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Aukustus

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A member registered Dec 26, 2016 · View creator page →

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Thanks for reporting those as well. 

I have no doubt the game is far more demanding than it looks like, probably mostly because of lack of optimization, though it isn't insanely performance heavy. It's something I have to look into at some point.

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Thank you for reporting this. 


My options for fixing bugs on Linux are very low as I have to use a virtual machine which runs quite badly and not representative of a native experience but I cannot reproduce your problem. I have a few hundred downloads for Linux versions in total so I have no idea how widespread your issues are.

Thank you very much for your feedback, I'm very happy that the game has an impact on people :). Feel free to be inspired by this for your own game :).

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Yeah, that would work. I tested by making them the same lights as in the hub area but a little dimmer and it works just fine. I could now change them back into torches which can be lit and turned off by choice.

Thanks a lot for your feedback! That's really valuable insight.

The consumed dreamer guy you mentioned is technically a monster one area harder than where it spawns (out of depth monster in roguelike terms), and its chance to spawn increases gradually while going through the game until it spawns and then its chance to spawn resets back to negative until it can appear sometime much later again. It can be quite unforgiving if it spawns early in the game, maybe too much, and I'll think about it.

That point about torches around the levels and lantern lasting less is quite cool. I'll think about it. I had a technical problem with the lights on each side of the stairways if they were on walls, it would spill light behind the walls as well, so that's the reason they are on the floor. I'll look into this again since that was my original intention.

Animations are quite slow yeah, I'll look into how to speed up them, with a changeable option in the settings. Some of the animations are tied quite hard into the game logic's speed so I don't know yet how to make them faster without breaking something else :).

Bosses being quite easy is somewhat unavoidable with some character builds. Ranged classes are easier to play at this point. I need to look into this as well how to fix them without making them too hard for melee classes.

For cursed items I want them to be permanent but I'm making it easier to uncurse them.

Regarding music, I really appreciate your offer, but it's something I want to do myself and I'm able to create music as well. I do mainly rock/metal music so at some point I want to take the challenge and do something else, like game music for an own project :).

I got the following response from Microsoft:

"At this time, the submitted files do not meet our criteria for malware or potentially unwanted applications. The detection has been removed."

Thanks for reporting this, this was an issue in the past as well and I had to send the game to Microsoft in order to sort it out as a false flag. I'll do it again.

Thank you for your feedback!

The scroll shop will in the future sell one scroll of uncursing for each restock.

As for the gear, no doubt the RNG can screw sometimes over, which isn't my intention. I'd like to know where you encountered issues. I've typically spent all upgrade materials into weapons and bought a heavy armor which have lasted through the whole game.

Awesome! Thanks for the feedback as well.

There's an alternative ending in the sense that you don't have to kill the end boss to win the game. I've planned an epilogue screen which would have different texts whether or not you kill the end boss. But for now there isn't a visible difference.

Thanks for the feedback!

I'll consider making the scroll selection not randomized like the potion selection is.

Thank you, I agree with those. I'm not really happy with the dungeon generation either for the same reason. I'll need to look into that.

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Thank you for your valuable feedback! 

I agree with your points and I'll look into them.

About backtracking, the way I progress through the game I don't really have to backtrack at all because of the shortcuts to different areas so I'd like to know what specifically is the problem with that. Or maybe I'm just skipping things like not going to merchants until I return to the hub. I'm aware there's a longer section in the game (around 14 floors) until you return to the hub so maybe you mean that because there you'd have to backtrack a lot to return. I've been planning some sort of fast travel or traveling mechanism to go from specific points to the hub easily back and forth, but haven't figured out yet exact details.

Thank you very much! 

I have sound effects already in place and a new unarmed character class coming in the next version. And a lot of minor fixes and changes. But I want to add some other major stuff as well before I'll release it.

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Absolutely, I realized I should probably mention it somewhere in the game but the saves go to [windowsUser]\AppData\LocalLow\Aukustus\Realms of the Lost

Just delete both the .save and .metadata for a specific save.

I will add a Delete button for the Load Game menu later.

Thank you very much! Plenty of stuff to come :).

Thanks for the feedback! 

I think I guess what you mean with the slight delay, you can try disabling movement easing from the options and see if that makes it better for you.

I'm working on sound effects currently, there's roughly 45 sound effects in place already. Music I hope to have at some point later since I can compose songs already (rock and metal though) but I don't have any experience in composing soundtracks yet.

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Thanks for the suggestion! Because my Monk draws inspiration from western monks and priests instead of D&D eastern kung fu monks, unarmed combat is something that I've planned for a while because it's the last missing playstyle. 

I still need to figure out some design issues because most of the damage comes from weapon's upgrade level,  durability status and lastly from an inserted rune. Easiest way would be adding simple fist weapons but that doesn't exactly make me happy. But yeah, I want to add the class as well and probably will.

Yeah, I found some really good stuff on https://sonniss.com/gameaudiogdc that are both royalty free and commercial quality. I can reveal now that I'm already working on the game having sounds. It's pretty amazing how different it feels when there are footstep sounds when moving :).

Thanks! I will check out your video. There's no sound effects as I don't want to spend money on them because the game is free. At least for now. I'm getting some requests for them though so I have to think about it.

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Hi! Yeah, there's no sounds. That's something I hope to have at least at some point. I'm doing a non-commercial game so I don't really want to invest money in sound effects.

Thanks for the feedback!

That's not a weird question, I use the 32x32 Angband tileset by David Gervais for most of the stuff: http://pousse.rapiere.free.fr/tome/tiles/AngbandTk/tome-angbandtkmonsterstiles.htm

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Thank you very much for reporting this! I was able to replicate this with the Alchemist class. It appears that the Alchemist cannot buy potions for the time being as it will try to auto-identify it with the class bonus :(.

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Thank you for these findings and suggestions! These are really valuable. I'm doing my best to improve the game :). 

And yeah, I get that long corridor thing, that's purely a level generation issue I need to somehow figure out.

Edit: I was able to fix all three problems mentioned in the last paragraph :).

Thank you! I'm already working on the next version :). How would you make it less slow, is it the general gameplay or movement speed or completely something else?

The reason I keep upgrading Unity is just for fun, and also sometimes there are updates to for example the lighting system like Forward+ rendering support for URP. I already encountered the eight lights hard limit per scene with Built-in renderer, so I had to change to URP Deferred, and I think I'll try the Forward+ at some point.

Haven't seen this one before, you probably should start a new game. 

My only guess is that the game crashed while generating the map. There are no enemies and doors visible so I think it crashed when creating items which are spawned before monsters and doors. What that violet thing is I have absolutely no idea but I guess it's some by-product.

Thanks for reporting this!

There were online lists of deaths and victories together with the inventory the character had, the game also spawned graves for characters that died in the same floor. I felt like there were diminishing returns for having those features in a game that's free so I stopped paying for the hosting services. Implementing that stuff was relevant to my studies as well so it felt natural at the time being.

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All right, I think it is the settings file that is broken and when starting a new game it cannot read it.

You could check the {username}/AppData/locallow/aukustus/Realms of the lost/ (if I recall correctly the path, should be similar) and delete the config.txt file. It should generate it again then when running the game again and can be verified by opening the settings menu again.

If that doesn't work, you could create manually a config.txt file in that location with this content:

{

  "Resolution": "1280x720",

  "FullScreen": false,

  "PostProcessing": true,

  "Easing": true,

  "FoV": 90.0,

  "WeaponSway": true,

  "VersionMajor": "Alpha",

  "VersionMinor": 6,

  "LightFlicker": true

}

Never seen that one. No idea yet what’s broken.

This is exactly my point.


Thanks, I’m already working on Alpha 7! :)

Indeed, using an item in general when you're gonna die the next turn from an effect was bugged. A good find :).

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No problem, I understand your frustration and the term roguelike seems to be applied everywhere when there’s just for example random terrain but it’s like a city builder in reality.

This game is in a bit different perspective to me since I started the development in 2D top down first but changed the camera orientation very early, mechanically it’s still the very same. The tacticality of seeing more enemies in 2D is implemented intentionally here by that turning the character won’t cost a turn so you can freely look around and decide your next action.

I had no intention of deceiving since mechanically it’s 2D roguelike but in different perspective. Gameplay wise it feels like classic dungeon crawlers definitely though.

Thanks! I fear this glitch can happen in other ways as well. I’ll look into it.

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Hi! Thanks for your comment. I’m fully aware about real roguelikes and dungeon crawlers. Played Nethack and ADOM twenty years ago first time etc.

What I had in my mind was a roguelike in dungeon crawler style and I do have most of the infamous Berlin interpretation checked with my game. I try to fit in the niche of people wanting roguelikes in a dungeon crawler engine and also those who like Dungeon Hack for example.


So my design background lies in true roguelikes (not roguelites) and not in ones like Ultima Underworld or Daggerfall but there are obvious influences and I hope fans of both types can enjoy the game. Therefore I think roguelike fits better but I do understand your point. Also, there’s NotEye for playing 2D roguelikes in first person so I’d argue my approach is similar.


Edit: I did a little update on the description clarifying what’s it about fully.

Hey, sounds like it's a side effect from me shutting down the server, you can modify the conf.txt file to set the Online Features from Enabled to Disabled and see if it helps.

Yeah, it's normal. Sound is something that's planned at some point.

Thanks! I just uploaded an experimental Linux release. Hopefully it'll work!

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Perhaps! I've played it on my Android phone and it works fine. One of the reasons the UI is like that is I wanted it to work on Android from the very beginning.

Thanks! I doubt there'll be macOS or iOS versions since I don't own a Mac with which to compile the game.

Thank you!

Thank you! I'll try to make a Linux build for the next alpha release. Haven't tried that yet with Unity.