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Aureus

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Posts posted by Aureus

  1. Greetings, dear forum.

    5 years ago I released a game. It had many flaws. I couldn't pull it off - yet.
    Now I'm going to make it right.

    Windy Meadow - tales of 3 young people facing difficult choices, set in a village from the fantasy world of Roadwarden. Coming (very) soon. 

    And you can add it to your wishlist on Steam!

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    Over the span of this 3-hour game, you navigate 3 distinctive characters lost among complex relationships and difficult choices.

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    Vena, the huntress, has an opportunity to take a lucrative job for the city merchants, and to leave her home for years to come. Before she decides what to do next, she needs to figure out her relationship with her over controlling father, and learn what it is that she truly wants from her life.

    fabelspritebaser
    Fabel, the storyteller, is struggling with a difficult past, and the limitations it puts on him as he tries to pursue his dream of becoming a bard. Before he makes his final decision, he needs to figure out what’s more important to him - trying to satisfy his audience, or staying true to his own passion.
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    Iudicia, the herbalist, has agreed to marry a man she feels safe with, but whom she doesn’t love. Being an outsider her entire life, she now needs to decide if she’d rather sacrifice a part of herself to get closer to others, or embrace her anger and follow her instincts.

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    Thanks to all sorts of updates across the board - from massive rewrites, new scenes, updated visuals, to the most basic UI redesigns - I’m convinced the game has truly leveled up as an experience.

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    I’d be happy to answer any questions you may have. To me, reimagining an entire, old project is an exciting journey.

  2. While I live in Wrocław, I spent most of my life in Poznań, which used to be the main city of the region while it was a part of Prussia, and to this day it uses a lot of German words in its daily tongue (though they sound weirdly). The city has a beautiful castle built for / by Wilhelm II, and a whole "imperial district" where I used to spend a lot of time while studyin Polish literature.

    Weirdly enough, Roadwarden's publisher has headquarters in Wiesbaden. : )

  3. This is it. My last ScreenshotSaturday before Roadwarden's release. Can't wait to bring you the good news on Thursday!
     
    I estimate it's a 30+ hours campaign, but completionists will spend even more time completing the large, world-changing quests. And since all quests are optional and most of them can be completed with varying outcomes, various players will have a completely different experience, further altered by their character class, personal goals, personality, and the allies they'll choose.
     
    In Roadwarden you can't make everyone happy. There will be sacrifices.

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  4. When you ignore all the marauding beasts, ruins, dark bogs, and treacherous power-hungry leaders, #Roadwarden is actually cottagecore.

    (don't ignore them, though, they're cool)

    I’m preparing the next version of the demo. Not only I second-draft all the oldest areas, I also introduce new systems for the player to use them to their advantage, as well as new interactions, choices, obstacles, and visuals. It’s insane how much this game grows, and I’ll share more news very soon.

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  5. Old vs. new!

    I really struggled with this one in 2019. So many attempts at designing the road, the water (which is super hard with a brown palette!), at adapting the creative-commons tree...

    I knew Nothing about drawing, and after all this time... This area in not even in the game anymore! Instead, its spiritual descendant plays a much more notable part, and in a different section of the realm. : )

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  6. Gale Rocks is a home to a stubborn, patient community. The settlers, unable to live off the rocky land and its fruitless forest, turned their eyes toward the sea, and to this day trade salt and fish for vegetables, iron, and clothes. Over the course of the centuries and through many sacrifices, they left the safe caverns, raised the walls, and expanded their village, bit by bit.

    In sunny days, most of them form crews of boatmen and hunt for sea fish in the shallow waters, while a smaller group cuts down trees, prepares lumber, and oversees the production of barrels. When the weather gets capricious, they split the firewood and burn it under the large pans, boiling the brine until it turns into salt.

    In the meantime, the wounded, elders, and children take care of the chores, cook, and prepare the latest catch to be either smoked, or salted and stored in the barrels. The hands of the villagers are scared by the years spent with knives, and by the salt getting even into the tiniest of wounds.

    It’s a harsh, but slow life. Predictable, yet peaceful.

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