Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


Everything posted by Aureus

  1. Roadwarden is an interactive fiction in which you explore and change a hostile, grim realm. Everyone knows to stay away from the wilderness. Most people would never risk a lonely journey. Roadwardens not only accept this struggle, they embrace it. They deliver messages, assist merchants, burn human corpses and, if possible, get rid of beasts and highwaymen. They live on the road, die young or retire early. It’s a dangerous job, but a respectable one. And it pays well. Main Features: Explore and change the world. Travel through a detailed fantasy setting filled with secrets, challenges and uniquely harsh lore. Have immersive conversations. To gain support of dozens of NPCs, you need to earn their trust during complex dialogues and sidequests. Create your own character through role-playing and decisions. Shape your background, abilities, beliefs and personality. Unveil the local mysteries. Investigate, use your wit and make connections to understand the true nature of this realm. Overcome your weaknesses. The wilderness is full of dangers and you can trust nobody. Find your path to success against all odds. You can find more information as well as the free demo on the game's website! So, what do you think? Have you got any idea how can we call this game's genre? : P
  2. Humans try to mark their presence in the world, but their memories and tales dwindle, their bodies wither away, their homes and statues turn into dust. The wilderness prevails, indifferent like time.
  3. Unlike most people, the monks learn to be satisfied with what’s essential for their survival, the simplest foods and shelters. They seek happiness in understanding and accepting things as they are, hidden both in nature and between the lines of the sacred scriptures, studying the mysteries of the world - herbs, crops, magic, beasts, metallurgy... Many of the monasteries are placed on the outskirts of civilization, where the monks explore and tame the unknown grounds. They expect that the other settlements, especially those which focus on food production, will provide for them. In return, the order shares with such villages the fruits of its research, from general guidance to specific inventions. The monks see themselves as responsible for broadening the potential of humankind, even though this perspective is rarely shared by those who don’t follow the teachings of the Church of Truth. Disbelievers claim that too many of the orders aim to gather resources beyond their needs, discarding their grand ideas, and reveal just the scraps of their research, and only when they can’t parasitize their neighbors any further. The lack of transparency sparks distrust, fear, and in some cases - hostility.
  4. The Roadwarden’s world map keeps its original size in the game, so most of its details won’t be noticed without putting your nose against the screen. It’s a shame, honestly, but my goal is to convey the impression of shifting landscape, not to portray the “realistic” geography.
  5. The new version of Roadwarden’s demo is now available on Steam. An additional area to explore, more things to do, better writing, upgraded UI, improved visuals. I’d love to know what you think. : )
  6. The Clean Spear inn. From February 2019 to May 2020. If you think it’s an improvement, you should see the game’s writing. I’ve been grinding some juicy level ups. (New, probably the last, version of demo coming this month.)
  7. I’ve made some fantastic progress this week, but I’m especially happy with introducing the new continue button. One of the best things about making a game that doesn't use a lot of hardware is that you can make it run almost instantly. You won't have to remember where has your last save occurred or which save slot you have used - just click and play. Also, I don’t think there will be a reason to add some semi-skippable animated company logos whenever the game launches, so all it takes from the moment you press the game’s icon to the moment you’re in is like 10-15 seconds. : P
  8. The latest Roadwarden devlog is now available. About the new notifications, clock, font, world map updates, and more.
  9. Villages in Roadwarden are secluded and often self-sufficient, doing their best to utilize their landscape and the nearby resources to their advantage. This also results in the common distrust of strangers, especially of those who attempt to shake the status quo. Even the smaller settlements need to have their guard up, but the high walls are often not enough to keep the beasts, undead, and highwaymen at a distance.
  10. The game has grown tremendously, though I try to keep everything spoiler-free. : ) For now, how about a tune? We want our music to be subtle, not bluntly cheerful, nor overwhelming tense. The today’s example is on the “brighter” side, but we still tried to hide some uncertainty in it. Is “post rock folk” a thing?
  11. I took a little break from writing and drew some new areas. One of them is this abandoned fishing hamlet that I really like. Places like this one are somewhat common in this fantasy realm. No village can have access to all the goods it requires to prosper, but daily travels for additional resources can turn out to be fatally dangerous. If a village has enough working power and supplies, it will sometimes start a new, small settlement focused on a specific field of work. You can find among them mines, quarries, and brickworks, but also houses for hunters, lumberjacks, and charcoal burners, as well as temporary shelters for workers who build bridges or roadside inns. The fishing hamlet we see here allowed the locals to fish, and to preserve their meat by curing and smoking.
  12. For this ScreenshotSaturday, I have a rather large update. And a lot of pictures to show. Too many for a forum post. Oh dear, that must mean... It’s devlog time! And here it is! I wrote about the map updates, the new armor system, UI adjustments, the new Journal, the most recent WIPs, and recapped the stuff related to the game over screens and the new font.
  13. Roadwarden looks much better now, all thanks to the new font. : ) The text has more space to breathe, the letters have more personality, and thanks to the serifs, it’s going to be easier to keep track of the lines you read. Everybody wins. Other changes were introduced as well, such as the new addition to the inventory screen - when you now point at any icon, the item’s name is instantly displayed, so you don’t have to click anything if you try to quickly find something in your equipment. I currently write dialogues, quests and stores for the game’s largest area, it’s quite exhausting, and I try to avoid spoilers. : P However, you can expect more posts very soon.
  14. In the original “Roadwarden’s” Design Document, there were no game-overs. You could get significantly hurt during your journeys, but never to the point where you’d face a brick wall that would make the further progress impossible. You need to rest and heal your wounds to participate in some events, but you can always move forward. I’ve finally decided to change it. In most situations, reaching 0 HP won’t result in an instant death. But in some scripted encounters - usually when facing an overwhelming opponent while being completely unprepared - your character will be broken. Still, I hope to make it as player-friendly as possible. Did you forget to save your game? Was autosave ran in an inconvenient spot? You can jump back in time a bit, no strings attached. The game now also involves some new systems, like a redesigned “armor level”. I’ll talk more about it in the next devlog.
  15. I’ve reached a rough spot, since as I share more WIPs from my game, my posts get more and more spoilerish... I need to figure out a new approach. But here is something more casual that I’ve been working on this week! : )
  16. Guess what! Roadwarden can now be wishlisted on Steam!
  17. The development has recently encountered a couple of obstacles and pitfalls, but guess what. I *think* the new version of the demo is working. : ) It still needs some additional testing, would you like to help me with that? You can download it here! Does it start for you, can you play it? At one point, the Mac version was crushing out after saving. I hope it’s fixed. : P ---------------------------------- And if you wonder what has changed since the last version but you plan to wait for the full game, here are some highlights, just for context: the available content has tripled - you can visit four new areas (each one is significantly different) and engage in three complex dialogues that they involve a completely new music was introduced the in-game journal now includes a chapter that summarizes interesting clues related to various NPCs the inventory screen is completely redesigned and much more convenient area illustration and inventory icons were updated text parser that don’t need to support capital letters, like the one in the dolmen, don’t use them anymore various bits of dialogues and interactions were enhanced various spelling / phrasing fixes new menu screen bugs were eliminated - unless?
  18. Through this week, I wrote sooo many dialogue bits, made new items, designed new quests and broadened some older content... I’m in the flow, and it feels good. Here’s an example of how arriving to a new place looks like. My lizard brain tells me to stop overcomplicating things, but I’m more like... Nah, “how bout I do anyway”. ; ) And here are some examples of how do the later parts of the same conversation look like.
  19. I’ve been working a lot on the new title screen, and I think that after receiving a lot of very helpful feedback, it’s in a pretty good spot right now. : ) I’m also doing a whole bunch of minor things for the game, since I can hardly find enough time and patience to focus on writing dialogues. I’m adding quests, items, some new dialogue options... I had a really good flow with some ideas, like these two weapons: I’ve also realized that my original plan of “fitting every bit of dialogue in a single window” won’t work. Some NPCs will just have too many dialogue options available if you meet them for the first time in a very late part of the game. Because of that, I’ve decided to add the optional scrolling - it will show up only if there’s something to scroll through, so it won’t impact the major experience.
  20. I have just this little thing to share, a hidden in-game detail. Not every character starts the game with this item, and I’m sure some players won’t notice its hidden interaction. If you wear it, various NPCs react to your presence in new ways. So, are you going to wear it all the time, proud of your beliefs? Are you going to keep it hidden, hoping to avoid quarrels? Is it just a tool for you, something that you hide or show depending on who’s around you? How do you play your role?
  21. Today’s illustration has a little story behind it. The oldest design document for Roadwarden was written in the first months of 2018. I knew from the beginning that I wanted to make a game with a place like this one - an isolated dwelling, in which the magic crafter stays away from other people, obsessed with her trade, surrounded by her creations. Originally, I planned to place the game’s prototype among these walls. I prepared my software, but I barely even started. I “realized” I *won’t* be able to make pixel art, maybe even ever. I had to postpone the project anyway, so I accepted that I failed and moved on. When I started working on the game in January 2019, I knew that I still wanted this place to be a part of my fantasy realm. I was slowly learning the basics, and focused on some other areas - those that the player sees in the first stages of the actual game. Most of these areas are going to be available in the new demo. But I finally decided to give it another shot. And now, here it is. The residence of magic crafter. The exterior went from “impossible,” to “finished in two days.” The interior took another day. I’m not gonna lie - I’m moved. For now, enough of drawing. Recently, I’m focused on programming and writing. And it’s going pretty well. ^^
  22. I’m too sick to write dialogues, but I still have enough patience to draw, and drawing is fun. Here are some new areas that I’ve been working on - some of them are meant to be memorable and interacted with... while others are going to be used more like loading / transition screens. Creating one of those takes me much less time than it used to, but still, it’s so great that podcasts exist. Also, I’ve decided to return to some of my older pictures and update them to the new style that I’ve adapted through the months of learning. My military camp, one of the oldest pictures I’ve ever made (in February), has changed so many times, and it’s all thanks to the feedback and criticism that kind people share with me on-line. The new version of the Roadwarden’s demo is going to be available in November. The introduced changes are going to be huge, so I personally recommend to not play the older demo - though it’s still available on Itch.io.
  23. October is moving forward really well. The major part of the watchtower scenes is already in to the game. There’s so much content already, and it seems to be almost bug-free so far (...though it involved fixing hundreds of mistakes), and the music works so well! There’s a good chance I’ll update the demo sometime next week, just to give you a chance to see how much has everything changed since the release of the old version. : ) During the last couple of days I’ve drawn a couple of new areas that are going to be used as minor stops and the “loading screens” - small bits of narration that precede arriving to a new area. And also, I’ve added two new tracks to the game’s Soundcloud. They’re worth checking out. ^^
  24. I’m back! My health is fine now, and I finally had a good week in the realm of Roadwarden. I’ve drawn a new area, the abandoned watchtower, and I’m really proud of it. Originally, it was meant to be a destroyed tower, but once I’ve drawn it, I haven’t have the heart to turn it into ruins. xD I’ve also laid the foundations for a new area, the road blocked by a fallen tree. The player can investigate this place for clues, trying to figure out what happened in this place. The later part of the quest is not written down yet, mostly because the NPCs related to it are not yet in the game, but it’s a fun little side-activity, that requires a bit of deduction. The game’s world keeps growing... And it makes me super happy. ^^