Thank you!
Matteo Sciutteri
Creator of
Recent community posts
Hi! Thank you so much for the feedback!
We are happy to see how much love the game is receiving. We have a lot of ideas (but you know, the game jam's time constraint was very tight, and we couldn't add 90% of the stuff we planned). But we're considering creating a full game based on this "barebones demo." So, please, follow the main dev to receive updates if you want :D
Yeah, we're struggling with the fullscreen / resolution thing building from Unity. I'm trying at this exact moment to fix it, but I don't have found a solution yet (activating the fullscreen option in itch seems to create some strange issue with the position of the elements on the screen).
So... A long night in front o me.
The idea of using the cinders to light the torch is cool. Thank you!
hi! Thank you for the feedback and the rating!
The two starting areas are the ‘tutorial’. Basically you enter in a new area and you roll dice to discover what you lose an what you gain (Hp, sanity, cinders).
Some areas are darker and you need to light the torch, spending a charge. This way you will have more chance to avoid troubles.
Yes! Need Games is presenting right now on Gen Con the english version: https://twitter.com/needgamesrpg/status/1686848587106299904?s=46&t=lfLOHypJic4NrEmljLwaXg
Hi! The enemies haven't stats - it's a game a little bit different than "the most famous fantasy game." The system is based on Blades in the Dark - and tags and short descriptions describe the NPCs.
As a rule of thumb, if an enemy is weak, full success is enough to defeat it. If the enemy is strong, you can create a clock.
Hi! Thank you for your comment!
Here are your answers:
1. You resist consequences. Consequences are, most of the time, related to the character's actions: a hunter does something that triggers an action roll, and by rolling the dice, the player obtains 1-5. So, there will be consequences, and the player (IF they still have the stamina) can try to resist (avoiding or reducing the consequences). Sometimes, an enemy action can push a character to face direct consequences: when a player ignores a danger. For example:
GM: The monster is trying to destroy the column inside the church. What do you do?
Hunter: I'm still trying to grab a treasure
GM: The monster break into two parts the supporting column and the floor falling. You suffer 2 Harms. Do you want to resist?
Please note: the GM should always telegraph dangers before they hit the characters. Trying to avoid danger triggers an action roll; only if the player ignores the danger, the danger becomes real, and they must face the consequences.
2. Stamina is regained after the eventual consequences of an action roll. If an action hasn't consequences, the stamina is regained immediately after the action itself. An action can cover more than a single "step" depending on the type of action and the "zoom" level the GM wants to use in the scene. For example:
* A single Action Roll can cover entry inside a temple, avoiding all enemies using a stealth approach.
* A single Action Roll can be a single blow against a gigantic monster (like a "boss fight").
Firearms, like any other item, can affect the fictional position. So, they can be used to kill enemies if that makes sense. Maybe some enemies are too fast to be hit by a bullet, and the GM will say it's a "risky/limited" position and the players need to use extra resources to have a major impact in the scene. But, yeah, firearms can definitely be used to hit enemies.
Ah, the corrupted hunter is an interesting idea. However, I'm not sure it can fit in every game - it's more a matter of taste. So, I agree there is room for a rule about the character's death, but I think we need a more "generic one," and if some players are happy with the idea of having a corrupted hunter, they have my blessing!