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Magic, Factions, and a bonus soundtrack!

Hey gunslingers, it's about time I posted an update on the development process, so here goes! 

I've finalized how magic works, finally, and have written about 15 spells (so far). Gunslingers with a talent for witchery will be able to choose different effects for each spell depending how much time they want to spend casting it - just need a small advantage? Spend less time. Need to create a cataclysm? Spend more time. Incidentally, there will be three sources of magical power on the Range:

-Rust and Stone 

-Root and Ash

-Blood and Bone 

Each power requires special components to tap into, and each grants access to a different range of spells!

Yesterday, I finished working about the major factions gunslingers can ally or align with. The major powers on the Range are:

-The Range Confederation 

-The Iron Rail

-The Congregation of Ghosts 

-The Ranchers' League 

-The Syndicate

-The Lawless 

Each faction grants advantages if they're happy with you, and each can make DEADLY enemies.

I'll post a couple sample spells and faction benefits on Twitter (ugh, "X") soon, so make sure your following over there for more-regular Hard Six updates. 

Bonus! I made a playlist of some of the music I've been listening to while writing, give it a listen! https://open.spotify.com/playlist/00Fpzq9AG61fGrieeV6w3W?si=kRtwypN3QmqzYIT72K2VMw&pi=Lsb_CWT-Tt-Fv

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