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Ethnar
2019-05-26, 07:35 AM
Have you grown tired with what modern MMO have to offer? Do you feel there’s not enough role-playing in role-playing games? Do you dream of being part of and have an impact on massive fantasy world? To truly be a part of an epic story rather than have some NPC get all the credit?

I wanted something more from MMORPG experience - a living, breathing world, with players filling roles in all walks of life. A world not unlike those created by the game masters in the traditional role playing games. For a long time I struggled to figure out how this could be achieved and after much pondering I came up with a new, outlandish approach to playing MMORPGs. And that’s when I decided to create Soulforged.

The gameplay in Soulforged is nothing like your usual World of Warcraft. The main way of interacting with the game is issuing actions for your avatar to do and simply leave them to their own devices, where actions can take from a few seconds to hours. The world persists at all times and your avatar is always present in the game world - carrying out action you assigned. The game enables varying game styles which allow you to tailor your role to fit your daily life by adjusting how often you interact with the game. In the world of Soulforged you could take on any of the many roles the game presents:

As an explorer traverse the world and survive the dangers all to find new exotic materials or locations;
As a researcher you would collect all the different items and produce available and trying to work out how they can be combined to discover new recipes;
As a crafter - be it a smith, leatherworker or one of many other - you will use your skills to produce useful items and, as your skill increases, you will get to make some really rare and powerful pieces;
As a farmer your character will simply spend most of their day tending to the crops and while you decide what to produce;
As a trader you can spend the time travelling between different player-made towns and provide the materials or gear that might be in demand, but lacking due to resources or skill;
As an adventurer you will be venturing into dangerous and rewarding dungeons that reward very active and full engaged play style;



At no point you are required to commit to a single style, you can mix, match and maybe find new ways to interact with the game and other players. Whatever the case is, to fully leverage your playstyle you’ll want to engage with other players - who will be providing gear, nutrition, materials or other items, all of which will enable you to better perform in the aspects of the game that matter to you.

The game can sometimes be harsh, almost unforgiving. When taking the risks your character may end up suffering serious injury or dying. Death in this game has a serious impact - your character will take with them their skills and drop anything they carried. But that doesn’t mean no meaningful progress can be made - you will keep anything you have in your storage and any recipes you have previously researched. In addition to that, your future characters can be customized with various unlockable traits. And while death may look scary, there’s no escaping it - as characters grow old they all eventually depart.

All you need to play the game is having a Google account. As for the pricing - there’s no upfront cost, no fees, no credit cards, no subscriptions, no micro-transactions. In other words - there’s no way to spend any money on this game and there are no plans on changing that in the future. This is a passion project that is managed on a very low budget and that’s what enables this model to work.

Please bear in mind that the game is very much work in progress and it keeps evolving and improving fairly regularly. I’m also very interested to hear feedback, criticism or feature requests for the game - even with a handful of players who engaged with my game so far I already had a lot of useful feedback and many changes were made to the game based on that, all to provide a better experience.

Would you like to learn more? Check out the website and be sure to take a look at the feature list - https://soulforged.net/pages/#/about/featureList

If you’d like to play, then head straight to https://soulforged.net:8443/

I'd love to hear from you what you think about this concept and the execution! I welcome all constructive feedback, criticism (no matter how harsh!) and suggestions!

Kaptin Keen
2019-05-26, 12:25 PM
Ok - I find parts of the interface somewhat counter intuitive. It took me a long time to figure out how to make a sharpened rock, for instance. But otherwise, so far, it seems fine.

danzibr
2019-05-26, 12:26 PM
It’s funny you say it’s dissimilar to WoW, yet the description isn’t that far off from WoW :P

Well, except player-made towns. Maybe WoW + Minecraft.

It sounds interesting, but alas I have no free time. Not enough to start an MMO anyway.

Ethnar
2019-05-26, 01:22 PM
Ok - I find parts of the interface somewhat counter intuitive. It took me a long time to figure out how to make a sharpened rock, for instance. But otherwise, so far, it seems fine.

Hi Kaptin Keen!

Thanks a lot for giving it a go! The UI is indeed far from perfect and I keep improving it whenever I can - only I need the input of new players to see the problems. Can you point me to anything more specific that was throwing you off? Was it the tabs, the specific icons used maybe?


It’s funny you say it’s dissimilar to WoW, yet the description isn’t that far off from WoW :P

Well, except player-made towns. Maybe WoW + Minecraft.

It sounds interesting, but alas I have no free time. Not enough to start an MMO anyway.

Hi Danzibr!

I think I can see where you can find some similarities, but for the most part WoW is about spending time right in front of the screen, possibly hours. That's very different from how Soulforged is played. Another major difference I'd bring up is that at the end of the day in WoW you're either on the progression line of leveling-dungeons-raiding or really just treat it as a social hub - in this game there are many small, simple ways to contribute and no player can simply cover all the angles of this game.

And well, obviously the graphics are way more beautiful than WoW, no? ;)

I'm glad to hear the description piqued your interested, thanks! I'd still encourage you to give it a try - just to register and see how the game works. Maybe you'll find this game is much more accommodating to someone with little free time? :)

Cheers!

Kaptin Keen
2019-05-26, 04:02 PM
Hi Kaptin Keen!

Thanks a lot for giving it a go! The UI is indeed far from perfect and I keep improving it whenever I can - only I need the input of new players to see the problems. Can you point me to anything more specific that was throwing you off? Was it the tabs, the specific icons used maybe?


Well, good question. I honestly don't even know what I did right. So stones can become sharpened rocks, but to do that I need a hammering tool - which, apparently, cannot be a rock. I cannot combine sticks with rocks to make a hammer, even though that seemed fairly obvious, with those two things being present in the starting area.

But then, I passionately loathe crafting systems, so maybe I'm entirely the wrong guy to be testing this =D

Ethnar
2019-05-26, 05:45 PM
Well, good question. I honestly don't even know what I did right. So stones can become sharpened rocks, but to do that I need a hammering tool - which, apparently, cannot be a rock. I cannot combine sticks with rocks to make a hammer, even though that seemed fairly obvious, with those two things being present in the starting area.

But then, I passionately loathe crafting systems, so maybe I'm entirely the wrong guy to be testing this =D

I should study a bit how new players perceive the crafting & research interface. Stone can be used as a hammering tool (you can see that when yo tap on a stone in your inventory), but to make a hammer, you need something to help attach that stone to the sticks. There's another half-product you can get out of twigs, if you use the right tool - and that will help. I'd like to invite you to ask any questions about the game either here or on the Discord server (you can get access to the server using in-game settings panel)! Crafting is just a part of the game and you can also scour the area (there might be some items on the ground here and there) or check with other players to get your tools or recipes. :)

Thanks again for playing the game! :)

Maryring
2019-05-26, 06:42 PM
So, the first impression I'm left with from this game is that it's an idle game, with a heavy emphasis on idle. One of the first quests involves moving around, and I almost just quit when I noticed that to move a hex would take me about half an hour. This is only the very first impressions. We'll see how I feel about things tomorrow when I've finally made my move. But right now, I feel like the game moves veeeeery slow.

EDIT: Also, unable to join the discord server using the in game button.

Ethnar
2019-05-27, 07:36 AM
So, the first impression I'm left with from this game is that it's an idle game, with a heavy emphasis on idle. One of the first quests involves moving around, and I almost just quit when I noticed that to move a hex would take me about half an hour. This is only the very first impressions. We'll see how I feel about things tomorrow when I've finally made my move. But right now, I feel like the game moves veeeeery slow.

EDIT: Also, unable to join the discord server using the in game button.

Hi Maryring!

Thanks for giving the game a chance!

First - I'm very thankful for your report about discord, that's a big oopsie on my end - I didn't update the code to match latest discord API. That has been fixed now, the button should be working alright.

As for the idleness of the game - I do get where you're coming from, I think it's only fair. But it is my belief that the game has so much more to offer than idle games (as for instance described on wikipedia). There's a world that you can interact with and change and other players you can interact with. It's true and I don't shy away from that - many activities take a very long time. That's why the game is pre-built with notifications (for browsers, android phones and via Discord) so that you can interact with the game when your attention is needed.

But it's that long action time that really enables you, as the player, to make meaningful decisions on what you want your character to focus on. That what makes a ranger patrolling the nearby forest appreciated; a trader hauling their goods half across the world provide valuable resources to distant town. Because nothing's immediate, players could hire others for the "boring" guard duty or escort - a meaningful quest driven by players.

I get it's an outlandish idea and I myself often choose games where the results are more immediate, but I feel there's still room for something new, something different. :)

Kaptin Keen
2019-05-27, 03:36 PM
Doing things takes a really long time - I agree entirely with Maryring on that.

That can work, though, but it seems to me the balance is wrong. I can log on, start one action that takes a bunch of time, and ... propable I wont log on again until hours later (say after work) or the next day. I'd guess the result becomes that people don't do anything. Seen more than a couple of characters actively starving to death, and that's .. not ideal.

On the other hand, don't get me wrong, I'm impressed with the amount of work that's gone into this. I like the artwork, the whole style of the game is appealing. But it's really slow.

Maybe ... a queue? Or an action economy?

Rynjin
2019-05-27, 03:41 PM
Aren't advertisements against the board rules?

Ethnar
2019-05-27, 05:16 PM
Doing things takes a really long time - I agree entirely with Maryring on that.

That can work, though, but it seems to me the balance is wrong. I can log on, start one action that takes a bunch of time, and ... propable I wont log on again until hours later (say after work) or the next day. I'd guess the result becomes that people don't do anything. Seen more than a couple of characters actively starving to death, and that's .. not ideal.

On the other hand, don't get me wrong, I'm impressed with the amount of work that's gone into this. I like the artwork, the whole style of the game is appealing. But it's really slow.

Maybe ... a queue? Or an action economy?

The kind of dynamic where you leave the character to their own devices for half an hour+ is intended in the design. I wanted to avoid situation where the players feel glued to the screen all the time or wake up middle of the night to issue an order - hence the energy/sleep implementation. And the cost is, as you say, everything takes a very long time. It's an experiment and from the some very early tests I conducted previously it'd seem it's actually workable.

The starving to death scenario - it's unfortunate, yes, but that's part of the reason the tutorial island exists - that way I don't really mind much if people give it a try and then decide it's not their cup of tea - the game definitely won't be enjoyed by everyone. That's I'm guessing the most likely scenario - people just finding it's not their cup of tea.

Limited Queuing is available, but if you get to explore the game more - it's not a surefire way to help players. Especially when travelling long distances - enemies may appear in the way or the resource that you queued up to gather might be gone.

I keep considering action economy, but there's lots of intertwined problems associated with it with how the game is currently designed.

And last but not least - thank you very much for the kind word, it really means a lot to me. If you decide to stick around - there's so much more to see in the game already, and I keep adding more stuff :)


Aren't advertisements against the board rules?

Hi Rynjin!

Thanks for popping by with the question. Because the game has no monetary strings attached whatsoever, it is fine with the rules. I read the rules through and through and still wasn't 100% sure, so I asked the question in this thread: /forums/showthread.php?588608-Advertising-own-non-profit-game (sorry, can't post a full link atm) and got a positive response.

Rynjin
2019-05-27, 07:39 PM
That's cool, actually. I thought there were rules against shilling your own stuff even if there was no money involved.

Might need to make a thread in Media soon then.

Ethnar
2019-05-28, 03:42 AM
That's cool, actually. I thought there were rules against shilling your own stuff even if there was no money involved.

Might need to make a thread in Media soon then.

Cool! Not involving any money does make many things simpler indeed. :)

Kaptin Keen
2019-05-30, 05:25 AM
Ok, so .. I'm not crazy about losing all progress after the tutorial (ok, it's not all progress - just as close as makes any difference), but what I really disagree with is getting sufficiently wounded gathering sticks and stones to get started, that I'm now unlikely to survive. That's actually BS.

Just to emphasize: I was hurt 5 times out of 10 gathering wheat. I'm dying from farming. That's abysmally bad game design. Sorry. If you want players, that has to go.

Ethnar
2019-05-31, 06:53 AM
Hi Kaptin Keen,

Sorry about your recent bad experience.

The way the game is designed, two major factors play a role when taking an action - skill and statistics.

Wheat is actually quite difficult to pick up [in the game] and that difficulty translates to increased chance of injury (and the severity of the injuries). This can be mitigated by having higher skill (in case of gathering plants that's Foraging) and to get that higher skill the best way is to find some easier resources to gather first.

From the statistics perspective Dexterity can be very important when it comes to difficult tasks as the higher the dexterity - the smaller then chance and severity of an injury. As all other stats, new characters start with fairly low values, but by day 15, when they turn adult, the Dexterity should be enough to attempt some extremely difficult tasks without immediately risking your life.

With all that said - again I'd like to apologize for the bad experience you suffered. I realized that I don't sufficiently explain any of this through the game and I'll be looking to improve that.

Kaptin Keen
2019-05-31, 10:05 AM
Don't apologize - I'm not mad at you. Nor, particularly, at the game.

A mechanic in your game killed the character I played for doing something a child could do safely without trying. It killed that character with no recourse open - I had no option other then gathering ressources, and I had no options except to die after I did.

If you want feedback, and I assume this thread is at least partially for feedback, then ponder that fact. You cannot ask for feedback, then ignore everything people tell you.

Ethnar
2019-06-01, 07:09 AM
As a designer of this game I feel responsible for the experience people are having. If there's a strong disconnect how the game works and what people would reasonably expect - that's bad, in my opinion, and I do feel I want to apologize that - it's a way for me to express I respect that you, as the game itself comes second and it's about the players and the experience.


A mechanic in your game killed the character I played for doing something a child could do safely without trying.

Reading that I feel I see where the disconnect it. I think you had a reasonable expectation that this action should be safe, that it shouldn't cause any real harm. But when I designed the game I have to split the activities across the range of skill levels and wheat makes sense to be more difficult to forage for - not only because of what it is, but what it can be used for.

And that lead me to realize that the game really did fail in conveying that picking up wheat in this game is not something that's trivial.

When it comes to your choices, could I ask you to tell me a bit more about how limited they were? I try to make it feasible that the starting area on the mainland has a number of option available for the players, with couple of plains areas available and ensuring the hostile creatures are not too deadly.

danzibr
2019-06-01, 10:14 AM
Maybe picking wheat in Death Valley? Or wheat with poisonous barbs? Or wheat that fights back like that corn boss in Castle Crashers?

Ethnar
2019-06-01, 12:12 PM
Maybe picking wheat in Death Valley? Or wheat with poisonous barbs? Or wheat that fights back like that corn boss in Castle Crashers?

Hmm.... having a wheat monster that you may awake sometimes when gathering, that could be "fun". ;)

Kaptin Keen
2019-06-01, 01:09 PM
Reading that I feel I see where the disconnect it.

I feel you're skipping pretty lightly over the part where I died from picking wheat! No justification is going to make that alright. Even if wheat somehow turns into tactical nukes, there is no way for it to be reasonable for wheat to be that dangerous to pick. It's .... grass!

You asked for feedback. Please show me some sort of hint that you have any ability to listen to it, otherwise the exercise has a very strong feeling of futility.

Going from memory alone, the starting area has sticks, stones and wheat. I was hungry right from the start. So I picked wheat, imagining it would be food - not, silly me, that it would eat me. When I realised the danger, I did the only other thing I could do in the area: I made an axe. Because the only other food around was guarded by spiders. So I went there, killed the spiders ...... then bled out!

If you see nothing wrong in this, I cannot further explain the problem to you.

Ethnar
2019-06-02, 10:30 AM
I feel you're skipping pretty lightly over the part where I died from picking wheat! No justification is going to make that alright. Even if wheat somehow turns into tactical nukes, there is no way for it to be reasonable for wheat to be that dangerous to pick. It's .... grass!

I don't believe I'm skipping lightly over the death of your character, but it is true that I don't find it unacceptable. Death is something that happens and sometimes due some weird circumstances - it remains an integral part of the game.


You asked for feedback. Please show me some sort of hint that you have any ability to listen to it, otherwise the exercise has a very strong feeling of futility.

I have stated a few times earlier how your feedback actually influenced me and made me reconsider and improve the early game experience. I actually implemented a number of changes prompted by this conversation. I'm sorry, but it sounds a bit that if I don't change exactly what you would expect me to change about the game, that means to you I'm not listening to your feedback - and I don't think that's very fair.


Going from memory alone, the starting area has sticks, stones and wheat. I was hungry right from the start. So I picked wheat, imagining it would be food - not, silly me, that it would eat me. When I realised the danger, I did the only other thing I could do in the area: I made an axe. Because the only other food around was guarded by spiders. So I went there, killed the spiders ...... then bled out!

The resources in each of the locations are randomized, I don't control what resource pops up where exactly. It's possible that for a brief time an area could lack food. That's also something that is explained in the tutorial. Then - there are other players who from what I see are very happy to help people in game, even if that requires a day of travel from them to bring the food. And also - there's a way to manage bleeding effects in the game, in a few ways, and the materials to do that are guaranteed to be available.

Also - all of that is the reason why Rook Island is where players start the game, since it's a much more controlled environment and food is always available there.

Kaptin Keen
2019-06-02, 02:30 PM
Ok. Last try.

Wheat killed my character. There is no way that's sane game design. If a player of a game you created tells you 'I was killed by wheat' - you really have only one viable out. You say 'oh, that sounds like a bug - I'll fix that right away.'

I was killed by wheat. A vegetable so unthreatening it's been feeding all other forms of life since the beginning of time. At no time, ever, has wheat fought back. You can choke on wheat and die, or a field can catch fire and burn you - but wheat cannot do anything on it's own to harm you.

I killed spiders that were designed to fight back. No sweat. The wheat was FAR ... MORE ... DANGEROUS ... than the spiders were.

I don't care about the character. I've played video games since 1985, I don't get overly attached to pixel men.

Hey - I have a comparison for you! Remember the wolves? In Skyrim? Right? The wolves that would level along with you, so when you're level 117 you can run into a random wolf, and it kills you. That was a massive outrage. See my point, there?

Rynjin
2019-06-02, 02:44 PM
A key part of game design is taking into account your players' psychology and not just the raw balance numbers. That's why you take like 3 classes on coding and about 16 on team building, leadership, psychology, and social studies type classes.

On paper, wheat being a dangerous activity is reasonable because it provides a lot of benefit, which should commensurately involve an equal cost.

In reality, your players (as seen here) are going to find it stupid because it's not an intuitive mechanic and doesn't mesh well with reality.

Ethnar
2019-06-03, 06:39 AM
I must say - I appreciate your persistence Kaptin, I really do.

I gave it some more thought and I decided to rename the plant formerly known as Wheat so it won't potentially send signals as to the difficulty of picking it up. It's called Razorgrain now.

The reason why reducing the difficulty won't simply work is due to the later usages of that plant and the tools required - early, hungry characters are quite unlikely to manage to get the edible produce out of it in time.

tigerusthegreat
2019-06-03, 08:46 AM
Game loads but a lot of buttons/functions do not work on mobile (Chrome browser on a Galaxy s7). I'd either include support for it, or when a user tries to connect from a mobile source, redirect them to a page indicating it is not supported

Ethnar
2019-06-03, 11:35 AM
Game loads but a lot of buttons/functions do not work on mobile (Chrome browser on a Galaxy s7). I'd either include support for it, or when a user tries to connect from a mobile source, redirect them to a page indicating it is not supported

Hello tigerusthegreat!

That sounds really, really bad. Thanks for reporting this! Would you be so kind as to provide a screenshot of how the game looks like on your mobile?

I really would expect all Samsung S4+ phones with Chrome to work just fine. I'll see if I can reproduce anything with emulation.

Kaptin Keen
2019-06-03, 11:59 AM
It's called Razorgrain now.

Brilliant. That's basically all it takes. I might have suggested another solution - making those later uses for wheat require something harder to get, or more dangerous - but it does the trick regardless.

Ethnar
2019-06-03, 12:14 PM
Brilliant. That's basically all it takes. I might have suggested another solution - making those later uses for wheat require something harder to get, or more dangerous - but it does the trick regardless.

Awesome, feels really good to have this resolved! Again - thanks for your persistence, I think the game is better thanks to it. :)

Ethnar
2019-06-03, 01:32 PM
Hello tigerusthegreat!

That sounds really, really bad. Thanks for reporting this! Would you be so kind as to provide a screenshot of how the game looks like on your mobile?

I really would expect all Samsung S4+ phones with Chrome to work just fine. I'll see if I can reproduce anything with emulation.

I've installed an emulator and configured all the options to best reflect a Galaxy S7 device. Installed Chrome on it and tried to access the game - everything worked as expected.

Can you tell me the Android version and Chrome version on your device? I was running Android 6.0 x86 Marshmallow, Chrome 74.0.3729.157

tigerusthegreat
2019-06-03, 02:27 PM
I've installed an emulator and configured all the options to best reflect a Galaxy S7 device. Installed Chrome on it and tried to access the game - everything worked as expected.

Can you tell me the Android version and Chrome version on your device? I was running Android 6.0 x86 Marshmallow, Chrome 74.0.3729.157

Chrome: 74.0.3729.157
Android 8.0.0 SM-G930P Build/R16NW

During the tutorial, the button for continue/complete quest doesn't work. It is clickable, but doesn't do anything.

To specify, the very first mission where you wait to talk to the cloaked figure, didn't pop up until I reloaded the page. Once I did that it seems to be working.

Other Feedback: Default quantity on eating/using to the minimum (1). I almost ate all my bread in one click.

DeadMech
2019-06-03, 10:24 PM
Been playing this for about a couple hour now and I have some thoughts.

It would be nice if when I clicked a crafting recipe if the game would automatically equip a suitable tool from my inventory if one is available. Just so that players don't have to suffer allot of extra clicks what with the laggy interface.

I suspect that it's night on tutorial island because the game has a day/night cycle based on real time. Anyway... if night is going to give a difficulty debuff to travel, and the tutorial requires that the player travel a bunch then perhaps hard coding tutorial island to always be day would have been a good idea. The difficulty to travel into the hex to hunt rabbits is currently 30% success or something... So i guess I just won't get around to hunting rabbits and crafting clothes.

Relatedly. This means that evidently I failed to travel on a dirt road and now my character has a bruise... for 5 days. I would be angry at this time scale but I can't for the life of me tell what +5 pain means mechanically.

Also. Why does it take a half hour to travel a single hex? Is that really necessary? Also if I'm reading this interface right it takes the same amount of time to travel two hexes as it does to travel one.

Edit: It does not take the same amount of time to travel multiple hexes. It only looks like it. If you initiate travel to a non-adjacent hex the timer is the time to move one space along your path. The other moves along the path automatically begin at the end of the timer. The tutorial objective to explore the island takes a minimum of 4 hexes of travel. 5 if you stay on the path. A tutorial shouldn't take the entirety of a person's available gaming time in a day to finish.

Ethnar
2019-06-04, 04:13 AM
Chrome: 74.0.3729.157
Android 8.0.0 SM-G930P Build/R16NW

During the tutorial, the button for continue/complete quest doesn't work. It is clickable, but doesn't do anything.

To specify, the very first mission where you wait to talk to the cloaked figure, didn't pop up until I reloaded the page. Once I did that it seems to be working.

Other Feedback: Default quantity on eating/using to the minimum (1). I almost ate all my bread in one click.

Thanks a lot for providing the exact version number, I'll be sure to give it a test.

And regarding the dialog window not opening - I think I can make that part a little bit more responsive, thanks for bringing that up!

Finally regarding food - there's really no problem eating all of the food. Your character won't eat once they are full and they getting hungry on a constant rate, regardless of how full they are. Selecting to eat 20 breads will be fine and I made sure that it doesn't result in any food being wasted :)


Been playing this for about a couple hour now and I have some thoughts.

It would be nice if when I clicked a crafting recipe if the game would automatically equip a suitable tool from my inventory if one is available. Just so that players don't have to suffer allot of extra clicks what with the laggy interface.

I suspect that it's night on tutorial island because the game has a day/night cycle based on real time. Anyway... if night is going to give a difficulty debuff to travel, and the tutorial requires that the player travel a bunch then perhaps hard coding tutorial island to always be day would have been a good idea. The difficulty to travel into the hex to hunt rabbits is currently 30% success or something... So i guess I just won't get around to hunting rabbits and crafting clothes.

Relatedly. This means that evidently I failed to travel on a dirt road and now my character has a bruise... for 5 days. I would be angry at this time scale but I can't for the life of me tell what +5 pain means mechanically.

Also. Why does it take a half hour to travel a single hex? Is that really necessary? Also if I'm reading this interface right it takes the same amount of time to travel two hexes as it does to travel one.

Hello DeadMech, thanks for trying the game and joining us on Discord!

With the recipes and gathering resources - there is a convenience feature available later in the game (available after you finish tutorial), that allows you to very quickly swap tools. That said I've been asked about it a few times and while I initially hid it to avoid overloading users, that's one of the things that would be very welcome from the start - I'll make a change to enable that for the tutorial :)

Can you tell me a bit more about the device you use to play the game? I know the performance is not exactly stellar, but to hear you describe it as laggy I'm hoping there is something I can do, even if only for a specific device.

That's actually a very good suggestion on the tutorial island being day all the time, but I'm not sure how well I can fit that with the world building. I'll definitely give it some thought!

The bruise and pain - your character has pain thresholds and they will bear some pain without any negative effect. Once you go over those thresholds - they will be affected by a negative effect that will be reducing their mood (which in turn affects their action speed).

As for the travelling - where your character is in the world has a very strategic meaning - in terms of what dangers they might face, what resources are available nearby, etc. The travelling takes a long while to give meaning and consequence to the choice of location. In turn - a single place can offer multiple resources, host multiple structures and allow you to interact with all of that without journeys between them. All of this is built so that game can work in a tamagotchi-like fashion, where you can issue a command every 1-3 hours and actually make stready progress throughout the game. At least that is the goal I have in mind when I'm designing this game :)

LansXero
2019-06-07, 12:54 AM
Are there people left? Im on rook island and everyone I can see is just starving to death on some stage of malnourishment.

Ethnar
2019-06-07, 04:32 AM
Hello LansXero!

Yes, there are a number of very active players, by far most of which already left Rook Island.

It's true that Rook may feel a bit depressing - as some people try the game and abandon it for one reason or another, but we have quite an active community on Discord, so why not stop by and say hello! I'm sure folks there will be happy to help you out with the tutorial with advice and welcome you once you move on to mainland. :)

tigerusthegreat
2019-06-07, 05:25 AM
Are there people left? Im on rook island and everyone I can see is just starving to death on some stage of malnourishment.

Maybe hide people on the tutorial who have been away for a couple hours and arent doing anything?

Ethnar
2019-06-07, 08:36 AM
Maybe hide people on the tutorial who have been away for a couple hours and arent doing anything?

It's a sounds idea to a problem that I can't deny. But there are some complications that I can see by doing this.

In any case - once they perish, they'll be gone completely shortly after. All that'll be left is the things they built, collected or made..

LansXero
2019-06-29, 09:52 PM
Been playing for a while now, got to say its more fun than I initially gave it credit for. Sure, it goes slooow but the community is super helpful (Discord is almost mandatory) and so much of the early grind can be sped through.

Also, the dungeon system is quite unique; too bad the one dungeon we know of is frozen. Who knew seasons would be a thing?

Ethnar
2019-08-26, 09:43 AM
When I initially posted this thread, I still wasn't certain if this idea can work, if players will find this engaging and fun. It's been three months and while I am aware that this game is far from perfect - I believe it's proven that there is potential in this kind of game & storytelling.

The community is still quite small (we have around ~10 active players), most of them have been around for the better part of these last three months. They've been through quite a lot already
- orcish raids, including one where a player town was briefly overran
- a severe winter that had everyone huddling together in towns for warmth, with one character who ventured into a dungeon very nearly dying from hypothermia
- exploring and finding strange greyskin creatures and elves
- discovering a variety of cooking recipes, clothing crafts, drugs and other items and structures
- going through a mildly annoying marsh fever that ended up spreading all across our realm
- discovering the existence of mysterious "vampires", which turned out to be other players infected with a strange disease
And there's still much more to come and discover!

Throughout this time I continued to support and expand the game, adding new items, recipes, dungeons and events. I had a lot of very useful feedback & ideas, many of which were incorporated into the game! It really can't be overstated how crucial player feedback was in getting the game where it is right now. :)

Not too long ago I've also made changes that drastically improve the server responsiveness and performance, which would allow more players to join the game. As such we're looking for more players to join the game!

If you've been on the fence before, why not give it a try? The very friendly community will be there to help you out with your first steps so you can become a part of this world. :)

Wolfking6116
2019-10-20, 04:30 PM
Long time lurker of the forums, but I finally made an account to post on this topic.

I've been playing this game for a couple of days now and I've gotta say I'm enjoying it greatly. It starts out pretty slowly on Rook Island, but it gets better. The final part of it is resetting your character; but don't get discouraged. Everything you learn in the beginning transfers over and you can continue on with the knowledge gained. Until you get your bearings in the main world it can be confusing, but the community on discord is extremely knowledgeable and helpful.

I've only been in the main world a couple of days and I'm already setting up a home in one of the game's several player run towns, and even as newbies my roommate and I are able to contribute. We've already got plans to explore the untamed wilds far from player civilization to discover what else there is to find - not everything is local! Some other players have brought back some interesting things from the depths beneath the mountains. I can't wait to see what else there is.


My biggest opinion about this is that Discord will improve your experience a thousand fold! I personally enjoy a game best when there's a community i can participate with, and while this one is small it is no doubt inclusive. I'm Jack in the discord if you ever need some help when you're starting out :smallsmile: