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Development Roadmap Sticky

A topic by Weirdfellows created 49 days ago Views: 87
Viewing posts 1 to 1
Developer

I've been updating the original roadmap post, but at this point it's been pretty buried by releases so I'm reposting it as a sticky here.

Below are my plans for things to work on in the near future. This is all subject to change, and something being on the list isn't necessarily a *promise* that it will actually make it in the game, but everything below is, as of now, part of what I'd like the game to look like soon.

I've got more stuff I'd like to add and ideas to explore besides what's below, but they're further-out and even more subject to change as the game develops.

New Arcana

  • Air - (Added in Preview 3)
  • Earth - Rounding out the four classical elements.
  • Nature - Adding some classic plant/animal magic.
  • I've got more Arcana types planned, but they'll be a bit more complex or niche and are further down the line.

New Locations

  • Mansions - Full of valuables, but heavily guarded. (Added in Preview 4)
  • Ruined Towers - What happens when magical research gets out of hand. Corrupted wizards, hazards, more monsters, but higher chance of finding powerful cursed items. (Added in Preview 6)
  • Other ruins of various types
  • Mines - A good place to stock up on crystals, but don't delve too deep.
  • Non-vampire crypts - Perhaps inhabited by necromancers, liches, or an undead army.
  • Town near the tower with friendly NPCs and stores
  • Undercity Dwellers town

Other

  • Player ancestries - I want these to bring unique abilities, rather than simple modifiers. (Mutant added in Preview 6, but obviously more to do here)
  • Tower management - Repairing trashed rooms and turning them into rooms that give bonuses or offer additional downtime activities. (Initial implementation in Preview 5)
    • Tower Residents: Recruiting others to live in the tower permanently who can accompany you on adventures.
    • Tower Resident Jobs: Beneficial activities that tower residents can perform.
    • Tower Raids: If a faction gets angry enough at you, they'll attack you directly.
  • Expand corruption system.
    • Mutations: Rather than just increasing modifiers, gaining corruption should give thematic mutations both harmful and helpful. (Added in Preview 6)
    • Additional sources of corruption, like cursed items or spells. (Added in Preview 6)
    • Dangerous upgrades: Powerful upgrades for spells that use Forbidden Knowledge, with a negative effect.
  • Events - Magical and mundane events that change what's going on at a location. From simple stuff like rain (or raining fire or blood!) to things like riots, demonic invasions, or magical catastrophes.
  • Spell levels above 3 - Giving players more powerful spells that they have to work for in-game rather than the current state of being able to start with the most powerful spells available. (Added in Preview 6)

Ongoing

  • More monsters, rooms, items, etc.
  • In particular, more higher-level monsters that show up later in the game and have more abilities rather than just increasing the stats of the monsters that are there.
  • More factions and more faction interactions.
  • More missions, including missions that have you traveling to specific locations.
  • More non-hostile interactions and options - eg Bribe guards to look the other way while you steal stuff, listen in on the lectures in the tower. (The specific examples mentioned have been added)