiting into the Title screen
- Fix edge cases of choice effect Idea level upgrade: unlock Idea if not yet unlocked, grant 50 pts if Idea already maxed out
- Fix character screen showing wrong characters in Chapter 'GHOST'
- Change music in the rescue Raven scenes
That's today's update! Try these changes out for yourself and let us know what you think of them. What's next?
- Story: several fixes when skipping dialogues, and abandoning characters
- UI and game mechanics fixes around NPC characters death
Sacred Fire Iceberg Interactive
Hello everyone! Today's update contains more bug fixes and improvements based on your feedback in these areas: User experience, player agency
- Added an icon to choices that loop back, to inform players which choices move the story forward
Character creation
- Improved Blocks attributes and Blocks resistance tooltips
- Fixed +/- link highlighting not disappearing on hover off
- Fixed mismatched attributes effect on beauty/menace
- Fixed preset traits highlighted icons mismatch
- Berserk eliminates fear, thus your attacks have a higher chance to hit
- Radical Attack has an NPC dice roll step, so even pulling it off does not guarantee an instant win opportunity
- when you run out of hit points, but you fought well and managed to win his respect, Morl only knocks you out
- when player uses the flee option, Morl only shouts insults
- BUT if Morl is enraged he will use deadly force in both situations
- Your character's Close call and Effortless defense now both grant +1 MP
- Your character's Critical miss no longer causes -1 MP, just a penalty to anger/fear
- Separate combat attack, defense, enemy turn start, player turn start texts
- Hard and soft checks click on choice improvements
- Fixed typos and Raven/Luan mixups
And this is what we're planning for the next update (there will be a testing build made available, in our #feedback channel on the Discord server next week): Limit allocation of points to once per chapter
- so the story flow is not interrupted by the temptation to re-allocate the points yet again for yet another dice roll
- but you never feel like you made a mistake and cant get your points back
- + allow to remove wealth upgrades on a story step with choices costing wealth, so you never feel like you cant allocate your wealth points out of fear of a choice coming up that costs more than you left un-allocated
- you know the choice affects a stat, but you have to read the choice text to know which way
- so that you both rely on role-playing and not clicking choices based on stat effects only
- But at the same time dont feel like a choice had an unexpected effect
- Fix bugs around Ironman unlocking and checkpoints when reaching the games end
- Story: several fixes when skipping dialogues, abandoning characters
- UI and game mechanics fixes around NPC characters death
Sacred Fire Iceberg Interactive
Hello everyone!
It's been only one month of Early Access, but thanks to everyone who took the time to leave feedback, the game is already at 92% positive reviews. Thank you for helping us get here!
We set out to create something new and meaningful, so we're super happy about how many of you say they've never played a role-playing game like this before, and how tense and immersive the experience is.
That's why we'd like to invite you to vote for Sacred Fire in the Innovative Gameplay category for the 2021 Steam Awards!
The game is currently also 15% off during the Steam Autumn Sale! If you haven't picked it up yet, now's the time.
https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/
Hi everyone! Thank you for all the feedback and support, its truly appreciated and helps us make the game better.
Sacred Fire's Early Access Journey
After careful evaluation, we decided to prioritize finalizing the story. While the character art is also important (and well address some issues along the way), having the story finalized first will leave us more time to test and implement feedback. Sacred Fire's second and third acts will be released as free major updates. Act II is coming in Q1 2022, and Act III in Q2 of the same year.
With the story completed in Q2 2022, our focus will shift to finalizing the art (customization variety, poses, expressions and enemy variety), and localizing (translating) the game into more languages. During Early Access, Sacred Fire will only be available to play in English, but at full release it will have the following languages:
- Slovak
- German
- Russian
- French
- Spanish
- Chinese
Czech & Slovak Games Week!
We're also very excited to be a part of the Czech & Slovak Games Week! You may be surprised how many well received games come from this small corner of the world - open world RPGs like Kingdom Come: Deliverance, but also hits like Machinarium or Factorio.
Take a look at the event page! There's a wide variety of amazing games there with deep discounts, so there's something for everyone.
Update: Tutorials and Save Slots
First, we've addressed the number #1 request that will enable you to enjoy more time in the game - weve added save slots. This allows you to play multiple different characters and builds without having to say goodbye to your previous protagonist. You can also experiment with certain story choices more freely, without feeling like you've 'messed up' your story. Second, we've reduced the amount of tutorial pop-ups. Some players felt like there was a bit of an information overload at the start, so we've fine tuned them a bit. We feel like the tutorial is still clear enough to get you started, without being too handhold-ey. Let us know what you think!
And finally, we made some improvements to the flow of the story, and fixed a few bugs (most of them identified and reported by you guys, our community!) If you were struggling with the amount of tutorial pop-ups before, make sure you give this new update a try! The same goes if you wanted to try some different story choices without losing your main save. Let us know what you think on the Steam forums, or join the community on Discord (and earn the official Bug Hunter role)!
Sacred Fire Iceberg Interactive
Hello everyone!
thank you for your patience and support. Based on your feedback the first update adding options to customize the game difficulty and the way dice rolls work is now live.
Those who liked the original experience do not have to worry, the default 'normal' difficulty is the original experience with no changes whatsoever.
Those who expressed desire to customize their experience have now these options:
Easy difficulty
- Gives you a bonus in all dice rolls
- Restores all of your HP and MP when you start a new chapter
- Emotion extremes do not drain control
- Control recharges motivation faster
- Increases the challenge in all dice rolls
- Control recharges motivation at a slower pace
- enable step back: enables a BACK button that allows you to undo your last step in the story
- enable the weighted dice option to remove bad luck streaks
- enable Ironman mode where no check-points are getting created: Can you cheat death?
- a scene where you can regain hp/mp after the duel with the centurion has been added
- the ants biting you (scripted hp loss) can be avoided
- you can turn on subtitles for the intro cut-scene
- refined Mindset tab Idea boosting tutorial
- the Mindset and Renown pts exploit bug
- the MP recharge exploit bug
- Risk Chain bonus now shows up correctly in the Dice Rolle Result UI tooltip
- Renown tab tooltip lists now all effects
- Chapter progress now doesn't pop-up after game reload
- many minor bug-fixes
WHAT'S NEXT In the next update I'll focus on adding support for multiple characters and fixing any bugs around saving and loading the game. Thank you for your patience. Sacred Fire Iceberg Interactive
Added: - Easy difficulty - Normal difficulty (100% original experience) - Hard difficulty + options: - enable step back - enable the weighted dice - enable Ironman mode Improvements: - a scene where you can regain hp/mp after the duel with the centurion has been added - the ants biting you (scripted hp loss) can be avoided - you can turn on subtitles for the intro cut-scene - refined Mindset tab Idea boosting tutorial Fixes: - the Mindset and Renown pts exploit bug - the MP recharge exploit bug - Risk Chain bonus now shows up correctly in the Dice Rolle Result UI tooltip - Renown tab tooltip lists now all effects - Chapter progress now doesn't pop-up after game reload + many minor bug-fixes
Hello everyone! We're very glad that many of you have been enjoying your time with the first act of Sacred Fire. We set out to create a very immersive story that was fun to role-play your way through, and for the most part, it seems like we have succeeded. Of course, we entered Early Access to gather feedback from you, the community, and we're glad to have gotten it. Some of you have expressed that the randomness when making checks can be a little punishing at times. Fans of TTRPG, where randomness can be harsh at times, but also creates interesting, emergent narratives, do not have to worry, that remains the default experience. That said, we don't want to impede anyone from enjoying the story just out of frustration at randomness, which is why we are currently working on 3 difficulty settings. Easy difficulty
- Gives you a bonus to all checks
- Restores all of your HP and MP when you start a new chapter
- Emotion extremes do not drain control
- Bad luck streaks are prevented through weighted dice
- Control recharges motivation faster
Normal difficulty
- The game in its current state will reflect normal difficulty, with one change
- You will regain +1 HP and MP per character level when you start a new chapter
Hard difficulty
- Increases the challenge in all dice rolls
- HP and MP only restore during story rest moments
- Control recharges motivation at a slower pace
Apart from these 3 difficulty settings, we're also introducing additional options for customizing the difficulty of your Sacred Fire experience when creating a game on any difficulty, you can:
- enable the weighted dice option to remove bad luck streaks
- enable Ironman mode where no check-points are getting created: Can you cheat death?
- Ironman mode can be unlocked upon completing the game on Hard difficulty. Of course when playing Ironman mode on Easy difficulty the step back is disabled.
Sacred Fire Iceberg Interactive
Join us as we have Sacred Fire lead developer Andrej Vojtas on to talk all about his psychological role-playing game.
The talk touches on the setting of ancient Caledonia, important inspirations for the story, and what makes role-playing in Sacred Fire different from other RPGs.
Tune in! And check out the demo as well while you're at it.
https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/
Sacred Fire
Join us as we have Sacred Fire lead developer Andrej Vojtas on to talk all about his psychological role-playing game.
The talk touches on the setting of ancient Caledonia, important inspirations for the story, and what makes role-playing in Sacred Fire different from other RPGs.
Tune in! And check out the demo as well while you're at it.
https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/
Sacred Fire
Hello everyone! It has been a long time coming, but we are thrilled to announce that Sacred Fire is now available in Early Access! The journey is of course far from over, but we are so happy to have reached this milestone. We set out not just to create a game, but an immersive story that you truly play. This Early Access release, containing the first act of the story, should already give you the deep, immersive experience we aimed to build. [previewyoutube=sVkYIJaXcYk;full][/previewyoutube] Here is what you can expect from Sacred Fire in its current state:
- Act 1 of a highly branching, immersive narrative.
- Every choice counts, making the story highly replayable as you uncover all the different outcomes.
- Real role-playing reminiscent of TTRPGs. Consider your character's emotional state when making decisions.
- A cast of intriguing and living characters, each with their own wants, needs, and ambitions.
- A beautiful soundtrack that takes you on a journey to ancient Caledonia.
Sacred Fire Iceberg Interactive
Greetings everyone!
Weve got some very exciting news to share with all of you:
First, were thrilled to announce that Sacred Fire is entering Early Access on October 19th!
[previewyoutube=n7dPCp3AtnE;full][/previewyoutube]
The initial Early Access release will contain the first act of the game, with the other two being added in major releases later down the line.
We aim to involve you, the community, directly in the further development of Sacred Fire, so make sure to join our discord or visit the Steam forums.
Note: Early Access will be in English only, and localization will begin once the story is finished.
Demo Update
Second, please take the time to check out the new demo update! It should feel like a new experience, one where you worry less and enjoy and immerse yourself into the scenes more. Based on your feedback, we overhauled the way story steps carry bonuses and penalties, putting you, the player, in control: You know whats coming (Formative Moments): Major changes, affecting important attributes, happen on rare clearly marked story steps and come with a warning in the UI:
- You know what penalties choices in these formative moments trigger
- Most penalties can be resisted
- Discovering choices defining your backstory can get you rare bonuses to physical attributes
- Ideas can flip to positive statements
- Insights can now be used to spread rumors and gain renown
- Upgrade items easily with a new UI layout
The important result is, you can now freely explore the story and know there is no big penalty catching you by surprise. If something BIG is going to happen, itll be marked. The upgrade points and their sum, the Influence, also allow you to track how well you are playing. Additional Changes Character screen rework
- Flashing + sign for available upgrades
- Switch 4 main tabs order (no name clicking)
- Refined 4x3 layout for Traits, Ideas, and Titles
- New dark background for better readability
- Upgrade points at the bottom screen position
- Surface: the sentiment based on positive and negative experiences
- The deep: blocks and goodwill, the beasts hidden below the surface
- Abstract: the layer based on upgraded Ideas and Insights, the power of your compassion and reasoning vs. emotions
- All can be clicked taking you to the corresponding screen
- Their tooltips explain also the automatic check failure effect
Sacred Fire Iceberg Interactive
Join lead developer Andrej Vojtas as he plays through the demo of Sacred Fire, our unique psychological role-playing game.
Of course, we invite you to try the demo out yourself!
https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/
Got questions? Join the community on Discord!
Sacred Fire
Join lead developer Andrej Vojtas as he plays through the demo of Sacred Fire, our unique psychological role-playing game.
Of course, we invite you to try the demo out yourself!
https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/
Got questions? Join the community on Discord!
Sacred Fire
Join lead developer Andrej Vojtas as he plays through the demo of Sacred Fire, our unique psychological role-playing game.
Of course, we invite you to try the demo out yourself!
https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/
Got questions? Join the community on Discord!
Sacred Fire
Hello everyone, We're excited to be a part of Gamescom 2021, a digital event showcasing many different games through trailers and demos. To celebrate, we have updated our demo once again, based on your feedback! Many of you enjoyed our new role-playing experience. The 2 themes that come up in the feedback are that to enjoy the game even more: [olist]
This makes the experience so much more enjoyable, filtering out the setbacks that are easy to fix, and setbacks that need a long-term approach to fix. It significantly decreases the Oh no, the game is punishing me feeling, as you know how to fix it, you are in control. So now all the short-term changes are displayed directly in the UI, and only long term changes show up as floating texts in the scene. As a bonus, this change makes each scene easier to read and players can feel more immersed and more in control at the same time. So, thank you for all the time and effort you put into sending us feedback, we appreciate it. We can honestly say, without it, we would have never thought of this change. And it does make the game better in a perceivable manner. https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/
What's new?
Player More In Control
- Using UI to signal which penalties are significant and which one are common and easy to overcome
- Recharge motivation less punishing
- Rewritten combat scenes that could result in unintended player character behavior
- Made it much easier to explore the story and follow what's going on by reducing the number of floating texts displayed.
- FPS capped at 60 frames per second
- Character Creation: refined all attribute and bonus stats tooltips, making effects and causes easier to read
- Combat: refined tooltips to expose all combat mechanics
Sacred Fire Iceberg Interactive
Hello everyone,
We've been hard at work on Sacred Fire since the Steam Next Fest. Thank you again for all of your valuable feedback on the first iteration of our Steam demo! We're happy to announce that we've also been tinkering away at that, and have updated the demo for your role-playing pleasure.
What's new?
Quality of Life improvements:
- UI visibility improvements
- Audio volume controls
- Native 21:9 ultra wide-screen support
- A tutorial on character creation, choice-making, dice-rolling, emotion impulses, and combat
- New tooltips using easy to read sentences
- Re-balanced character creation
- Relationship start values based on protagonist gender and beauty
Sacred Fire Iceberg Interactive
Greetings, everyone!
We're so happy to see that many of you have enjoyed the first chapter of Sacred Fire. Your feedback has been invaluable to us, so thank you for that!
Today at 7 PM CEST, the Steam Next Fest, where our demo is available, will end. If you haven't taken the time to play through the demo, we urge you to do so now! Don't take our word for it, take the community's.
With that said, give the demo a try, we're sure you'll love it!
https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/
Sacred Fire
Hi everyone,
First, a big thank you to everyone who has played the demo! We're happy to see that you're finding all the different narrative branches in the first chapter already.
We will be doing another demo playthrough on Steam (time and date converted to your local timezone in the sidebar to the right!), focusing more on character creation and taking an in-depth look at the turn-based combat. If you like character optimization and min-maxing, this one's for you!
And for the uninitiated, you can still try the demo for Sacred Fire during the Steam Next Fest!
https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/
Like the game, got feedback, or just want to talk about how much you hate the Romans? Become a part of the community by joining the Discord!
Sacred Fire
Come watch Sacred Fire lead developer Andrej Vojtas play through the demo of Sacred Fire right here on Steam!
In the stream we'll take a look at the narrative of the game, and how each choice you make matters on how the story plays out. If you haven't tried the demo yet, we'd urge you to give it a shot to prevent spoilers!
https://store.steampowered.com/app/900400/Sacred_Fire_A_Role_Playing_Game/
And if you want to discuss the playthrough, or just want to come hang out, the best place would be on the official Sacred Fire Discord server!
Sacred Fire
Hello everyone,
It is our distinct pleasure to announce that the demo for Sacred Fire is now available! The demo will take you through the first chapter of the story, The Hunt. It will be roughly 30 minutes of playtime, depending on your own speed, and there are different resolutions to the conflicts in the demo version.
https://store.steampowered.com/app/900400/Sacred_Fire/
Please note that the demo will be available for the duration of the Steam Next Fest (June 16-22nd), so make sure you pick it up soon. There will be other opportunities to play the demo in the future, but we can't say when those will come.
When you've played the demo, please don't hesitate to let us know your thoughts, either on the Steam forums, or the Sacred Fire Discord server!
Sacred Fire
Hello everyone! We're excited to share a bunch of announcements with you. Starting with a brand new trailer! It shows you the enemy you fight: the merciless and seemingly endless Roman legions. Take a look below. [previewyoutube=TI9ZUQeiggM;full][/previewyoutube]
Steam Next Fest
Of course, we wouldn't just make a new trailer for nothing. Starting June 16th, you will be able to get your hands on the first public demo of Sacred Fire during the Steam Next Fest! The demo will let you play through the first chapter of the story with updated visuals and in-game choices, as well as voice acting. Doug Cockle, best known as Geralt in the Witcher franchise, is cast as the voice of your older brother. Joining him are Michelle Gonzo as your childhood friend, and Ben Britton as a local bully. We can't wait for you all to get your hands on the demo. Make sure you join us on the official Sacred Fire Discord to discuss and compare your playthrough of the demo with the rest of the community when it goes live! Note: the demo will only be available for the duration of Steam Next Fest (June 16th-22nd), so make sure you try it out in time!
Release Window
We're not done with the announcements just yet. We're proud to announce that Sacred Fire will be coming to Early Access in Fall 2021! The choice to launch in Early Access comes after careful consideration. We understand this makes the wait for the finished experience longer, but the key factor outweighing everything else, is that we believe, involving the community and listening to your feedback, is the way to create the best possible game. It feels like a natural step for us to take, as Sacred Fire, since its first inception as a purely text-based experience, was developed with community playtesting and community feedback. The Early Access version will contain full character creation and customization, and the first of three acts, introducing many of the companion characters, tough dilemmas and turn-based boss fights. The first act is a contained story with a rewarding ending and offers thousands of choices, two completely separate story branches and plenty of nuanced differences when playing as a male or a female protagonist. We hope you're as excited as we are! Make sure you join us on Discord to discuss the news, or leave a comment down below.
Sacred Fire Iceberg Interactive
Hey everyone,
I hope this message finds you safe.
This marks a very important moment, as for the first time, as part of the Iceberg Ahead event, we can share with you an in-game video explaining what makes Sacred Fire unique.
[previewyoutube=8542SAXv9vc;full][/previewyoutube]
It shows how introducing emotions and willpower-driven performance tackles the age-old problem of RNG and player agency. And how psychological tactics unite gameplay and story. This way Sacred Fire is a narrative game you truly play, offering more role-playing in less time.
A big part of the fun is seeing the dice roll results. It's very rewarding to know how lucky you got, and it feels less like a failure when you decided this dice roll is not worth your willpower points and extra effort.
On top of that, the failure results are often as interesting as successes. Unless you are running a Life & Death dice roll about your favorite companion!
But that's exactly where you want to spend your willpower points and ensure their survival with effort transcending your limits.
And how much fun is it to get into the head of your opponent in a deadly duel, by pretending their best hit is a joke to you?
Or by unlocking Insights, a strategic resource in Sacred Fire by observing how a story character acts and how others react to him.
Please let us know what you think. This story is yours to tell. And every choice counts.
Stay safe and have a great Easter holiday.
Best,
Andrej
Join the Community!
Sacred Fire Iceberg Interactive
Hello everyone,
We are excited to announce that Sacred Fire will be a part of Iceberg Ahead 3 in the form of a developer diary. In the video, lead developer Andrej Vojtas will take you on a journey through Sacred Fire, and his vision of the game!
Tune in to Iceberg Ahead tomorrow on March 30th at 19:00 CEST to catch it live right here. You can see your time zone equivalent in the sidebar to the right.
If you want to stay up to date with Sacred Fires development and get notified whenever there is news, and when Iceberg ahead is live, follow our social media channels and join the official Sacred Fire Discord!
Sacred Fire
Hello everyone!
First off, thank you for the support you've shown Sacred Fire so far! We're excited to take you all on this journey to the game's completion. And what better way to do that than to invite you all to our brand new Discord server?
Now, what can you expect from the Discord? First, we appreciate any and all questions or feedback you may have based on what we've shown so far, be it screenshots, trailers, or future betas!
P.s. joining our Discord ensures your place in the beta-testing we'll be running in the future. It's still ways off, but this way you don't miss it!
Apart from talking about Sacred Fire, we're also big into talking about different RPGs, sharing bad memes, and most importantly, pictures of our pets!
So if any of that tickles your fancy, please do join us on our Discord!
Sacred Fire
Dear role-playing fan,
I'm Andrej Vojtas, the author of Sacred Fire and I've been a life long designer and gamer of role-playing games. So I know first hand how exhilarating the good parts and how frustrating the bad parts of role-playing games are.
The goal of Sacred Fire is simple: to better recapture in a video game, the experience, and the flow of a Pen & Paper role-playing session. Well, the good parts of it. So while you get all the familiar features you would expect (character creation, choice-making, companions, combat, inventory), the focus is on a fast flow of interesting choices, letting you use your wit to turn the odds into your favor. One scene after the other, in a familiar pen & paper rhythm: this is what happened, what do you do?, roll the dice. This is what happened, etc.
Winning because your grind, or loot dungeons for hours and now have the best sword in the game may be satisfying. But it can never come close to the exhilaration I feel when a flash of genius allows you to outwit an opponent, turn the tide of a lost battle or survive a desperate situation.
I mean, hey game?! How about you let me be smart? The victory of the human intellect and all that.
And this is why Sacred Fire is all about the psychology of the characters. All about the little choice we make, that build-up or deteriorate the will and the strength it takes to be courageous in face of danger. To keep your cool under fire. To overcome pain, aversion, or envy. To not let emotions drive you into stupid choices. For it's your very own heart, that hides all the monsters.
So it costs your willpower to be courageous. To stay clam. To be a bigger person. To perform at your peak. And your choices change who you are. It always matters what you do. It matters WHY you do it. It matters HOW you do it.
This way the game offers unprecedented nuance and self-expression. This way it matters who you, the player are.
This way scenes of inner turmoil, or seemingly low-stakes conflict, like winning over a mistrusting child, standing up for yourself, or interpreting a troubled past, in the end, shift the balance of the ultimate threat. As the fate you are trying to avert is nothing less than the total annihilation of your way of life. For Rome has tried to conquer your lands and claim victory over the whole of Britannia for generations.
Will you transcend your own culture and come up with a solution to break the endless circle of violence? Or will you rise as a leader of the resistance and lead your people to victory against the ruthless enemy?
This story is yours to tell.
Sacred Fire
Poetic
Iceberg Interactive
2021-10-18
Singleplayer
Game News Posts 51
🎹🖱️Keyboard + Mouse
Very Positive
(404 reviews)
https://www.sacredfiregame.com
https://store.steampowered.com/app/900400 
Sacred Fire Depot Linux [640.46 M]
CREATE
Create the body and mind of your own hero. Will you be brave, vengeful or gifted but traumatized? Customize your appearance and traits that will determine your playstyle.ROLE-PLAY
Enjoy the freedom of choice and interpretation to tell your own story. Track your progress through a nuanced story with no filler events, full of opportunities to use your wits to triumph.FIGHT
Use psychological tactics in battles. Overcome fear, pain and anger to perform at your peak. Show skill, lethal determination or total control to unnerve your opponent.STRATEGIZE
Resort to diplomacy in relationships to rise as a leader, gain allies and resolve conflicts peacefully. Compete with other story characters for respect, renown, wealth and followers.DEVELOP
Expand your mind and overcome beliefs holding you back. Unlock motives, weakness and secrets of others. Will you use them to build or to destroy?EXPLORE
Each of the three acts comes with real story branching. Playing as a male or female offers fresh surprises. Can you reach all 5 distinct endings and gain all 8 major achievements?- OS: Ubuntu 12.04+. SteamOS+Memory: 4 GB RAMStorage: 2 GB available space
- Memory: 4 GB RAMStorage: 2 GB available space
- Storage: 2 GB available space
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