thanks for the vid! It helped me a lot for catching smaller issues.
you could keep attacking the trees to break them and get that wood.
and you ended up sprinting right to the final mega dungeon, which is indeed pitch black and requires you to bring a torch or another light source. bad luck that you didn't run into any of the normal dungeons, and the final one spawned so close...
While waiting for my 10 km2 world to generate, some loadingscreen fluff to see or read would have been nice. Anything than watching 53060201 somethings load in. Some tidbit about the places that are being built. Also not sure if we needed all that 1000 years to go, lot of kingdoms rose and fell in a lot shorter timespan.
Some options especially for the volume sliders would be nice, effects are pretty loud, and Avante the Golden Sun is not a very varied track. Somehow none of the buttons wanted to work after death, making me restart the game, and continuing trapped me in a death spiral. NPCs sheated and unsheated their weapon every other second playing the sound effect on loop.
It is clearly ambitious, I appreciate the deeper RPG mechanics, as it seems every stat has value, and there are a varied option of classes. The extensive world generation should have already been a giveaway. It is fun to run around the overworld. I've entered a bandit hideout to kill and get loot, but realized all the bandits were friendly. Gonna need a lot of UI to disperse all that information you can get in this game across different screens.
I think it would be nicer if the world had a some pre-set portions and not 100% procgen, because just like in real life, it makes a lot of empty spaces instead of an interesting gameworld.
I liked the first game and I like the ambition of this game. Right now it feels pretty janky; after I spawned the nearest village was right on a hill and both villagers walked immediately to their deaths, eliminating their faction . Meanwhile I can see the text for battles going on several km away from the player. On one level it's cool to be airdropped into a world that is "happening" absent of the player but on the other hand it can be pretty chaotic and unbalanced. I'd like to see some more nuance in the combat; I get that the player is slow and weak until you level up but it stills feels bad to have morrowind style combat where you just kind of click and watch a linear and slow animation that hits like a sponge. The levels also seem a bit random; I went into a dungeon level 1 and handily beat a level 5 and level 11 bandit. Meanwhile level 25 and 50 merchants are running around beating on monsters of even more different levels, so its hard to gauge what the power level of a specific level is. There are other small things like having to max out the coin quantity when looting (should default to all coins instead of 1). That being said, the amount of stuff you can interact with and interactions between all the different things in the world is really engaging. Horse taming, fishing, crafting, settlement building, stealth, etc. leaves open a ton of stuff to do, especially in a proc gen context. The concept sells the game for me and I'll be following the project.
NPCs spawning near cliffs is a problem I'll have to tackle sooner or later, but might not have a decent solution. We'll see. But there's no real way out of a game like this not being chaotic and unbalanced, but I hope that's fun to mess around with!
And about combat: You don't have to treat it 100% like a numbers game, as you can use not only attacks and defending, but also kicks and dodges to gain a huge advantage: Kicking blocking enemies severely drains their stamina, and dodging heavy attacks instead of parrying them can net you a nice stamina advantage.
On levels: enemies and the players are 1x1 on all accounts, plus modifiers to make the game easier or harder, that'll be customizeable in the options menu coming soon. But because your own ability and build matters a lot more than 2 extra points in strength, levels are more of a suggestion than an absolute in terms of what you can handle.
Oh, and you can just right-click when looting to get all items instead of going through the amount selector.
Hope I can meet your expectations in the coming updates!
Thanks for the tip on the loot, I must've missed a tool tip. I like the philosophy of ability mattering more than raw numbers; I found that instead of dodging attacks I could just kite most enemies but having different strategies is certainly interesting.
Thinking about it more, I think you're right about the chaos being more enjoyable than otherwise. Getting a quest from a guy who immediately walked off a cliff was a memorable gameplay experience to be honest. In general there aren't enough games that stretch the sandbox open world concept to these kinds of scenarios, so your direction is really appealing to me
Comments
i'm having issues playing from steam.

the game starts borderless windowed, so i cannot drag the screen and i cannot make it fullscreen either
Just press F11 or Alt+ENTER to switch window modes
something broke in the dungeon.
also, i couldn't figure out how to gather wood to start crafting
thanks for the vid! It helped me a lot for catching smaller issues.
you could keep attacking the trees to break them and get that wood.
and you ended up sprinting right to the final mega dungeon, which is indeed pitch black and requires you to bring a torch or another light source. bad luck that you didn't run into any of the normal dungeons, and the final one spawned so close...
While waiting for my 10 km2 world to generate, some loadingscreen fluff to see or read would have been nice. Anything than watching 53060201 somethings load in. Some tidbit about the places that are being built. Also not sure if we needed all that 1000 years to go, lot of kingdoms rose and fell in a lot shorter timespan.
Some options especially for the volume sliders would be nice, effects are pretty loud, and Avante the Golden Sun is not a very varied track. Somehow none of the buttons wanted to work after death, making me restart the game, and continuing trapped me in a death spiral. NPCs sheated and unsheated their weapon every other second playing the sound effect on loop.
It is clearly ambitious, I appreciate the deeper RPG mechanics, as it seems every stat has value, and there are a varied option of classes. The extensive world generation should have already been a giveaway.
It is fun to run around the overworld. I've entered a bandit hideout to kill and get loot, but realized all the bandits were friendly. Gonna need a lot of UI to disperse all that information you can get in this game across different screens.
I think it would be nicer if the world had a some pre-set portions and not 100% procgen, because just like in real life, it makes a lot of empty spaces instead of an interesting gameworld.
I want to expand that history section a lot more in future updates, since people seem to love it.
Options, including audio, of course, are coming soon too!
Glad you could see its potential too. More elaborate generation that'll borderline on handcrafted will be coming in future updates.
I liked the first game and I like the ambition of this game. Right now it feels pretty janky; after I spawned the nearest village was right on a hill and both villagers walked immediately to their deaths, eliminating their faction . Meanwhile I can see the text for battles going on several km away from the player. On one level it's cool to be airdropped into a world that is "happening" absent of the player but on the other hand it can be pretty chaotic and unbalanced. I'd like to see some more nuance in the combat; I get that the player is slow and weak until you level up but it stills feels bad to have morrowind style combat where you just kind of click and watch a linear and slow animation that hits like a sponge. The levels also seem a bit random; I went into a dungeon level 1 and handily beat a level 5 and level 11 bandit. Meanwhile level 25 and 50 merchants are running around beating on monsters of even more different levels, so its hard to gauge what the power level of a specific level is. There are other small things like having to max out the coin quantity when looting (should default to all coins instead of 1). That being said, the amount of stuff you can interact with and interactions between all the different things in the world is really engaging. Horse taming, fishing, crafting, settlement building, stealth, etc. leaves open a ton of stuff to do, especially in a proc gen context. The concept sells the game for me and I'll be following the project.
Thanks for the review! And glad you liked it!
NPCs spawning near cliffs is a problem I'll have to tackle sooner or later, but might not have a decent solution. We'll see. But there's no real way out of a game like this not being chaotic and unbalanced, but I hope that's fun to mess around with!
And about combat: You don't have to treat it 100% like a numbers game, as you can use not only attacks and defending, but also kicks and dodges to gain a huge advantage: Kicking blocking enemies severely drains their stamina, and dodging heavy attacks instead of parrying them can net you a nice stamina advantage.
On levels: enemies and the players are 1x1 on all accounts, plus modifiers to make the game easier or harder, that'll be customizeable in the options menu coming soon. But because your own ability and build matters a lot more than 2 extra points in strength, levels are more of a suggestion than an absolute in terms of what you can handle.
Oh, and you can just right-click when looting to get all items instead of going through the amount selector.
Hope I can meet your expectations in the coming updates!
Thanks for the tip on the loot, I must've missed a tool tip. I like the philosophy of ability mattering more than raw numbers; I found that instead of dodging attacks I could just kite most enemies but having different strategies is certainly interesting.
Thinking about it more, I think you're right about the chaos being more enjoyable than otherwise. Getting a quest from a guy who immediately walked off a cliff was a memorable gameplay experience to be honest. In general there aren't enough games that stretch the sandbox open world concept to these kinds of scenarios, so your direction is really appealing to me